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- Horange
- Hero idea 3
- Name: Horange
- Flowing black robe, orange cuffs and neck. Slightly unshaven, clearly defined eyebrows, slightly sunken eyes small dagger in each hand
- Basic attack: quick cut across front alternating hands (cleaves)
- 40 damage
- Cast Time: 0.25+0.25 seconds
- Secondary Fire: Quick Jab
- CD: 0.5 seconds
- Alternating hands (no cleave) pinpoint
- 50 damage
- Cast Time: 0.125+0.25 seconds
- Ability 1: Combat Slide
- CD: 3 seconds Cast Time: 0+0.125
- Quickly slides a short distance
- Interrupts/mini-stuns any enemies he comes into contact with.
- Blade Flurry
- CD: 0 seconds Charge recharge time: 7 seconds Max Charges: 1
- Cast Time: 0.25+0.125 seconds
- Duration: 4 seconds Slow: 40% Slow Duration: 3 seconds
- Summons a tornado that Horange can jump into, slowing enemies it comes into contact with.
- Voltage
- New Hero Idea
- Name:Voltage
- Visuals:
- Dart Launcher on left hand, shoots healing darts, glows when amped
- Right Hand sparks and glows (shoots lightning)
- Chest glows when amping aura
- Lithe with some light armor on
- When sprinting leaves light electric trail
- HP: 250-300
- Primary Fire
- Fires a bolt of electricity
- Hitscan, deals 25 damage once every 0.4 seconds applies 10% slow for 0.3 seconds
- Secondary Fire
- Healing Dart
- Single hitscan shot heals an ally for 200 hp 4 sec CD
- Ability 1
- Aura (desc:Voltage heals or defends allies with electricity)
- Healing or Armor Aura Q to toggle
- Healing Aura
- 20 hp per sec
- Amp up to 40 per sec
- Armor Aura
- 15 armor to all allies nearby
- Amp to 30 armor
- Ability 2
- Amp (desc:Voltage channels power to one of his abilities)
- Toggleable ability
- Mode 1
- Doubles the speed of healing dart's CD
- Mode 2
- Doubles the effectiveness of Aura
- Focus
- Triples amps effectiveness
- Upgrades
- Healin Dart
- Great Strength(desc:More power to the dart)
- Increases healing by 70
- |
- V
- Speed Dart(desc:Voltage's shots charge allies to run faster)
- Gives 15% speed bost for 1.5 seconds to affected ally
- OR
- Quick Apply(desc:Voltage's shots apply a quick shield to allies)
- Give affected ally 30 armor for 1 Second
- Rapid Fire (desc:More Darts=More Healing)
- Reduces CD of healing dart by 1 Second
- |
- V
- Consistent Reapply (desc: More you heal, the more you heal!!!)
- Healing dart makes affected target take 40% more healing for 2 seconds
- OR
- Forgiving (desc:Voltage harvests the energy of missed shots)
- Healing Dart's CD is reduced by 1.5 seconds on miss
- Aura
- Diversity (desc: Have your cake and eat it too!)
- Armor Aura gets 10 hp per second (not affected by amp)
- Healing Aura gets 8 armor apply
- (not affected by amp)
- |
- V
- Damage Aura(desc: Voltage's aura is so powerful, its power damages enemies)
- Adds a 11 damage per second damage aura to both auras
- (Not affected by amp)
- OR
- Speed Aura(desc:Voltage empowers allies and speeds them up)
- All allies affected by aura gain 10% speed
- (Not affected by amp)
- Strength in Numbers (desc: Voltage draws power from his allies)
- Aura's Strength increases by 10% for every hero affected
- (Stacks before amp)
- |
- V
- Power to the People (desc:Voltage gives back the power he draws)
- Increases Damage of all allies affected by aura by 5% for every hero affected and a 2% to all allies
- (Not affected by amp)
- OR
- Sorry for Our Loss (desc:Voltage makes enemies pay for their crimes, and strengthens allies for their achievements)
- Whenever an allied Hero dies damage all enemies for 7% of their total health over 3.5 seconds
- Whenever an Enemy hero dies heal all allies for 6% of their total health over 3 seconds
- (Costs 6 stamina)
- Amp
- Power Overwhelming (desc:Voltage's power increases by 20 terawatts)
- Increase amp's effectiveness by 20% (->2.2x)
- |
- V
- Range Increase (desc: Aura gains power when channeled)
- When Amping Aura increases the range of aura by 20%
- OR
- Battery Charge (desc:Voltage adds a battery for maximum healing)
- Increase the heal of Healing dart by 20 for every second it is amped on CD
- Burst Amp(desc:Voltage experiences surges of power)
- Every 10 seconds, amp becomes 3x as powerful for 2 seconds
- |
- V
- Power Surge (desc:Voltage uses his power surge to damage and slow enemies)
- Every time amp is boosted, apply 20% slowness and 35 damage to all enemies in range
- OR
- High Wattage (desc: Voltage increases his wattage and experiences more power surges)
- Amp is boosted every 7 seconds instead of every 10
- Focus
- Heroes Vitality
- 15% more health
- |
- V
- Life Line
- 20% more healing to you
- Health returns faster when out of combat
- OR
- Long Running
- 10% faster move speed
- Sprinting takes 20% less stamina
- Stonewall
- You take no knockback
- I
- V
- Skirmishing
- OR
- Speed!
- Gain 20% movement speed
- Lightbender
- Other New Hero Idea
- Hero Name:Lightbender
- Knight Light
- Like Omniknight with sigil on forehead no beard
- Basic Attack
- With Horse
- Sword Attack every 0.4 seconds.
- 90 damage
- (3 hit combo)
- With Bird
- Staff attack every 0.5 seconds
- 85 damage
- (2 hit combo)
- Wall of Light
- CD:5 seconds Duration:1.5 seconds Channel time:0.5 seconds
- Creates a wall going up all the way to the skybox, launching, stunning for 0.5 seconds, and slowing by 20% for 2 seconds all enemies that come into contact with it. (With horse) uses same CD and hotkey as Blessed Light
- Blessed Light
- CD: 5 seconds Channel Time: 0.75 seconds
- Draws a circle on the ground that Blessed light comes down on, healing allies for 200 hp
- And dealing 150 damage to endmies as well as flooding their vision with light. (With Bird) Uses same CD and hotkey as wall of light
- Holy Steed
- CD:1 Channel time: 1.25 seconds
- Light Bender rides either Horse or Bird into battle, Horse giving him increased health regeneration (8 per sec at all times) and armor (10 armor) and access to the Kick ability and Cavalry's Charge focus. Bird gives increased movement speed (10% higher) and higher jump (15% higher and 20% further) as well as access to the Gust ability and Whirlwind focus. Activate ability to dismount and call the other steed.
- Kick
- CD: 8 seconds Channel: 0.5 seconds
- Horse rides forward with a burst of speed, then rears back and kicks forward. If the kick hits an enemy it knocks them back, then Lightbender strikes a blow with his sword. (Uses same hotkey and CD as Gust)
- Kick Damage: 100
- Sword Damage: 80
- Gust
- CD:8 seconds Channel time: 0.325 seconds
- Bird flaps his wings, creating two tornadoes which capture the first unit they hit, dealing 70 damage and making them invulnerable but unable to act for 2.5 seconds. During this time their cooldowns recharge at 50% the speed. (Uses same CD and hotkey as Kick)
- Aerial Kick (With fusion)
- 12 seconds CD 0.5 cast time
- Kicks, if connects performs shot with wand, dealing damage. If hotkey is held, after wand shot, casts gust which hits kicked target.
- Kick Damage: 130
- Wand Damage: 50
- Focus
- Cavalry Charge
- Summons 10 horsemen that go forward in two lines, dealing 300 damage per horseman and stunning all enemies hit for 2 seconds.
- Tornado
- Summons a giant tornado that pulls all nearby enemies in for 1.5 seconds, damages them by 100, and slows them by 30% for 5 seconds.
- Warriors of the Air (with fusion)
- A large cloud appears, which pulls all enemies in and keeps them there for 1 second. Then stuns all enemies caught, explodes into 10 cloud horsemen (venti), that charge forward in two lines (one on rach side) dealing 300 damage per horseman and stunning all enemies hit for 1 second.
- Talents
- Basic Attacks
- Magical Weapon
- Sword bleeds for 1 second
- Staff slows by 10% for 1 second
- I
- V
- Double Enchant
- Sword reduces armor by 8 for 1 second (Stacks)
- Staff weakens by 10% for one second (Stacks)
- OR
- Rage
- Continued attacks on the same target add 7.5% attack speed
- Dual Wield
- Use both weapons at once, but reduce attack speed by 25% and damage of each weapon by 25%. (3 Hit Combo)
- I
- V
- Animal Assistance
- When both weapons attack at once, his steed attacks (a headbutt for horse and wing flap for bird) for 100 extra damage and a 1 second 30% slow
- OR
- Chargin' up
- Can charge attacks, up to double damage with a full 1 second charge. When fully charged perform a dash forward (run for horse, swoop for bird with weapons aimed down) (With wand, shoot 2 bolts). CC immune for duration. Does not cleanse.
- Wall of Light/Blessed Light
- Powerful Magic
- Reduce channel time by 25%.
- I
- V
- Aftershock
- Leave a blaze of light on the area for 2.5 seconds afterward, dealing 12+(3% of missing health)+(1.5% of current health) damage per second
- OR
- Wizardry
- Reduce CD by 2 seconds
- To the Masses
- Increases cast range and size of Wall of Light and Blessed light by 25%
- I
- V
- Power Conversion
- Wall of Light weakens enemies by 25% for 2 seconds and Blessed Light strengthens allies hit by 20% for 2.5 seconds
- OR
- Diversify
- When moving backward, if on bird, perform Wall of Light, and if on horse, Blessed Light.
- Kick/Gust
- Speed Boost
- Reduce cast time by 25%, and increase speed of horse while kicking and tornado in flight by 30%
- I
- V
- Enstrengthen
- Increases Kick Damage to 150 and duration of Gust's hold to 3.75, as well as increasing base attack damage and attack speed by 20% for the next 2 seconds.
- OR
- Ensnare
- Root the target for 1.25 seconds after dropped from the tornado or hit with the follow-up sword attack.
- Etiquette
- Lightbender now aims at a target, which the horse or projectile will gravitate towards. The target selected is rooted for 0.25 seconds, interupted, and slowed by 50% for 2 seconds. Additionally, they cannot dodge.
- I
- V
- Death From Above
- Sends an arrow of light down on selected target after 0.325 seconds that stuns for 0.5 seconds and deals 60 damage.
- OR
- Infuration
- Lightbender dismounts after kick, then performs as series of 4 quick hits over 2 seconds (0.5 second intervals) that deals a different CC effect and amount of damage after every hit.
- First Hit: 40 damage 0.5 sec stun (strike with hilt with wrist twist)
- Second Hit: 60 Damage 0.5 second root, interupt
- (Hit downward with blade flat)
- Third Hit:15/20/15 damage interupt, 1 second 75% slow, interupt (hits with flat, stab, flat)
- Fourth Hit:30 damage, bleed 20 Damage Per Second for 2 seconds
- Uses 8 stamina
- Also calls a cloud to follow the person hit with Gust to hit them with 3 lightning strikes over 3 seconds (1 second intervals). Then followed by 3 thunder claps (0.5 second intervals) that assist the person the cloud has followed, then the cloud rains on the person (over 1.5 seconds) healing and slowing then damaging and speeding them up.
- First Bolt: 30 damage, 50% reduced healing for 2 seconds, interupt
- Second Bolt: 50 damage, 40% movement speed reduction for 0.5 seconds then a 20% movement speed increase for 0.25 seconds as well as giving 4 stamina
- Third Bolt: 20 damage, root for 0.5 seconds
- Thunder Clap 1: Heals for 50
- Thunder Clap 2: Heals for 50
- Thunder Clap 3: Heals for 50, speeds up by 50% for 0.75 seconds
- Rain pt. 1: heal for 75 over 0.75 seconds, and be slowed by 50% for the duration
- Rain pt. 2: deal 150 damage over 0.75 seconds and speed up by 50% for the duration
- With Wand
- Enchants wand with the power of the elements, casting 4 shots after kick over 1 second. (Disabled if hotkey is held)
- Shot 1: 50 damage, interupt. (Dirt Particles)
- Shot 2: 100 damage, 40 Damage Per Second for 2 seconds (Fire Particles)
- Shot 3: 50+2% of max health damage, 40 Damage Per Second for 2 seconds (Light Particles)
- Shot 4: Launches the target, briefly stunning them and rooting them for 1 second on landing. (White Particles wrap around wand) (Roots from ground entangle)
- Divine Steed
- Whistle
- Cast Time Reduced by 50%.
- I
- V
- Continued Friendship
- Steed not being ridden stays near and performs auto-attacks. (Attacks with wings, headbutts) Attacks have a small lunge, and are
- Horse
- 40 damage every 0.75 seconds with interupt
- Bird
- 20 damage every 0.5 seconds with 0.25 second root and interupt
- Unmounted steed has 600 health with standard health regen and disappeares if dies. If dies increases CD by 9 seconds.
- OR
- Enchantment
- Multiplies passive effect of both steeds by 3x
- Fusion
- Fuses both steeds into a pegasus, Changing all abilities. Focus charge rate halved. (Gives half value of both passive affects)(Disables Switching)
- Changes basic attack to a ranged wand (hitscan) 50 damage every 0.5 seconds
- I
- V
- Well Trained
- Returns Passive effects to a normal state, and gives +20% movement speed.
- OR
- Loyalty
- When Lightbender dies, the pegasus fights onward (controlled by player)
- Attack 1 (fly up, fly forward with a headbutt): lunge, 50 damage, 0.5 second cast time, interupt (primary fire) 1 second CD
- Attack 2 (fly up, kick): 70 damage, 0.5 second cast time (secondary fire) 1 second CD
- Steed has 1600 health.
- Focus/Ult
- Perseverence
- Increase pull distance and distance charged by 25%
- I
- V
- Heroes Vitality
- 15% higher max hp
- OR
- Life Line
- 20% more healing to you
- When out of combat, health returns faster
- Soul Transfusion
- When you die, stay in a chosen allied hero for 10 seconds (i casting when time runs out, allows you to finish cast) and gain the abilities:
- Flash Heal: heal allied hero for 300 hp CD: 4 seconds Cast Time: 0.5 seconds
- Justification
- CD:10 seconds Cast Time : 1 second
- Deals 50% of missing health to enemy (enemies Missing health)
- I
- V
- Skirmishing
- Regain stamina in combat
- OR
- Easy Strider
- Move 10% faster, and sprinting takes 25% less stamina
- Builder
- Hero #4
- Int Carry
- Builder
- Bob
- Melee
- Basic Attack (Wrench)
- Range: 160
- Damage: 27-30
- Increases by 7 every level
- Health (Seperate from Strength)
- 275 Start
- Base increase 25 health per level
- Mag Resist: 25%
- Agility
- Base 18
- 1.6 gain per level
- Strength
- Base 16
- 1.8 gain per level
- Intelligence
- Base 22
- 2.2 gain per level
- Ability 1
- Turret
- CD: 10/8/6/4 Mana: 45/60/75/90
- Duration: 7.5/9/10.5/12
- Cast Time: 0.25+0.125
- Damage Per Second: 40/60/80/100
- Range: 550/700/850/1000
- Attacks to Destroy
- 4/6/8/10
- Constructs a turret that will attack enemies in its range and requires a set amounts of attacks to destroy.
- Shotty
- Auto-Cast
- CD: 6/4/2/0
- Mana: 15
- Pellets per shot: 4/6/8/10
- Damage per pellet: 20
- Switches from a wrench to a shotgun, shooting multiple pellets per shot.
- Electric Armor
- Passive
- HP regen (per stack): 0.6/0.8/1/1.2
- Move Speed (per stack):1.5%/2%/2.5%/3%
- Stack Duration:4.5/6/7.5/9 seconds
- Max Stacks:5/10/15/20
- The Builder's Electric Armor turns attacks upon him into energy.
- Ultimate
- Fixer-Upper
- CD:0
- Mana Cost: 15/30/45 per second
- Repair Speed: INT of Builder health per second
- The Builder cam repair as well as build, repairing friendly structures.
- Wallace
- Wallace
- Basic Attack
- Hits with a baseball bat, dealing 50 damage every 0.5 seconds (cleave)
- Stats
- 200 hp
- Secondary Fire
- Bonk!
- Stun: 0.5 secs Damage: 50 Cast Time: 0.25+0.25 Cooldown: 8 secs
- Hits a baseball at an enemy. If hits, deals damage and stuns. (Has a curve)
- Ability 1
- CD:8 secs Clone Duration: 4 secs
- Mr. Dangerous
- Duplicate, and put a knife in both baseball bats, making it into a stab attack.
- Stab Attack
- 75 damage every .325 seconds
- Ability 2
- Steal
- Speed Duration: 6 secs. Base Duration: 6 secs. CD:12 seconds
- Increase the speed you run at by 50%, and create a base on the ground the distance you could normally run in 6 secs. If you make it, the ability refreshes.
- Homer (Ult)
- Cast Time: 1+1 Damage: 600 Knockback: 1000 units
- After a delay, hit a homer that does high damage and knock back.
- Passive
- Adrenaline
- Increase speed and damage when you take or deal damage.
- Every 5 damage taken or dealt increases speed by 1% and damage dealt by 0.5% for 1 sec. Damage dealt to barriers does not count.
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