Hello whoever is so bored with what is currently happening in their life that they are reading this!
This is my portfolio of items and hero suggestions. They are in no particular order.
: This is my favorite item because it helps give casters some more damage late-game when they get completely overrated.
: This is a unique concept and theme on an item that I hope will get inducted in some way.
The Mage's Shako
: A helm meant to help add another arsenal to the active ability-damage items.
: Item meant to add a unique defensive ability to the game.
Charm of Anticipation
: Friend item to Linken's Sphere and Black King Bar, but with a twist!
: This is just another disable for casters late-game. I think casters need more items since there's a plethora of auto-attacker items out there but just a few caster ones
Codex of Souls
: Another caster item but this one is focused on dealing damage and would be used mid-late game.
: A auto-attacker disabling item. Rather unique in its active ability.
Whistle of the Wolf
: Unique summon item for early game neutraling, harassing, and scouting.
The Occultist's Gift
: Yet another caster item meant to increase the mana capacity and a new way to gain mana.
: Eh.. needs to be remade. Haha. It has a little bit of everything. Has a orb effect and DoT.
Star of the Sadist
: A new kind of orb effect, consisting of a physical damage DoT buff placer.
Kris of Sin
: Has a new orb effect (miss % chance buff).
: Mind control... so fun.
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
Astruma, Fallen Star
Astral based hero with unique debuffs and spells.
Iuguolo, Caustic Cut-Throat
Acid, Poison, Debuff based hero.
Vexistrasz, Flame Aspect
: Fire-themed AoE hero.
Nemus, Nurturer of Corruption
: Dark-Corruption/Poison based AoE/Single-Target hero.
Facticius, the Steel Heart
: Armor-based Single-Target hero.
[AGI-Sentinel] Nemosus, Nature's Fury
: AoE, spell dependent cousin of Rooftrellen.
[STR-Neutral] Grok'tul, Warbringer
: Tank with strength based spells and a nice passive.
Wind's Embrace (passive aura)
(Hero's Name)'s presence causes the wind to bend to his and his allies' protection. The wind will provide bonus armor and magic resistance based on the number of allied units in the area. The bonuses will be spread out to all allies in the area they encompass.
Bonus Magic Resistance:
Area of Effect:
- This skill is more powerful the fewer allies there are in the AoE, but it is also great for team pushes because everything dies slower from both physical attacks and spells
- Bonuses will be spread out evenly among all allied units
(Hero's Name) controls the air around him/her to create violent tornadoes that revolve around him/her. The tornadoes revolve around (Hero's Name) at a fixed distance and if an enemy unit runs into one they take damage and are knocked back the opposite direction they are facing. After a tornado has been hit, it will disappear, leaving a gap in the tornado formation.
Example of bonuses being spread out -
Level 4 Wind's Embrace
9 allied units are around the hero (he counts as the 10th unit)
All units gain 2 armor and 6% bonus magic resistance
5 of the allied units die (so 5 are still left, including him)
All units gain 4 armor and 12% bonus magic resistance
15 allied units show up (now there are 20 total units)
All units gain 1 armor and 3% bonus magic resistance
: 75/100/125/150 per tornado (physical)
: 5/6/7/8 seconds
Area of Effect
: 300/400/500/600 (area surrounding the casting hero)
Number of Tornadoes
Tornado Revolve Speed
- The casting hero CAN move, attack, cast, and use items while this is active
- Units caught inside of the ring of tornadoes CAN be knocked around like a pinball by all of the tornadoes
- This skill is mainly meant for disrupting an enemy team's formation; imagine a hero running into a fight with this on, pushing around every enemy unit and hero
- Units can only be damaged by a tornado once per 3 seconds, but will still be pushed back
- This skill is similar to a moving Power Cog