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HoW Hero/Skill/Item Remake/Rework [HAITUS]

Posted 12-11-2010 at 03:26 AM by night_sky95
Updated 05-25-2011 at 04:26 AM by night_sky95


Cursed Demon Remake => Hylix, the Minister of Hell *NEW*
Quote:


Hylix

Strength - 18 + 2.35 [Slightly Above Average]
Agility - 16 + 1.8 [Average]
Intelligence - 18 + 2 [Slightly Above Average]

Learns Eruption, Burning Agony, Hellfire Strike and Doom

Attack range of 100
Movement speed of 300
Quote:
Affiliation: -
Role: -
Theme: Fire, Hell


Hylix, the Minister of Hell

Starting Hitpoints: 530
Starting Mana: 260
Starting Damage: 48-56
Starting Armor: 3
Quote:


Eruption

From hell, Hylix summons an eruption of flames along a straight path. This sends all his enemies into the air, only to take damage on their painful impact with the ground.

Level 1 - Deals 75 damage and stuns for 0.75 seconds
Level 2 - Deals 120 damage and stuns for 1 seconds
Level 3 - Deals 165 damage and stuns for 1.25 seconds
Level 4 - Deals 210 damage and stuns for 1.5 seconds
Level 5 - Deals 255 damage and stuns for 1.75 seconds

In Depth Explanation
• Damage Type: Magical
• Area of Effect is 150
• Casting Range is 500
• Hit units will fly for 0.52 seconds before the real stun is applied.
• Distance traveled is 700.
• The wave of flames moves at 1600 units per second.


Possible Animation:


Cooldown: 12 sec
Mana Cost: 90/105/120/135/150
Quote:


Burning Agony

Hylix lets loose flames from hell that burns every enemy unit in an area for 6 seconds. When atheir HP reaches below 25% of their maximum HP, the damage dealt will become greater.

Level 1 - Deals 12(20*) damage per second.
Level 2 - Deals 24(35*) damage per second.
Level 3 - Deals 36(50*) damage per second.
Level 4 - Deals 48(65*) damage per second.
Level 5 - Deals 60(80*) damage per second.

In Depth Explanation
• (*) Damage dealt if their HP reaches below 25% of their maximum HP
• Damage type: Magical
• Area of Effect is 175
• Casting Range is 600


Cooldown: 14 sec
Mana Cost: 100/110/120/130/140
Quote:


Hellfire Strike

Each of Hylix's strikes injects an accursed flame that causes the target to combust upon death, dealing damage in an area

Level 1 - Deals 60 damage
Level 2 - Deals 90 damage
Level 3 - Deals 120 damage
Level 4 - Deals 150 damage
Level 5 - Deals 180 damage

In Depth Explanation
• Damage type: Magical
• Area of Effect is 400
• Exploding units leave no corpse.
• Hellfire Strike places a buff on the attacked unit that lasts 2 seconds. If a unit dies with the buff on it, it will still explode, regardless if Sand King delivered the killing blow or not.
• Does not work on denies (the buff is not placed on allied units).
Quote:
Got the icon here

Doom

The target unit becomes inflicted with Doom. The afflicted unit cannot cast spells and will take 80 damage per second.

Level 1 - Last for 8 seconds
Level 2 - Last for 11 seconds
Level 3 - Last for 14 seconds

In Depth Explanation
• Damage type: Magical
• Casting Range is 550
• Even though Doom deals magic damage, it will still damage magic immune units.
• Unlike other silences, Doom prevents the target from using items and disables some passive abilities.
• Units afflicted by Doom can be denied by their allies when their HP drops below 25% of their maximum health.


Cooldown: 100 sec
Mana Cost: 150/200/250



Lord of Frost Remake => Ordin Frostbane, the Lord of Frost *NEW*
Quote:


Ordin Frostbane

Strength - 20 + 1.7
Agility - 16 + 1.55
Intelligence - 20 + 3

Learns Frost Nova, Soul Freeze, Frost Armor, and Winter Fall

Attack range of 550
Movement speed of 300
Quote:
Affiliation: Scourge
Role: Ganker, Support
Theme: Ice


Ordin Frostbane, the Lord of Frost

Starting Hitpoints: 530
Starting Mana: 260
Starting Damage: 43-50
Starting Armor: 1
Quote:


Frost Nova

Blasts enemy units around a target enemy unit with a wave of damaging frost that slows movement and attack rates for 4 seconds.

Level 1 - Deals 60 damage to the target and 50 AoE damage.
Level 2 - Deals 90 damage to the target and 75 AoE damage.
Level 3 - Deals 120 damage to the target and 100 AoE damage.
Level 4 - Deals 150 damage to the target and 125 AoE damage.
Level 5 - Deals 180 damage to the target and 150 AoE damage.

In Depth Explanation
• Damage Type: Magical
• Area of Effect is 200
• Casting Range is 600
• Damage type: magical
• Frost slows movement speed by 30% and attack speed by 20%.


Cooldown: 10 sec
Mana Cost: 120/135/150/165/180
Quote:


Soul Freeze

Freeze the being of every enemy he encounters. Damage and silence every enemy unit in an area.

Level 1 - Deals 50 damage and silence for 2 seconds
Level 2 - Deals 100 damage and silence for 3 seconds
Level 3 - Deals 150 damage and silence for 4 seconds
Level 4 - Deals 200 damage and silence for 5 seconds
Level 5 - Deals 250 damage and silence for 6 seconds

In Depth Explanation
• Damage type: Magical
• Area of Effect is 225
• Casting Range is 800


Cooldown: 15 sec
Mana Cost: 100/110/120/130/140
Quote:


Frost Armor

Creates a shield of frost around a target friendly unit. The shield adds armor and slows attacking melee units for 2 seconds. Lasts 40 seconds.

Level 1 - Adds 3 armor
Level 2 - Adds 5 armor
Level 3 - Adds 7 armor
Level 4 - Adds 9 armor
Level 5 - Adds 11 armor

In Depth Explanation
• Frost slows movement speed by 30% and attack speed by 20%.
• If autocast is activated, the Lord of Frost will cast this spell on nearby allies who are attacked.


Cooldown: 6 sec
Mana Cost: 40
Quote:


Winter Fall

Ordin unleashes a chilling dark presence around him that creates a wave of damaging frost that hits a single enemy at a time for 4 seconds. Each nova possesses a mini-stun.

Level 1 - Each nova deals 125 damage.
Level 2 - Each nova deals 175 damage.
Level 3 - Each nova deals 225 damage.

In Depth Explanation
• Damage type: Magical
• Area of Effect is 700 (*This is the Finding/Checking AoE of the spell)
• Novas are released between intervals of 0.4 second
• A nova's ministun lasts for 0.01 second


Cooldown: 120 sec
Mana Cost: 200/300/400



Ranger Remake => Vereesa, the Elven Ranger *NEW*
Quote:


Vereesa

Strength - 18 + 1.75 [Average]
Agility - 21 + 2.65 [Above Average]
Intelligence - 19 + 1.9 [Average]

Learns Sentinel, Tetra Shot, Trueshot Aura, and Ranger's Mark

Attack range of 600
Movement speed of 300
Quote:
Affiliation: -
Role: Ganker, Support
Theme: Ranger, Elf


Vereesa, the Elven Ranger

Starting Hitpoints: 480
Starting Mana: 285
Starting Damage: 40-47
Starting Armor: 2
Quote:


Sentinel

Send an owl companion at the target location. The Sentinel will act as a passive, invisible watcher until the Vereesa activates it. The Sentinel has a limited vision on its own. When activated, the Sentinel will reveal a large portion of the area surrounding it and also invisible units, but temporarirly loses its invisibility in the process. Each Sentinel lasts for 8 minutes.

Level 1 - Reveals 600 AoE for 4 seconds.
Level 2 - Reveals 700 AoE for 4 seconds.
Level 3 - Reveals 800 AoE for 4 seconds.
Level 4 - Reveals 900 AoE for 4 seconds.
Level 5 - Reveals 1000 AoE for 4 seconds.

In Depth Explanation
• Forest Sentinel in passive mode has Permanent Invisibility and Sight Range of 400.
• When activated, the Forest Sentinel loses Permanent Invisibility.


Cooldown: 80/70/60/50/40 sec
Mana Cost: 75

Quote:


Reveal

Toggle the Sentinel's state.

In Depth Explanation
• Casting Range is Global
• Cooldown is shared with all Sentinels.
• When cast on ground, affects the closest Sentinel to the targeted point.


Cooldown: 12 sec
Mana Cost: 25
Quote:
Got the icon here

Tetra Shot

Being a skilled Ranger, she has the capability to shoot multiple arrows at the same time. After she winds up her bow for up to 1 second, Vereesa shoots 3 arrows, each dealing damage and maiming all it hits for 2 seconds. The arrows travels up to 1000 distance

Level 1 - Each arrow deals 50 damage and slows their movement speed and attack speed by 15%
Level 2 - Each arrow deals 75 damage and slows their movement speed and attack speed by 25%
Level 3 - Each arrow deals 100 damage and slows their movement speed and attack speed by 35%
Level 4 - Each arrow deals 125 damage and slows their movement speed and attack speed by 45%
Level 4 - Each arrow deals 150 damage and slows their movement speed and attack speed by 55%

In Depth Explanation
• She shoots 3 arrows at the same time: One moves in front of her (0° North), Another moves at 45° North-East, and the other moves at 45° North-West
• Damage type: Magical
• Area of Effect is 125 (Arrows)
• Casting Range is 1000
• The arrow initially moves at a rate of 2000 units per second.
• This spell destroys trees.
• This skill has a short channeling time (1 second)


Cooldown: 14 sec
Mana Cost: 100/110/120/130/140
Quote:


Trueshot Aura

An aura that gives friendly nearby units bonus damage to their ranged attacks

Level 1 - Increases base ranged damage by 6%
Level 2 - Increases base ranged damage by 12%
Level 3 - Increases base ranged damage by 18%
Level 4 - Increases base ranged damage by 24%
Level 5 - Increases base ranged damage by 30%

In Depth Explanation
• Area of Effect is 800
• Aura bonuses consider only unit base damage + primary attribute increases (not raw damage items).
Quote:


Ranger's Mark

Mark an enemy hero for 30 seconds or until it dies. Allied units who attack the marked target gain an attack speed increase. The marked Hero will also have his armor decreased.

Level 1 - Grants +25% AS when attacking the marked Hero. Decrease the target's armor by 1.
Level 2 - Grants +40% AS when attacking the marked Hero. Decrease the target's armor by 3.
Level 3 - Grants +55% AS when attacking the marked Hero. Decrease the target's armor by 5.

In Depth Explanation
• Casting Range is 900
• Gives True Sight of the target and a 300/300 vision


Cooldown: 12 sec
Mana Cost: 55/45/35



Mareder, the Elemental Master Remake => Malfurion, the Ancient Druid *NEW*
Quote:


Malfurion

Strength - 20 + 1.6
Agility - 17 + 1.6
Intelligence - 19 + 2.9

Learns Essence Discharge, Tranquility, Entangle, and Summon Forest Guardian

Attack range of 600
Movement speed of 300
Quote:
Affiliation: -
Role: Ganker, Support
Theme: Nature


Malfurion, the Ancient Druid

Starting Hitpoints: 530
Starting Mana: 241
Starting Damage: 40-50
Starting Armor: 1
Quote:
Got the icon here

Essence Discharge

Malfurion releases a powerful explosion, made from the essence of nature, that deals damage depending on the number of enemy units in the area. Has a 1 second delay before skill takes effect. Cap of 450 damage.

Level 1 - Deals 80 + (4 * no. of enemy units)
Level 2 - Deals 110 + (8 * no. of enemy units)
Level 3 - Deals 140 + (12 * no. of enemy units)
Level 4 - Deals 170 + (16 * no. of enemy units)
Level 5 - Deals 200 + (20 * no. of enemy units)

In Depth Explanation
• Damage type: Magical
• Area of Effect is 275
• Casting Range is 650
• Check number of enemy units present every 0.1 second


Possible Animation


Cooldown: 15 sec
Mana Cost: 95/115/135/155/175
Quote:


Tranquility

Call forth a rain of soothing energy to pour down in the area around Malfurion, healing and increasing the resistance friendly allied units. Last for 6 seconds

Level 1 - Heals 20 HP per second and increase his allies' resistance by 5%
Level 2 - Heals 35 HP per second and increase his allies' resistance by 10%
Level 3 - Heals 50 HP per second and increase his allies' resistance by 15%
Level 4 - Heals 65 HP per second and increase his allies' resistance by 20%
Level 4 - Heals 80 HP per second and increase his allies' resistance by 25%

In Depth Explanation
• Just to be clear, this is NOT a channeling spell
• Area of Effect is 400
• Could heal Magic Immune units
• The "Tranquility Field" follows Malfurion for the duration of the ability.


Cooldown: 25 sec
Mana Cost: 120/140/160/180/200
Quote:


Entangle

Malfurion's next attack causes roots to burst from the ground, immobilizing a target enemy unit and all of its nearby allies, and dealing 50 damage per second.

Level 1 - Last for 1.25 second
Level 2 - Last for 1.75 second
Level 3 - Last for 2.25 second
Level 4 - Last for 2.75 second
Level 5 - Last for 3.25 second

In Depth Explanation
• Area of Effect is 175
• A unit can't Blink or Metamorphose when affected by this skill.
• You can bash and crit at the same time Entangle is applied.
• If the target is affected by this skill and activates an invisibility spell you'll be able to see him for Entangle's duration


Cooldown: 19/16/13/10/7 sec
Quote:


Summon Forest Guardian

Malfurion summons two of the most powerful guardians of the forest, the True Wisp and the Dark Wisp, to aid him and his companions in battle. These two are completely different from one another but they balance each other. Last indefinitely.

Level 1 - Summon a True Wisp and a Dark Wisp.
Level 2 - Summon a Strong True Wisp and Dark Wisp.
Level 3 - Summon a Powerful True Wisp and Dark Wisp.

In Depth Explanation
• Casting Range is Self
• Spells last as long on the Wisps as they do on heroes.
• Currently existing Wisps are destroyed upon casting of Summon Forest Guardians.


Cooldown: 120 sec
Mana Cost: 100/150/200

Quote:

The model should be colored Green
True Wisp

The True Wisp is the defensive guardian, therefore defense > offense

Hitpoints: 500/850/1000
Mana: 150
Damage: 21-25/26-30/31-35 (Chaos)
Attack Range: 500
Armor: 3/4/5 (Unarmored)
Movement Speed: 320/340/360
BAT: 1
Sight Range: 800/800
Bounty: 100

Quote:
Got the icon here

Soul Protection

Protect a targeted ally. A portion of the damage the targeted unit receives will be transfered to the True Wisp. Last for 10 seconds

Level 1 - 20% of the damage received by the target will be transfered to the True Wisp
Level 2 - 35% of the damage received by the target will be transfered to the True Wisp
Level 3 - 50% of the damage received by the target will be transfered to the True Wisp

In Depth Explanation
• Casting Range is 500
• Absorbs damage after all damage reduction takes place.


Cooldown: 30 sec
Quote:


United Resistance

The True Wisp creates a link that unites the defense of every allied unit. Last for 12 seconds.

Level 1 - All linked units will receive an additional 2 armor, and 10% Magical Resistance. Maximum of 4 linked units
Level 2 - All linked units will receive an additional 4 armor, and 15% Magical Resistance. Maximum of 5 linked units
Level 3 - All linked units will receive an additional 6 armor, and 20% Magical Resistance. Maximum of 6 linked units

In Depth Explanation
• Casting Range is 400
• Area of Effect is 500


Cooldown: 30 sec
Mana Cost: 50
Quote:


Resistant Skin

Reduces the duration of negative spells and renders the True Wisp immune to certain spells.

In Depth Explanation
• Regarding damage and duration from different spells (like Cyclone and Frost Bite) will consider this unit a hero.
• Cannot be transmuted.
• Cannot be dominated.
Quote:

The model should be colored Royal Blue
Dark Wisp

The Dark Wisp is the offensive guardian, therefore offense > defense

Hitpoints: 400/550/700
Mana: 150
Damage: 21-30/31-40/41-50 (Chaos)
Attack Range: 500
Armor: 1/2/3 (Unarmored)
Movement Speed: 320/340/360
BAT: 1
Sight Range: 800/800
Bounty: 80

Quote:


Detonate

The Dark Wisp destroys itself and releases a great force that damages all nearby enemies, and drains a portion of their mana. After a brief moment, the Dark Wisp revives from the same point.

Level 1 - Deal 150 damage and drain 10% of their max. mana from each enemy unit in an area around it. After 5 seconds, the Dark Wisp revives from the same point.
Level 2 - Deal 250 damage and drain 15% of their max. mana from each enemy unit in an area around it. After 4.5 seconds, the Dark Wisp revives from the same point.
Level 3 - Deal 350 damage and drain 20% of their max. mana from each enemy unit in an area around it. After 4 seconds, the Dark Wisp revives from the same point.

In Depth Explanation
• Damage type: Magical
• Area of Effect is 325
• Revives with full HP and full mana.


Cooldown: 20 sec
Quote:


United Force

The Dark Wisp creates a link that unites the power of every allied unit. Last for 12 seconds.

Level 1 - All linked units will receive an additional 12 damage. Maximum of 4 linked units
Level 2 - All linked units will receive an additional 20 damage. Maximum of 5 linked units
Level 3 - All linked units will receive an additional 28 damage. Maximum of 6 linked units

In Depth Explanation
• Casting Range is 400
• Area of Effect is 500


Cooldown: 30 sec
Mana Cost: 50
Quote:


Resistant Skin

Reduces the duration of negative spells and renders the Dark Wisp immune to certain spells.

In Depth Explanation
• Regarding damage and duration from different spells will consider this unit a hero.
• Cannot be transmuted.
• Cannot be dominated..



Xrath, the Rider Remake => Xenon, the Elemental Master *NEW*
Quote:


Xenon

Strength - 19 + 1.55 [Below Average]
Agility - 16 + 1.2 [Below Average]
Intelligence - 25 + 3.1 [Above Average]

Learns Ring of Fire, Crystal Fields, Lightning Grapple and Symphony of Elements

Attack range of 550
Movement speed of 300

Quote:
Affiliation: -
Role: Support
Theme: Elements, AoE-Caster


Xenon, the Elemental Master

Starting Hitpoints: 500
Starting Mana: 375
Starting Damage: 39-51
Starting Armor: 1
Quote:


Ring of Fire

Summon balls of mystical flames from 600 units away from Xenon that encircles and slowly approaches him. All enemy units hit will receive damage. Once the fire balls has reached Xenon, it heals him depending on the damage all balls have dealt to every enemy it touched.

Level 1 - Summon 4 fire balls, each dealing 25 damage
Level 2 - Summon 5 fire balls, each dealing 30 damage
Level 3 - Summon 6 fire balls, each dealing 35 damage
Level 4 - Summon 7 fire balls, each dealing 40 damage
Level 5 - Summon 8 fire balls, each dealing 45 damage

In Depth Explanation
• Damage type: Magical
• Area of Effect is 100 (Fire Ball)


Cooldown: 14 sec
Mana Cost: 115/130/145/160/175
Quote:
Got the icon here

Crystal Fields

Xenon lets loose an frosted nova around him that slows every enemy unit and deals 1.75x of his INT as damage. Has a 1.5 second casting time

Level 1 - Slow last for 2.75 seconds. Area of Effect is 350
Level 2 - Slow last for 3.25 seconds. Area of Effect is 425
Level 3 - Slow last for 3.75 seconds. Area of Effect is 500
Level 4 - Slow last for 4.25 seconds. Area of Effect is 575
Level 5 - Slow last for 4.75 seconds. Area of Effect is 650

In Depth Explanation
• Damage type: Magical
• Slows the affected units' movespeed by 30% and attack speed by 20%


Cooldown: 18 sec
Mana Cost: 140
Quote:
Got the icon here

Lightning Grapple

Xenon binds a target enemy unit with electrical energy, disabling it for a brief moment. After its duration, it pull the enemy to the point where Xenon casted the spell. Xenon is temporarily slowed by 50% for 3 seconds after casting this spell

Level 1 - Disable an enemy for 1.4 seconds, then pulls it to the point where Xenon casted the spell right after. Casting Range is 300
Level 2 - Disable an enemy for 1.8 seconds, then pulls it to the point where Xenon casted the spell right after. Casting Range is 375
Level 3 - Disable an enemy for 2.2 seconds, then pulls it to the point where Xenon casted the spell right after. Casting Range is 450
Level 4 - Disable an enemy for 2.6 seconds, then pulls it to the point where Xenon casted the spell right after. Casting Range is 525
Level 5 - Disable an enemy for 3 seconds, then pulls it to the point where Xenon casted the spell right after. Casting Range is 600

In Depth Explanation
• Can't target Magic Immune units


Cooldown: 25 sec
Mana Cost: 110/120/130/140/150
Quote:
Got the icon here but I still need a better one

Symphony of Elements

Xenon channels every inch of his powers to summon numerous random elemental explosions every 0.1 second in an area surrounding him. Last for 4 seconds.

Level 1
Fire Explosions: Deals 150 damage
Frost Explosions: Deals 100 damage and slows enemies for 3 seconds
Lightning Explosions: Deals 75 damage and purge enemies for 1 second. Deals 400 damage to summoned units.
Level 2
Fire Explosions: Deals 225 damage
Frost Explosions: Deals 150 damage and slows enemies for 3 seconds
Lightning Explosions: Deals 125 damage and purge enemies for 1 second. Deals 600 damage to summoned units.
Level 3
Fire Explosions: Deals 300 damage
Frost Explosions: Deals 200 damage and slows enemies for 3 seconds
Lightning Explosions: Deals 175 damage and purge enemies for 1 second. Deals 800 damage to summoned units.

In Depth Explanation
• This is a Channeling Spell
• Damage type: Magical
• Area of Effect is 600 (Area where the explosions could occur) ; 175 (Area of effect of each explosion.)
• Slows the affected units' movespeed by 30% and attack speed by 20%.
• Purged units are slowed by a factor 2/3/4
• Every 0.1 seconds one explosion is made, for a total of 40 explosions.


Cooldown: 150/135/120 sec
Mana Cost: 300/450/600



Dragon Remake => Emerald Dragon
Quote:


Ysmier

Strength - 19 + 1.8
Agility - 16 + 1.4
Intelligence - 25 + 2.5

Learns Emerald Flames, Midnight Slumber, Spirit Valley and Emerald Dream

Attack range of 450
Movement speed of 300

Quote:
Affiliation: -
Role: -
Theme: Emerald Dream, Spirit, Dragon, Dreams


Ysmier, the Emerald Dragon

Starting Hitpoints: 500
Starting Mana: 375
Starting Damage: 39-55
Starting Armor: 1
Quote:
Got the icon here

Emerald Flames

Ysmier releases a wave of magical flames, in a line, that damages all enemy units. With the magical flames' intensity, it leaves the grounds scorching, damaging enemies who dares step on it over time. Last for 5 seconds

Level 1 - Deals 90 initial damage. Enemies who stays within the scorching grounds take 8 damage per second
Level 2 - Deals 135 initial damage. Enemies who stays within the scorching grounds take 12 damage per second
Level 3 - Deals 180 initial damage. Enemies who stays within the scorching grounds take 16 damage per second
Level 4 - Deals 225 initial damage. Enemies who stays within the scorching grounds take 20 damage per second
Level 5 - Deals 270 initial damage. Enemies who stays within the scorching grounds take 24 damage per second

In Depth Explanation
• Damage type: Magical
• Casting Range is 500
• Area of Effect is 225; Distance is 600


Cooldown: 12 sec
Mana Cost: 100/120/140/160/180
Quote:


Midnight Slumber

Puts the enemy unit into a fitful slumber, filled with horrifying nightmares. It takes damage over time and could be awaken once they get hit. Every after 2 seconds, another nearby enemy unit will be affected by Midnight Slumber, but will only lasts for only 1.8 seconds.

Level 1 - Deals 20 damage per second. Last for 4 seconds.
Level 2 - Deals 25 damage per second. Last for 5 seconds.
Level 3 - Deals 30 damage per second. Last for 6 seconds.
Level 4 - Deals 45 damage per second. Last for 7 seconds.
Level 5 - Deals 50 damage per second. Last for 8 seconds.

In Depth Explanation
• Damage type: Magical
• Area of Effect/Finding AoE is 300
• Casting Range is 500
• If the target recieves any type of damage except from Midnight Slumber, then it will wake up.
• The use of spells on the affected units can wake the target up without the caster falling asleep.
• In the first second of Midnight Slumber the target will be invulnerable.
Lane and Neutral Creeps won't attack any "Sleeping" unit


Cooldown: 18 sec
Mana Cost: 150
Quote:
Got the icon here

Spirit Valley

Cast a spell that will put every enemy within 275 AoE into an enchanted valley made from their own dreams. No one can go in nor out of the enchanted valley, expect for Ysmier and her trusted companions. Last for 4 sec. Casting Range increases per level.

Level 1 - Casting Range is 450
Level 2 - Casting Range is 600
Level 3 - Casting Range is 750
Level 4 - Casting Range is 900
Level 5 - Casting Range is 1050

In Depth Explanation
• Area of Effect is 275


Cooldown: 24/22/20/18/16 sec
Mana Cost: 120
Quote:
Got the icon here

Emerald Dream

Banish all nearby enemy units' physical beings into the "Eternal Dream", leaving their spiritual beings behind, at the same time dealing 2.5x of Ysmier INT as damage. All banished units cannot attack and take 40% more damage from magical attacks and spell.

Level 1 - Banish all enemy units for 3.5 seconds
Level 2 - Banish all enemy units for 4.25 seconds
Level 3 - Banish all enemy units for 5 seconds

In Depth Explanation
• Damage type: Magical
• Casting Range is Self
• Area of Effect is 400/450/500


Cooldown: 120/100/80 sec
Mana Cost: 250


Got the model here.
King Guard Remake => Nerubian Guard
Quote:


Anub'ehsal

Strength - 21 + 2.85
Agility - 15 + 1.2
Intelligence - 19 + 2.35

Learns Locust Swarm, Web Sling, Guardian Shell, and Piercing Demise

Attack range of 125
Movement speed of 290
Quote:
Affiliation: -
Role: Tank
Theme: Nerubian, Guardian


Anub'ehsal, the Nerubian Guard

Starting Hitpoints: 549
Starting Mana: 260
Starting Damage: 35-47
Starting Armor: 3
Quote:


Locust Swarm

Anub'ehsal releases a swarm of hungry locusts, each dealing 15 pure damage to a random enemy in range. The locusts then return to him, healing him for the damage dealt.

Level 1 - Release 6 locusts.
Level 2 - Release 10 locusts.
Level 3 - Release 14 locusts.
Level 4 - Release 18 locusts.
Level 5 - Release 22 locusts.

In Depth Explanation
• Damage type: Pure
• Area of Effect/Finding AoE is 350

• This will serve as his main semi-spammable healing mechanism that could also serve as a situational nuke.


Visuals? It will pretty much look like this.



PS. This skill isn't entirely my idea so credits aren't fully mine
Got the idea here


Cooldown: 18/17/16/15/14 sec
Mana Cost: 90/105/120/135/150
Quote:


Web Sling

Anub'ehsal launches an enchanted web that ensnares an enemy unit, rendering the unit unable to move, and dampen the power of their attacks.

Level 1 - Last for 3 seconds and have their attacks reduced by 7%
Level 2 - Last for 3.75 seconds and have their attacks reduced by 14%
Level 3 - Last for 4.5 seconds and have their attacks reduced by 21%
Level 4 - Last for 5.25 seconds and have their attacks reduced by 28%
Level 4 - Last for 6 seconds and have their attacks reduced by 35%

In Depth Explanation
• Works on magic immune units.
• Interrupts channeling spells.
• A few spells, including Blink, will also be disabled when affected
• Web Sling sets the movement speed of the affected unit to zero.
• Web Sling dispels non-combat consumables.
• The damage reduction is calculated based on the base damage and primary attribute of the target.


Cooldown: 14 sec
Mana Cost: 120
Quote:


Aegis Guard

A thick armor shell that protects the Nerubian Guard against all harm. Every time Anub'ehsal receives damage, there is a chance for him to deflect damage equal to a percentage of his current health to a random enemy unit.

Level 1 - 10% chance to deflect 8% of his current health as damage
Level 2 - 15% chance to deflect 8% of his current health as damage
Level 3 - 15% chance to deflect 12% of his current health as damage
Level 4 - 20% chance to deflect 12% of his current health as damage
Level 5 - 20% chance to deflect 16% of his current health as damage

In Depth Explanation
• Damage type: Physical
• Area Effect is 500
Quote:


Piercing Demise

Slam the ground, causing waves of spikes to ring the hero in all directions. Deals damage and stuns.

Level 1 - Deals 250 damage and stuns for 1.5 seconds
Level 2 - Deals 375 damage and stuns for 1.75 seconds
Level 3 - Deals 500 damage and stuns for 2 seconds

In Depth Explanation
• Damage Type: Physical
• Area of Effect is 800/875/950
• Full damage and stun are dealt to invisible units.


Cooldown: 150 sec
Mana Cost: 150/225/300



Dark Templar skills: Mark of the Abyss [Aura of Dead Spirits Remake]
Quote:


Mark of the Abyss

Place a mark on whoever Nex'ur attacks. The affected unit will have his armor reduced, and whoever attacks that marked unit will have an increase in their attack speed. Last for 3 seconds

Level 1 - Reduce enemies' armor by 1. Gives +10% Attack speed to allies
Level 2 - Reduce enemies' armor by 2. Gives +18% Attack speed to allies
Level 3 - Reduce enemies' armor by 3. Gives +26% Attack speed to allies
Level 4 - Reduce enemies' armor by 4. Gives +32% Attack speed to allies
Level 5 - Reduce enemies' armor by 5. Gives +40% Attack speed to allies

In Depth Explanation
• Mark of the Abyss is a Buff Placer.
• The Mark of the Abyss buff is placed before his attacks, so he gets the bonus on his first hit.



Dark Spirit Skills: Nightmare Rift [Mana Burn Remake]
Quote:
Got the icon here

Nightmare Rift

The Dark Spirit opens a rift at a targeted point that sends out dark energies that forcibly pulls one random enemy hero within sight. Casting Range increase per level

Level 1 - Pull a random enemy within 400 AoE
Level 2 - Pull a random enemy within 500 AoE
Level 3 - Pull a random enemy within 600 AoE
Level 4 - Pull a random enemy within 700 AoE
Level 5 - Pull a random enemy within 800 AoE

In Depth Explanation
• Casting Range is 350/425/500/575/650
• Its effect has some travel time, the target isn't instantly moved back.
• Interrupts channeling spells
• Only pulls enemy heroes within sight. Invisible Heroes, Heroes in the fog, etc... will not be chosen by this skill


Cooldown: 18 sec
Mana Cost: 85/95/105/115/125

Why change his skill?
Do I have to say it?
• Mana Burn is an out-of-place skill. It doesn't offer any synergy with his skill set and his role.
• While with this skill, it offers tons of synergy not only to his skills, but also to his teammates.



Assassin => Nether Assassin: True Assassin
Quote:


True Assassin

Whenever the Shira kills a target, her self-esteem as an assassin increases. With each kill, she gains 3% bonus Attack Speed. When she is killed, her bonus Attack Speed will be cut into half, due to the shame she has felt as an assassin.

Level 1 - +18% AS Limit
Level 2 - +27% AS Limit
Level 3 - +36% AS Limit
Level 4 - +45% AS Limit
Level 5 - +54% AS Limit

In Depth Explanation
• Heroes, denies and neutral creeps also provide Bonus AS through True Assassin.


Death Archer Skills: Marksmanship [Rework] & Untamed Thirst [Curse Blood Remake]
Quote:


Untamed Thirst

Enemore thirsts for the death of her enemies. Every time a nearby enemy unit dies, her attack damage increase. Cap of 60 damage. Last for 5 seconds.

Level 1 - Increase Enemore's attack damage by 2 (*10 if its a Hero) every time a nearby enemy unit dies.
Level 2 - Increase Enemore's attack damage by 3 (*15 if its a Hero) every time a nearby enemy unit dies.
Level 3 - Increase Enemore's attack damage by 4 (*20 if its a Hero) every time a nearby enemy unit dies.
Level 4 - Increase Enemore's attack damage by 5 (*25 if its a Hero) every time a nearby enemy unit dies.
Level 5 - Increase Enemore's attack damage by 6 (*30 if its a Hero) every time a nearby enemy unit dies.

In Depth Explanation
• Duration refreshes each time a nearby enemy unit dies.
• Finding AoE is 650
Quote:


Marksmanship

Being a skilled archer, her accuracy is phenomenal. Every continuous shot from her arrows slowly shatters the defenses of her mark. Stacks indefinitely. Last for 2.5 seconds.

Level 1 - Every successful hit she does reduces the target's armor by 0.1
Level 2 - Every successful hit she does reduces the target's armor by 0.2
Level 3 - Every successful hit she does reduces the target's armor by 0.3
Level 4 - Every successful hit she does reduces the target's armor by 0.4
Level 5 - Every successful hit she does reduces the target's armor by 0.5

In Depth Explanation
• Duration refreshes each time a nearby enemy unit dies.
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