PLEASE READ THROUGH THE WHOLE POST BEFORE CASTING YOUR VOTE.
Tales has long been heard, of a powerful and wise being of light and shadow, which has the power to control the very energy that grants beings life. During the war of Beast and Man, the being is said to be seen observing the fights. But the being never truly appeared at thebattlefield before Man and Beast allied against the Hellbourne. It appeared at dawn, in the outskirts of battle where the now combined legion of man and beast were losing against the Hellbourne. The Lifeweaver silently glided over to the legion’s losing side, and as he did, the Hellbourne felt weaker, and the legion gained the Hellbourne’s lost strength. The Legion fought back the Hellbourne, but many still wonders why the LifeWeaver now helps the Legion. Some say he is there to preserve the life, the Hellbourne threatens to destroy; others say he wants to experiment on the life force of the Hellbourne. Nevertheless, his powerful control over life and death is welcome to the Legion Army.
The story might be a bit too long, but I like it. It might be needed to be boiled a bit down, but you get the idea of the character, which I think is pretty interesting
A male humanoid character made up of light and shadow that travels and weaves around his body at random. He is very slightly transparent, especially where the light currently is. He appears to wear a long cape, which is also made up of light and shadow, but it is not possible to see what else he is wearing. His eyes glow grey, like a mix of light and shadow. When he auto attacks, he channels some shadow into his arm (Which then for a short time is more dark the light), and then releases it with a gliding motion, sending a black orb with a yellow back trail flying towards his target. It hits with a small release of light and shadow, mostly shadow.
I think this appearance will be good looking, and easily distinguishable from other heroes. Also fits his character a lot, and people encountering will quickly realize his theme. Now onto the character’s skills and role…
A support character, that specializes in healing and protecting his allies… Using his opponent’s health! He is a powerful laning partner, and when cooldown permits, team fighter.
Such a role opens up for interesting abilities, and no other character specializes in healing with enemies health. I hope you like the abilities.
Main Attribute: Intellect.
Movement speed: 295.
Attack type: Ranged.
Attack range: 600units.
Intellect: Medium-high, high gain.
Strength: Low, Medium gain.
Agility: Low, Medium gain.
I am bad at attribute numbers, so I am just going to give you my thoughts un-polished. I thought it was better to do it this way than making some wacky numbers I don’t know how much are worth. They are still fully subject to change just like numbers, though, the starting attributes and gain is fully up to balancing changes, and so is movement speed, though I would not like to see it go lower than 290. His attack range can also be lowered according to balance testing.
Abilities (This is where it gets fun)
Bond of Life
The LifeWeaver uses his powers to bond the life energies of an ally with an enemy’s to protect the ally. Damage dealt to the ally will damage the enemy, and damage dealt to the enemy will heal the ally. The 2 effects do not trigger each other.
Effect: The target’s life energies are bonded. When the bonded ally is struck, 15/20/25/30% of the damage is dealt to the bonded enemy instead of the ally. When the bonded enemy is struck, the bonded ally is healed for 15/20/25/30% of the damage dealt.
Mana cost: 100/125/150/175 mana.
Cooldown: 25 seconds.
Duration: 10 seconds.
Targeting system: Target ally, then enemy.
Range: Must be within 1000 units of ally, and within 600 units of units of enemy, to cast. Bond can be stretched up to 3000units.
Animation: The LifeWeaver waves his hands. A transparent, yellow and dark bond is formed, and connects the 2 targets. When the ally is struck, a dark jolt is transferred through the bond to the enemy. When the enemy is struck, a yellow jolt is transferred from the enemy to the ally.
This spell is supposed to be strong in many places. It can be used in team battles to down the enemy carry, while protecting you own. It can be useful in the laning phase, use it just before you attack the enemy. It can be used to protect yourself from an attacker, although without support you’ll probably die anyway. It can also be used to track enemies, as you can follow the light-dark link, even when they enemy has entered the fog of war. The bond goes in a bird’s line.
The LifeWeaver channels life energy from his surroundings into an ally, temporally improving their armor and attack speed.
Effect: The LifeWeaver stands still and channels life into targeted ally. The channel gives the target 5% more armor, 5% more magic armor, 7% more attack speed, and 2% more movement speed each second. The effect last 3 seconds, can be stacked 5 times, and is refreshed on each reapplying. The LifeWeaver has 10/20/30/40% more armor (Only normal, not magic) while channeling. When the channel ends, or is broken, the LifeWeaver is stunned for 3/2.5/2/1.5 second.
Mana cost: 50/80/110/140 mana.
Cooldown: 55/50/45/40 seconds.
Duration: 4/6/8/10 seconds.
Targeting system: Target ally.
Range: Must be within 600 ranged of ally when the spell is cast, although the ally can move up to 1500 range away from the LifeWeaver without breaking the channel.
Animation: The LifeWeaver holds both hands over his head and looks up. His hands glow with a yellow light, and a line of light is connected to the ally from his hands. The ally glows yellow, glowing more the more stacks of the buff he has. The line of light travels in a bird line.
A number heavy ability, don’t mind if I have a few wrong, they can be changed.
This ability is designed to be a great way for the LifeWeaver to help his laning partner. It will not be useful in team fights, as the LifeWeaver would be bursted down quick, but if he has a good laning partner, it’s devastating. The ability stuns when you exit the channel and has a high cooldown, so you have to be careful when to use it.
Many changes can be made to the ability while still holding true to its spirit, if needed. Number, of course, but you could remove the armor buff from the LifeWeaver, add Reveal Stealth to the buff recipient or caster, or give it a movement speed increase (Which i later did). There are many options, but the ability would still hold true to its concept. I like this version best though, at least for the moment.
The LifeWeaver extract some of his enemy’s very life. He then harnesses its energies, using it to either harm his foes or heal his allies.
Effect: The LifeWeaver targets an enemy, extracting some of his life, dealing 60/100/150/220 damage. This part of the skill takes 1 second of stationary animation. If target is a creep, creates 4 life orbs. If target is a hero, creates 6 life orbs. When the LifeWeaver auto attacks an enemy, 1 life orb is used per attack, and the attack deals 10/20/40/60 extra damage. The LifeWeaver can also auto “Attack” allies with these orbs, using 1 orb per attack and healing 30/50/70/90 HP per “Attack”.
Mana cost: 100/140/180/240.
Cooldown: 30 seconds.
Duration: The life orbs last until used, but a maximum of 6 orbs can be carried at a time.
Targeting system: Target enemy, then auto attack enemies or allies. (It’s of course not an “Attack” when targeting an ally.)
Range: Must be within 700 unit of enemy to extract life. You must be within auto attack range (600) to use life orbs.
Animation: The lifeWeaver stops for 1 second and does a slow pulling motion with both his hands, facing the enemy he wishes to extract life from. 4 (6 if enemy is a hero) orbs of light and shadow are pulled from the enemy’s body towards the LifeWeavers hands. They will then circle the LifeWeaver’s hand. When he auto attacks an enemy, one of the life orbs will be channeled into his attack, darkening it and enlarging the attack. When he targets an ally, the same happens, although the life orb channeled into the attack will make it lighter instead of more dark. A small burst of light or shadow is emitted when attack/heal hits, depending on if it was a heal or attack.
The LifeWeaver’s trademark skill, it is intended to be a powerful skill, versatile skill, but with a long cooldown and high mana cost, especially in early game. It can be used to heal, damage, and as weak nuke, but auto attacks damage may be hard to pull off, the enemy will probably run away. It can, however, be a very powerful healing spell, although it is not burst heal. You cannot control to use or not to use the orbs on an auto attack, they will always be used if they are available.
Life Nova (Ultimate)
Using large amounts of energy, the LifeWeaver makes a powerful nova that sucks vitality from his enemies, and gives it to his allies.
Effect: The LifeWeaver targets an area on the ground, that then glow slightly. After 1 second, a nova of darkness quickly radiates 500units outwards, dealing 150/200/250 damage to enemy heroes and 25/50/75 damage to enemy creeps within 300 range of epicenter. Deals /100/150/200 damage to enemy heroes and 20/30/50 damage to enemy creep within 300-500 range of epicenter. The nova then retracts, but reappears 1 second later as light nova that heals allied heroes within 300 range of epicenter for 40% of damage dealt with earlier nova, and allied creeps for 10%. Allied heroes within 300-500 units from epicenter are healed of 20% of damage dealt with earlier nova, allied creeps for 5%.
Mana cost: 250/300/350
Cooldown: 180 seconds.
Duration: The whole ability takes about 4 seconds. 1 second where the ground sparkles to indicate it coming, 1 second where the nova deals damage and retracts, 1 second wait until the nova expands and heals again, which takes 1 second.
Targeting system: Target ground.
Range: Must be within 200units of targeted ground.
Animation: The LifeWeaver point at the ground and his hand sparks yellow and black. The targeted ground sparkles with dark sparks for 1 second, after which a ring of black and red violently radiates outwards and retracts over 1 second. While retracting, the wave begins to become yellow. The ground originally targeted now sparkles with yellow and white sparkles for 1 second, after which a yellow nova violently radiates outwards over the course of 1 second. The nova dissipates as it radiates outwards.
First off, I am probably off with a number of numbers (Pun not intended, oh, and remember those numbers can be changed like the rest). This spell basicly damages enemies, then heals allies for a % of damage dealt. This spell is very hard to balance, but I feel it can be a good addition to team fights. The spell is a lot like Behemoth’s Shockwave, in the sense that the ability grows more powerful depending on the number of enemy targets. You also have to be very close to you target to use it, and the enemy team will try to stun and kill before you do that. You might need a portal key. The ability here is situational, high cooldown, high mana cost, and that is intended.
I worked hard on this Hero suggestion, so I hope you like it. If you have read this far and are about to vote no, please give me a reason why before you vote, and let me see if I can convince you .
If you spot a mistake of any kind, please let me know
Also, before you vote, keep in mind… Numbers are changeable! Fully changeable!
Please leave a comment!
I am aware the icons are from World of Warcraft. I do not suggest using them, but I used them as they give a good indication of the ability, when combined with the rest of the information.
EDIT: Changed "Channel Life" slightly, now grants a slight movement speed increase, lowered attack speed gain.
I would greatly appreciating you commenting this hero, ESPECIALLY if you voted no. Thanks in advance.
Like, ANY FEEDBACK. I am desperate.
Grr, you'd think that copy pasting from word to the forums were easy, but noooo, the paragraphs must be realigned, add formatting again, and the text size keep changing it self...