Spell Suggestions & Ideas

If you have a hero to suggest for future versions of DoE, place your suggestion in some readable format in this forum.
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Pigger
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Re: Spell Suggestions & Ideas

Post by Pigger » Tue Jul 01, 2008 8:35 pm

'smore crap.
De'lishaas

Cursed Martyr

Targetted Buff - Forces all damage dealt to allies within 400 range to instead be dealt to the target. The target has bleed extended on it by 1 second every time it recieves damage.

OR

Channeled - While channeled target takes no damage but upon canceling of the spell takes X damage and is ruined for each second the spell was channeled.

Active Passive - While active every time <Hero> is struck he and the attack unit are afflicted with ruin and 10/15/20/25/30% of the damage is stored up. Upon deactivation all the damage is released and deals half damage to himself.

OR

Active Passive - While active <Hero> is dealt no physical damage but upon deactivation he is ruined and dealt X damage for each second the spell was active.

Passive - Every time <Hero> loses 10% of his health, he ruptures, dealing 50/55/60/65/70 magickal damage and burning foes.

Ultimate - <Hero> revives at its current location if it had been suffering from a condition at death. Cooldown of 10/7/4 seconds.


Autocast (Phaseshift) - Whenever <Hero> is struck, he will split into X illusions based on the amount of conditions the foe
is suffering from, each illusion strikes for Y damage and after striking form back together in front of the attacker.

Target Buff - Every second that the enemy has this buff on there is a X*[# of Conditions


Level 1 Skill - Autocast Buff - If target unit has a condition lasting longer than X seconds, they will become invisible. Buff lasts 30 seconds.

Level 6 Skill - Active Passive - While active, any time a nearby ally is inflicted with a condition, an illusion is created of them that deals no damage and receives 100% damage. If an illusion moves further than 800 away from Morgana they are destroyed. Mana per Second reduces per level, AoE increases (Max 500?).


Bind - For every 100 units closer to <Hero> than X, bound unit is given 1 HP regen and bleed immunity. For every 100 units further than X, up to Y, the bound unit suffers 1 hp degen and bleed lasts 100% longer.

Last Stand - If there are X more enemy units than allied units around, all allied units gain bleed immunity and have their armor and damage increased.

Last Stand #2 - Upon casting, if there are X more enemy units than allied units, all allied units gain bleed immunity for X*Y seconds and have their damage increased by X*Z.

For Victory! - Whenever an allied unit falls in battle, allied units within range of the fallen unit have their movement and attack speed increased.

Voidwalk - While channeling a portal is created in front of <Hero>, for every second channeled a sister portal is moved X units further ahead to a maximum of Y units. Voidportal lasts 5 seconds after channeling has stopped.

Berserker's Will - Passive - For every X% below full health <Hero> gains 1 condition immunity. [Note: So, level one every 30% the hero becomes immune to one condition. Level two could be every 20%, giving him four conditions to be immune to, and level three being maybe 15%, where he becomes immune to six conditions.]


Both heroes are controllable, but only one has a skill set at a time, passives still apply to both.

Hero1 Skill Set
Active Buff - While active all conditions placed on <Hero1> are instead placed on <Hero2> and heal <Hero2> by X for each condition applied.

Passive - Whenever <Hero2> gains a condition, <Hero1> gains attack and movement speed. Passively increases <Hero2>'s hit point regen by 2/3/4/5/6 hit points per second.

Active Teleport - <Hero1> leaps to the target point, striking the closest unit and causing it to bleed.


Hero2 Skill Set
Active Buff - While active <Hero1>'s attacks have a 30/35/40/45/50% chance to apply randomly one condition that <Hero2> is suffering from.

Passive - <Hero1>'s attacks have a 30/35/40/45/50% chance to apply a condition <Hero2> is suffering from whenever <Hero2> gains a condition, applied condition's duration is increased by X%, passively increases <Hero1>'s attack speed by 6/10/13/17/20%

Active - Changes places with <Hero1>, applying ruin to both heroes and causing <Hero1>'s next 2/2/3/3/4 attacks to deal 30/40/50/60/70 (Large) extra damage.

Passive - Whenever <Hero1> loses a condition, <Hero1> has a % chance to transfer a condition to <Hero2> and is healed for X.


Innate - Wrik and Tibble are separate entities, yet they share the same mind and heart, for this, both must be killer in order for them to be fully dead. If one is still living the other will be ressurected seconds later. Only ressurects if the hero is within 1000 units of the other.

Active Point - Wrik or Tibble rushes at a point, moving incredibly fast. Upon reaching the point, or running into an enemy, they explode, killing themself and crippling struck foes.

Passive - Whenever Wrik or Tibble dies they're alchemical contents erupt, dealing X (High) damage plus Y for each condition the enemy is suffering from. Leaves a 'fallout' area that ruins any entering unit for the next 10 seconds.

Active Buff - While the buff lasts absorbs 25%/33%/50% of all damage taken as well as all conditions. Upon the ending of the spell all damage and conditions absorbed are then dealt to the casting hero and all units around them. Conditions last 4/5/6 seconds.

Active - Wrik and Tibble exchange health, healing the casting unit by X plus Y for each condition the other is suffering from as well as transfering all conditions he is suffering from to the castering twin.

Active - A twin absorbs all conditions the other is suffering from but heals themself for X (Small/Moderate) plus Y per condition absorbed.


Feint - Active - When activated, <Hero> is ruined for 7 seconds. If he is attacked he will instantly teleport next to the attacker, dealing X damage and giving the attacker the remain duration of the ruin. Ruin is removed from the hero.

Marks a target, if the target deals over X damage to <Hero> or caused Y conditions to the hero, <Hero> will lunge at the target and back to his original position, dealing Z damage and force him to bleed. If the target already has a condition it will be crippled instead of bleed.

Passive - Gives <Hero> a % chance to taunt his target, if the target strikes him while taunted, <Hero> will strike back dealing X damage and causing the target to bleed for 7 seconds.
Active Passive - While active, any time <Hero> is struck with a condition or dealt X damage by a single target, he remembers it. Upon deactivation <Hero> will lunge to each remebered foe and strike for Y damage and cause bleed for 7 seconds.
Anticipation - Causes the hero to move faster the closer a condition is to wearing off.
Active Buff - While the buff is on <Hero>, any condition that is applied to him will cause his next attack to repeat itself at 10/15/20/25/30% of his damage and extend bleed by 2 seconds.
Attackers have a 10% miss chance per condition they are suffering from.
Last edited by Pigger on Sat Jul 12, 2008 12:55 am, edited 2 times in total.

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pandamanar
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Re: Spell Suggestions & Ideas

Post by pandamanar » Wed Jul 02, 2008 12:10 pm

Ancient Seal
  • Single Target Buff Not Self
    This unit cannot be effected by conditions for Y seconds unless the caster and the target break a leash range of X away from each other. For each condition blocked in this way, the original caster of this spell gains +X health.
    A perfect team buff, while also a total destroyer of enemies that rely on conditioning themselves...
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Play League of Legends, get to level 10 and I get buffs.

Wufei
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Re: Spell Suggestions & Ideas

Post by Wufei » Wed Jul 30, 2008 5:24 am

Just thought of this.

Phoenix Fire (ult)
When activated, Hero begins burning for the duration of the spell. All enemies in a medium-large AOE around him have their burn extended by 2 seconds for every second they remain within Phoenix Fire's AOE. This spell continues on for X(10-20+ seconds) seconds. If the spell ends and the hero is not dead, the hero dies. If the hero dies while under the effect of this spell, s/he is revived after 3(more?) seconds with 15/30/45% life and mana.

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Psiclone
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Re: Spell Suggestions & Ideas

Post by Psiclone » Tue Aug 05, 2008 1:37 pm

Zho-Zhu's Fist
  • Single Target Direct Damage
    A fist made of pure force latches onto the target unit, dealing X damage, extending cripple by X seconds, and pulling it towards the caster.
    Excellent for stopping heroes for fleeing, as it pulls them towards the hero and cripples them, preventing them from fleeing again.
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Kaizer
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Re: Spell Suggestions & Ideas

Post by Kaizer » Thu Sep 04, 2008 7:11 pm

Psiclone wrote:Zho-Zhu's Fist
  • Single Target Direct Damage
    A fist made of pure force latches onto the target unit, dealing X damage, extending cripple by X seconds, and pulling it towards the caster.
    Excellent for stopping heroes for fleeing, as it pulls them towards the hero and cripples them, preventing them from fleeing again.
overpowered unless an ultimate and movement displacement abilities aren't allowed in doe. excluding vela

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SetaSoujirou
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Re: Spell Suggestions & Ideas

Post by SetaSoujirou » Thu Sep 04, 2008 9:11 pm

It's just suggestions man, sheesh, it's not like these skills will be seeing the light (or darkness) of DoE unless the skill is slapped into a hero, and even then, it's very unlikely. Nice thread revival btw.
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Kaizer
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Re: Spell Suggestions & Ideas

Post by Kaizer » Thu Sep 04, 2008 11:20 pm

SetaSoujirou wrote:It's just suggestions man, sheesh, it's not like these skills will be seeing the light (or darkness) of DoE unless the skill is slapped into a hero, and even then, it's very unlikely. Nice thread revival btw.
Ahh sorry, didn't meen to come off rude, i tend to do that way to often, don't even know what it is lol...
anyways ya i figured it was about time more abilities got added, considering doe is amazing and all.

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Re: Spell Suggestions & Ideas

Post by LightburneR » Thu Oct 16, 2008 8:32 am

Dark Ritual Circle (Active)
Area Damage and Conditional Single Target Damage and Cripple

Draws a circle on the target area, dealing x damage every second to enemies within the area. If an enemy hero exits the circle, (your hero) will gain y movement speed and attack the hero dealing z additional damage and crippling for a seconds.

Scarred Land (Active)
Area Burn and Conditional Area Damage

Sets the land at the targeted area on fire, extending Burn for all enemy units in the area by x seconds. Units with more than y seconds of Burn on them, explode for z damage in an a AoE and lose the Burn condition.

Jittery Sidesteps (Passive)
Movement Speed Increase and Teleportation

Whenever you damage an enemy with a spell, you will gain x movement speed for z seconds and teleport to that unit. This effect stacks up to y times.

Gust (Active)
Line Damage and Blind

Fires a powerful burst of wind, dealing x damage in a line and blinding affected units for y seconds.

Flight (Active)
Area Blind and Movement

(Hero's name) jumps into the air and flies to the target point. Blinds enemies within z AoE for y seconds at the position of the caster and the target area.
Its... its... a NEW SIG!! OMG!!

O_O"

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AnemicRoyalty
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Re: Spell Suggestions & Ideas

Post by AnemicRoyalty » Sat Oct 18, 2008 10:14 pm

New idea for Skittel:

Level 1 Skill:
Spawn Skitterlings
Creates X Skitterlings which seek nearby enemies, dealing Y damage each on contact. Skitterlings prefer targets with conditions. If there are no available targets, they follow Skittel.

Notes:
Cannot be stacked, recasting the ability refreshes the Skitterlings.
Skitterlings disappear when Skittel burrows

LightburneR
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Re: Spell Suggestions & Ideas

Post by LightburneR » Sat Oct 18, 2008 10:36 pm

AnemicRoyalty wrote:Skitterlings
I'd use that spell on account that the name of the spawns are just too cute!
Its... its... a NEW SIG!! OMG!!

O_O"

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Fledermaus
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Re: Spell Suggestions & Ideas

Post by Fledermaus » Sat Mar 21, 2009 8:06 pm

Random Aura:
Increases nearby allies (maybe yourself as well) damage by X% per condition you're suffering from.

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Pigger
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Re: Spell Suggestions & Ideas

Post by Pigger » Sat Jun 20, 2009 12:14 am

Places 10 counters on the hero. Whenever hero is afflicted with a condition, a counter is removed and he is healed. For every counter still on at the buff's expiration, hero gains X% evasion for 20 seconds.

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Intoxicated Crayon
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Re: Spell Suggestions & Ideas

Post by Intoxicated Crayon » Wed Aug 19, 2009 9:25 pm

Dunno if it's been done,

Burden/ Blood Price; Lasts for X seconds. Whenever the target casts a spell with burden, they suffer 50% of the spell's mana cost as damage.
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Pigger
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Re: Spell Suggestions & Ideas

Post by Pigger » Tue Sep 29, 2009 10:04 pm

Removes a condition and causes hero's next spell to cause that condition.

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