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Description
Melee, strength, low starting int.
Q [Lucky Chram] Place chram that provide critical strike for allay units in range, increase by ~70%[on max lvl] chances for critical strike for heroes that already have it. Chram cannot move.
W [Healthy Waters] Create AoE pond that heal allays and damage enemies, duration ~5s.
radius around 75% of acid spray radius.
E [Chain of Fate] After short time, ~1.3s, pull all enemies in x radius to caster bashing them.
R [Soul River] Revive Fallen Allay Hero.
Revives in place that target died, that place must be in range to be able to cast spell. Revive nearest hero to selected ground and his "resting place" is in range. Reviving lasts ~5s.
Could use something to indicate that places and use player colors, visible only to that hero.
Tree
- lvl 10 +x mana regen / increase radius of Chain of Fate
- lvl 15 increase radius of Healthy Waters / +x Attack to destroy Lucky Chram
- lvl 20 War Bound can be self used within 5 seconds / Mana costs reduced by 50%
- lvl 25 Chain of Fate is instant / Doubles effectiveness of Healthy Waters
(i can write Lore and flavored spell description)