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Old 10-11-2010, 03:23 PM   #41
eleazar03
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Default Complete the Hero XIII: The Village of One






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Last edited by eleazar03; 11-24-2010 at 05:20 AM.
Old 10-11-2010, 03:39 PM   #42
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Default Re: Complete the Hero 13: The Village of One

None taken...
Well actually Krobelus Witchcraft reduces mana cost and cooldowns, Multicast makes a spell be 2x/3x/4x the normal power and Sylabear Synergy...wtf does that do here?It is some damage and hp increase and duration at Rabid...nevertheless this was not my point...actually my point is that I want an special heal spell, 2 sec casting time and near 100 mana cost and no actual cooldown...this combined with the chances to get heal over time and bonus heal on next...I wanted this to be less imba than a single spell and actually this does fit the hero for an ulti...
Think of it differently...Like a bash...chance on hit...well this is chance on heal...

PS: it makes the whole challenge a lot more easy...
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Old 10-11-2010, 04:03 PM   #43
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Default Re: Complete the Hero 13: The Village of One

First of all 10x GoD for informing me the contest had begun. Now... can i use a hero idea that i have already posted to compete in this challange, or do i have to think of a new one?
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Old 10-11-2010, 04:08 PM   #44
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Default Re: Complete the Hero 13: The Village of One

Summary
(Part 1)
Druid of the Elements
Sect

Theme: Master of the elements, specializes in Multi Elemental spells. He is the ultimate char when it comes to team battles, with high damage AoE spells enemies are left with two choises, run or die. If they run, he is able to Grasp one of them with cold so there is no hope for anyone there.

Role: Disabler/DoTer. Great babysitter at low levels, no burst damage spells at ALL but very hard to kill and can deliver great amounts of damage even at low levels. Powerful shield and heal/cleanse incantations make him an undisputed laner, with great survivability he can lane forever. He is truly, unharassable, to say the least. Very little item dependency, except mana because of low starting stat and gain.

PRIMARY ATTRIBUTE: Intelegence

BASIC STATISTICS:
STR: Mid-low + Low gain
AGI: Low + Mid gain
INT: Mid + Mid gain



BRIEF DESCRIPTION OF ATLEAST THREE SKILLS:

Each one of the first 3 skills has a passive as well as an active and a player can choose which passive suits him best for at low levels. At level 6 Sect gains the ability to bring in effect 2, and later on all passives and to combine his Single Elemental spell to create Multi Elemental spells.


Single Elemental:

Freezing Grasp: Active: Channels cold into a target dealing it damage and slowing it per second, after spell is over the target regains speed by the same value as he lost per second. Passive: Can freeze a unit with an attack every number of seconds.
Active is a channelled ability.

Springshowers: Active: Causes a Springshower at an area, shooting lightning bolts at random dealing damage to enemy units. The storm the storm grows in size every passing second. For every 100 units of distance the target travels within the storm, there is a 20% that a gust of wind will knockback it back to the center of the storm. Passive: Causes a Springshower of cleansing waters to rain upon him and allies around him every number of seconds healing them and removing a negative buff.


Flame's Embrace: Active: Envelopes a target in warm flames greatly increasing their regen rates. Passive: Sect is in Flame's Embrace, the flames protect him and grow angrier every time he is hit. The flames deal damage to nearby enemies, increase armor and MR, and they have a chance to disintegrate projectiles and disarm melee attacker. All stats of Flame's Embrace increase with each cosecutive damage source.

Multi Elemental:


Thunderpyre: Calls down a dense shower of lightning, from the intensity of surge the ground begins to burn. Half way thorugh the duration of the spell another thunder shower strikes the earth at the same location doubling the damage of the flames. Both thunder and flame deal damage.

Tempreture Flux: Freezes the target solid over 3 seconds dealing damage and slowing by 33% each second, after the target has been frozen for 1 second he blasts it with fire, dealing damage. The Tempreture Flux causes steel to shatter, greatly reducing target's armor and damage for a short duration. Needs to channel while freezing the target (3 seconds).

Frozen Gales: Enchants gales with cold resulting in Frozen Gales. He unleashes a number of these Gales, one each 1.25 seconds, in a line infront of him dealing damage per Gale. Each Gale consecutively slows the enemy and if a unit is hit by 5 they will become Frostbitten, they will be unable to move and will take extra damage per second. Needs to be channel atleast 3 gales or the spell will break.
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Last edited by hamora; 10-13-2010 at 02:59 PM.
Old 10-11-2010, 04:11 PM   #45
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Default Re: Complete the Hero 13: The Village of One

Celestial Sage
Caidoz

THEME: A powerful Sage who uses the guidance of the Sun, Moon and Stars to aid him in battle. His abilities allows him to change his role in or out of combat, giving him special properties that can provide more powerful buffs or sometimes even better effects if combined in a sequence. (In short, his theme involves Celestial Beings and Proper Chaining.)

ROLE: Caidoz roles vary on his current active skill/s. He may range from an Initiator, Chaser, Ganker, Support or Nuker. Maybe under certain circumstances, you may have more than one role!

PRIMARY ATTRIBUTE: INT

BASIC STATISTICS:
STR: Mid STR and Mid-High Gain.
AGI: Low AGI and Low-Mid Gain.
INT: High INT and High Gain.

BRIEF DESCRIPTION OF ATLEAST THREE SKILLS:

Rising Sun: Caidoz calls forth the blessing of the Sun, incinerating nearby foes with beams of heat, dealing DPS and reducing Armor.

Sleeping Moon: Caidoz calls forth the gentleness of the Moon, slowing nearby foes with ominous winds while rejuvenating nearby ally's Mana for a few seconds.

Guiding Star: Caidoz calls forth the guidance of the Star, giving Caidoz and his allies sight of a nearby enemy hero for a few seconds. Also, the afflicted unit is consecutively struck by a falling star, dealing damage every few second.

Uranometria: Caidoz channels for a few seconds before unleashing the most powerful incantation in his arsenal, giving him total control over the Celestial Plane. During Uranometria, all of his spells gains a constant cooldown and can stack within each other and gain bonus effect upon simultaneous stacking. At the end of Uranometria, sends out a certain number of meteors equal to the number of sequences activated, dealing damage to damage to enemy heroes anywhere in the battlefield.


Note: I removed a few features of my skills and placed them under reserves, you gotta look forward for it!

Quote:



Celestial Sage
Caidoz

Background Story: Even as a child, Caidoz showed extraordinary talents in sorcery and astrology. As time pass, so did Caidoz and he knew all of his studies and research will only go to waste so did he went on an expedition where the stars are said to touch the ground. Decades has passed and his expedition failed, his body crumbled into ashes. His soul still lingers, gaining a new form upon his reaching the heavenly bodies. Descending back to the world with his newfound powers, he calls forth the celestial bodies to aid him in battle. Burning foes with the intense heat of the Sun. Placing his friends in ease under the hands of the Moon. Calling down the stars to collide with his opponents momentarily. His true powers are yet sealed, only through an incantation does he can purge the world of all evil.

Strength - 16 + 1.9
Agility - 11 + 1.2
Intelligence - 27 + 3.9




Affiliation: Neutral
Damage: 49 - 53
Armor: 2
Movespeed: 310
Starting HP/MP: 454/351
Attack Range: 550

Rising Sun - (Activated Passive, AoE-Effect, Aura.)
____________________Caidoz endows himself with the soul of the Sun, granting him increased additional HP regen, Immolation and periodically calls down a prominence beam to damage enemies.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
11009 secN/A550(Aura+Search)/200(Immolation)N/AGain +0.25% HP Regen. Immolation deals 25 Damage per second to enemy units. Prominence Beam deal 75 Damage and reduces the target's armor by 2.
21107 secN/A550(Aura+Search)/200(Immolation)N/AGain +0.50% HP Regen. Immolation deals 35 Damage per second to enemy units. Prominence Beam deal 120 Damage to two random enemy units.
31205 secN/A550(Aura+Search)/200(Immolation)N/AGain +0.75% HP Regen. Immolation deals 45 Damage per second to enemy units. Prominence Beam deal 165 Damage to two random enemy units.
41303 secN/A550(Aura+Search)/200(Immolation)N/AGain +1% HP Regen. Immolation deals 55 Damage per second to enemy units. Prominence Beam deal 210 Damage to two random enemy units.

Notes:
  • While Rising Sun is active, Caidoz gains +5% x Rising's Sun Level Bonus HP and 5/7/9/11 Bonus Armor.
  • Prominence Beam shoots out a maximum of three times every time Rising Sun is used, once every 4 seconds. First Prominence Beam shoots upon activation. Will delay itself if no proper targets exist in the AoE. May target the same target every series.
  • Prominence Beam prioritizes Enemy Heroes before Enemy Creeps. [
  • Prominence Beam reduces the target's Armor by 2 for 7 seconds.

Sleeping Moon - (Activated Passive, AoE-Effect, Aura.)
____________________Caidoz calls forth the gentleness of the Moon to cover him, bestowing him the chilling aura and the gentle gales of the Moon. Periodically curtains an area with freezing winds, slowing down foes greatly while freezing the injured.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
11009 secN/A300(Aura)/400(AoE)N/AGain +0.25% Mana Regen. Slows enemy units by 40% or applies Frostbite to enemy units with HP below 20% for .75 second.
21207 secN/A300(Aura)/425(AoE)N/AGain +0.50% Mana Regen. Slows enemy units by 45% or applies Frostbite to enemy units with HP below 20% for 1.5 second.
31305 secN/A300(Aura)/450(AoE)N/AGain +0.75% Mana Regen. Slows enemy units by 50% or applies Frostbite to enemy units with HP below 20% for 2.25 second.
41403 secN/A300(Aura)/475(AoE)N/AGain +1% Mana Regen. Slows enemy units by 55% or applies Frostbite to enemy units with HP below 20% for 3 second.

Notes:
  • While Sleeping Moon is active, Caidoz gain +3% x Sleeping Moon's Level Bonus Damage and 2/3/4/5% Damage Reduction.
  • Freeze Curtain triggers twice per Sleeping Moon used, once every 6 seconds. First Freeze Curtain triggers upon activation.
  • Freeze Curtain may only apply Frostbite to the same target once every 3 seconds. Otherwise, they are slowed instead.
  • Frostbite deals 45 Damage per second.

Guiding Star - (Active, Linear-Effect, Self-Buff)
____________________Caidoz calls forth the guidance of the Star, aligning themselves around Caidoz at his disposal. The stars serves as his extra sight, giving him additional range of sight regardless of time and will periodically shoot out in a linear path, damaging and silencing foes struck.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
11009 secN/A400(Linear Range)N/AGain +100 Sight Range. Stars deal 90 Damage and silences enemy units for 1 second.
21207 secN/A400(Linear Range)N/AGain +150 Sight Range. Stars deal 110 Damage and silences enemy units for 1.5 second.
31305 secN/A400(Linear Range)N/AGain +200 Sight Range. Stars deal 130 Damage and silences enemy units for 2 second.
41403 secN/A400(Linear Range)N/AGain +250 Sight Range. Stars deal 150 Damage and silences enemy units for 2.5 second.

Notes:
  • While Guiding Star is active, Caidoz gains +25 Movement Speed + 5 x Guiding Star's Level.
  • Star will shoot out in front of Caidoz once every 3 seconds for a maximum of 3 times.
  • First Shooting Star occurs upon activation of Guiding Star.

Uranometria - (Active, Global, Buff)
____________________Caidoz chants a powerful spell, giving him total control over the Celestial Plane. During Uranometria, all of his spells gains a constant cooldown and can stack within each other and gain bonus effect. At the end of Uranometria, hails several meteors down the battlefield to strike enemy heroes.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1200120N/AN/A4 secSends 5 Meteors that deals 30 damage to the initial target and 15 Damage in a 200 AoE around the target.
2250100N/AN/A5 secSends 5 Meteors that deals 40 damage to the initial target and 20 Damage in a 200 AoE around the target.
330080N/AN/A6 secSends 5 Meteors that deals 50 damage to the initial target and 25 Damage in a 200 AoE around the target.

Notes:
  • Meteors trigger at the end of Uranometria.
  • Rising Sun, Sleeping Moon, Guiding Star's Cooldown becomes a constant 1 second cooldown and will cost 5% of Caidoz's current HP.
  • Does not reveal the enemy hero. Invisible units are still targeted and receive damage from the meteors.
  • Upon end, Caidoz remains in the last skill he activated.
Quote:
Combination Stance
Sun+Sun
Effect: After 4 seconds, deal 45 x Rising Sun's Level Burst Damage to enemy in a 350 AoE around Caidoz. Doubles Bonuses received from Rising Sun. Performing it again resets timer instead.

Sun+Moon
Effect: Freeze Curtain now reduces all affected enemy unit's Armor by 2. Stacks with Rising Sun's Armor Reduction.

Moon+Sun
Effect: Prominence Beam now slows enemy units struck by 20% for 2 seconds. Stacks with Sleeping Moon's Slow.

Moon+Moon
Effect: Applies Frostbite a random enemy target for 0.5 x Sleeping Moon's Level seconds then applies Frostbites to enemy units in a 200 AoE around the initial target for half the initial duration. Doubles bonuses received from Sleeping Moon.

Moon+Star
Effect: Freeze Curtain now burns 5 x Guiding Star's Level per second for 0.5 sec x Sleeping Moon's Level. Performing it again resets duration.

Star+Moon
Effect: Shooting Star now stuns the first target struck by Guiding Star's Level by 0.25 sec x Sleeping Moon's Level.

Star+Star
Effect: Shoots out four shooting stars in a + direction. Effect is the same of a current Guiding Star's Level.

Star+Sun
Effect: Shoots out a Shooting Star that explodes and deals 40 x Rising Sun's Level in a 200 AoE upon reaching maximum range.

Sun+Star
Effect: Creates an explosion in a 250 AoE around Caidoz, dealing 15 x Guiding Star's Level damage and silencing enemy units for 1 second.
Quote:
A Summary of Caidoz

Unlike other Spellcaster Hero, Caidoz's role varies depending on which skill is active making him an effective hero to use but in order to do so, one must know the incoming situation and think ahead. Rising Sun is an effective skill that can counter-chasers, since Rising Sun's Prominence Beam may be delayed if no visible target is spotted, you can wait for two whole beams to be launched at your pursuer and change the battle quickly added with his passive Immolation, he can quickly kill heavy tanks. His Sleeping Moon is a powerful disable that must be timed very well in order to be effective along with a bonus mana regen aura makes Caidoz an effective support. Guiding Star is more of an advance skill as it requires exact timing and good accuracy in order to hit your intended target and once you start it, keep your time and make every single Shooting Star count. Uranometria on the other hand makes Caidoz a very mana hungry hero and that allows Caidoz to combine two skills together to achieve devastating effects followed by a global DPS. Overall, Caidoz requires a good memory and a good set of skills to follow in order to fully maximize Uranometria's effect.
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Last edited by AlterDevil76; 11-02-2010 at 11:16 AM.
Old 10-11-2010, 04:11 PM   #46
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Default Re: Complete the Hero 13: The Village of One

Mmmmmm Kinda rushed, but please take a look if you have time

Thanks in Advance.
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Old 10-11-2010, 04:14 PM   #47
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Default Re: Complete the Hero 13: The Village of One

D'oh, forced synergy.
Nah, it's fine I think. You clearly stated that the skill has to have use itself, that encourages people to think of good skills. ^^

Quote:
The hero should have a skill that allows him to summon either an immovable unit or a moving unit who cannot attack physically.
Quick question, does this include ward-type spells?

And about the Prologue, did you know that in the Warcraft lore, Elune never ever showed herself in any means to mortal beings? :P
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Old 10-11-2010, 04:21 PM   #48
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Default Re: Complete the Hero 13: The Village of One

Check out mine please! Caidoz I was in a hurry.
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Old 10-11-2010, 04:33 PM   #49
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Default Re: Complete the Hero 13: The Village of One

Quote:
Originally Posted by AlterDevil76 View Post
Check out mine please! Caidoz I was in a hurry.
If your hero and mine were to meet they'd hate each other (story-wise at least)

Alot of his skills seem to be mostly supportive. Buffing his allies up. Seems good, though I personally refrain from having more than 2 skills that are of similar purpose, but I can't really say. I usually prefer looking at full templates before judging
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Old 10-11-2010, 04:52 PM   #50
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Default Re: Complete the Hero 13: The Village of One

what do you mean by chance?

things like bash, crits?

or including in-game chances such as landing torrents, elunes arrow and such?

what about debuffs like miss?

2 skills that is base on chance, and may harm himself.(but not necessarily a chance to harm himself right? as long as chance and harming himself are in a specified skill)

can the summon be passive?
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Old 10-11-2010, 04:53 PM   #51
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Default Re: Complete the Hero 13: The Village of One

Quote:
Originally Posted by menage0a0trois View Post
If your hero and mine were to meet they'd hate each other (story-wise at least)

Alot of his skills seem to be mostly supportive. Buffing his allies up. Seems good, though I personally refrain from having more than 2 skills that are of similar purpose, but I can't really say. I usually prefer looking at full templates before judging
I'm waiting for the reply if its acceptable or not, afterwards, I'll be scooping up my full Hero which hopefully would be more presentable and nice than I would expect.

And, I really don't know your hero's story but I'm looking forward for interactions sometime in the future
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Old 10-11-2010, 05:12 PM   #52
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Default Re: Complete the Hero 13: The Village of One

reserved post for my hero.

<Crystal Fencer>
<Trinity>

THEME: A crystal-themed melee Hero, who can create a triangle with 3 summoned wards, which helps him fighting by giving him stats and the ability to stop fleeing enemys.
ROLE: A Ganger with his Ultimate and third ability, or a Chaser with his second ability, maybe a Carry with his ultimate-passiv third ability and since he is an agility hero.
PRIMARY ATTRIBUTE: AGI

BASIC STATISTICS:
STR: 18+1.8
AGI: 23+2.4
INT: 18+2.0

BRIEF DESCRIPTION OF ATLEAST THREE SKILLS:

Summon Crystal: This SKill grants 2 Subskills, like Nevermores Shadowraze. With every Skill you can summon 1 Crystal-Ward, so you can create a triangle. Every Ward has to stand in at least 600 range to the other 2 Wards.

Crystal Barrier: A single target nuke+stun, with low dmg and low stun duration.
But you can target a Crystal-Ward from the first Skill, too. Then 2 Barriers will be spawned, from the targeted ward to the other 2 wards. So you can block 2 sites of the created Triangle.

Crystal Ball: The hero throws a crystal ball, which deals dmg and slows all enemys in a line. at the end of its flying path (always 800 range away from the hero) the ball remains for a few seconds. If you get the ball back (means that you walk in a 100 AoE to it), the cooldown of this ability is removed.

Crystal Mobility: (Ultimate) A Selfbuff you can activate for a few seconds:
When you leave the created Triangle, the opposite ward of the site you left the triangle, will be moved on a position, which is mirrored of his old position on the site you left the triangle.
So that the triangle 'follows' you for a few seconds, should be a great synergy with the second spell.
---
And even when not activated it has a passive effect (like slarks shadowdance),
which grants you stats, depending on your position in the triangle. Every crystal stands for one attribute then (maybe showed through colors). If you stand more near to the 'agility-crystal' then to the 'strenght-crystal' you get more bonus-agility then bonus-strenght for example.

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Last edited by Cyrv-; 10-19-2010 at 06:02 PM.
Old 10-11-2010, 05:17 PM   #53
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Default Re: Complete the Hero 13: The Village of One

@Cyrv: Just for the heads up, your hero is too dependent on Summon Chrystal which is the primary skill for pretty much every skill. Without it, your hero is basically useless. Comparing it to Luna, she has at least 2 independent Skills, Bound and Aura while her Ultimate relies on her Lunar Beam.
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Old 10-11-2010, 05:20 PM   #54
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Default Re: Complete the Hero 13: The Village of One

Summary - Part 1

Holy Inquisitor
Abel Stormhope

THEME: Holy Punisher, an old Paladin with holy powers.

ROLE: Disabler, Anti-Caster, Pseudo-Tanker.

PRIMARY ATTRIBUTE: Strength

BASIC STATISTICS:
STR: High + High gain
AGI: Low + Very Low Gain
INT: Moderately High + Moderate Gain

BRIEF DESCRIPTION OF ATLEAST THREE SKILLS:

Chain of Memories: Launches a bouncing spell, that damages and silences enemy units and heroes. If there are no nearby enemy units, this spell affects the first target and ends. But, if target is under the effect of "Heresy", it will receive half of the damage and the silence.

Blades of Truth: Summons two blades (mobile units) that cannot attack and cannot be attacked that randomly chooses targets, dealing magical damage (stackable aura) to units that come under contact with them. The presence of the Blades of Truth slightly increases nearby allied heroes' attack speed. Affects self.

Blessing of Protection: Protects an allied unit from one attack or spell, stunning the enemy unit. The enemy unit will have its attack speed lowered after the stun. If the attacking unit is targeted by Chain of Memories it will receive half the total damage and the silence. If the attacking unit is targeted by Blades of Truth, they won't change target.

Holy Smite: Channeling. Slows a target unit based on the amount of time it takes to channel. If the target of this spell is the attacking unit under the effect of Blessing of Protection, its magical resistance will be lowered.


Full Template - Part 2




Holy Inquisitor
Abel Stormhope

Background Story: Narrowly escaping the savage murders of the Silverhand Paladins, Abel wondered Azeroth, lending his faith to bless and heal. When he heard of the Sentinel was recruiting heroes to battle the dreaded Scourge, Abel had the chance to avenge his fallen brethren. Guided by the holy light, he smites at enemies with his warhammer. His powers can strike one or all, each time inflicting grievious harm on the enemy flank. Learns Chains of Memories, Blades of Truth, Mark of the Guilty and Holy Smite.


Strength - 24 + [2.6]
Agility - 12 + [0.9]
Intelligence - 20 + [2]



Affiliation:Sentinel
Damage:48-61
Armor:1
Movespeed:290
Starting HP/MP:606/260
Attack Range:100

Chain of Memories - (Active, Single-Target, Affects Enemy Units and Heroes)
____________________With the aid of the fallen, Abel directly damages the mind of his foes with the torment caused by their sins. This mental punishment causes them to be unable to cast spells for a small amount of time.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
19518 seconds350N/AN/ABounces two times; 100 damage and 1 sec silence per bounce.
211018 seconds375N/AN/ABounces three times; 100 damage and 1 sec silence per bounce.
312518 seconds400N/AN/ABounces four times; 100 damage and 1 sec silence per bounce.
414018 seconds425N/AN/ABounces five times; 100 damage and 1 sec silence per bounce.

Notes:
  • If there are no nearby enemy units, this spell affects the first target and ends.
  • If Chain of Memories targets the attacking unit of the target of Blessing of Protection, it will receive half of the total damage (150/200/250/300) and the silence (3/4/5/6 seconds).
  • Damage dealt is magical.

Blades of Truth - (Active, Single-Target, Affects Allied Heroes, Self, Enemy Units and Heroes)
____________________Summons two blades guided by the light that burn sinful enemies in their way. They randomly choose their targets, are invulnerable to attacks and cannot be controlled. Their presence in battlefield boosts the attack speed of allied heroes.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
18540 seconds50030011 secEach blade damages by 4 per second; Increases nearby allied heroes' attack speed by 15%.
29034 seconds50030011 secEach blade damages by 8 per second; Increases nearby allied heroes' attack speed by 15%.
39528 seconds50030011 secEach blade damages by 12 per second; Increases nearby allied heroes' attack speed by 15%.
410022 seconds50030011 secEach blade damages by 16 per second; Increases nearby allied heroes' attack speed by 15%.

Notes:
  • If Blades of Truth targets the attacking unit of the target of Blessing of Protection, it won't change target.
  • Each blade has an aura that damages nearby enemies and increases nearby allied heroes' attack speed.
  • Damage dealt (aura) is magical.
  • Aura's magical damage stacks with each other.
  • Blades change targets every second.

Blessing of Protection - (Active, Single-Target, Affects Self, Allied Units and Enemy Units)
____________________When cast at an allied unit, protects it of one attack or spell, stunning the attacker/caster. As a result, the enemy unit will be affected by Heresy. Heresy will increase the punishment received by the enemy hero.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110026 seconds400N/A5*; 0.5** secProtects a target from one source of damage; Stuns attacking/casting unit for 0.5 seconds; Places Heresy on the attacking/casting enemy hero.
210022 seconds400N/A5*; 1** secProtects a target from one source of damage; Stuns attacking/casting unit for 1 second; Places Heresy on the attacking/casting enemy hero.
310018 seconds400N/A5*; 1.5** secProtects a target from one source of damage; Stuns attacking/casting unit for 1.5 seconds; Places Heresy on the attacking/casting enemy hero.
410014 seconds400N/A5*; 2** secProtects a target from one source of damage; Stuns attacking/casting unit for 2 seconds; Places Heresy on the attacking/casting enemy hero.

* = Shield Duration
** = Stun Duration

Notes:
  • The attacking unit of the target of this spell will be the target of Chain of Memories (150/200/250/300 DMG and 3/4/5/6 secs of Silence), the target of both blades of Truth and its magical resistance will be lowered by 30% if targeted by Holy Smite.
  • Doesn't works against direct HP removal.
  • The attacking unit will be revealed and cannot go invisible for 5 seconds.
  • Heresy - (Debuff)
    ____________________Decreases enemy attack speed and increases punishment received by Abel’s spells.


    ______.________._______.___._______.__________________________.
     ManaCooldownC. RangeAoEDurationEffects
    1N/AN/AN/AN/A5 secsDecreases attack speed by 50% per 5 seconds. If the unit under this effect is targeted by Chain of Memories, it will receive damage and increased silence. If the unit under this effect is targeted by Blades of Truth, they won’t choose random targets. If the unit under this effect is targeted by Holy Smite, it will receive a reduction of 30% magical resistance.

Holy Smite - (Active, Channeling, Single-Target, Affects Enemy Units and Heroes)
____________________With the permission of his God, Abel punishes a target with his own sins, making it lose his will to fight and accept more castigation. Channeling.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1150140 seconds500N/A5*; 5** secSlows target unit by 12% per second, up to 60%; At the end of the channeling, the movement speed of the target unit will slowly return to normal after 5 seconds.
2225125 seconds500N/A5*; 5** secSlows target unit by 16% per second, up to 80%; At the end of the channeling, the movement speed of the target unit will slowly return to normal after 5 seconds.
3300110 seconds500N/A5*; 5** secSlows target unit by 20% per second, up to 100%; At the end of the channeling, the movement speed of the target unit will slowly return to normal after 5 seconds.

Notes:
  • If the target unit is the attacker of the unit targeted by Blessing of Protection, its magical resistance is lowered by 30% for the duration.
Synergy:
  • + = Two unreliable skills that can disable enemy heroes and kill creep waves with ease.
  • + = Save yourself or an allied unit from physical and magical harm, giving a chance to counterattack or flee.
  • + = The maximum disable you can do, hold slippery foes inside your range.
  • + = Harass the fool enemy hero that wishes to fight against you or your ally.
  • + = Harass your slowed enemy while giving some fast strikes.
  • + = These combined skills turns the hero a pseudo-tanker. The lowered magical resistance will aid your abilities to finish the enemy at once and for all. Don't believe this, he will certainly respawn .
  • + + = Depending on the way you use Blessing of Protection, you can boost the effect of Chain of Memories and Blades of Truth against a single target. Also, it almost totally disables the target.
  • + + = The ultimate is a good way to keep an enemy alone under the effect of your powerful spells, but less effective without using properly Blessing of Protection.
  • + + + = When properly used, Blessing of Protection increases the disabling power of Chain of Memories, turns Blades of Truth into a reliable skill and reduces the enemy's resistance against your magic skills. If necessary, the remaining slow of the ultimate will help you to give some last hits, fastened by the presence of Blades of Truth.

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Last edited by Ryugo; 11-03-2010 at 01:56 AM.
Old 10-11-2010, 06:19 PM   #55
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Default Re: Complete the Hero 13: The Village of One

?????
?????

THEME: Fallen Angel, Elemental Caster

ROLE: Initiator/Disabler/Support

PRIMARY ATTRIBUTE: Inteligence

BASIC STATISTICS:
STR: Low STR and moderate STR gain
AGI: Moderate and moderate Agi gain
INT: High INT and moderate INT gain

BRIEF DESCRIPTION OF ATLEAST THREE SKILLS:

Azure Shot: Shoots a high speed energy shell that damages enemies in its path and deals AoE damage and slow to it's impact zone.

Aegis(????): Summons four elemental orbs to protect a target ally or self, orbs can sacrifice themselves to block oncoming damage or restore health and mana if the unit they protect casts a spell.

Exile (Ultimate): Removes a target enemy from battle for some time, upon the victim's return, it will suffer damage and damage amplification based on the time it spent in exile.


__________________________________________________

CHANGE LOG

Month Day, Year
• Change #1
• Change #2
• Change #3

Month Day, Year
• Change #1
• Change #2
• Change #3

__________________________________________________

INTRODUCTION

[img]Head Icon Image[/img]

Summon (Hero Name)

Story

Strength - 18 + 1.7
Agility - 20 + 1.8
Intelligence - 22 + 2.4 (Main Attribute)

Learns Skill 1, Skill 2, Skill 3 and Ultimate

Attack range of 600
Movement speed of 295

__________________________________________________

HERO INFORMATION

Affiliation: Neutral
Role: Initiator/Disabler/Support
Theme: Elemental Caster


??????, ??????

Starting Hitpoints: 492
Starting Mana: 286
Starting Damage: 32-40
Starting Armor: 2.86

__________________________________________________

HERO ABILITIES



Azure Shot

Calling on the element of the storms, ?????? is able to unleash a devastating torrent from his weapon crushing anything that stands in it's wake.

Level 1 - Deals 50 line damage and up to 100 AoE damage that imobilizes enemies for 0.5 seconds, then slows their movement by 15% for 2.5 seconds.
Level 2 - Deals 80 line damage and up to 160 AoE damage that imobilizes enemies for 0.75 seconds, then slows their movement by 20% for 2.5 seconds.
Level 3 - Deals 110 line damage and up to 220 AoE damage that imobilizes enemies for 1.0 seconds, then slows their movement by 25% for 2.5 seconds.
Level 4 - Deals 140 line damage and up to 280 AoE damage that imobilizes enemies for 1.25 seconds, then slows their movement by 30% for 2.5 seconds.

Projectile has a 1750 speed.
AoE damage is reduced by 10% for every enemy unit passed by the bullet.
AoE damage cannot be reduced to less than half.


Duration is 2.5 seconds
Casting Range is 1250
Casting Time is ???


Cooldown: 18/16/14/12
Mana Cost: 95/110/125/140
__________________________________________________



Skill 2



Level 1 - Effect
Level 2 - Effect
Level 3 - Effect
Level 4 - Effect

In depth explanation.

Duration is ???
Casting Range is ???
Casting Time is ???


Cooldown:
Mana Cost:


__________________________________________________



Aegis

Summons 4 watery orbs to surround the target.

Level 1 - Summons 4 watery orbs for 15 seconds.
Level 2 - Summons 4 watery orbs for 16 seconds.
Level 3 - Summons 4 watery orbs for 17 seconds.
Level 4 - Summons 4 watery orbs for 18 seconds.

Watery orbs are uncontrolable units with locust and invulnerability and has Negation and Restoration abilities.

Negation: If the unit being protected by a water orb suffers any form of damage from any source, one of the orbs will sacrifice itself blocking 25/40/55/70 damage.

Restoration: If the unit being protected by a water orb casts a spell, one of the orbs will sacrifice itself granting back the caster health and mana equal to 10/16/22/28% of the spell's mana cost.

Duration is 15/16/17/18 seconds
Casting Range is 600
Casting Time is ???


Cooldown: 25/20/15/10 seconds
Mana Cost: 75/90/105/120
__________________________________________________



Exile

?????? conjures a powerful elemental torrent that seals away the victim in an alternate plane of existence for a few brief moments.

Level 1 - Exile lasts up to 4 seconds. Deals 150 damage upon return and amplifies all damage upon return by 6% for each second spent in exile for 7 seconds.
Level 2 - Exile lasts up to 5 seconds. Deals 200 damage upon return and amplifies all damage upon return by 6% for each second spent in exile for 7 seconds.
Level 3 - Exile lasts up to 6 seconds. Deals 250 damage upon return and amplifies all damage upon return by 6% for each second spent in exile for 7 seconds.

Target unit can be released by destroying the vortex or via subskill release.
Vortex is destroyed after suffering from three hero/tower attacks.

Sub Skill:

Release: Releases target from exile.

Duration is 4/5/6 seconds | 7 seconds
Casting Range is 700/1000/1300
Casting Time is ???


Cooldown: 100/80/60
Mana Cost: 200/300/400

__________________________________________________
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Last edited by Bad Apple; 10-13-2010 at 04:57 AM.
Old 10-11-2010, 06:29 PM   #56
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Default Re: Complete the Hero 13: The Village of One

A good news : Averrios is back which means Cth 12 results can now be announced and Cta 2 OP will be updated!
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Old 10-11-2010, 08:16 PM   #57
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Default Re: Complete the Hero 13: The Village of One

Updated my entry!

Now, I just need the confirmation of my participation.

Maybe not.
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Old 10-11-2010, 08:24 PM   #58
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Default Re: Complete the Hero 13: The Village of One

@GoD:

WoW simply epic layout ... I just ... wow
xD

I would like to be judge if it's okay (that's because I am too lazy to leave the CTH judging group )
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Old 10-11-2010, 09:36 PM   #59
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Default Re: Complete the Hero 13: The Village of One

Could have guessed it would be the 'Dynamic' Synergy theme. Despite the differences I have about whether DS exists or not, I'll enter anyway. Love the story concept, gonna try and work it into my suggestion. I don't mind Forced Synergy anyway, just have to pick my brain and come up with an idea which utilizes it well enough!
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Old 10-11-2010, 10:00 PM   #60
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Default Re: Complete the Hero 13: The Village of One

Woah! the contest sounds great GL to all you, guys I would like to partecipate...but my english isn't enough to explain my ideas T_____T and the translators just suck U_U

Anyway, GOOD LUCK!
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