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Cycle

of War
Hero List
Notes: Heroes divided into Tank/Damage/Support/Siege Denotes Ultimate ability Heroes have 15 levels. 3 x 4 level abilities. Ultimate has 3 levels, available at 6/10/14 Heroes have 4 stats: Health / Attack Damage / Spell Power / Discipline o Spell Power increases damage done by abilities by a % o Discipline increases energy pool and reduces ability cooldowns o Health / Attack Damage / Energy pool increase with hero level and purchase, however Spell Power and Discipline can be obtained only through purchase The heroes listed here will be the ones making the Alpha version of the map (to be released around Christmas time). No notes for siege heroes (yet) sorry!!

Tank:
- Lifestealer (Naix) - Melee
o Drain Life Drains health from a target and restores an amount of it to the Lifestealer. Single target, cooldown 10. 75 energy. Deals 75/125/175/225 spell damage. Heals Naix for 30/50/70/90 (40%) of damage dealt. o Bloodfrenzy Activates Naixs blood-sucking mechanisms. Increases Naixs run and attack speeds and allows him to leech life on attacks. Activatable Lasts 8/10/12/14 seconds. Cooldown 35. Energy cost 75. Increases run/attack speeds by 35% at all levels. Life leech is 20/27/34/40% of attack damage. o Cripple Cripples the target unit. Each time it attacks while crippled, it loses 5% movement speed for 5 seconds. Stacks up to 3 times. Cripple effect 6/7/8/9 seconds 5%/6%/7%/8% movement speed lost per stack. Each attack the crippled target makes refreshes the stack of their movement speed debuff. o Siphon Life* Drains a percentage of each heros maximum hitpoints in an area. Divides the damage done and equally restores hitpoints to Naix and surrounding heroes. Cooldown 120, energy cost 175 Drains 20% of a heros hitpoints Restores damage dealt equally among nearby heroes; cannot restore more than 15% of maximum hitpoints o Comments: Hard to kill in team fights, but his ability to drain life is sort of counteracted by his inability to do large amounts of damage. Has no immediate

disable, though Cripple is deadly against enemy heroes that rely on their normal attack. Siphon Life does not have friendly fire, the skill from using the spell comes from timing, as well as hitting a large # of targets in a good position to heal your allied heroes Bloodfrenzy allows for more attack damage oriented builds. Drain Life has a low cooldown, however, so the player must pick which damage style he wants or whether to get both and give up Cripple. Cripple is designed to disable and peel enemy melee or ranged attackers that might attack the Lifestealer in fights.

- Timewarden Ranged (2.5)

o Black Hole Deals instant damage to units in an area. Leaves a void zone where time passes more slowly; all units inside have their timescale reduced. Cooldown 18, energy cost 90. Deals 80/120/160/200 damage in the AoE Void zone lasts 4 seconds. Reduces timescale by 40% AoE radius increases with level. Affects allies and enemies o Stop Locks a unit in time. The unit cannot move, attack or be attacked. Only allied healing spells can affect the unit. Cooldown 22, energy cost 75. Lasts 2/2.5/3.25/4.5 seconds. Can be cast on allies or enemies o Evasion Allows the Timewarden to manipulate space-time to avoid incoming damage. Activatable, cooldown 25, energy cost 50. Causes 20/25/30/35% of incoming damage sources to fail. Lasts 6/9/12/15 seconds. o Distortion* Creates a space-time bubble around the target unit, speeding up its timescale while slowing down all nearby units. Speeds up Timescale by 100% for target unit and slows timescale by 50% for all units within range 8 of the target unit Lasts 5/6/7 seconds o Comments: This hero is sort of a battle mage. His attack is range 2.5, or what I like to call pseudo-melee. Hes exceptional at controlling the battlefield, and Distortion is one of the most flexible abilities in the game. Black Holes timescale effect slows down all aspects of the unit; movespeed, attack speed, ability cooldowns, etc. Stop can be cast on allies as well, to save them from death (allied healing spells can affect them) or buy time until help arrives. Players must weigh taking Evasion to help them tank versus the extra battlefield control provided by Stop.

Lycanthrope - Melee

o Ferocity Increases run speed and attack speed for a moderate duration. Energy cost 75, cooldown 45 Increases run/attack speeds by 20/25/30/35%

Lasts 20 seconds o Harden Hardens the Lycanthropes carapace, reducing all forms of physical damage dealt to the Lycanthrope and causing incoming sources of physical damage to be deflected and grounded, dealing damage to nearby enemies. Reduces all incoming forms of physical damage by 30/40/50/60% Causes the amount of damage reduced to be dealt to enemies in a radius of 2 around the Lycanthrope Lasts 7/8/9/10 seconds. o Impale Deals damage and stuns the target for a short duration. Energy cost 75, cooldown 16 Deals 1.5/2/2.5/3x weapon damage Stuns for 1/1.5/2/2.5 seconds o Bloodmoon Increases the physical damage taken by all units around the Lycanthrope for a short duration and greatly increases the Lycanthropes health regeneration. Energy cost 125, cooldown 80 Increases physical damage taken by all nearby enemies by 30/45/60% Increases the Lycanthropes health regeneration by 10/15/20 hp/s Lasts 15 seconds o Comments: Everyones favorite UD baby is back with a vengeance. Impale is currently a placeholder, if you have ideas post them. Im not big on giving him a disable, as Im trying to carefully control the amount of slow/stun utility so let me know if you guys have some cool (but relatively simple) ideas. Bloodmoon will be one of the games stronger abilities, as physical damage dealing in this game will be much more prevalent than in RoC. Harden essentially reduces damage then disperses the amount of damage it reduced in an AoE. Awesome for tanking during sieging vs. melee damage dealers. Wolf uses the Ultralisk model, hence the Carapace

Damage:
- Tormented Soul - Ranged
o Thunderstorm Fires a bolt of lightning at the target unit, dealing damage to it and all nearby enemies. Energy cost 85, cooldown 12 Deals 75/100/125/150 initial spell damage Deals 50/65/80/95 aoe spell damage AoE of radius 5 o Split Earth Splits the earth beneath the target area, dealing damage and stunning units in the area. Energy cost 100, cooldown 18 Deals 75/110/145/180 spell damage Stuns for 2 seconds Radius increases per level: 1.75 / 2 / 2.25 o Diabolic Edict Causes explosions to erupt on random enemy units around the Tormented soul. Energy cost 100, cooldown 18 Explosions deal 40/50/60/70 damage each

AoE radius of 4, targets must be visible o Pulse Nova* While active, drains energy and causes an outward pulse of energy around the Tormented Soul every 2 seconds. Each energy pulse deals damage to all nearby enemy units. 40 energy activation, 5 energy/second drain Deals 100/125/150 damage per pulse o Comments: Pure spell damage hero, very weak and easily killable. Compared to RoC, players will have to pick whether they want a more single-target centric build with Edict or an AoE-centric build with Thunderstorm. Edict does considerably more damage at its final level but requires the hero to be close to its targets, meaning the player will probably have to buy Health upgrades, while Thunderstorms long and safe range would allow for a more damage-centric build. Split Earth is clearly an ability everyone will max out; the question is whether to take Edict or Thunderstorm Pulse Nova is much more powerful in comparison to RoC DOTA

Phantom Lancer Melee all Phantoms take 150% damage and deal 50% damage.

o Spirit Lance Fires a bolt of spirit energy at the target that deals damage. Causes the Phantom Lancer to turn invisible for 5 seconds and spawns a Phantom at the location of the Phantom Lancer. Energy cost 80, cooldown 18, range 7 Deals 125/175/225/275 spell damage Phantom lasts 10 seconds o Deathblow - Causes the Phantom Lancer to focus all of his spiritual energy on his next regular attack, causing it to deal additional damage and slow the target for a short period of time. Energy cost 50, cooldown 15 Slows for 25% for 2 seconds The Lancers next attack deals 2/2.75/3.5/4.25x damage (physical) o Phantom Strike The Phantom Lancer instantly blinks behind the target unit and strikes it, dealing weapon damage (physical) and causing the unit to be vulnerable to spell damage. Spawns a Phantom next to the target unit that lasts 10 seconds. 100 energy, 20 sec cooldown Range 6/7/8/9 Increases spell damage dealt to the target by 10/15/20/25% for 4 sec. o Power of the Phantasm* The Phantom Lancer unleashes his inner strength, spawning 6 Phantoms. Phantoms last 20 seconds. Cooldown 80, energy cost 150. o Comments: Close-range damage dealer who is a strong chaser and finisher, and is adept at inciting chaos on the battlefield. Additionally, he has the ability to really blow somebody up with his abilities at high levels if used in proper succession. Phantom strike is essentially a blink strike, but it must be targeted on a unit. Youll find that Power of the Phantasm has much more utility in this map and will be an awesome spell. Phantoms (and all hallucinations, the name for mirror images in SC2) take extra damage from buildings (to prevent suicide siege from a non-siege hero), but the Lancer is one of the faster heroes in the game and can cause tons of chaos using this spell.

- Brute - Melee

o Brutal Strike The Brute swipes with extra force on the target, dealing attack damage plus bonus damage. Energy cost 50, cooldown 7 Deals attack damage + 70/140/210/280 physical damage o Ground Slam The Brute slams the ground, dealing damage. Units affected by Ground Slam are dazed for a short period of time. Energy cost 100, cooldown 14 Deals 80/120/160/200 spell damage Slows movement and attack speeds by 18/24/30/36% for 3 sec o Berserk Increases the movement speed, attack speed, and damage dealt by the Brute for a short period of time, but also increases damage taken. Energy cost 50, cooldown 30 Increases move/attack speeds by 25% Increases all damage dealt by 20/25/30/35% Increases all damage taken by 25% Lasts 8/10/12 seconds. o Pummel* Strikes the target with the most powerful blow, dealing damage and pushing it back in the direction the strike was cast. Deals 1.5/2.25/3x weapon damage (physica) Pushes back 3/4/5 range o Comments: This guy brings the pain. He also has lots of pain brought to him. The Brute deals tons of physical damage and can do it in a short period of time. 2 of his spells deal physical damage based on his attack damage, so increasing his attack damage and his survivability is wise. Pummel pushes back the unit in a line at the angle between the Brute and the unit when Pummel is cast. Getting in the thick of a battle or backstabbing and pushing a Hero towards your team is an invaluable utility. Ground Slam = Thunderclap. Originally it had a pushback component, but once Pummel was added, the pushback was removed.

Support:
- High Priest - Ranged
o Dispersion Ray Fires a ray of holy energy towards the target location. Enemy units hit by the ray have their movement speed slowed and are unable to use abilities for a short period of time. Shockwave-like targetable line spell Energy cost 110, cooldown 20 Effect lasts 1.75/2.5/3.25 seconds Snare component slows movement speed by 30% o Light Blesses the target with holy light, reducing the amount of spell damage dealt to it. Energy cost 75 Reduces spell damage dealt to the target by 50% Lasts 10/12/14/16 seconds

Cooldown 25/22/19/16 seconds o Essence Drain The High Priest drains the life energies from the target unit, draining health and energy over time. Channeling, Energy cost 35. Lasts max. 10 seconds. Cooldown 25 Drains 25/40 health per second Drains 20/30 energy per second o Penance Fires a beam of holy energy at the target point. Allies standing near the beam will be healed, enemies standing near the beam will be damaged. Channeling. Mana cost 75. Lasts max 10 seconds. Cooldown 20 Heals or deals 30/40/50 damage per second o Harmony The world becomes a place of harmony, causing all allied and enemy heroes to be unable to attack or use abilities for a short duration. Energy cost 200, cooldown 180. Cast time 1.5 sec Lasts 7 seconds Available at levels 9 / 13 o Comments: Sort of a weirdly constructed hero. A jack-of-all-trades support hero that has some of the strongest abilities in the game. Weak health and moderately low damage. Dispersion Ray is an unbelievably powerful spell in fights and can be cast from far away. Well-casted Dispersion Rays are great team-fight initiators. Light is meant to be used as an initiator-buff that can be cast on your tank, or as a defensive spell to save somebody. Essence Drain is primarily meant for the lane. Penance looks weak on paper, but a well-placed Penance in a fight after a strong Dispersion Ray can turn the tide in a fight. Harmony is sort of a pause-reset button. It will be one of the hardest skills to use properly, but one of the most rewarding.

- Nanoscientist - Ranged

o Implant Implants the target with a fleet of nanorobots, which repair allies or hurt enemies over time. This ability can stack up to three times. Heals an ally for 8/12/16/20 damage per second Damages an enemy for 6/9/12/15 damage per second Cooldown 6 seconds, ability lasts 8 seconds. Applying another stack will refresh the last stack. o Energize Energizes the target friendly unit with nanorobots, restoring a small amount energy and hitpoints. Successive casts of this ability on the same target will increase its effectiveness. Restores 50/60/70/80 energy per cast, heals for half the amount of energy restored Successive casts on the same unit increase the amount of energy restored by 10% per cast, stacking up to 3 times. Effect lasts 12 seconds Cooldown 8 seconds, can be self-cast o Energy Ward Creates a ward that generates additional power for the Nanoscientists nanorobots and causes disturbances in enemy movement in the target area. Slows the run speed of enemies within the radius and causes Energize and Implant to have greater effect on units within the field.

Slows down enemy movement speed by 14/18/22/26% Increases the effectiveness of Energize and Implant by 8/12/16/20% Radius increases with level o Synthesization Reduces the cooldown of all the Nanoscientists abilities to a shared cooldown of 1.5 seconds. In addition, Implant will apply 3 stacks per cast and Energize will restore 30% more energy, as if the target had 3 successive casts. Furthermore, any Energy Wards laid while the Nanoscientist is under the effect of Synthesization will have their radius greatly increased. 200 energy, lasts 15 seconds. o Comments: The idea of this guy is as a short-cooldown buffer, to be casting the right stuff on the right people at the right time. Its important to have triple stacks when using abilities as the Nanoscientist as he gains infinitely more efficiency from it. Energy Ward is kind of a revolving door at the moment, so if you guys have any suggestions for abilities to put there, let me know! Synthesization will cause the abilities to be put on a shared cooldown

- Biomedic Ranged (3)

o Heal Channels a healing beam on the target, restoring hit points each second at the cost of energy. Costs 2 energy per second, 1.5 sec cooldown Restores 10/15/20/25 health per second Range 5 o Biolapse Freezes the targets current molecular makeup. Freezes the effect of all buff effects on the target, but does not remove them. Pauses health and energy regeneration for the duration of the effect. Energy cost 85, cooldown 25 Lasts 3/4.5/6/7.5 seconds. o Giant Growth Grows the target with a gene splice, increasing its physical damage dealt for a moderate amount of time. Energy cost 75, cooldown 10 Increases physical damage by 25/35/45/55% Lasts 25 seconds o Mutation Instantly heals the target for a huge amount, but causes a mutation in the targets self-regeneration-controlling DNA, causing it to relapse and quickly degenerate afterwards. Energy cost 125. Cooldown 30 Heals for 500/700/900 hitpoints Causes the target to take 20 damage per second for the next 20 seconds. Can be self-cast o Comments: My favorite hero. Has some really cool abilities that can be used in many different situations. This guy is as close to a pure support healer as youre going to see in this map. Heal is a solid healing spell to use while filling in the gaps in fights. It costs no energy to cast, so theres no reason NOT to use it when you have an opportunity to stand still. Giant Growth may be changed or see another component added to it. Suggestions are welcome Taking the pure support healer idea a step further, Biolapse is as close to a dispel as youre going to see in this game. It doesnt remove buffs, but just

freezes them for the duration. I think this is a sweet concept thats much more intuitive, fun, and balanced than a straight up dispel. Its a valuable ability, as it can negate a good portion of the duration of a lot of the short- duration super-buffs you see on these heroes (Light from the HP, Berserk from Brute, Bloodfrenzy from Lifestealer, etc.), but on some lineups I hope that picking a build with Heal/Emp might be more useful. Well see.

Siege:
- Sidereal Engine (Tank)
o Siege Mode The Sidereal Engine enters Siege Mode, giving him extra range and an attack that deals bonus damage to structures. The tank can use abilities while in Siege Mode. Energy cost 50, cooldown 3 Gives the Tank 10/20/30/40% bonus damage vs. structures o Energy Surge Restores the Tanks hitpoints at the cost of energy. Energy cost: 50/40/30/20, cooldown 3 Restores 50/60/70/80 hitpoints per use o Astral Projection Projects the location of the target unit to the stars, reducing its damage output and causing a star to fall on it every 2 seconds, dealing damage. Energy cost 100, cooldown 60 Reduces damage dealt by 8/12/16/20% Deals 60/70/80/90 damage per hit Lasts 12 seconds o Collapse Collapses nearby stars and channels them into the target, dealing damage to everything in a huge radius. 1 wave, deals 200/300/400 damage Hits buildings

- Ravager - Ranged
o Burrow Burrows the Ravager underground, restoring hitpoints. All abilities can be used while burrowed. Energy cost 80/70/60/40. Cooldown 12 Increases life regeneration by 15/18/21/24 hitpoints / second while burrowed. o Swarm Swarms the target unit with burrowed zerglings, attempting to surround it. Zerglings last 10 seconds. Energy cost 100, cooldown 30 Spawns 4/6/8/10 zerglings o Fungal Growth Locks units in place for a short period of time and deals damage each second. Energy cost 80, cooldown 18 Locks in place for 2/2/2.5/2.5 seconds Deals 40/50/60/70 damage each second. o Spawn Banelings - Spawns 3 banelings in front of the Ravager. Banelings last 20 seconds and can explode at any time. Energy cost 125, cooldown 45. Each baneling deals 100 AoE damage

AoE damage. Deals damage to buildings.

- Venomancer
o Epidemic Starts an epidemic in the target area. Targets that enter the area will be affected by the epidemic, dealing damage each second. The effect will persist for as long as the enemy is in the target area, but lasts for 10 seconds after the target has exited the Epidemic cloud. o Acid Swarm Fires a swarm of volatile acid in a cone in front of the caster, dealing damage to anything that comes in contact with it. Energy cost 110, cooldown 22 Deals 100/140/180/220 damage in a cone Damages buildings o Decompose Decomposes the flesh of the target unit, dealing damage each second and preventing it from using abilities. o Venom Strikes Causes the Venomancers missile attacks to be coated in venom, dealing additional damage each second to units for 6 seconds after they are attacked.

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