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  1. Horange
  2. Hero idea 3
  3. Name: Horange
  4. Flowing black robe, orange cuffs and neck. Slightly unshaven, clearly defined eyebrows, slightly sunken eyes small dagger in each hand
  5. Basic attack: quick cut across front alternating hands (cleaves)
  6. 40 damage
  7. Cast Time: 0.25+0.25 seconds
  8. Secondary Fire: Quick Jab
  9. CD: 0.5 seconds
  10. Alternating hands (no cleave) pinpoint
  11. 50 damage
  12. Cast Time: 0.125+0.25 seconds
  13. Ability 1: Combat Slide
  14. CD: 3 seconds Cast Time: 0+0.125
  15. Quickly slides a short distance
  16. Interrupts/mini-stuns any enemies he comes into contact with.
  17.  
  18. Blade Flurry
  19. CD: 0 seconds Charge recharge time: 7 seconds Max Charges: 1
  20. Cast Time: 0.25+0.125 seconds
  21. Duration: 4 seconds Slow: 40% Slow Duration: 3 seconds
  22. Summons a tornado that Horange can jump into, slowing enemies it comes into contact with.
  23.  
  24. Voltage
  25. New Hero Idea
  26. Name:Voltage
  27. Visuals:
  28. Dart Launcher on left hand, shoots healing darts, glows when amped
  29. Right Hand sparks and glows (shoots lightning)
  30. Chest glows when amping aura
  31. Lithe with some light armor on
  32. When sprinting leaves light electric trail
  33. HP: 250-300
  34. Primary Fire
  35. Fires a bolt of electricity
  36. Hitscan, deals 25 damage once every 0.4 seconds applies 10% slow for 0.3 seconds
  37. Secondary Fire
  38. Healing Dart
  39. Single hitscan shot heals an ally for 200 hp 4 sec CD
  40. Ability 1
  41. Aura (desc:Voltage heals or defends allies with electricity)
  42. Healing or Armor Aura Q to toggle
  43. Healing Aura
  44. 20 hp per sec
  45. Amp up to 40 per sec
  46. Armor Aura
  47. 15 armor to all allies nearby
  48. Amp to 30 armor
  49. Ability 2
  50. Amp (desc:Voltage channels power to one of his abilities)
  51. Toggleable ability
  52. Mode 1
  53. Doubles the speed of healing dart's CD
  54. Mode 2
  55. Doubles the effectiveness of Aura
  56. Focus
  57. Triples amps effectiveness
  58.  
  59. Upgrades
  60. Healin Dart
  61. Great Strength(desc:More power to the dart)
  62. Increases healing by 70
  63. |
  64. V
  65. Speed Dart(desc:Voltage's shots charge allies to run faster)
  66. Gives 15% speed bost for 1.5 seconds to affected ally
  67. OR
  68. Quick Apply(desc:Voltage's shots apply a quick shield to allies)
  69. Give affected ally 30 armor for 1 Second
  70.  
  71. Rapid Fire (desc:More Darts=More Healing)
  72. Reduces CD of healing dart by 1 Second
  73. |
  74. V
  75. Consistent Reapply (desc: More you heal, the more you heal!!!)
  76. Healing dart makes affected target take 40% more healing for 2 seconds
  77. OR
  78. Forgiving (desc:Voltage harvests the energy of missed shots)
  79. Healing Dart's CD is reduced by 1.5 seconds on miss
  80.  
  81. Aura
  82. Diversity (desc: Have your cake and eat it too!)
  83. Armor Aura gets 10 hp per second (not affected by amp)
  84. Healing Aura gets 8 armor apply
  85. (not affected by amp)
  86. |
  87. V
  88. Damage Aura(desc: Voltage's aura is so powerful, its power damages enemies)
  89. Adds a 11 damage per second damage aura to both auras
  90. (Not affected by amp)
  91. OR
  92. Speed Aura(desc:Voltage empowers allies and speeds them up)
  93. All allies affected by aura gain 10% speed
  94. (Not affected by amp)
  95.  
  96. Strength in Numbers (desc: Voltage draws power from his allies)
  97. Aura's Strength increases by 10% for every hero affected
  98. (Stacks before amp)
  99. |
  100. V
  101. Power to the People (desc:Voltage gives back the power he draws)
  102. Increases Damage of all allies affected by aura by 5% for every hero affected and a 2% to all allies
  103. (Not affected by amp)
  104. OR
  105. Sorry for Our Loss (desc:Voltage makes enemies pay for their crimes, and strengthens allies for their achievements)
  106. Whenever an allied Hero dies damage all enemies for 7% of their total health over 3.5 seconds
  107. Whenever an Enemy hero dies heal all allies for 6% of their total health over 3 seconds
  108. (Costs 6 stamina)
  109.  
  110. Amp
  111. Power Overwhelming (desc:Voltage's power increases by 20 terawatts)
  112. Increase amp's effectiveness by 20% (->2.2x)
  113. |
  114. V
  115. Range Increase (desc: Aura gains power when channeled)
  116. When Amping Aura increases the range of aura by 20%
  117. OR
  118. Battery Charge (desc:Voltage adds a battery for maximum healing)
  119. Increase the heal of Healing dart by 20 for every second it is amped on CD
  120.  
  121. Burst Amp(desc:Voltage experiences surges of power)
  122. Every 10 seconds, amp becomes 3x as powerful for 2 seconds
  123. |
  124. V
  125. Power Surge (desc:Voltage uses his power surge to damage and slow enemies)
  126. Every time amp is boosted, apply 20% slowness and 35 damage to all enemies in range
  127. OR
  128. High Wattage (desc: Voltage increases his wattage and experiences more power surges)
  129. Amp is boosted every 7 seconds instead of every 10
  130.  
  131. Focus
  132. Heroes Vitality
  133. 15% more health
  134. |
  135. V
  136. Life Line
  137. 20% more healing to you
  138. Health returns faster when out of combat
  139. OR
  140. Long Running
  141. 10% faster move speed
  142. Sprinting takes 20% less stamina
  143.  
  144. Stonewall
  145. You take no knockback
  146. I
  147. V
  148. Skirmishing
  149. OR
  150. Speed!
  151. Gain 20% movement speed
  152.  
  153. Lightbender
  154. Other New Hero Idea
  155. Hero Name:Lightbender
  156. Knight Light
  157. Like Omniknight with sigil on forehead no beard
  158. Basic Attack
  159. With Horse
  160. Sword Attack every 0.4 seconds.
  161. 90 damage
  162. (3 hit combo)
  163. With Bird
  164. Staff attack every 0.5 seconds
  165. 85 damage
  166. (2 hit combo)
  167. Wall of Light
  168. CD:5 seconds Duration:1.5 seconds Channel time:0.5 seconds
  169. 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
  170.  
  171. Blessed Light
  172. CD: 5 seconds Channel Time: 0.75 seconds
  173. Draws a circle on the ground that Blessed light comes down on, healing allies for 200 hp
  174. 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
  175.  
  176. Holy Steed
  177. CD:1 Channel time: 1.25 seconds
  178. 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.
  179.  
  180. Kick
  181. CD: 8 seconds Channel: 0.5 seconds
  182. 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)
  183. Kick Damage: 100
  184. Sword Damage: 80
  185.  
  186. Gust
  187. CD:8 seconds Channel time: 0.325 seconds
  188. 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)
  189.  
  190. Aerial Kick (With fusion)
  191. 12 seconds CD 0.5 cast time
  192. Kicks, if connects performs shot with wand, dealing damage. If hotkey is held, after wand shot, casts gust which hits kicked target.
  193. Kick Damage: 130
  194. Wand Damage: 50
  195.  
  196.  
  197.  
  198. Focus
  199.  
  200. Cavalry Charge
  201. Summons 10 horsemen that go forward in two lines, dealing 300 damage per horseman and stunning all enemies hit for 2 seconds.
  202.  
  203. Tornado
  204. 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.
  205.  
  206. Warriors of the Air (with fusion)
  207. 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.
  208.  
  209.  
  210. Talents
  211. Basic Attacks
  212. Magical Weapon
  213. Sword bleeds for 1 second
  214. Staff slows by 10% for 1 second
  215. I
  216. V
  217. Double Enchant
  218. Sword reduces armor by 8 for 1 second (Stacks)
  219. Staff weakens by 10% for one second (Stacks)
  220. OR
  221. Rage
  222. Continued attacks on the same target add 7.5% attack speed
  223.  
  224. Dual Wield
  225. Use both weapons at once, but reduce attack speed by 25% and damage of each weapon by 25%. (3 Hit Combo)
  226. I
  227. V
  228. Animal Assistance
  229. 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
  230. OR
  231. Chargin' up
  232. 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.
  233.  
  234. Wall of Light/Blessed Light
  235. Powerful Magic
  236. Reduce channel time by 25%.
  237. I
  238. V
  239. Aftershock
  240. 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
  241. OR
  242. Wizardry
  243. Reduce CD by 2 seconds
  244.  
  245. To the Masses
  246. Increases cast range and size of Wall of Light and Blessed light by 25%
  247. I
  248. V
  249. Power Conversion
  250. Wall of Light weakens enemies by 25% for 2 seconds and Blessed Light strengthens allies hit by 20% for 2.5 seconds
  251. OR
  252. Diversify
  253. When moving backward, if on bird, perform Wall of Light, and if on horse, Blessed Light.
  254. Kick/Gust
  255. Speed Boost
  256. Reduce cast time by 25%, and increase speed of horse while kicking and tornado in flight by 30%
  257. I
  258. V
  259. Enstrengthen
  260. 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.
  261. OR
  262. Ensnare
  263. Root the target for 1.25 seconds after dropped from the tornado or hit with the follow-up sword attack.
  264.  
  265. Etiquette
  266. 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.
  267. I
  268. V
  269. Death From Above
  270. Sends an arrow of light down on selected target after 0.325 seconds that stuns for 0.5 seconds and deals 60 damage.
  271. OR
  272. Infuration
  273. 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.
  274. First Hit: 40 damage 0.5 sec stun (strike with hilt with wrist twist)
  275. Second Hit: 60 Damage 0.5 second root, interupt
  276. (Hit downward with blade flat)
  277. Third Hit:15/20/15 damage interupt, 1 second 75% slow, interupt (hits with flat, stab, flat)
  278. Fourth Hit:30 damage, bleed 20 Damage Per Second for 2 seconds
  279. Uses 8 stamina
  280. 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.
  281. First Bolt: 30 damage, 50% reduced healing for 2 seconds, interupt
  282. 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
  283. Third Bolt: 20 damage, root for 0.5 seconds
  284. Thunder Clap 1: Heals for 50
  285. Thunder Clap 2: Heals for 50
  286. Thunder Clap 3: Heals for 50, speeds up by 50% for 0.75 seconds
  287. Rain pt. 1: heal for 75 over 0.75 seconds, and be slowed by 50% for the duration
  288. Rain pt. 2: deal 150 damage over 0.75 seconds and speed up by 50% for the duration
  289. With Wand
  290. Enchants wand with the power of the elements, casting 4 shots after kick over 1 second. (Disabled if hotkey is held)
  291. Shot 1: 50 damage, interupt. (Dirt Particles)
  292. Shot 2: 100 damage, 40 Damage Per Second for 2 seconds (Fire Particles)
  293. Shot 3: 50+2% of max health damage, 40 Damage Per Second for 2 seconds (Light Particles)
  294. 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)
  295.  
  296. Divine Steed
  297. Whistle
  298. Cast Time Reduced by 50%.
  299. I
  300. V
  301. Continued Friendship
  302. Steed not being ridden stays near and performs auto-attacks. (Attacks with wings, headbutts) Attacks have a small lunge, and are
  303. Horse
  304. 40 damage every 0.75 seconds with interupt
  305. Bird
  306. 20 damage every 0.5 seconds with 0.25 second root and interupt
  307. Unmounted steed has 600 health with standard health regen and disappeares if dies. If dies increases CD by 9 seconds.
  308. OR
  309. Enchantment
  310. Multiplies passive effect of both steeds by 3x
  311.  
  312. Fusion
  313. Fuses both steeds into a pegasus, Changing all abilities. Focus charge rate halved. (Gives half value of both passive affects)(Disables Switching)
  314. Changes basic attack to a ranged wand (hitscan) 50 damage every 0.5 seconds
  315. I
  316. V
  317. Well Trained
  318. Returns Passive effects to a normal state, and gives +20% movement speed.
  319. OR
  320. Loyalty
  321. When Lightbender dies, the pegasus fights onward (controlled by player)
  322. Attack 1 (fly up, fly forward with a headbutt): lunge, 50 damage, 0.5 second cast time, interupt (primary fire) 1 second CD
  323. Attack 2 (fly up, kick): 70 damage, 0.5 second cast time (secondary fire) 1 second CD
  324. Steed has 1600 health.
  325.  
  326. Focus/Ult
  327. Perseverence
  328. Increase pull distance and distance charged by 25%
  329. I
  330. V
  331. Heroes Vitality
  332. 15% higher max hp
  333. OR
  334. Life Line
  335. 20% more healing to you
  336. When out of combat, health returns faster
  337.  
  338. Soul Transfusion
  339. 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:
  340. Flash Heal: heal allied hero for 300 hp CD: 4 seconds Cast Time: 0.5 seconds
  341. Justification
  342. CD:10 seconds Cast Time : 1 second
  343. Deals 50% of missing health to enemy (enemies Missing health)
  344. I
  345. V
  346. Skirmishing
  347. Regain stamina in combat
  348. OR
  349. Easy Strider
  350. Move 10% faster, and sprinting takes 25% less stamina
  351.  
  352. Builder
  353. Hero #4
  354. Int Carry
  355. Builder
  356. Bob
  357. Melee
  358. Basic Attack (Wrench)
  359. Range: 160
  360. Damage: 27-30
  361. Increases by 7 every level
  362.  
  363. Health (Seperate from Strength)
  364. 275 Start
  365. Base increase 25 health per level
  366.  
  367. Mag Resist: 25%
  368.  
  369. Agility
  370. Base 18
  371. 1.6 gain per level
  372.  
  373. Strength
  374. Base 16
  375. 1.8 gain per level
  376.  
  377. Intelligence
  378. Base 22
  379. 2.2 gain per level
  380.  
  381. Ability 1
  382. Turret
  383. CD: 10/8/6/4 Mana: 45/60/75/90
  384. Duration: 7.5/9/10.5/12
  385. Cast Time: 0.25+0.125
  386. Damage Per Second: 40/60/80/100
  387. Range: 550/700/850/1000
  388. Attacks to Destroy
  389. 4/6/8/10
  390. Constructs a turret that will attack enemies in its range and requires a set amounts of attacks to destroy.
  391.  
  392. Shotty
  393. Auto-Cast
  394. CD: 6/4/2/0
  395. Mana: 15
  396. Pellets per shot: 4/6/8/10
  397. Damage per pellet: 20
  398.  
  399. Switches from a wrench to a shotgun, shooting multiple pellets per shot.
  400.  
  401. Electric Armor
  402. Passive
  403. HP regen (per stack): 0.6/0.8/1/1.2
  404. Move Speed (per stack):1.5%/2%/2.5%/3%
  405. Stack Duration:4.5/6/7.5/9 seconds
  406. Max Stacks:5/10/15/20
  407.  
  408. The Builder's Electric Armor turns attacks upon him into energy.
  409.  
  410. Ultimate
  411. Fixer-Upper
  412. CD:0
  413. Mana Cost: 15/30/45 per second
  414. Repair Speed: INT of Builder health per second
  415.  
  416. The Builder cam repair as well as build, repairing friendly structures.
  417.  
  418.  
  419. Wallace
  420. Wallace
  421. Basic Attack
  422. Hits with a baseball bat, dealing 50 damage every 0.5 seconds (cleave)
  423.  
  424. Stats
  425. 200 hp
  426.  
  427. Secondary Fire
  428. Bonk!
  429. Stun: 0.5 secs Damage: 50 Cast Time: 0.25+0.25 Cooldown: 8 secs
  430. Hits a baseball at an enemy. If hits, deals damage and stuns. (Has a curve)
  431.  
  432. Ability 1
  433. CD:8 secs Clone Duration: 4 secs
  434. Mr. Dangerous
  435. Duplicate, and put a knife in both baseball bats, making it into a stab attack.
  436. Stab Attack
  437. 75 damage every .325 seconds
  438.  
  439. Ability 2
  440. Steal
  441. Speed Duration: 6 secs. Base Duration: 6 secs. CD:12 seconds
  442. 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.
  443.  
  444. Homer (Ult)
  445. Cast Time: 1+1 Damage: 600 Knockback: 1000 units
  446. After a delay, hit a homer that does high damage and knock back.
  447.  
  448. Passive
  449. Adrenaline
  450. Increase speed and damage when you take or deal damage.
  451. 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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