Jump to content

[Abilities] Random Abilities to help hero suggestions


Itsthatguy
 Share

Recommended Posts

Need help or insperation for hero suggestions//abilities. Feel free to use some of these. [i didn't use ones that I'd put for my heroes anyways ;) ] Feel free to edit or add on to these abilities if you do use them :D. Also use a nice format for hero suggestions. (I suggest eliwans, I've always used it, and it is the most simple, effect, and organized, one in my opinion) IT is pinned but if you can't find it here: http://www.aeonofsto...ormat/����Note: You can either copy and paste the info, OR look under the spoiler tab and just copy paste that instead.

 

Feel free to put down some abilities. Advantage is that you don't have to stick to a theme. Bad part is that you can't really make an ability that relys or has an effect on other abilities. (That is more of a hero thing, that when you make your hero, you could then tweak the ability) -Note: Additional abilities added will not be in changelog.

You could also just add an ability if you just feel like it and don't want to make a Hero//Theme.

 

Change Log:

11/27/2012

- Created

- Added Change Log

- Fixed a few spell//grammer errors // typos. Added slightly more detail on Regen, telling that allies control the clone of their hero. (Some could assume that the clone is controled by [Hero] and not allies)

- Added spoilers to orginize abilities. Now you can what types you want without having to scroll down entirely a lot or see a specific section you may need help with.

Heroic Passives

 

 

 

Heroic Passive: Vampiric Amulet

"Your hero has 10% Spell Leech."

 

 

Effect: While spell leech (kinda) is removed, it would enable a certain hero to gain hp from abilities. Since it is limited to the heroes ability, it wouldn't be abused (unless you put a massive AoE ability). It also is nice with items that deal spell damage like Pyre. Since item spell damage don't do alot of spell damage, or alot of AoE damage it wouldnt be to be of a deal.

 

Heroic Passive: Zombification

"Non-heroic units that die in a 10-unit radius turn into Zombies (excluding zombies themselves). Zombies are uncontrolable units which last 15 seconds and deal damage equal to 10% Weapon damage. Deals 50% damage to structures."

Stats: 60+5*lv Hp Atk: 10% Weap, Attack Speed: 1 Speed: 2

 

Effect: ZOMBIES!!! AHH!!!

 

Heroic Passive: Magi-Armor

"[Hero]'s Armor is covered in magic. When [Hero] takes spell damage, the magic on his armor reacts with it, causing the enemy to deal the spell damage to be silenced for two seconds. Cooldown 10 seconds."

 

 

Effect: eletrical armor for spells

 

Heroic Passive: Transfered Energy

"When [Hero] attacks an enemy, he gains the buffs the enemy had for 2 seconds. -Doesn't transfer item buffs-."

 

Heroic Passive: Warrior's Wisedom

"[Hero] and allies in an 8-unit radius gain +8% more XP."

 

 

Effect: Train with me :D <3

 

Heroic Passive: Wand of Truth

"[Hero]'s Spell damage reveals enemies for 2 seconds."

 

 

Effect: Counter shadow's final and cloaked units. Good with super heated mantle and barb armor :D.

 

Heroic Passive: Shooting with the Wind

"[Hero] and allies in 15-unit Radius become more accurate with their weapons gaining +0.5 Attack Range."

 

 

Effect: I hate you ranged enemies... Oh crap! more range!

 

Heroic Passive: Shroud of Lies

"[Hero] causes enemies in a 10-unit radius to lose vision of allies//CPU ally, and shared allied detection."

 

 

Effect: Causes massive amount of disorientation. Causes confusion during team battles, and even worst, during chases, you may not see an ally and take a chance to wound said Hero until it is to late.

 

Heroic Passive: Weakness

"[Hero]'s standards attack slow enemy's movement speed by 0.1 per attack for 4 seconds. Can stack 10 times."

 

 

Effect: A slowing ability. This -0.1 is flat out. If you have a movement speed of 2, and get hit, it is reduced to 1.9 If you get hit with a movement speed of 20, then it is reduced to 19.9 This ability is very effect with slows.

 

Heroic Passive: Jungle Plating

"[Hero] blends in with the environment, granting +100% Evasion if [Hero] idles for 5 seconds, lasting for 3 seconds. Additionally, [Hero] deals 50% of its Weapon Damage as Spell Damage on its next auto-attack [this dispels the evasion]."

Cooldown: 5 seconds

 

e_e? I looked through all my hero suggestions and this was the only ability I found. Obviously an assassin hero ability, but has potential for laning via last-hits [especially with Demigod now around; dealing double damage on AA is pretty juicy, you just have to be good].

 

 

 

Abilities

 

 

 

Ability: Quick Slash

"[Hero] Slashes at a targeted location. Enemies that are in [Hero]'s path are deflected aside 3 units, then stunned for 0.5 seconds and take spell damage. 3 Charges, 1 second Channel, and [Hero] has a movement speed of 30 when slashing."

Energy Cost: 70//80//90//100

Cooldown: 21//1917//15 [2 sec intervals]

Range: 8

 

Level 1: Deals 55[+40%Weap] Spell Damage.

Level 2: Deals 100[+40%Weap] Spell Damage.

Level 3: Deals 145[+40%Weap] Spell Damage.

Level 4: Deals 180[+40%Weap] Spell Damage.

 

Effect: you can spam this spell once every 3 seconds if you have a charge. Of course it is dodgeable, but is a very good use for teleporting.

 

Ability: Aggravation

"Enemies in a 8-unit Radius will be told to attack you every three seconds. [basicly a taunt ability]. During this you also gain Physical and Spell resistance, but lose movement speed."

Energy Cost: 75//90//105//120

Cooldown: 34//31//28//25

Range: 8

 

Level 1: Lasts 5 seconds. +20% Spell // Physical Resistance. -25% Movement Speed.

Level 2: Lasts 6 seconds. +25% Spell // Physical Resistance. -20% Movement Speed.

Level 3: Lasts 7 seconds. +30% Spell // Physical Resistance. -15% Movement Speed.

Level 4: Lasts 8 seconds. +35% Spell // Physical Resistance. -10% Movement Speed.

 

Effect: A Tanking ability, it basicly forces enemies to attack you every so often instead of avoiding you. Will not stop channels for forced AA.

 

Ability: Rampage

"[Hero] goes on a rampage, gaining movement speed and attack speed temporarily. Every 2 seconds, Rampage becomes less effect, causing movement speed and attack speed to be lowered by 5% every two seconds until it hits backs to 0%."

Energy Cost: 60//85//110//135

Cooldown: 26//25//24//23

Range: self

 

Level 1: +15% Attack Speed and Movement Speed

Level 2: +20% Attack Speed and Movement Speed

Level 3: +25% Attack Speed and Movement Speed

Level 4: +30% Attack Speed and Movement Speed

 

Effect: At level 4, this ability will be: 0-2 secs, 30%MS/AS, 2-4 secs, 25%MS/AS, 4-6 secs 20% MS/AS, 6-8 secs 15% MS/AS, 8-10 secs 10% MS/AS, 10-12 secs 5%MS/AS, 12 seconds = ends. Be funny if you get a Rampage during this.

 

Ability: Warrior's Paradox

"[Hero] causes a difference in the way enemy attacks works. For a short duration of time, [Hero] switches his healing with damage, and his damage with healing. This causes standard damage [Physical//Spell//True] to heal [Hero]. Standard heals will instead deal damage to hero [True damage, not filtered through this ability]."

Energy Cost: 85//110//135//160

Cooldown: 35//30//25//20

Range: Self

 

Level 1: Lasts 2 seconds.

Level 2: Lasts 2.5 seconds.

Level 3: Lasts 3 seconds.

Level 4: Lasts 3.5 seconds.

 

Effect: Since this switches things. Enemies with leech, will actually take damage per hit, and heal their enemy. Barb armor on self will have opposite effect too, as it heals you per attack, you heal enemies 50% too. Also, your own leech, will damage you too.

 

Ability: Artillery Support

"[Hero] launches Artillery on a targeted area (light up area with team symbol) in an AoE 2 unit radius. Artillery fire (supported by a battlecruiser) bombards targeted area with a shell every 2 seconds dealing spell damage in the targeted area. Lasts 20 seconds. [10 shells]. Takes 2 second channel. 3 Charges."

Energy Cost: 85//90//95//100

Cooldown: 30 [3 charges 2 sec intervals]

Range: 20

 

Level 1: Each Shell Deals 30[+35%int] Spell Damage

Level 2: Each Shell Deals 45[+35%int] Spell Damage

Level 3: Each Shell Deals 60[+35%int] Spell Damage

Level 4: Each Shell Deals 75[+35%int] Spell Damage

 

Effect: This gives you area control, causing enemies to be punished for staying in an area for a duration. It will force enemies to avoid the area or take damage for being there. It is good for team battles, or putting pressure (like a Siege ability).

 

 

Ability: All or Nothing

"[Hero] tries to give it his all. He temporarily gains Weapon damage, Attack Range, Spell damage, and movement speed for 8 sconds. After the ability, [Hero] losses Weapon damage, Attack range, Spell damage, and movement speed for 8 seconds."

Energy Cost: 70//80//90//10

Cooldown: 20

Range: Self

 

Level 1: +12% Movement Speed//Weapon Damage. +0.5 Weapon Range. +8% Spell Damage 8 seconds. After this, loss 6% Movement Speed//Weapon Damage. -0.25 Weapon Range, -4% Spell Damage

Level 2: +18% Movement Speed//Weapon Damage. +1 Weapon Range. +12% Spell Damage 8 seconds. After this, loss 9% Movement Speed//Weapon Damage. -0.5 Weapon Range, -6% Spell Damage

Level 3: +24% Movement Speed//Weapon Damage. +1.5 Weapon Range. +16% Spell Damage 8 seconds. After this, loss 12% Movement Speed//Weapon Damage. -0.75 Weapon Range, -8% Spell Damage

Level 4: +30% Movement Speed//Weapon Damage. +2 Weapon Range. +20% Spell Damage 8 seconds. After this, loss 15% Movement Speed//Weapon Damage. -1 Weapon Range, -10% Spell Damage

 

Effect: This ability should be used on a hero with a range of 4 - 6.5. Otherwise, loss or attack range wouldn't be a big deal. In addition, gaining of attack range would surpass 8.5 (tower range)

 

Ability: Isolation Chamber

"[Hero] shoots a timewarp projectile towards an area (at a speed of 12). The first enemy it hits, will be frozen in a time prison for a short duration, losing 95% timescale. Frozen target is also silenced, has disabled weapons, and also losses all vision (including vision from allies). Frozen target also is invulnerable during this time, and can not take damage from anything."

Energy Cost: 80//95//110//125

Cooldown: 23//20//17//14

Range: 15

 

Level 1: Timestops enemy (freezes) for 2 seconds

Level 2: Timestops enemy (freezes) for 2.5 seconds

Level 3: Timestops enemy (freezes) for 3 seconds

Level 4: Timestops enemy (freezes) for 3.5 seconds

 

Effect: This ability is perfect for chasing or tempoarily removing an enemy from the battle for a short duration. This unit is in trouble tho, because when he is unfrozen, the entire scene will be entire different, both his ally and enemy positions. If time moved at only 5% the normal speed for you, for 3.5 seconds (which would feel like 0.175 seconds to you), I'm sure if everything was moving, everything would look like it was in a different position :D.

 

 

 

Abilities [Passives]

 

 

 

Ability: Healing Aura [Passive]

"When [Hero] heals Hp, a percentage of the HP restored, is also restored to each ally in range."

Energy Cost: None

Cooldown: None

Range: 6//9//12//15

 

Level 1: 11% of Hp Healed in a 6 unit-radius

Level 2: 14% of Hp Healed in a 9 unit-radius

Level 3: 17% of Hp Healed in a 12 unit-radius

Level 4: 20% of Hp Healed in a 15 unit-radius

 

Effect: Best for tank heroes or AA heroes with high Leech or healers. If an AA hero restores 200 Hp from leech, this lv4 passive will restore 40 hp to all allies in a 15 unit radius. :D

 

 

Ability: Cursed Healing [Passive]

"Enemies in a 10-unit Radius lose healing."

Energy Cost: None

Cooldown: None

Range: 10

 

Level 1: -15% Healing

Level 2: -20% Healing

Level 3: -25% Healing

Level 4: -30% Healing

 

Effect: A minor counter for healing (and leech).

 

Ability: Eletric Current [Passive]

"[Hero] gains static eletricity for every unit he moves. After moving a certain amount of units, enemies in a 5-unit radius of him will be stunned for a short duration."

Energy Cost: None

Cooldown: None

Range: 5

 

Level 1: Every 15 units Traveled, stun enemies for 0.45 seconds.

Level 2: Every 14 units Traveled, stun enemies for 0.5 seconds.

Level 3: Every 13 units Traveled, stun enemies for 0.55 seconds.

Level 4: Every 12 units Traveled, stun enemies for 0.6 seconds.

 

Effect: Faster you are, more you stun. Very good if you spam movement speed and run around target to mass stun enemy for allies to kill. Also good for chasing.

 

Ability: Destined Death [Passive]

"When [Hero] attacks an enemy, apply a debuff on the targeted hero for 8 seconds. If said hero is under a certain amount of health, the enemy with the debuff will take True damage per second the debuff is on them."

Energy Cost: None

Cooldown: None

Range: AA attack.

 

Level 1: Destined Death deals 20[+20%int] True Damage per second to units under 20% their Max Hp.

Level 2: Destined Death deals 40[+20%int] True Damage per second to units under 25% their Max Hp.

Level 3: Destined Death deals 60[+20%int] True Damage per second to units under 30% their Max Hp.

Level 4: Destined Death deals 80[+20%int] True Damage per second to units under 35% their Max Hp.

 

Effect: Don't get damage by this hero's AA if you are low Hp. YOU WILL DIE! :D

 

 

 

Ultimate Abilities

 

 

 

Ultimate Ability: Blazing Death

"Turn into a blazing hurricane, sucking enemies inside a blazing hurricane at a speed of 3 units per second in a 10 unit Radius. Enemies take spell damage every second inside of a blazing hurricane which is an AoE 3-unit Radius. Takes 2 seconds to channel. Lasts 5 seconds."

Energy Cost: 200//300//400

Cooldown: 130//115//100

Range: Self

 

Level 1: Deal 50[+25% int] Spell Damage per second.

Level 2: Deal 85[+25% int] Spell Damage per second.

Level 3: Deal 120[+25% int] Spell Damage per second.

 

Effect: Good pull and damage. Excellent at catching a team to close to each other and sucking them in, to position them for allies (like jackson and others).

 

 

Ultimate Ability: True Assassin

"For a short duration of time, your health bar, name, and symbol disappear (look like a standard unit.) You also become mostly transparent too."

Energy Cost: 150//175//200

Cooldown: 100//90//80

Range: Self

 

Level 1: Last 8 seconds

Level 2: Last 10 seconds

Level 3: Last 12 seconds

 

Effect: Ambush others. While you aren't cloaked, you are hard to see, and without the normal human indicators to see you, an enemy may ignore you, and you may get the jump on them and they may not even notice.

 

 

Ultimate Ability: Comet Smash

"Leap towards a targeted location. Leap takes 1 second to channel, and 1 second in air before landing. Upon landing, smash the ground, causing all units in an AoE of 3 unit radius to take Spell damage, and be deflected 5 units away from the epic-center. After enemies are pushed away, they are stunned for a short duration."

Energy Cost: 150//175//200

Cooldown: 110//95//80

Range: 8//10//12

 

Level 1: Deal 200[+100%int] Spell Damage. Stun after push lasts 1 second.

Level 2: Deal 350[+100%int] Spell Damage. Stun after push lasts 1.25 second.

Level 3: Deal 500[+100%int] Spell Damage. Stun after push lasts 1.5 second.

 

Effect: Ambush others. While you aren't cloaked, you are hard to see, and without the normal human indicators to see you, an enemy may ignore you, and you may get the jump on them and they may not even notice. Its epic-center because it is EPIC!

 

 

Ultimate Ability: Regeneration [Passive]

"When [Hero] and allies in a 10-unit radius from [Hero] are killed, a clone of their hero will spawn 1 second after their death. Each hero revived has standard stats, except they deal slightly less damage, have a % of Max hp, and last a short duration. Cone won't revive, and All clones have working Heroic passives and Abilities 1 - 3 at Lv2. (Not ultimate). This ability is toggleable from on or off. Allies control the clone of their own Hero."

Energy Cost: None

Cooldown: None

Range: 10

 

Level 1: Clones deal 60% Physical//Spell//True Damage. Clones have Hp equal to 25% Revived Hero's Maximum Hp. Clone can last 8 seconds.

Level 2: Clones deal 70% Physical//Spell//True Damage. Clones have Hp equal to 30% Revived Hero's Maximum Hp. Clone can last 12 seconds.

Level 3: Clones deal 80% Physical//Spell//True Damage. Clones have Hp equal to 35% Revived Hero's Maximum Hp. Clone can last 16 seconds.

 

Effect: An passive ultiamte similar Life Tech suit, except that if you die, you die, but you are still useful in the battle, even if you are severly weakened. You may ask - Why is it toggleable? Note: It is an ultimate, so you don't want it to hurt you. It can actually hurt you, if the enemy has been damaged, and your clone causes the AA hero to leech back all it's Hp easily. It is suggested to be on though.

 

 

 

Hope these abilities are interesting and help inspire or are useful in making your heroes. :D

Link to comment
Share on other sites

I refuse to read this thread so that all ideas coming from my head are mine and mine alone ;D

But if you accidentally copy the ability :O. The threat i basicly made was more of, abilities, and me being to lazy to make a hero with these abilities. Since some of them going together be to op and it would take like 8 heroes to fill up all the heroic passives. :P

Link to comment
Share on other sites

Heroic Passive: Jungle Plating

"[Hero] blends in with the environment, granting +100% Evasion if [Hero] idles for 5 seconds, lasting for 3 seconds. Additionally, [Hero] deals 50% of its Weapon Damage as Spell Damage on its next auto-attack [this dispels the evasion]."

Cooldown: 5 seconds

 

e_e? I looked through all my hero suggestions and this was the only ability I found. Obviously an assassin hero ability, but has potential for laning via last-hits [especially with Demigod now around; dealing double damage on AA is pretty juicy, you just have to be good].

Link to comment
Share on other sites

Heroic Passive: Jungle Plating

"[Hero] blends in with the environment, granting +100% Evasion if [Hero] idles for 5 seconds, lasting for 3 seconds. Additionally, [Hero] deals 50% of its Weapon Damage as Spell Damage on its next auto-attack [this dispels the evasion]."

Cooldown: 5 seconds

 

e_e? I looked through all my hero suggestions and this was the only ability I found. Obviously an assassin hero ability, but has potential for laning via last-hits [especially with Demigod now around; dealing double damage on AA is pretty juicy, you just have to be good].

that would be good with True assassin

make the hero snap snap ;)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

×
×
  • Create New...