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My Creations, I hope that you like them :D

Posted 11-06-2014 at 03:12 AM by FrozdY (FrozdY Heroes.)
Updated 11-08-2014 at 09:28 AM by FrozdY





Trained by Ember Spirit, Earth Spirit and Crystal Maiden from early childhood to the present learning the ways of the elements and customizing them to fit it self has now become a force that you should fear.




Damage: 22-33
Movement: 300
Armor: 2

Strength: 15 + 1.7
Agility: 22 + 1.7
Intelligence: 25 + 2.4 Main


"Q" Earth Split. (Channeled AOE)
Splits the target area making it crack and stuns enemies, in addition adds a Residue.
Cost: 90 mana
Area: 400
Range: 600
Damage: 50/75/100/125
Channel: 1 second
Stun: 2 seconds
Cooldown: 45 seconds
Residue: 20 seconds (If you have a point in "R" Malefic Orb)

"W" Ice Strike. (Channeled AOE)
Elemaster changes the air molecules to freeze the target area slowing enemies movement and attackspeed in adddition adds a Residue.
Cost: 90 mana
Area: 400
Range: 600
Damage: 25/50/75/100
Channel: 1 second
Movement slow: 50% in the center to 1% at the edges
Attack speed slow: 50% in the center to 1% at the edges
Lasts: Till everyone affected leaves the area
Cooldown: 45 seconds
Residue: 20 seconds (If you have a point in "R" Malefic Orb)

"E" Flame burst. (Channeled AOE)
Elemaster makes the air molecules vibrate so fast that everything within the area bursts into flame, including the ground, in addition adds a Residue.
Cost: 90 mana
Area: 400
Range: 600
Initial damage: 100/125/150/175
Channel: 1 second
Cooldown: 45 seconds
Floor damage/second: 10/20/30/40
Flame on the floor lasts: Till all the affected targets leave the area
Flame on an enemy damage/second: 10/20/30/40 starts at the initial boom
Flame on an enemy lasts: 5 seconds after leaving the area
Residue: 20 seconds (If you have a point in "R" Malefic Orb)

"R" Malefic Orb. (Channeled Target)
Elemaster Channels all the elements into one orb that starts out by traveling really slow but gains more mass and speed as it goes along, the longer it has to travel, the more damage it will do and for each residue charge you have, the orb can travel further, it will dissolve if it doesn't reach it's target.
Cost: 150/300/600 mana
Area: half of the distance traveled
Range: 600 to start the channeling, after that it will hunt the target down for as long as it can.
Damage: One 4th/3rd/half of the distance traveled
Channel: 5 seconds
Cooldown: 200/150/100
Movement increase: 1 each unit traveled
Charge range increase: 50/charge

"D" Absorb Residue. (Instant Self Linked to "R" Malefic Orb)
Elemaster uses it's superior knowlage to telepathically absorb the residue into it self but more than 5 charges is too hard for anyone to have on them.
Cost: Nothing
Area: 1000 around Elemaster
Lasts: 4 or fewer charges lasts forever, 5 or more till you don't have any mana left
Mana loss: 1%/charge over 5 of your maximum mana each second
Mana reaches 0: you get stunned for a 4th of a second/charge
Damage: 10/charge
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My Changelog (Post 6.82c)

Posted 11-05-2014 at 08:12 PM by faustlim
Updated 12-01-2014 at 06:25 AM by faustlim


-Aghanim's Scepter duration increased to 6/7/8

Arc Warden
-Cooldown of Tempest Double increased to 80 seconds

-Berserker's Call duration increased to 2.0/2.5/3.0/3.5

-Flamebreak cooldown increased to 17/16/15/14

Bounty Hunter
-Shruiken no longer bounces between any Tracked units who are within a 900 radius of each other. Instead, when Shruiken is casted, Shruiken is also thrown at all Tracked units that can be seen by Bounty Hunter
-Jinada deal 300/350/400/450% critical damage instead to tracked units.

-Manacost of Primal Split increased to 150/185/220

Centaur Warrunner
-Hoof Stomp manacost increased to 150
-Return no longer damages towers

Chaos Knight
-If Chaos Strike procs on a target, Chaos Knight steals 5/10/15/20 damage which lasts for 3 seconds. This debuff stacks a maximum of 3 times. Chaos Knight's illusions can use this passive.

-Penitence duration increased to 8 seconds

Death Prophet
-Exorcism cooldown reduced to 140 seconds
-Exorcism duration reduced to 25 seconds

Earth Spirit
-Geomagnetic Grip manacost increased to 125

Elder Titan
-Aghanim's Scepter also increases max health as damage to 35/40/45%

Faceless Void
-Base strength decreased from 23 to 20

-Aghanim's Scepter Call Down Missile 1 damage increased to 300/350/400

-Aghanim's Scepter Upgrade number of beams increased to 6/10/14 and duration increased to 3.0/5.4/7.8

Night Stalker
-Void damage increased to 100/180/260/340
-Units under crippling fear effect now also take 10% more physical damage

Ogre Magi
-Fireblast cooldown increased to 15 seconds

-False Promise no longer grants invisiblity

Nature's Prophet
-Damage Increment per Bounce also increased to 6/7/8% by Aghanim's Scepter

Phantom Lancer
-Phantom Rush move speed decreased to 500/600/700/800. Note: At level 1 Phantom Rush, if Phantom Lancer movement speed is higher than 500, Phantom Lancer and his illusions' movement speed will be the Phantom Lancer's original movement speed.
-Justaxpose max illusions decreased to 4/6/8

-Night changes to day during supernova

-Rot deals bonus damage of 2x the current number of flesh heap stacks
-Flesh Heap bonus strength increased to 1/2/3/4
-Illusions gain the bonus strength from Flesh Heap

-Static Link is blocked by spell immunity

-When Riki cast Blink Stike on an enemy, for the next attack Riki have increased attack speed of 400
-Blink Strike bonus damage increased to 40/80/120

Sand King
-Caustic Finale is no longer a unique attack modifier
-If an enemy is hit by 3 pulses from Aghanim's Scepter Epicenter, it will be stunned for 1 second

Skywrath Mage
-Ancient Seal duration decreased to 2/3/4/5

-Base agility increased by 5

Spirit Breaker
-Aghanim's scepter upgrade damage increased to 300/400/500

-Suicide Squad, Attack! reworked
Suicide Squad, Attack!

Sacrifice yourself for the greater good. Have 3 charges. Charges replenish at 30 seconds each. Whenever a charge is used, Techies lose 20% of its max HP as backlash damage. If all 3 charges are used, Techies dies and this is considered a suicide, also considered suicide if Techies die from backlash damage. Deals massive area of effect damage.

Full Damage Radius: 300
Partial Damage Radius: 600
Full Damage: 200/300/400/500
Partial Damage:100/150/200/250
Cooldown: 30
Manacost: 100/120/140/160

-Techies' death time is halved if all 3 charges are used up or if Techies dies as a result of the backlash damage.
-Using all 3 charges or dying as a result of the backlash damage counts as a suicide, which does not reward normal gold or experience to the enemy team.
-Destroys trees in its area.
-Gives Techies XP for the kills even if Techies dies as a result of using the skill.

-Anchor Smash radius reduced to 350

-Metamorphosis movement speed loss increased to 40

-Earthshock damage increased to 100/160/220/280
-Earthshock movement speed slow increased to 40/50/60/70%

Vengeful Spirit
-Vengeful Aura Death Attack Damage Reduction is halved.

-Poison Attack slow duration decreased to 1.0/1.5/2.0/2.0


Blink Dagger
-Cast Range decreased to 1000

Eul's Scepter of Divinity
-Cooldown of Cyclone increased to 30 seconds.

Medallion of Courage
-Armour bonus increased to 7
-Valor armour reduction increased to 7

Force Staff
-When a unit have been forced, a debuff is placed on it that prevents it from being forced by another force staff that lasts for 5 seconds

-Courier and Flying courier is no longer slowed by empty bottle

Veil of Discord
-Recipe cost reduced to 1100

Rod of Atos
-Rod of Atos cripple duration increased to 5 seconds

Black King Bar
-Black King Bar can be sold

-Gold bounty victim level multiplier increased to 10/9/8/7/7
-Gold bounty NWFactor multiplier decreased to 0.03/0.03/0.03/0.02/0.01
-Glyph is no longer refreshed when tier 1 tower is broken
-Glyph changed from impenetrable to damage reduction of 95%
-Quickbuy is disabled for 3 seconds after taking damage from enemy heroes.
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Posted 11-04-2014 at 01:18 PM by WaruAthena

His accent is a tad..weird to say the least, but there's something strangely endearing about his casting.

"I need to punch a man to feel like a wall again!"
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[WIP] Granmarg, the Chevalier

Posted 10-29-2014 at 03:58 PM by Dark Mizuki
Updated 10-29-2014 at 04:58 PM by Dark Mizuki

Granmarg, the Chevalier

Before young boys dreamt of being the best knight before the throne of their king, and even before the age when the first order of runic knights vowed to their sacred oath, the Chevaliers, the warriors who bowed to no king, vowed to no duty, were the first among legends. The Chevalier, warriors of great honor, were loyal only to their chosen path of forging legends of their own. Mighty as they were, shining their armor was, bards often tell tales that each Chevalier was known for possessing a weapon befitting of his glory. But, perhaps, told only by a few (and now fewer), the legend amongst these legends, was Granmarg.

Learns Defender, Ragnarok, Akumu, and Excalibur

Defender - the Greatsword of Protection
Ragnarok - the Arms of Ruination
Akumu - the Blade of Nightmare
Excalibur - the Grand Sword of Legends
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Rating: 11 votes, 4.45 average.

Bleach vs One Piece v10.0 AI

Posted 10-29-2014 at 05:53 AM by sleepxalone

Link download:
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