Professional Documents
Culture Documents
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.
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
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
- 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.