The Official Ability Ideas Thread.

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Yamino
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The Official Ability Ideas Thread.

Postby Yamino » Wed Oct 30, 2013 6:51 pm

Post your ability and state, if it is a passive or active ability and if its an ultimate and what hero its meant for, and it will be categorized here. Post here your new abilities or abilities you made in other thread. Names will be credited. If you post someone else's ability idea, credit their name.



Single-Target Damage/Effect Abilities

Targets Units/Structures

Spoiler:
Yamino wrote:Hero: Broodling
[Leaping Strike]
[Allows the broodling hero to leap onto a target point. If used on a target enemy unit, allows the broodling hero to seep poison into them, dealing weapon damage and slowing the movement speed of the target unit for 5 seconds.]
-Costs [35] Energy
-[9] Second Cooldown
Lvl 1: 7 range. Deals 2x damage and slows by 30%.
Lvl 2: 8 range. Deals 3x damage and slows by 45%.
Lvl 3: 9 range. Deals 4x damage and slows by 60%.


Yamino wrote:Hero: Ultralisk
[Maul]
Uses tusks to cleave into an enemy unit and send it flying back dealing damage based on its melee attack. Attacks and knocksback extra units in range if cleave is learned for splash damage.

Range: 1
Cost: 50
Cooldown: 12

Level 1: Deals weapon damage x1.33
Level 2: Deals weapon damage x1.66
Level 3: Deals weapon damage x2



Yamino wrote:Cruise Disruption Missile
Fires a charged missile dealing damage to a target enemy and slowing its speed by 80% for 4 seconds.

Range: 9
Cost: 50
Cooldown: 12

Level 1: Deals 30 (+3) damage.
Level 2: Deals 45 (+4.5) damage.
Level 3: Deals 60 (+6) damage.


Yamino wrote:Parasite
Infects a host with a parasite dealing damage over time and providing vision for 20 seconds.

Range: 11
Cost: 60
Cooldown: 15

Level 1: Deals 2 (+0.2) damage per second.
Level 2: Deals 3 (+0.3) damage per second.
Level 3: Deals 4 (+0.4) seconds per second.


Yamino wrote:Spew Acid
Spits acid at a target location that corrodes armor, increasing damage taken and deals damage in a radius of 1.5. Damage increases with each hunger charge used.

Range: 7
Energy Cost: 50
Cooldown: 12
Level 1: Deals 24 (+2.4 per level) damage + 5 (+0.5 per level) per charge used. Causes units to take 10% more damage.
Level 2: Deals 36 (+3.6 per level) damage + 7 (+0.7 per level) per charge used. Causes units to take 15% more damage.
Level 3: Deals 48 (+4.8 per level) damage + 10 (+1 per level) per charge used. Causes units to take 20% more damage.


Yamino wrote:Leap
The Hybrid Reaver jumps onto a target enemy with brute force dealing damage to it and surrounding enemies in a radius of 1.5 while slowing them for 3 seconds. If Leap is used on an enemy air unit then it brings the unit to the ground for the duration of the ability.

Cost: 40
Cooldown: 10

Level 1: Deals weapon damage x2 + 4(+.4) and slows by 40%
Level 2: Deals weapon damage x2 + 8(+.8) and slows by 55%
Level 3: Deals weapon damage x2 + 12(+1.2) and slows by 70%


Yamino wrote:Maul
Uses tusks to cleave into an enemy unit and send it flying back dealing damage based on its melee attack. Attacks and knocksback extra units in range if cleave is learned for splash damage.

Range: 1
Cost: 50
Cooldown: 12

Level 1: Deals weapon damage x1.33
Level 2: Deals weapon damage x1.66
Level 3: Deals weapon damage x2


Yamino wrote:Cruise Disruption Missile
Fires a charged missile dealing damage to a target enemy and slowing its speed by 80% for 4 seconds.

Range: 9
Cost: 50
Cooldown: 12

Level 1: Deals 30 (+3) damage.
Level 2: Deals 45 (+4.5) damage.
Level 3: Deals 60 (+6) damage.


Yamino wrote:Parasite
Infects a host with a parasite dealing damage over time and providing vision for 20 seconds.

Range: 11
Cost: 60
Cooldown: 15

Level 1: Deals 2 (+0.2) damage per second.
Level 2: Deals 3 (+0.3) damage per second.
Level 3: Deals 4 (+0.4) seconds per second.


AOE Damage/Effect Abilities

Targets Units/Structures Only

Spoiler:
Yamato Cannon
Blasts a target with a plasma cannon, causing damage and leaving the target and surrounding enemies in a radius of 2 burning in flames for 5 seconds.

Range: 9
Cost: 60
Cooldown: 15

Level 1: Deals 20 (+2) damage and 4 (+.4) damage per second.
Level 2: Deals 30 (+3) damage and 6 (+.6) damage per second.
Level 3: Deals 40 (+4) damage and 8 (+.8) damage per second.


Targets Units/Structures or Ground


Targets Ground Only

Spoiler:
Psionic Blast
Calls down a ball of psionic energy onto a target location, damaging and knocking back enemies within a radius of 1.5.

Cost: 60
Cooldown: 15

Level 1: Deals 30 (+3) damage.
Level 2: Deals 45 (+4.5) damage.
Level 3: Deals 60 (+6) damage.


Yamino wrote:Hero: Ultralisk
[Burrow Charge]
Quickly burrows and erupts under a target enemy dealing damage and knocking back and stunning surrounding enemies in a radius of 1.5 for 1 second.

Range: 7
Cost: 40
Cooldown: 10

Level 1: Deals 24 (+2.4) damage.
Level 2: Deals 36 (+3.6) damage.
Level 3: Deals 48 (+4.8) damage.


Yiffeh wrote:Hero: Marauder
[BOOM!]
Takes aim for 1.0 seconds and fires a massive missile 2 units wide that travels a straight line at high speeds until reaching a wall or hits an enemy ground hero. Has no collision with non-heroic targets at all. Upon colliding, deals high damage and stuns the target, if any, also dealing splash damage to all surrounding enemy units, including flying units, in a 2 radius around the target and slowing them.

Range: Infinite
Cost: 120
Cooldown: 60

Level 1: Deals 60 (+6.0) damage to target, and 40 (+4.0) damage to surrounding units. Stuns target for 3.0 (+0.1 per 3 units travelled, up to 5) seconds, slowing surrounding units for 20% (+2% per 3 units travelled, up to 40%)
Level 2: Deals 80 (+8.0) damage to target, and 60 (+6.0) damage to surrounding units. Stuns target for 3.5 (+0.1 per 3 units travelled, up to 5.5) seconds, slowing surrounding units for 30% (+2% per 3 units travelled, up to 50%)


Yamino wrote:Stasis Field
Creates a pocket of space-time at a target location trapping enemies within a radius of 2 and preventing them from moving, attacking, using abilities, and taking damage. Enemies take damage once the effect ends. Lasts for 8 seconds. Duration is halved on heroic.

Range: 9
Cost: 60
Cooldown: 15

Level 1: Deals 30 (+3 per level) damage.
Level 2: Deals 45 (+4.5 per level) damage.
Level 3: Deals 60 (+6 per level) damage.


Targets Ground Only and Lingers

Effects around the Hero's position

Spoiler:
Pestilence
The Fatty hero releases a toxic from its body poisoning and slowing enemies by 50% in a radius of 3 for 4 seconds.

Cost: 60
Cooldown: 15

Level 1: Deals 8 (+0.8) + 0.5 (+0.05 per level) per hunger charge used damage per second.
Level 2: Deals 12 (+1.2) + 0.75 (+0.075 per level) per hunger charge used damage per second.
Level 3: Deals 16 (+1.6) + 1 (+0.1 per level) per hunger charge used damage per second.


Single target Debuff Only Abilities

Damage Over Time


Stat Reduction

Spoiler:
Yamino wrote:Hero: Dark Templar
[Void Snare]
Creates a psionic hold on the enemy, slowing their movement speed by 80%. Half duration on herioc. Brings flying units to the ground for the duration.

Range: 7
Cost: 50
Cooldown: 12

Level 1: 6 second duration.
Level 2: 8 second duration.
Level 3: 10 second duration.


Time-scale Reduction


Stun


Root


Silence


Horizontal/Vertical Displacement


Multiple-Effects

Spoiler:
Effects: AOE damage, Summon
Infestation
The Fatty releases a fog parasitic toxins around it in a radius of 6, clouding vision and reducing accuracy and causing feederlings to erupt from afflicted enemy units and buildings at 2 second intervals. Lasts for 15 seconds. Each feederling lasts for 30 seconds and restores 33% of damage dealt to the Fatty. The life and damage of feederlings scale with the hero's level.

Cost: 90
Cooldown: 54

Level 1: Has a 30% chance to miss and 1 feederling per interval.
Level 2: Has a 40% chance to miss and 2 feederlings per interval.


Effects: AOE damage, Summon
Warp Blast
Fires a ball of psionic energy at a target location, dealing damage to enemies in a radius of 2. Has a chance to warp in a zealot, stalker, immortal or dark templar each with a timed life of 180 seconds. The life and damage of warped in units scale with the hero's level.

Range: 9
Cost: 50
Cooldown: 12

Level 1: 24 (+2.4) damage. Probability: 20% for 3 zealot. 15% for 2 stalkers. 10% for 1 immortal. 5% for 1 dark templar.
Level 2: 36 (+3.6) damage. Probability: 30% for 3 zealot. 20% for 2 stalkers. 15% for 1 immortal. 10% for 1 dark templar.
Level 3: 48 (+4.8) damage. Probability: 40% for 3 zealot. 25% for 2 stalkers. 20% for 1 immortal. 15% for 1 dark templar.


Yamino wrote:Effects: Displacement, Stun, Clones
Hero: Dark Templar
[Dance of Shadows] "Ultimate"
Teleports to an enemy, stunning them for 2 seconds, and surrounds them with clones. Clones take 4x as much damage and deals 2x less damage as the hero. Clones are affected by Critical Sense. Clones last 10 seconds.

Cost: 120
Cooldown: 72

Level 1: Summons 6 clones.
Level 2: Summons 8 clones.


Effects: Damage, Summon
Spawn Broodling
Deals massive damage to a target enemy and spawns broodlings upon impact. Also spawns broodlings upon death depending on the amount of minerals the unit gives when killed. Broodlings have a timed life of 180 seconds. The life and damage of broodlings scales with the hero's level.

Range: 9
Cost: 80
Cooldown: 20

Level 1: 40 (+4) damage. Spawns 0.1x broodlings upon impact and spawns 0.2x broodlings upon death where x is the amount of minerals the unit gives upon death.
Level 1: 60 (+6) damage. Spawns 0.2x broodlings upon impact and spawns 0.4x broodlings upon death where x is the amount of minerals the unit gives upon death.
Level 1: 80 (+8) damage. Spawns 0.3x broodlings upon impact and spawns 0.6x broodlings upon death where x is the amount of minerals the unit gives upon death.



AOE Debuff Only Abilities

Damage Over Time


Stat Reduction

Spoiler:
Ensnare
Allows the Queen hero to cast Ensnare. Ensnare deals initial damage of 24 (+2.4) and slows the movement speed and attack rate of enemy units within an area radius of 3 for 10 seconds. Ensnare also reveals invisible units.

Range: 9
Cost: 50
Cooldown: 12

Level 1: Reduces movement speed and attack rate by 20%.
Level 2: Reduces movement speed and attack rate by 30%.
Level 3: Reduces movement speed and attack rate by 40%.


Time-scale Reduction

Spoiler:
Electromagnetic Pulse
Releases a pulse that slows bio and mechanical systems of enemies within a radius of 4 at a steadily increasing rate. Consumes Energy over time.

Level 1: Slows timescale of enemies by 1% every second up to a maximum of 20%. Costs 5 energy per second.
Level 2: Slows timescale of enemies by 2% every second up to a maximum of 30%. Costs 4 energy per second.
Level 3: Slows timescale of enemies by 3% every second up to a maximum of 40%. Costs 3 energy per second.


Stun

Spoiler:
Missile Flares
Fires a round of flares at a target area, temporarily stunning enemies within a radius of 2 and blinding enemies within a radius of 5. The duration is halved when used on Herioc units.

Range: 7
Energy cost: 60
Cooldown: 15

Level 1: Stuns for 2 seconds and blinds for 10 seconds.
Level 2: Stuns for 4 seconds and blinds for 15 seconds.
Level 3: Stuns for 6 seconds and blinds for 20 seconds.


Root


Silence


Horizontal/Vertical Displacement


Multiple-Effects

Spoiler:
Yamino wrote:Effects: Displacement, Stun, Damage
Hero: Dark Templar
[Shadow Step]
Teleports to an enemy, stunning it for 2 seconds and inflicting critical damage.

Range: 7
Cost: 60
Cooldown: 15

Level 1: Deals 2x weapon damage.
Level 2: Deals 3x weapon damage.
Level 3: Deals 4x weapon damage.




Active/Passive Summoning Abilities

Temporary Units

Spoiler:
Hero: Medivac
Drop Pods
Launches drop pods from the Medivac Hero at the target location stunning enemies within a radius of 2 for 2 seconds (half for herioc). Drop pods release a squad of marines and siege tanks with a timed life of 180 seconds. The life and damage of summoned units scale with the hero's level.

Range: 9
Cost: 60
Cooldown: 15

Level 1: Summons 4 marines.
Level 2: Summons 4 marines and 1 siege tank.
Level 3: Summons 6 marines and 1 siege tank. Siege tanks can use siege mode.

Yamino wrote:Recall
Calls in a support squad of Scouts to aid the Arbiter Hero in battle. Scouts last 30 seconds. The life and damage of Scouts scale with the hero's level. Scouts are ground units until the Flight ability is learned.

Energy cost: 100
Cooldown: 25

Level 1: Recalls 2 scouts.
Level 2: Recalls 3 scouts.
Level 3: Recalls 4 scouts.



Permanent Units


Temporary Structures


Permanent Structures


Clones



Active/Passive Single Target Defensive Abilities

Instant Healing


Healing Over Time

Spoiler:
Rapid Transfusion
Allows the Queen hero to restore life to friendly units or structures over time. The life healed scales with the hero's level.
Range: 7
Energy Cost: 5

Level 1: Restores up to 4 (+0.4 per level) life per second.
Level 2: Restores up to 6 (+0.6 per level) life per second.
Level 3: Restores up to 8 (+0.8 per level) life per second.


Combat Shielding
Regenerates shields at a slow rate while in combat and regenerates shields rapidly when out of combat.

Level 1: Regenerates shields at +1(0.1) per second.
Level 1: Regenerates shields at +1.5(0.15) per second.
Level 1: Regenerates shields at +2(0.2) per second.



Increases Stats

Spoiler:
Yamino wrote:Hero: Dark Templar
[Critical Sense]
Sharpens the eyes to weak spots allowing a chance for a critical hit.

Level 1: 15% chance to deal 2x damage
Level 1: 30% chance to deal 2x damage.
Level 1: 45% chance to deal 2x damage.


[spoiler]
Yamino wrote:Flurry
Increases the amount of attacks per salvo.


Level 1: Increases # of attacks by 1.
Level 2: Increases # of attacks by 2.
Level 3: Increases # of attacks by 3.


Yamino wrote:Khaydarin Core
Increases the Arbiter Hero's energy and energy regeneration and decreases the cooldown of Stasis Field and Recall.

Level 1: Increases energy and energy regeneration by 10%. Decreases cooldown by 5%.
Level 2: Increases energy and energy regeneration by 20%. Decreases cooldown by 10%.
Level 3: Increases energy and energy regeneration by 30%. Decreases cooldown by 15%.


Gamete Meiosis
Boosts the metabolic drive of the Queen increasing movement speed, energy and energy regeneration.

Level 1: Increases speed, energy and energy regeneration by 8%.
Level 1: Increases speed, energy and energy regeneration by 16%.
Level 1: Increases speed, energy and energy regeneration by 24%.


Gravitic Drive
Increases the Wrap Prism hero's speed.

Level 1: Increases speed by 18%.
Level 2: Increases speed by 36%.
Level 3: Increases speed by 54%.


Argus Jewel
Increases energy and energy regeneration and decreases the cooldown of Disruption Web and Polarize.

Level 1: Increases energy and energy regeneration by 10%. Decreases cooldown by 5%.
Level 2: Increases energy and energy regeneration by 20%. Decreases cooldown by 10%.
Level 3: Increases energy and energy regeneration by 30%. Decreases cooldown by 15%.




Hero: Medivac
Ignite Afterburners
Temporarily increases the Medivac hero's speed for 10 seconds.

Cost: 20
Cooldown: 25

Level 1: Increases speed by 50%.
Level 2: Increases speed by 75%.
Level 3: Increases speed by 100%


Psionic Concentration
Strengthens the Spectre through mental focus increasing speed and energy regeneration

Level 1: Increases speed and energy regeneration by 8%.
Level 2: Increases speed and energy regeneration by 16%.
Level 3: Increases speed and energy regeneration by 24%.


Splash Damage

Spoiler:
Yamino wrote:Hero: Ultralisk
[Cleave]
Allows the Ultralisk hero's melee attacks to deal splash damage to nearby enemy units.

Passive

Level 1: The Ultralisk hero's attacks deal 33% splash damage.
Level 2: The Ultralisk hero's attacks deal 66% splash damage.
Level 3: The Ultralisk hero's attacks deal 100% splash damage.


Yamino wrote:Cluster Fire
Allows missiles to spread across an area to deal splash damage within a radius of 1.5.

Level 1: Deals 33% splash damage.
Level 2: Deals 66% splash damage.
Level 3: Deals 100% splash damage.


Neutron Flares
Deals spash damage around a target enemy within a radius of 1 each attack.


Level 1: 33% splash damage.
Level 2: 66% splash damage.
Level 3: 100% splash damage.


Feeding Frenzy
Allows the fatty to deal splash damage in a 180 degree angle at a range of 1. Each attack restores an amount of HP.

Level 1: 25% splash and 6.25% life steal
Level 1: 33% splash and 12.5% life steal
Level 1: 50% splash and 18.75% life steal


Shield Generator
Encases the Battlecruiser hero with protective shielding. Shields can only be regenerated outside of combat.

Level 1: +50 (+5) Shields and +1 (+.1) Shield Regeneration.
Level 2: +75 (+7.5) Shields and +1.5 (+.15) Shield Regeneration.
Level 3: +100 (+10) Shields and +2 (+.2) Shield Regeneration.


Defensive Matrix
Creates a shield around itself or an allied target that reduces incoming damage for 10 seconds. The shield ceases to function if the shield is depleted before the duration is finished.

Range: 7
Cost: 80 energy
Cooldown: 60 seconds

Level 1: 100 (+10) shield strength. Reduces incoming damage to a maximum of 3 (15 for heroic damage). Reduces spell damage by 25%.
Level 2: 150 (+15) shield strength. Reduces incoming damage to a maximum of 2 (10 for heroic damage). Reduces spell damage by 40%.


Appetite for Destruction
Increases the Hybrid Hero's Battle Capabilities. Increases weapon speed and damage.

Level 1: Increases damage and weapon speed by 8%
Level 2: Increases damage and weapon speed by 16%.
Level 3: Increases damage and weapon speed by 24%.



Increases Time-scale


Prevents Debuffs


Returns Debuffs


Prevents Damage

Spoiler:
alboix56 wrote:Launch Flares (Replaces Banshee E or R)
Learn lvl 1/3/5
"Launches flares to shake off heroes targeting the Banshee for a duration of 3 seconds. Levels decrease cost and cooldown."
(Prevents heroes from clicking on the hero for the duration. Any hero who was a-moving the hero will stop doing so. AoE's will hit.)
Level 1: Energy cost of 50, cooldown of 25 seconds.
Level 2: Energy cost of 40, cooldown of 20 seconds.
Level 3: Energy cost of 30, cooldown of 15 seconds.

*Ability inspired by Planetside 2 Flare ability for all aircraft.



Returns Damage


Horizontal/Vertical Displacement

Spoiler:
Hero: Medivac
Flight
Allows the Medivac hero to fly at an energy cost and enables the Medivac hero to transport units.

Cooldown: 3
Level 1: 1 energy drained per second. Has 8 passenger slots.
Level 2: 0.5 energy drained per second. Has 16 passenger slots.


Cloak/Burrow





Morph/Transformation

Spoiler:
Phasing Mode
Transforms the Warp Prism hero into phasing mode, slowing movement speed and increasing range. Generates a passive psionic matrix of base radius 3 granting +1 (+.1) combat regeneration.

Level 1: Movement speed reduction by 75%. Increases attack and matrix range by 2.
Level 2: Movement speed reduction by 66%. Increases attack and matrix range by 4.
Level 3: Movement speed reduction by 50%. Increases attack and matrix range by 6.


Multiple-Effects

Spoiler:
Effects: Cloak, Stat Increase
Nyx-Class Cloaking Module
Activates a self generated cloak field bending light around to user allowing invisibility for 15 seconds and burst damage. A preemptive attack disables the cloak but gives increased damage for 6 seconds. Autoattacking is disabled while cloaked.

Cost: 80
Cooldown: 48

Level 1: Increases damage and spell damage by 60%
Level 2: Increases damage and spell damage by 90%


Yamino wrote:Effects: Cloak, Stat Increase
Hero: Dark Templar
[Shadow Blend]
Temporarily blends into the shadows, becoming invisible and increasing movement speed for 10 seconds. Allows focus to increase damage. Invisibility breaks upon attacking.

Cost: 60
Cooldown: 15

Level 1: Increases movement speed and damage by 30% while invisible.
Level 2: Increases movement speed and damage by 45% while invisible.
Level 3: Increases movement speed and damage by 60% while invisible.


Yamino wrote:Effects: Stat increase, Returns Damage
Hero: Ultralisk
[Chitinous Plating]
Gives the Ultralisk hero bonus armor and returns damage to nearby attackers within a distance of 1.

Passive

Level 1: +0.75 armor and returns 10% of non-spell damage to enemy units within a distance of 1.
Level 2: +1.5 armor and returns 20% of non-spell damage to enemy units within a distance of 1.
Level 3: +2.25 armor and returns 30% of non-spell damage to enemy units within a distance of 1.


Yamino wrote:Effects: Prevents Debuffs, Increase Stats
Hero: Ultralisk
[Frenzied] "Ultimate"
The Ultralisk becomes enraged becoming immune to immobilization and slowing effects and increasing attack rate and movement speed by 30%. Lasts 8 seconds.


Level 1: 80 cost and 48 cooldown
Level 2: 60 cost and 36 cooldown


Active/Passive AOE Defensive Abilities

Instant Healing


Healing Over Time

Spoiler:
Hero: Medivac
Advanced Healing AI
Allows the Medivac hero to heal multiple nearby biological allies for 9 (+0.9) HP per second. (Green Beam) The heal rate increases with the hero's level. Can be used with Advanced Repair AI.

Range: 4
Cost: 5 per second

Level 1: Heals 1 unit.
Level 2: Heals 2 units.
Level 3: Heals 3 units.


Spoiler:
Hero: Medivac
Advanced Repair AI
Allows the Medivac hero to repair multiple nearby mechanical allies for 10 (+1) HP per second. (Blue Beam) The heal rate increases with the hero's level. Can be used with Advanced Healing AI.

Range: 4
Cost: 5 per second

Level 1: Heals 1 unit.
Level 2: Heals 2 units.
Level 3: Heals 3 units.


Increases Stats



Increases Time-scale


Prevents Debuffs


Returns Debuffs


Prevents Damage

Spoiler:
Linked Shielding
Hardens the Motherships shields and links shields with allied units in a radius of 6 and redirects a percentage of damage taken by allied units to itself for 5 seconds. Damage taken to life cannot be transfered. Ability discontinues when available shields reaches 0.

Cost: 60
Cooldown: 15

Level 1: Redirects 25% of damage taken by enemies to itself. Damage cannot exceed 10.
Level 2: Redirects 35% of damage taken by enemies to itself. Damage cannot exceed 7.
Level 3: Redirects 50% of damage taken by enemies to itself. Damage cannot exceed 5.



Returns Damage


Cloak/Burrow

Spoiler:
Yamino wrote:Cloaking Field
The Arbiter Hero Cloaks nearby friendly units within a radius of 5. Cloaking Field costs energy to maintain.

Level 1: Cloak costs 5 energy to maintain.
Level 2: Cloak costs 4 energy to maintain.
Level 3: Cloak costs 3 energy to maintain.



Horizontal/Vertical Displacement


Multiple-Effects
Spoiler:
Effects: Increases self stats/AOE energy restoration
Pulse Generator
Increases Energy and Energy Regeneration of the science vessel. When activated it quickly restores nearby allies energy reserves in a radius of 6.

Cost: 50% of max energy
Cooldown: 15 seconds

Level 1: +8% Energy and Energy Regeneration. Restores 10% Energy
Level 2: +16% Energy and Energy Regeneration. Restores 20% Energy
Level 3: +24% Energy and Energy Regeneration. Restores 30% Energy
Last edited by Yamino on Thu Dec 12, 2013 7:42 pm, edited 14 times in total.

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GodKingFonzy
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Posts: 3866
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Battlenet ID: KingGodFonzy-598

Re: The Official Ability Ideas Thread.

Postby GodKingFonzy » Wed Oct 30, 2013 6:58 pm

Stickied. Cant wait to see what ideas come up.
put me in the same category as Fus, but never EVER, put me in the same category as corwin

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akuma
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Re: The Official Ability Ideas Thread.

Postby akuma » Wed Oct 30, 2013 8:53 pm

i want this to be a mass under taking and have set this up
more than 30 (by my count) topics will be linked to this
to make this work were going to need the help and support of everyone that posts or has ideas

-- Wed Oct 30, 2013 2:54 pm --

Spoiler:
Dark Templar
Q: Shadow Step
Teleports to an enemy, stunning it for 2 seconds and inflicting critical damage.

Range: 7
Cost: 60
Cooldown: 15

Level 1: Deals 2x weapon damage.
Level 2: Deals 3x weapon damage.
Level 3: Deals 4x weapon damage.


W: Void Snare
Creates a psionic hold on the enemy, slowing their movement speed by 80%. Half duration on herioc. Brings flying units to the ground for the duration.

Range: 7
Cost: 50
Cooldown: 12

Level 1: 6 second duration.
Level 2: 8 second duration.
Level 3: 10 second duration.


E: Shadow Blend
Temporarily blends into the shadows, becoming invisible and increasing movement speed for 10 seconds. Allows focus to increase damage. Breaks upon attacking. Autoattacking is disabled while invisible.

Cost: 60
Cooldown: 15

Level 1: Increases movement speed and damage by 30% while invisible.
Level 2: Increases movement speed and damage by 45% while invisible.
Level 3: Increases movement speed and damage by 60% while invisible.

R: Critical Sense
Sharpens the eyes to weak spots allowing a chance for a critical hit.

Level 1: 15% chance to deal 2x damage
Level 1: 30% chance to deal 2x damage.
Level 1: 45% chance to deal 2x damage.

T: Dance of Shadows
Teleports to an enemy, stunning them for 2 seconds, and surrounds them with clones. Clones take 4x as much damage and deals 2x less damage as the hero. Clones are affected by Critical Sense. Clones last 10 seconds.

Cost: 120
Cooldown: 72

Level 1: Summons 6 clones.
Level 2: Summons 8 clones.


Ultralisk
Q: Burrow Charge
Quickly burrows and erupts under a target enemy dealing damage and knocking back and stunning surrounding enemies in a radius of 1.5 for 1 second.

Range: 7
Cost: 40
Cooldown: 10

Level 1: Deals 24 (+2.4) damage.
Level 2: Deals 36 (+3.6) damage.
Level 3: Deals 48 (+4.8) damage.


W: Maul
Uses tusks to cleave into an enemy unit and send it flying back dealing damage based on its melee attack. Attacks and knocksback extra units in range if cleave is learned for splash damage.

Range: 1
Cost: 50
Cooldown: 12

Level 1: Deals weapon damage x1.33
Level 2: Deals weapon damage x1.66
Level 3: Deals weapon damage x2

E: Cleave
Allows the Ultralisk hero's melee attacks to deal splash damage to nearby enemy units.

Passive

Level 1: The Ultralisk hero's attacks deal 33% splash damage.
Level 2: The Ultralisk hero's attacks deal 66% splash damage.
Level 3: The Ultralisk hero's attacks deal 100% splash damage.

R: Chitinous Plating

Gives the Ultralisk hero bonus armor and returns damage to nearby attackers within a distance of 1.

Passive

Level 1: +0.75 armor and returns 10% of non-spell damage to enemy units within a distance of 1.
Level 2: +1.5 armor and returns 20% of non-spell damage to enemy units within a distance of 1.
Level 3: +2.25 armor and returns 30% of non-spell damage to enemy units within a distance of 1.

T: Frenzied
The Ultralisk becomes enraged becoming immune to immobilization and slowing effects and increasing attack rate and movement speed by 30%. Lasts 8 seconds.


Level 1: 80 cost and 48 cooldown
Level 2: 60 cost and 36 cooldown


Medivac
Q: Advanced Healing AI
Allows the Medivac hero to heal multiple nearby biological allies for 9 (+0.9) HP per second. (Green Beam) The heal rate increases with the hero's level. Can be used with Advanced Repair AI.

Range: 4
Cost: 5 per second

Level 1: Heals 1 unit.
Level 2: Heals 2 units.
Level 3: Heals 3 units.


W: Advanced Repair AI
Allows the Medivac hero to repair multiple nearby mechanical allies for 10 (+1) HP per second. (Blue Beam) The heal rate increases with the hero's level. Can be used with Advanced Healing AI.

Range: 4
Cost: 5 per second

Level 1: Heals 1 unit.
Level 2: Heals 2 units.
Level 3: Heals 3 units.

Drop Pods
Launches drop pods from the Medivac Hero at the target location stunning enemies within a radius of 2 for 4 seconds (half for herioc). Drop pods release a squad of marines and siege tanks with a timed life of 180 seconds. The life and damage of summoned units scale with the hero's level.

Range: 9
Cost: 60
Cooldown: 15

Level 1: Summons 4 marines.
Level 2: Summons 4 marines and 1 siege tank.
Level 3: Summons 6 marines and 1 siege tank. Siege tanks can use siege mode.



R: Ignite Afterburners
Temporarily increases the Medivac hero's speed for 10 seconds.

Cost: 20
Cooldown: 25

Level 1: Increases speed by 50%.
Level 2: Increases speed by 75%.
Level 3: Increases speed by 100%

T: Flight
Allows the Medivac hero to fly at an energy cost and enables the Medivac hero to transport units.

Cooldown: 3
Level 1: 1 energy drained per second. Has 8 passenger slots.
Level 2: 0.5 energy drained per second. Has 16 passenger slots.


Valkyrie
Q: Cruise Disruption Missile
Fires a charged missile dealing damage to a target enemy and slowing its speed by 80% for 4 seconds.

Range: 9
Cost: 50
Cooldown: 12

Level 1: Deals 30 (+3) damage.
Level 2: Deals 45 (+4.5) damage.
Level 3: Deals 60 (+6) damage.

W: Missile Flares
Fires a round of flares at a target area, temporarily stunning enemies within a radius of 2 and blinding enemies within a radius of 5. The duration is halved when used on Herioc units.

Range: 7
Energy cost: 60
Cooldown: 15

Level 1: Stuns for 2 seconds and blinds for 10 seconds.
Level 2: Stuns for 4 seconds and blinds for 15 seconds.
Level 3: Stuns for 6 seconds and blinds for 20 seconds.


E: Flurry
Increases the amount of attacks per salvo.


Level 1: Increases # of attacks by 1.
Level 2: Increases # of attacks by 2.
Level 3: Increases # of attacks by 3.

R: Cluster Fire
Allows missiles to spread across an area to deal splash damage within a radius of 1.5.

Level 1: Deals 33% splash damage.
Level 2: Deals 66% splash damage.
Level 3: Deals 100% splash damage.

T: Flight
Allows the Valkyrie hero to fly at an energy cost. While flying, the Valkyrie hero can attack air units but cannot attack ground units.

Cooldown: 3
Level 1: 1 energy drained per second.
Level 2: 0.5 energy drained per second.


Arbiter

Q: Stasis Field
Creates a pocket of space-time at a target location trapping enemies within a radius of 2 and preventing them from moving, attacking, using abilities, and taking damage. Enemies take damage once the effect ends. Lasts for 8 seconds. Duration is halved on herioc.

Range: 9
Cost: 60
Cooldown: 15

Level 1: Deals 30 (+3 per level) damage.
Level 2: Deals 45 (+4.5 per level) damage.
Level 3: Deals 60 (+6 per level) damage.

W: Recall
Calls in a support squad of Scouts to aid the Arbiter Hero in battle. Scouts last 30 seconds. The life and damage of Scouts scale with the hero's level. Scouts are ground units until the Flight ability is learned.

Energy cost: 100
Cooldown: 25

Level 1: Recalls 2 scouts.
Level 2: Recalls 3 scouts.
Level 3: Recalls 4 scouts.


E: Cloaking Field
The Arbiter Hero Cloaks nearby friendly units within a radius of 5. Cloaking Field costs energy to maintain.

Level 1: Cloak costs 5 energy to maintain.
Level 2: Cloak costs 4 energy to maintain.
Level 3: Cloak costs 3 energy to maintain.

R: Khaydarin Core
Increases the Arbiter Hero's energy and energy regeneration and decreases the cooldown of Stasis Field and Recall.

Level 1: Increases energy and energy regeneration by 10%. Decreases cooldown by 5%.
Level 2: Increases energy and energy regeneration by 20%. Decreases cooldown by 10%.
Level 3: Increases energy and energy regeneration by 30%. Decreases cooldown by 15%.


T: Flight
Allows the Arbiter hero to fly at an energy cost. Allows the Arbiter's Scouts to fly.

Cooldown: 3
Level 1: 1 energy drained per second.
Level 2: 0.5 energy drained per second.


Queen (BW)
Q: Parasite
Infects a host with a parasite dealing damage over time and providing vision for 20 seconds.

Range: 11
Cost: 60
Cooldown: 15

Level 1: Deals 2 (+0.2) damage per second.
Level 2: Deals 3 (+0.3) damage per second.
Level 3: Deals 4 (+0.4) seconds per second.

W: Ensnare
Allows the Queen hero to cast Ensnare. Ensnare deals initial damage of 24 (+2.4) and slows the movement speed and attack rate of enemy units within an area radius of 3 for 10 seconds. Ensnare also reveals invisible units.

Range: 9
Cost: 50
Cooldown: 12

Level 1: Reduces movement speed and attack rate by 20%.
Level 2: Reduces movement speed and attack rate by 30%.
Level 3: Reduces movement speed and attack rate by 40%.


E: Spawn Broodling
Deals massive damage to a target enemy and spawns broodlings upon impact. Also spawns broodlings upon death depending on the amount of minerals the unit gives when killed. Broodlings have a timed life of 180 seconds. The life and damage of broodlings scales with the hero's level.

Range: 9
Cost: 80
Cooldown: 20

Level 1: 40 (+4) damage. Spawns 0.1x broodlings upon impact and spawns 0.2x broodlings upon death where x is the amount of minerals the unit gives upon death.
Level 1: 60 (+6) damage. Spawns 0.2x broodlings upon impact and spawns 0.4x broodlings upon death where x is the amount of minerals the unit gives upon death.
Level 1: 80 (+8) damage. Spawns 0.3x broodlings upon impact and spawns 0.6x broodlings upon death where x is the amount of minerals the unit gives upon death.

R: Gamete Meiosis
Boosts the metabolic drive of the Queen increasing movement speed, energy and energy regeneration.

Level 1: Increases speed, energy and energy regeneration by 8%.
Level 1: Increases speed, energy and energy regeneration by 16%.
Level 1: Increases speed, energy and energy regeneration by 24%.

T: Flight
Allows the Queen hero to fly at an energy cost.

Cooldown: 3
Level 1: 1 energy drained per second.
Level 2: 0.5 energy drained per second.


Warp Prism
Q: Phase Form
Temporarily becomes invulnerable to physical damage, takes increased spell damage and deals increased spell damage. Deals 50% less physical damage.

Cost: 50
Cooldown: 12

Level 1: Lasts 3 seconds, takes 60% more spell damage, deals 20% more spell damage.
Level 2: Lasts 4 seconds, takes 40% more spell damage, deals 30% more spell damage.
Level 3: Lasts 5 seconds, takes 20% more spell damage, deals 40% more spell damage.

W: Phasing Mode
Transforms the Warp Prism hero into phasing mode, slowing movement speed and increasing range. Generates a passive psionic matrix of base radius 3 granting +1 (+.1) combat regeneration.

Level 1: Movement speed reduction by 75%. Increases attack and matrix range by 2.
Level 2: Movement speed reduction by 66%. Increases attack and matrix range by 4.
Level 3: Movement speed reduction by 50%. Increases attack and matrix range by 6.


E: Warp Blast
Fires a ball of psionic energy at a target location, dealing damage to enemies in a radius of 2. Has a chance to warp in a zealot, stalker, immortal or dark templar each with a timed life of 180 seconds. The life and damage of warped in units scale with the hero's level.

Range: 9
Cost: 50
Cooldown: 12

Level 1: 24 (+2.4) damage. Probability: 20% for 3 zealot. 15% for 2 stalkers. 10% for 1 immortal. 5% for 1 dark templar.
Level 2: 36 (+3.6) damage. Probability: 30% for 3 zealot. 20% for 2 stalkers. 15% for 1 immortal. 10% for 1 dark templar.
Level 3: 48 (+4.8) damage. Probability: 40% for 3 zealot. 25% for 2 stalkers. 20% for 1 immortal. 15% for 1 dark templar.

R: Gravitic Drive
Increases the Wrap Prism hero's speed.

Level 1: Increases speed by 18%.
Level 2: Increases speed by 36%.
Level 3: Increases speed by 54%.

T: Flight
Allows the Warp Prim hero to fly at an energy cost and enables the Warp Prism hero to transport warped in units.

Cooldown: 3
Level 1: 1 energy drained per second. Has 8 passenger slots.
Level 2: 0.5 energy drained per second. Has 16 passenger slots.


Corsair
Q: Disruption Web
Places a field of radius 3 at a target location disabling the attacks and abilities of enemy units inside of the field and preventing units from taking flight. Reveals cloaked units.

Range: 9
Cost: 50
Cooldown: 12

Level 1: Lasts 2 seconds.
Level 2: Lasts 4 seconds.
Level 3: Lasts 6 seconds.

W: Polarize
Attracts a target enemy to the Corsair hero's neutron emitter allowing the Corsair hero to carry and fire at the unit for extra concentrated damage. Attracted units can attack back but are unable to move freely or use displacement abilities. Effect is cancelled if the Corsair hero is stunned, slept, swapped, pulled or pushed back. Polarized units switch states between air and ground with the Corsair hero.

Range: 7
Energy cost: 50
Cooldown: 12

Level 1: Lasts 2 seconds. Deals 20% more damage.
Level 2: Lasts 4 seconds. Deals 30% more damage.
Level 3: Lasts 6 seconds. Deals 40% more damage.


E: Neutron Flares
Deals spash damage around a target enemy within a radius of 1 each attack.


Level 1: 33% splash damage.
Level 2: 66% splash damage.
Level 3: 100% splash damage.

R: Argus Jewel
Increases energy and energy regeneration and decreases the cooldown of Disruption Web and Polarize.

Level 1: Increases energy and energy regeneration by 10%. Decreases cooldown by 5%.
Level 2: Increases energy and energy regeneration by 20%. Decreases cooldown by 10%.
Level 3: Increases energy and energy regeneration by 30%. Decreases cooldown by 15%.

T: Flight
Allows the Corsair hero to fly at an energy cost. While flying, the Corsair hero can attack air units but cannot ground units.

Cooldown: 3
Level 1: 1 energy drained per second.
Level 2: 0.5 energy drained per second.


High Templar
Q: Flash
Stuns nearby enemies for 2 seconds while teleporting to a target location.

Level 1: Range 7, 30 energy cost and 8 second cooldown.
Level 1: Range 8, 25 energy cost and 7 second cooldown.
Level 1: Range 9, 20 energy cost and 6 second cooldown.

W: Psionic Rift
Places a vortex at target location, quickly pulling enemies within a radius of 3 into the epicenter and dealing damage for 3 seconds

Range: 7
Cost: 50
Cooldown: 12

Level 1: Deals 10 (+1) damage per second.
Level 2: Deals 15 (+1.5) damage per second.
Level 3: Deals 20 (+2) damage per second.


E: Psionic Blast
Calls down a ball of psionic energy onto a target location, damaging and knocking back enemies within a radius of 1.5.

Cost: 60
Cooldown: 15

Level 1: Deals 30 (+3) damage.
Level 2: Deals 45 (+4.5) damage.
Level 3: Deals 60 (+6) damage.

R: Khaydarin Amulet
Increases the High Templar hero's energy and energy regeneration and decreases the cooldowns of Flash, Psionic Rift, Psionic Blast, and Psionic Barrier.

Level 1: +10% energy and energy regeneration. Cooldowns reduced by 5%.
Level 2: +20% energy and energy regeneration. Cooldowns reduced by 10%.
Level 3: +30% energy and energy regeneration. Cooldowns reduced by 15%.

T: Psionic Barrier
Reduces incoming damage by 30% and redirects 60% of remaining damage to energy. Reflects 10% of received damage to attackers. Lasts for 10 seconds.

Level 1: Cost: 100 and Cooldown: 60
Level 2: Cost 80 and Cooldown: 48


Fatty
Q: Spew Acid
Spits acid at a target location that corrodes armor, increasing damage taken and deals damage in a radius of 1.5. Damage increases with each hunger charge used.

Range: 7
Energy Cost: 50
Cooldown: 12
Level 1: Deals 24 (+2.4 per level) damage + 5 (+0.5 per level) per charge used. Causes units to take 10% more damage.
Level 2: Deals 36 (+3.6 per level) damage + 7 (+0.7 per level) per charge used. Causes units to take 15% more damage.
Level 3: Deals 48 (+4.8 per level) damage + 10 (+1 per level) per charge used. Causes units to take 20% more damage.


W: Pestilence
The Fatty hero releases a toxic from its body poisoning and slowing enemies by 50% in a radius of 3 for 4 seconds.

Cost: 60
Cooldown: 15

Level 1: Deals 8 (+0.8) + 0.5 (+0.05 per level) per hunger charge used damage per second.
Level 2: Deals 12 (+1.2) + 0.75 (+0.075 per level) per hunger charge used damage per second.
Level 3: Deals 16 (+1.6) + 1 (+0.1 per level) per hunger charge used damage per second.


E: Consume
Allows the Fatty hero to consumed allied computer-controlled units to gain energy. The hero can store up to 3 consume charges and gains a consume charge every 15 seconds. Each consumed unit increasing its hunger charge by 1.

Cost: 1
Cooldown: 1

Level 1: Gains 6 energy per unit consumed. Can store up to 3 hunger charges.
Level 2: Gains 12 energy per unit consumed. Can store up to 4 hunger charges.
Level 3: Gains 18 energy per unit consumed. Can store up to 5 hunger charges.

R: Feeding Frenzy
Allows the fatty to deal splash damage in a 180 degree angle at a range of 1. Each attack restores an amount of HP.

Level 1: 25% splash and 6.25% life steal
Level 1: 33% splash and 12.5% life steal
Level 1: 50% splash and 18.75% life steal

T: Infestation
The Fatty releases a fog parasitic toxins around it in a radius of 6, clouding vision and reducing accuracy and causing feederlings to erupt from afflicted enemy units and buildings at 2 second intervals. Lasts for 15 seconds. Each feederling lasts for 30 seconds and restores 33% of damage dealt to the Fatty. The life and damage of feederlings scale with the hero's level.

Cost: 90
Cooldown: 54

Level 1: Has a 30% chance to miss and 1 feederling per interval.
Level 2: Has a 40% chance to miss and 2 feederlings per interval.


Battlecruiser
Q: Yamato Cannon
Blasts a target with a plasma cannon, causing damage and leaving the target and surrounding enemies in a radius of 2 burning in flames for 5 seconds.

Range: 9
Cost: 60
Cooldown: 15

Level 1: Deals 20 (+2) damage and 4 (+.4) damage per second.
Level 2: Deals 30 (+3) damage and 6 (+.6) damage per second.
Level 3: Deals 40 (+4) damage and 8 (+.8) damage per second.

W: Escort Fleet
Releases a squad of wraiths from the Battlecruiser Hero's hanger. Wraiths acquire displacement field upon ability level 3. The life and damage of wraiths scale with the hero's level. Wraiths last for 15 seconds.

Cost: 60
Cooldown: 15

Level 1: Releases 2 wraiths.
Level 2: Releases 3 wraiths.
Level 3: Releases 4 wraiths.


E: Warp Jump
Allows the Battlecruiser hero to warp to a nearby location.

Level 1: Range 7, 30 energy cost, 7 second cooldown.
Level 2: Range 8, 25 energy cost, 6 second cooldown.
Level 3: Range 9, 20 energy cost, 5 second cooldown.

R: Shield Generator
Encases the Battlecruiser hero with protective shielding. Shields can only be regenerated outside of combat.

Level 1: +50 (+5) Shields and +1 (+.1) Shield Regeneration.
Level 2: +75 (+7.5) Shields and +1.5 (+.15) Shield Regeneration.
Level 3: +100 (+10) Shields and +2 (+.2) Shield Regeneration.

T: Flight
Allows the Battlecruiser Hero to fly at an energy cost.

Cooldown: 3 seconds

Level 1: 1 energy cost per second.
Level 2: 0.5 energy cost per second.


Science Vessel
Q: Irradiation Field
Plants a drone that emits a toxic field in a radius of 2 around it. Lasts for 20 seconds.

Range: 7
Cost: 40

Level 1: Drones have 30 base HP and deal 12 (+1.2) damage per second. Acquires a charge every 12 seconds for a maximum of 3.
Level 2: Drones have 45 base HP and deal 16 (+1.6) damage per second. Acquires a charge every 9 seconds for a maximum of 4.
Level 3: Drones have 60 base HP and deal 24 (+2.4) damage per second. Acquires a charge every 6 seconds for a maximum of 5.

W: Electromagnetic Pulse
Releases a pulse that slows bio and mechanical systems of enemies within a radius of 4 at a steadily increasing rate. Consumes Energy over time.

Level 1: Slows timescale of enemies by 1% every second up to a maximum of 20%. Costs 5 energy per second.
Level 2: Slows timescale of enemies by 2% every second up to a maximum of 30%. Costs 4 energy per second.
Level 3: Slows timescale of enemies by 3% every second up to a maximum of 40%. Costs 3 energy per second.

Level 1: 4 second duration
Level 2: 6 second duration
Level 3: 8 second duration

E: Distortion Field
Plants a drone that projects a field causing itself and allies under the field of a radius of 3 to display afterimages allowing for evasion under fire.

Range: 7
Cost: 40

Level 1: Drones have 30 base HP and gives 20% evasion. Acquires a charge every 12 seconds for a maximum of 3.
Level 2: Drones have 45 base HP and gives 30% evasion. Acquires a charge every 9 seconds for a maximum of 4.
Level 3: Drones have 60 base HP and gives 40% evasion. Acquires a charge every 6 seconds for a maximum of 5.

R: Pulse Generator
Increases Energy and Energy Regeneration of the science vessel. When activated it quickly restores nearby allies energy reserves in a radius of 6.

Cost: 50% of max energy
Cooldown: 15 seconds

Level 1: +8% Energy and Energy Regeneration. Restores 10% Energy
Level 2: +16% Energy and Energy Regeneration. Restores 20% Energy
Level 3: +24% Energy and Energy Regeneration. Restores 30% Energy

T: Defensive Matrix
Creates a shield around itself or an allied target that reduces incoming damage for 10 seconds. The shield ceases to function if the shield is depleted before the duration is finished.

Range: 7
Cost: 80 energy
Cooldown: 60 seconds

Level 1: 100 (+10) shield strength. Reduces incoming damage to a maximum of 3 (15 for heroic damage). Reduces spell damage by 25%.
Level 2: 150 (+15) shield strength. Reduces incoming damage to a maximum of 2 (10 for heroic damage). Reduces spell damage by 40%.


Swarm Queen
Q: Spawn Creep Tumor
Allows the Swarm Queen hero to create Creep Tumors. Each creep tumor is burrowed and creates a patch of creep of radius 6. Allied ground units within this radius gain +30% movement speed and +0.25 life per second while on creep near a tumor. Mutalisks spawned by the computer player also benefit from creep.

Cooldown: 5

Level 1: 40 Energy Cost
Level 2: 30 Energy Cost
Level 3: 20 Energy Cost


W: Spawn Abberation
Lays an egg thats hatches into an abberation after 8 seconds.

Cost: 60
Cooldown: 15

Level 1: Maximum of 2 abberations. Abberations have 120 Life, 1 armor, and 10 damage.
Level 2: Maximum of 3 abberations. Abberations have 160 life, 1.5 armor, and 15 damage.
Level 3: Maximum of 4 abberations. Abberations have 200 life, 2 armor and 20 damage.

W: Spawn Infested Marine
Lays an egg thats hatches into an an infested marine after 4 seconds.

Cost: 40
Cooldown: 10

Level 1: Maximum of 4 Infested Marines. Infested Marines have 40 life, 0 armor and 6 damage.
Level 2: Maximum of 6 Infested Marines. Infested Marines have 60 life, 0.5 armor and 9 damage.
Level 3: Maximum of 8 Infested Marines. Infested Marines have 75 life, 1 armor and 12 damage.

R: Rapid Transfusion
Allows the Queen hero to restore life to friendly units or structures over time. The life healed scales with the hero's level.
Range: 7
Energy Cost: 5

Level 1: Restores up to 4 (+0.4 per level) life per second.
Level 2: Restores up to 6 (+0.6 per level) life per second.
Level 3: Restores up to 8 (+0.8 per level) life per second.

T: Infestation
Causes creep within range of the Swarm Queen to additionally slow enemies speed by 30% and decrease HP by 2 per second.

Level 1: Radius of 10
Level 2: Radius of 15


Spectre
Q: Pinpoint Shot.
Fires a penetrating round with precise accuracy dealing high damage to enemies in a straight line of width 0.5. Increases damage taken by targets by 30% for 4 seconds.

Range: 9
Cost: 50
Cooldown: 12

Level 1: Deals 30 (+3) damage.
Level 1: Deals 45 (+4.5) damage.
Level 1: Deals 60 (+6) damage.

W: Harpoon Shot
Fires a cable into an enemy and quickly reels it to the caster.

Cost: 50
Cooldown: 12

Level 1: Range 7
Level 2: Range 8
Level 3: Range 9

E: Gravity Trap
Plants a trap. When detonated, immobilizes units in a radius of 3. Can be set to automatically detonate.

Range: 1
Cost: 50
Cooldown: 12

Level 1: Lasts 3 seconds. A maximum of 1 trap can be set at a time.
Level 2: Lasts 4 seconds. A maximum of 2 traps can be set at a time.
Level 3: Lasts 5 seconds. A maximum of 3 traps can be set at a time.


R: Psionic Concentration
Strengthens the Spectre through mental focus increasing speed and energy regeneration

Level 1: Increases speed and energy regeneration by 8%.
Level 2: Increases speed and energy regeneration by 16%.
Level 3: Increases speed and energy regeneration by 24%.

T: Nyx-Class Cloaking Module
Activates a self generated cloak field bending light around to user allowing invisibility for 15 seconds and burst damage. A preemptive attack disables the cloak but gives increased damage for 6 seconds. Autoattacking is disabled while cloaked.

Cost: 80
Cooldown: 48

Level 1: Increases damage and spell damage by 60%
Level 2: Increases damage and spell damage by 90%


Hybrid Reaver
Q: Leap
The Hybrid Reaver jumps onto a target enemy with brute force dealing damage to it and surrounding enemies in a radius of 1.5 while slowing them for 3 seconds. If Leap is used on an enemy air unit then it brings the unit to the ground for the duration of the ability.

Cost: 40
Cooldown: 10

Level 1: Deals weapon damage x2 + 4(+.4) and slows by 40%
Level 2: Deals weapon damage x2 + 8(+.8) and slows by 55%
Level 3: Deals weapon damage x2 + 12(+1.2) and slows by 70%


W: Psionic Shockwave
The Hybrid Reaver punches the ground with outstanding force, dealing damage and knocking back nearby enemies in a radius of 2 and stunning them for 2 seconds.

Cost: 60
Cooldown: 15

Level 1: Deals weapon damage x2 + 3(+.3)
Level 2: Deals weapon damage x2 + 6(+.6)
Level 3: Deals weapon damage x2 + 9(+.9)

E: Psionic Rage
The Hybrid Reaver becomes enraged increasing its own physical strength and gives off a powerful aura. Increases damage and deals damage over time to nearby enemies within a distance of 2.5 for 10 seconds.

HP Cost: 60
Cost: 40
Cooldown: 25

Level 1: Increases damage by 33% and deals 4(+0.4) damage per second
Level 2: Increases damage by 66% and deals 6(+0.6) damage per second
Level 3: Increases damage by 100% and deals 8(+0.8) damage per second

R: Appetite for Destruction
Increases the Hybrid Hero's Battle Capabilities. Increases weapon speed and damage.

Level 1: Increases damage and weapon speed by 8%
Level 2: Increases damage and weapon speed by 16%.
Level 3: Increases damage and weapon speed by 24%.

T: Unleash Fury
The Hybrid unlocks its full potential. Increases Damage, weapon speed and movement speed by 50%. 20% of damage dealt is recovered to HP.

HP cost: 100
cost: 60
cooldown: 48

Level 1: Lasts for 8 seconds
Level 2: Lasts for 12 seconds


Larva
Q: Zergling Essence
Morphs the Larva and Larvalings into Zerglings for 10 seconds. Passively increases speed of Larva and Larvalings by 18%.

Cost: 25
Cooldown: 20

Level 1: Increases attack speed 20% and speed by 40%
Level 2: Increases attack speed 30% and speed by 60%
Level 3: Increases attack speed 40% and speed by 80%


W: Roach Essence
Morphs the larva and larvalings into roaches giving a ranged attack of 4 for 10 seconds. Passively gives the Larva and Larvalings +1 armor.

Cost: 25
Cooldown: 20

Level 1: Increases speed by 20%, HP by 20% and regeneration by 1 (+0.1).
Level 2: Increases speed by 30%, HP by 30% and regeneration by 2 (+0.2).
Level 3: Increases speed by 40%, HP by 40% and regeneration by 3 (+0.3).

E: Hydralisk Essence
Morphs the larva and larvalings into roaches giving a strong ranged attack that can hit ground and air for 10 seconds. Passively increases the Larva and Larvalings damage by 10%.

Cost: 25
Cooldown: 20

Level 1: Increases range by 4, damage by 20% and speed by 20%
Level 2: Increases range by 5, damage by 30% and speed by 30%.
Level 3: Increases range by 6, damage by 40% and speed by 40%.

R: DNA replication
Passively generates a larvaling.

Level 1: Creates one larvaling every 45 seconds.
Level 1: Creates one larvaling every 30 seconds.
Level 1: Creates one larvaling every 15 seconds.

T: Ultralisk Essence
Morphs the Larva into an ultralisk and larvalings into pygmalisks Increasing range by 1 and adding a 33% splash attack for 10 seconds. Passively increases the larva and larvalings HP by 10%.

Cost: 50
Cooldown: 60

Level 1: Increases HP by 40%, damage by 30%, speed by 30%, attack speed by 20%, Armor by 3.
Level 2: Increases HP by 60%, damage by 40%, speed by 40%, attack speed by 30%, Armor by 4.


Mothership
Q: Particle Blast
Fires a charged ball of energy dealing damage to a target and surrounding enemies within a radius of 1.5. Damaged units are slowed for 3 seconds.

Range: 7
Cost: 50
Cooldown: 12

Level 1: Deals 30 (+3) damage. Slows by 20%
Level 1: Deals 45 (+4.5) damage. Slows by 30%
Level 1: Deals 60 (+6) damage. Slows by 40%

W: Vortex
Creates a vortex under the mothership that continuously pulls in enemies at radius of 6.

Level 1: Pulls at a rate of 1 unit per second. Costs 4 energy per second.
Level 2: Pulls at a rate of 1.5 units per second. Costs 3 energy per second.
Level 3: Pulls at a rate of 2 units per second. Costs 2 energy per second.

E: Linked Shielding
Hardens the Motherships shields and links shields with allied units in a radius of 6 and redirects a percentage of damage taken by allied units to itself for 5 seconds. Damage taken to life cannot be transfered. Ability discontinues when available shields reaches 0.

Cost: 60
Cooldown: 15

Level 1: Redirects 25% of damage taken by enemies to itself. Damage cannot exceed 10.
Level 2: Redirects 35% of damage taken by enemies to itself. Damage cannot exceed 7.
Level 3: Redirects 50% of damage taken by enemies to itself. Damage cannot exceed 5.

R: Combat Shielding
Regenerates shields at a slow rate while in combat and regenerates shields rapidly when out of combat.

Level 1: Regenerates shields at +1(0.1) per second.
Level 1: Regenerates shields at +1.5(0.15) per second.
Level 1: Regenerates shields at +2(0.2) per second.

T: Planet Cracker
Causes the mothership to propel itself off the ground and continuously emits a beam of destructive energy, damaging units and structures below it in a radius of 3.

Cost: 10 energy/s
Cooldown: 20 seconds

Level 1: Deals 10(+1) damage per second.
Level 2: Deals 15(+1.5) damage per second.

here's what yam as sent me so far post more as i have time

-- Wed Oct 30, 2013 2:54 pm --

Dark Templar
Q: Shadow Step
Teleports to an enemy, stunning it for 2 seconds and inflicting critical damage.

Range: 7
Cost: 60
Cooldown: 15

Level 1: Deals 2x weapon damage.
Level 2: Deals 3x weapon damage.
Level 3: Deals 4x weapon damage.


W: Void Snare
Creates a psionic hold on the enemy, slowing their movement speed by 80%. Half duration on herioc. Brings flying units to the ground for the duration.

Range: 7
Cost: 50
Cooldown: 12

Level 1: 6 second duration.
Level 2: 8 second duration.
Level 3: 10 second duration.


E: Shadow Blend
Temporarily blends into the shadows, becoming invisible and increasing movement speed for 10 seconds. Allows focus to increase damage. Breaks upon attacking. Autoattacking is disabled while invisible.

Cost: 60
Cooldown: 15

Level 1: Increases movement speed and damage by 30% while invisible.
Level 2: Increases movement speed and damage by 45% while invisible.
Level 3: Increases movement speed and damage by 60% while invisible.

R: Critical Sense
Sharpens the eyes to weak spots allowing a chance for a critical hit.

Level 1: 15% chance to deal 2x damage
Level 1: 30% chance to deal 2x damage.
Level 1: 45% chance to deal 2x damage.

T: Dance of Shadows
Teleports to an enemy, stunning them for 2 seconds, and surrounds them with clones. Clones take 4x as much damage and deals 2x less damage as the hero. Clones are affected by Critical Sense. Clones last 10 seconds.

Cost: 120
Cooldown: 72

Level 1: Summons 6 clones.
Level 2: Summons 8 clones.


Ultralisk
Q: Burrow Charge
Quickly burrows and erupts under a target enemy dealing damage and knocking back and stunning surrounding enemies in a radius of 1.5 for 1 second.

Range: 7
Cost: 40
Cooldown: 10

Level 1: Deals 24 (+2.4) damage.
Level 2: Deals 36 (+3.6) damage.
Level 3: Deals 48 (+4.8) damage.


W: Maul
Uses tusks to cleave into an enemy unit and send it flying back dealing damage based on its melee attack. Attacks and knocksback extra units in range if cleave is learned for splash damage.

Range: 1
Cost: 50
Cooldown: 12

Level 1: Deals weapon damage x1.33
Level 2: Deals weapon damage x1.66
Level 3: Deals weapon damage x2

E: Cleave
Allows the Ultralisk hero's melee attacks to deal splash damage to nearby enemy units.

Passive

Level 1: The Ultralisk hero's attacks deal 33% splash damage.
Level 2: The Ultralisk hero's attacks deal 66% splash damage.
Level 3: The Ultralisk hero's attacks deal 100% splash damage.

R: Chitinous Plating

Gives the Ultralisk hero bonus armor and returns damage to nearby attackers within a distance of 1.

Passive

Level 1: +0.75 armor and returns 10% of non-spell damage to enemy units within a distance of 1.
Level 2: +1.5 armor and returns 20% of non-spell damage to enemy units within a distance of 1.
Level 3: +2.25 armor and returns 30% of non-spell damage to enemy units within a distance of 1.

T: Frenzied
The Ultralisk becomes enraged becoming immune to immobilization and slowing effects and increasing attack rate and movement speed by 30%. Lasts 8 seconds.


Level 1: 80 cost and 48 cooldown
Level 2: 60 cost and 36 cooldown


Medivac
Q: Advanced Healing AI
Allows the Medivac hero to heal multiple nearby biological allies for 9 (+0.9) HP per second. (Green Beam) The heal rate increases with the hero's level. Can be used with Advanced Repair AI.

Range: 4
Cost: 5 per second

Level 1: Heals 1 unit.
Level 2: Heals 2 units.
Level 3: Heals 3 units.


W: Advanced Repair AI
Allows the Medivac hero to repair multiple nearby mechanical allies for 10 (+1) HP per second. (Blue Beam) The heal rate increases with the hero's level. Can be used with Advanced Healing AI.

Range: 4
Cost: 5 per second

Level 1: Heals 1 unit.
Level 2: Heals 2 units.
Level 3: Heals 3 units.

Drop Pods
Launches drop pods from the Medivac Hero at the target location stunning enemies within a radius of 2 for 4 seconds (half for herioc). Drop pods release a squad of marines and siege tanks with a timed life of 180 seconds. The life and damage of summoned units scale with the hero's level.

Range: 9
Cost: 60
Cooldown: 15

Level 1: Summons 4 marines.
Level 2: Summons 4 marines and 1 siege tank.
Level 3: Summons 6 marines and 1 siege tank. Siege tanks can use siege mode.



R: Ignite Afterburners
Temporarily increases the Medivac hero's speed for 10 seconds.

Cost: 20
Cooldown: 25

Level 1: Increases speed by 50%.
Level 2: Increases speed by 75%.
Level 3: Increases speed by 100%

T: Flight
Allows the Medivac hero to fly at an energy cost and enables the Medivac hero to transport units.

Cooldown: 3
Level 1: 1 energy drained per second. Has 8 passenger slots.
Level 2: 0.5 energy drained per second. Has 16 passenger slots.


Valkyrie
Q: Cruise Disruption Missile
Fires a charged missile dealing damage to a target enemy and slowing its speed by 80% for 4 seconds.

Range: 9
Cost: 50
Cooldown: 12

Level 1: Deals 30 (+3) damage.
Level 2: Deals 45 (+4.5) damage.
Level 3: Deals 60 (+6) damage.

W: Missile Flares
Fires a round of flares at a target area, temporarily stunning enemies within a radius of 2 and blinding enemies within a radius of 5. The duration is halved when used on Herioc units.

Range: 7
Energy cost: 60
Cooldown: 15

Level 1: Stuns for 2 seconds and blinds for 10 seconds.
Level 2: Stuns for 4 seconds and blinds for 15 seconds.
Level 3: Stuns for 6 seconds and blinds for 20 seconds.


E: Flurry
Increases the amount of attacks per salvo.


Level 1: Increases # of attacks by 1.
Level 2: Increases # of attacks by 2.
Level 3: Increases # of attacks by 3.

R: Cluster Fire
Allows missiles to spread across an area to deal splash damage within a radius of 1.5.

Level 1: Deals 33% splash damage.
Level 2: Deals 66% splash damage.
Level 3: Deals 100% splash damage.

T: Flight
Allows the Valkyrie hero to fly at an energy cost. While flying, the Valkyrie hero can attack air units but cannot attack ground units.

Cooldown: 3
Level 1: 1 energy drained per second.
Level 2: 0.5 energy drained per second.


Arbiter

Q: Stasis Field
Creates a pocket of space-time at a target location trapping enemies within a radius of 2 and preventing them from moving, attacking, using abilities, and taking damage. Enemies take damage once the effect ends. Lasts for 8 seconds. Duration is halved on herioc.

Range: 9
Cost: 60
Cooldown: 15

Level 1: Deals 30 (+3 per level) damage.
Level 2: Deals 45 (+4.5 per level) damage.
Level 3: Deals 60 (+6 per level) damage.

W: Recall
Calls in a support squad of Scouts to aid the Arbiter Hero in battle. Scouts last 30 seconds. The life and damage of Scouts scale with the hero's level. Scouts are ground units until the Flight ability is learned.

Energy cost: 100
Cooldown: 25

Level 1: Recalls 2 scouts.
Level 2: Recalls 3 scouts.
Level 3: Recalls 4 scouts.


E: Cloaking Field
The Arbiter Hero Cloaks nearby friendly units within a radius of 5. Cloaking Field costs energy to maintain.

Level 1: Cloak costs 5 energy to maintain.
Level 2: Cloak costs 4 energy to maintain.
Level 3: Cloak costs 3 energy to maintain.

R: Khaydarin Core
Increases the Arbiter Hero's energy and energy regeneration and decreases the cooldown of Stasis Field and Recall.

Level 1: Increases energy and energy regeneration by 10%. Decreases cooldown by 5%.
Level 2: Increases energy and energy regeneration by 20%. Decreases cooldown by 10%.
Level 3: Increases energy and energy regeneration by 30%. Decreases cooldown by 15%.


T: Flight
Allows the Arbiter hero to fly at an energy cost. Allows the Arbiter's Scouts to fly.

Cooldown: 3
Level 1: 1 energy drained per second.
Level 2: 0.5 energy drained per second.


Queen (BW)
Q: Parasite
Infects a host with a parasite dealing damage over time and providing vision for 20 seconds.

Range: 11
Cost: 60
Cooldown: 15

Level 1: Deals 2 (+0.2) damage per second.
Level 2: Deals 3 (+0.3) damage per second.
Level 3: Deals 4 (+0.4) seconds per second.

W: Ensnare
Allows the Queen hero to cast Ensnare. Ensnare deals initial damage of 24 (+2.4) and slows the movement speed and attack rate of enemy units within an area radius of 3 for 10 seconds. Ensnare also reveals invisible units.

Range: 9
Cost: 50
Cooldown: 12

Level 1: Reduces movement speed and attack rate by 20%.
Level 2: Reduces movement speed and attack rate by 30%.
Level 3: Reduces movement speed and attack rate by 40%.


E: Spawn Broodling
Deals massive damage to a target enemy and spawns broodlings upon impact. Also spawns broodlings upon death depending on the amount of minerals the unit gives when killed. Broodlings have a timed life of 180 seconds. The life and damage of broodlings scales with the hero's level.

Range: 9
Cost: 80
Cooldown: 20

Level 1: 40 (+4) damage. Spawns 0.1x broodlings upon impact and spawns 0.2x broodlings upon death where x is the amount of minerals the unit gives upon death.
Level 1: 60 (+6) damage. Spawns 0.2x broodlings upon impact and spawns 0.4x broodlings upon death where x is the amount of minerals the unit gives upon death.
Level 1: 80 (+8) damage. Spawns 0.3x broodlings upon impact and spawns 0.6x broodlings upon death where x is the amount of minerals the unit gives upon death.

R: Gamete Meiosis
Boosts the metabolic drive of the Queen increasing movement speed, energy and energy regeneration.

Level 1: Increases speed, energy and energy regeneration by 8%.
Level 1: Increases speed, energy and energy regeneration by 16%.
Level 1: Increases speed, energy and energy regeneration by 24%.

T: Flight
Allows the Queen hero to fly at an energy cost.

Cooldown: 3
Level 1: 1 energy drained per second.
Level 2: 0.5 energy drained per second.


Warp Prism
Q: Phase Form
Temporarily becomes invulnerable to physical damage, takes increased spell damage and deals increased spell damage. Deals 50% less physical damage.

Cost: 50
Cooldown: 12

Level 1: Lasts 3 seconds, takes 60% more spell damage, deals 20% more spell damage.
Level 2: Lasts 4 seconds, takes 40% more spell damage, deals 30% more spell damage.
Level 3: Lasts 5 seconds, takes 20% more spell damage, deals 40% more spell damage.

W: Phasing Mode
Transforms the Warp Prism hero into phasing mode, slowing movement speed and increasing range. Generates a passive psionic matrix of base radius 3 granting +1 (+.1) combat regeneration.

Level 1: Movement speed reduction by 75%. Increases attack and matrix range by 2.
Level 2: Movement speed reduction by 66%. Increases attack and matrix range by 4.
Level 3: Movement speed reduction by 50%. Increases attack and matrix range by 6.


E: Warp Blast
Fires a ball of psionic energy at a target location, dealing damage to enemies in a radius of 2. Has a chance to warp in a zealot, stalker, immortal or dark templar each with a timed life of 180 seconds. The life and damage of warped in units scale with the hero's level.

Range: 9
Cost: 50
Cooldown: 12

Level 1: 24 (+2.4) damage. Probability: 20% for 3 zealot. 15% for 2 stalkers. 10% for 1 immortal. 5% for 1 dark templar.
Level 2: 36 (+3.6) damage. Probability: 30% for 3 zealot. 20% for 2 stalkers. 15% for 1 immortal. 10% for 1 dark templar.
Level 3: 48 (+4.8) damage. Probability: 40% for 3 zealot. 25% for 2 stalkers. 20% for 1 immortal. 15% for 1 dark templar.

R: Gravitic Drive
Increases the Wrap Prism hero's speed.

Level 1: Increases speed by 18%.
Level 2: Increases speed by 36%.
Level 3: Increases speed by 54%.

T: Flight
Allows the Warp Prim hero to fly at an energy cost and enables the Warp Prism hero to transport warped in units.

Cooldown: 3
Level 1: 1 energy drained per second. Has 8 passenger slots.
Level 2: 0.5 energy drained per second. Has 16 passenger slots.


Corsair
Q: Disruption Web
Places a field of radius 3 at a target location disabling the attacks and abilities of enemy units inside of the field and preventing units from taking flight. Reveals cloaked units.

Range: 9
Cost: 50
Cooldown: 12

Level 1: Lasts 2 seconds.
Level 2: Lasts 4 seconds.
Level 3: Lasts 6 seconds.

W: Polarize
Attracts a target enemy to the Corsair hero's neutron emitter allowing the Corsair hero to carry and fire at the unit for extra concentrated damage. Attracted units can attack back but are unable to move freely or use displacement abilities. Effect is cancelled if the Corsair hero is stunned, slept, swapped, pulled or pushed back. Polarized units switch states between air and ground with the Corsair hero.

Range: 7
Energy cost: 50
Cooldown: 12

Level 1: Lasts 2 seconds. Deals 20% more damage.
Level 2: Lasts 4 seconds. Deals 30% more damage.
Level 3: Lasts 6 seconds. Deals 40% more damage.


E: Neutron Flares
Deals spash damage around a target enemy within a radius of 1 each attack.


Level 1: 33% splash damage.
Level 2: 66% splash damage.
Level 3: 100% splash damage.

R: Argus Jewel
Increases energy and energy regeneration and decreases the cooldown of Disruption Web and Polarize.

Level 1: Increases energy and energy regeneration by 10%. Decreases cooldown by 5%.
Level 2: Increases energy and energy regeneration by 20%. Decreases cooldown by 10%.
Level 3: Increases energy and energy regeneration by 30%. Decreases cooldown by 15%.

T: Flight
Allows the Corsair hero to fly at an energy cost. While flying, the Corsair hero can attack air units but cannot ground units.

Cooldown: 3
Level 1: 1 energy drained per second.
Level 2: 0.5 energy drained per second.


High Templar
Q: Flash
Stuns nearby enemies for 2 seconds while teleporting to a target location.

Level 1: Range 7, 30 energy cost and 8 second cooldown.
Level 1: Range 8, 25 energy cost and 7 second cooldown.
Level 1: Range 9, 20 energy cost and 6 second cooldown.

W: Psionic Rift
Places a vortex at target location, quickly pulling enemies within a radius of 3 into the epicenter and dealing damage for 3 seconds

Range: 7
Cost: 50
Cooldown: 12

Level 1: Deals 10 (+1) damage per second.
Level 2: Deals 15 (+1.5) damage per second.
Level 3: Deals 20 (+2) damage per second.


E: Psionic Blast
Calls down a ball of psionic energy onto a target location, damaging and knocking back enemies within a radius of 1.5.

Cost: 60
Cooldown: 15

Level 1: Deals 30 (+3) damage.
Level 2: Deals 45 (+4.5) damage.
Level 3: Deals 60 (+6) damage.

R: Khaydarin Amulet
Increases the High Templar hero's energy and energy regeneration and decreases the cooldowns of Flash, Psionic Rift, Psionic Blast, and Psionic Barrier.

Level 1: +10% energy and energy regeneration. Cooldowns reduced by 5%.
Level 2: +20% energy and energy regeneration. Cooldowns reduced by 10%.
Level 3: +30% energy and energy regeneration. Cooldowns reduced by 15%.

T: Psionic Barrier
Reduces incoming damage by 30% and redirects 60% of remaining damage to energy. Reflects 10% of received damage to attackers. Lasts for 10 seconds.

Level 1: Cost: 100 and Cooldown: 60
Level 2: Cost 80 and Cooldown: 48


Fatty
Q: Spew Acid
Spits acid at a target location that corrodes armor, increasing damage taken and deals damage in a radius of 1.5. Damage increases with each hunger charge used.

Range: 7
Energy Cost: 50
Cooldown: 12
Level 1: Deals 24 (+2.4 per level) damage + 5 (+0.5 per level) per charge used. Causes units to take 10% more damage.
Level 2: Deals 36 (+3.6 per level) damage + 7 (+0.7 per level) per charge used. Causes units to take 15% more damage.
Level 3: Deals 48 (+4.8 per level) damage + 10 (+1 per level) per charge used. Causes units to take 20% more damage.


W: Pestilence
The Fatty hero releases a toxic from its body poisoning and slowing enemies by 50% in a radius of 3 for 4 seconds.

Cost: 60
Cooldown: 15

Level 1: Deals 8 (+0.8) + 0.5 (+0.05 per level) per hunger charge used damage per second.
Level 2: Deals 12 (+1.2) + 0.75 (+0.075 per level) per hunger charge used damage per second.
Level 3: Deals 16 (+1.6) + 1 (+0.1 per level) per hunger charge used damage per second.


E: Consume
Allows the Fatty hero to consumed allied computer-controlled units to gain energy. The hero can store up to 3 consume charges and gains a consume charge every 15 seconds. Each consumed unit increasing its hunger charge by 1.

Cost: 1
Cooldown: 1

Level 1: Gains 6 energy per unit consumed. Can store up to 3 hunger charges.
Level 2: Gains 12 energy per unit consumed. Can store up to 4 hunger charges.
Level 3: Gains 18 energy per unit consumed. Can store up to 5 hunger charges.

R: Feeding Frenzy
Allows the fatty to deal splash damage in a 180 degree angle at a range of 1. Each attack restores an amount of HP.

Level 1: 25% splash and 6.25% life steal
Level 1: 33% splash and 12.5% life steal
Level 1: 50% splash and 18.75% life steal

T: Infestation
The Fatty releases a fog parasitic toxins around it in a radius of 6, clouding vision and reducing accuracy and causing feederlings to erupt from afflicted enemy units and buildings at 2 second intervals. Lasts for 15 seconds. Each feederling lasts for 30 seconds and restores 33% of damage dealt to the Fatty. The life and damage of feederlings scale with the hero's level.

Cost: 90
Cooldown: 54

Level 1: Has a 30% chance to miss and 1 feederling per interval.
Level 2: Has a 40% chance to miss and 2 feederlings per interval.


Battlecruiser
Q: Yamato Cannon
Blasts a target with a plasma cannon, causing damage and leaving the target and surrounding enemies in a radius of 2 burning in flames for 5 seconds.

Range: 9
Cost: 60
Cooldown: 15

Level 1: Deals 20 (+2) damage and 4 (+.4) damage per second.
Level 2: Deals 30 (+3) damage and 6 (+.6) damage per second.
Level 3: Deals 40 (+4) damage and 8 (+.8) damage per second.

W: Escort Fleet
Releases a squad of wraiths from the Battlecruiser Hero's hanger. Wraiths acquire displacement field upon ability level 3. The life and damage of wraiths scale with the hero's level. Wraiths last for 15 seconds.

Cost: 60
Cooldown: 15

Level 1: Releases 2 wraiths.
Level 2: Releases 3 wraiths.
Level 3: Releases 4 wraiths.


E: Warp Jump
Allows the Battlecruiser hero to warp to a nearby location.

Level 1: Range 7, 30 energy cost, 7 second cooldown.
Level 2: Range 8, 25 energy cost, 6 second cooldown.
Level 3: Range 9, 20 energy cost, 5 second cooldown.

R: Shield Generator
Encases the Battlecruiser hero with protective shielding. Shields can only be regenerated outside of combat.

Level 1: +50 (+5) Shields and +1 (+.1) Shield Regeneration.
Level 2: +75 (+7.5) Shields and +1.5 (+.15) Shield Regeneration.
Level 3: +100 (+10) Shields and +2 (+.2) Shield Regeneration.

T: Flight
Allows the Battlecruiser Hero to fly at an energy cost.

Cooldown: 3 seconds

Level 1: 1 energy cost per second.
Level 2: 0.5 energy cost per second.


Science Vessel
Q: Irradiation Field
Plants a drone that emits a toxic field in a radius of 2 around it. Lasts for 20 seconds.

Range: 7
Cost: 40

Level 1: Drones have 30 base HP and deal 12 (+1.2) damage per second. Acquires a charge every 12 seconds for a maximum of 3.
Level 2: Drones have 45 base HP and deal 16 (+1.6) damage per second. Acquires a charge every 9 seconds for a maximum of 4.
Level 3: Drones have 60 base HP and deal 24 (+2.4) damage per second. Acquires a charge every 6 seconds for a maximum of 5.

W: Electromagnetic Pulse
Releases a pulse that slows bio and mechanical systems of enemies within a radius of 4 at a steadily increasing rate. Consumes Energy over time.

Level 1: Slows timescale of enemies by 1% every second up to a maximum of 20%. Costs 5 energy per second.
Level 2: Slows timescale of enemies by 2% every second up to a maximum of 30%. Costs 4 energy per second.
Level 3: Slows timescale of enemies by 3% every second up to a maximum of 40%. Costs 3 energy per second.

Level 1: 4 second duration
Level 2: 6 second duration
Level 3: 8 second duration

E: Distortion Field
Plants a drone that projects a field causing itself and allies under the field of a radius of 3 to display afterimages allowing for evasion under fire.

Range: 7
Cost: 40

Level 1: Drones have 30 base HP and gives 20% evasion. Acquires a charge every 12 seconds for a maximum of 3.
Level 2: Drones have 45 base HP and gives 30% evasion. Acquires a charge every 9 seconds for a maximum of 4.
Level 3: Drones have 60 base HP and gives 40% evasion. Acquires a charge every 6 seconds for a maximum of 5.

R: Pulse Generator
Increases Energy and Energy Regeneration of the science vessel. When activated it quickly restores nearby allies energy reserves in a radius of 6.

Cost: 50% of max energy
Cooldown: 15 seconds

Level 1: +8% Energy and Energy Regeneration. Restores 10% Energy
Level 2: +16% Energy and Energy Regeneration. Restores 20% Energy
Level 3: +24% Energy and Energy Regeneration. Restores 30% Energy

T: Defensive Matrix
Creates a shield around itself or an allied target that reduces incoming damage for 10 seconds. The shield ceases to function if the shield is depleted before the duration is finished.

Range: 7
Cost: 80 energy
Cooldown: 60 seconds

Level 1: 100 (+10) shield strength. Reduces incoming damage to a maximum of 3 (15 for heroic damage). Reduces spell damage by 25%.
Level 2: 150 (+15) shield strength. Reduces incoming damage to a maximum of 2 (10 for heroic damage). Reduces spell damage by 40%.


Swarm Queen
Q: Spawn Creep Tumor
Allows the Swarm Queen hero to create Creep Tumors. Each creep tumor is burrowed and creates a patch of creep of radius 6. Allied ground units within this radius gain +30% movement speed and +0.25 life per second while on creep near a tumor. Mutalisks spawned by the computer player also benefit from creep.

Cooldown: 5

Level 1: 40 Energy Cost
Level 2: 30 Energy Cost
Level 3: 20 Energy Cost


W: Spawn Abberation
Lays an egg thats hatches into an abberation after 8 seconds.

Cost: 60
Cooldown: 15

Level 1: Maximum of 2 abberations. Abberations have 120 Life, 1 armor, and 10 damage.
Level 2: Maximum of 3 abberations. Abberations have 160 life, 1.5 armor, and 15 damage.
Level 3: Maximum of 4 abberations. Abberations have 200 life, 2 armor and 20 damage.

W: Spawn Infested Marine
Lays an egg thats hatches into an an infested marine after 4 seconds.

Cost: 40
Cooldown: 10

Level 1: Maximum of 4 Infested Marines. Infested Marines have 40 life, 0 armor and 6 damage.
Level 2: Maximum of 6 Infested Marines. Infested Marines have 60 life, 0.5 armor and 9 damage.
Level 3: Maximum of 8 Infested Marines. Infested Marines have 75 life, 1 armor and 12 damage.

R: Rapid Transfusion
Allows the Queen hero to restore life to friendly units or structures over time. The life healed scales with the hero's level.
Range: 7
Energy Cost: 5

Level 1: Restores up to 4 (+0.4 per level) life per second.
Level 2: Restores up to 6 (+0.6 per level) life per second.
Level 3: Restores up to 8 (+0.8 per level) life per second.

T: Infestation
Causes creep within range of the Swarm Queen to additionally slow enemies speed by 30% and decrease HP by 2 per second.

Level 1: Radius of 10
Level 2: Radius of 15


Spectre
Q: Pinpoint Shot.
Fires a penetrating round with precise accuracy dealing high damage to enemies in a straight line of width 0.5. Increases damage taken by targets by 30% for 4 seconds.

Range: 9
Cost: 50
Cooldown: 12

Level 1: Deals 30 (+3) damage.
Level 1: Deals 45 (+4.5) damage.
Level 1: Deals 60 (+6) damage.

W: Harpoon Shot
Fires a cable into an enemy and quickly reels it to the caster.

Cost: 50
Cooldown: 12

Level 1: Range 7
Level 2: Range 8
Level 3: Range 9

E: Gravity Trap
Plants a trap. When detonated, immobilizes units in a radius of 3. Can be set to automatically detonate.

Range: 1
Cost: 50
Cooldown: 12

Level 1: Lasts 3 seconds. A maximum of 1 trap can be set at a time.
Level 2: Lasts 4 seconds. A maximum of 2 traps can be set at a time.
Level 3: Lasts 5 seconds. A maximum of 3 traps can be set at a time.


R: Psionic Concentration
Strengthens the Spectre through mental focus increasing speed and energy regeneration

Level 1: Increases speed and energy regeneration by 8%.
Level 2: Increases speed and energy regeneration by 16%.
Level 3: Increases speed and energy regeneration by 24%.

T: Nyx-Class Cloaking Module
Activates a self generated cloak field bending light around to user allowing invisibility for 15 seconds and burst damage. A preemptive attack disables the cloak but gives increased damage for 6 seconds. Autoattacking is disabled while cloaked.

Cost: 80
Cooldown: 48

Level 1: Increases damage and spell damage by 60%
Level 2: Increases damage and spell damage by 90%


Hybrid Reaver
Q: Leap
The Hybrid Reaver jumps onto a target enemy with brute force dealing damage to it and surrounding enemies in a radius of 1.5 while slowing them for 3 seconds. If Leap is used on an enemy air unit then it brings the unit to the ground for the duration of the ability.

Cost: 40
Cooldown: 10

Level 1: Deals weapon damage x2 + 4(+.4) and slows by 40%
Level 2: Deals weapon damage x2 + 8(+.8) and slows by 55%
Level 3: Deals weapon damage x2 + 12(+1.2) and slows by 70%


W: Psionic Shockwave
The Hybrid Reaver punches the ground with outstanding force, dealing damage and knocking back nearby enemies in a radius of 2 and stunning them for 2 seconds.

Cost: 60
Cooldown: 15

Level 1: Deals weapon damage x2 + 3(+.3)
Level 2: Deals weapon damage x2 + 6(+.6)
Level 3: Deals weapon damage x2 + 9(+.9)

E: Psionic Rage
The Hybrid Reaver becomes enraged increasing its own physical strength and gives off a powerful aura. Increases damage and deals damage over time to nearby enemies within a distance of 2.5 for 10 seconds.

HP Cost: 60
Cost: 40
Cooldown: 25

Level 1: Increases damage by 33% and deals 4(+0.4) damage per second
Level 2: Increases damage by 66% and deals 6(+0.6) damage per second
Level 3: Increases damage by 100% and deals 8(+0.8) damage per second

R: Appetite for Destruction
Increases the Hybrid Hero's Battle Capabilities. Increases weapon speed and damage.

Level 1: Increases damage and weapon speed by 8%
Level 2: Increases damage and weapon speed by 16%.
Level 3: Increases damage and weapon speed by 24%.

T: Unleash Fury
The Hybrid unlocks its full potential. Increases Damage, weapon speed and movement speed by 50%. 20% of damage dealt is recovered to HP.

HP cost: 100
cost: 60
cooldown: 48

Level 1: Lasts for 8 seconds
Level 2: Lasts for 12 seconds


Larva
Q: Zergling Essence
Morphs the Larva and Larvalings into Zerglings for 10 seconds. Passively increases speed of Larva and Larvalings by 18%.

Cost: 25
Cooldown: 20

Level 1: Increases attack speed 20% and speed by 40%
Level 2: Increases attack speed 30% and speed by 60%
Level 3: Increases attack speed 40% and speed by 80%


W: Roach Essence
Morphs the larva and larvalings into roaches giving a ranged attack of 4 for 10 seconds. Passively gives the Larva and Larvalings +1 armor.

Cost: 25
Cooldown: 20

Level 1: Increases speed by 20%, HP by 20% and regeneration by 1 (+0.1).
Level 2: Increases speed by 30%, HP by 30% and regeneration by 2 (+0.2).
Level 3: Increases speed by 40%, HP by 40% and regeneration by 3 (+0.3).

E: Hydralisk Essence
Morphs the larva and larvalings into roaches giving a strong ranged attack that can hit ground and air for 10 seconds. Passively increases the Larva and Larvalings damage by 10%.

Cost: 25
Cooldown: 20

Level 1: Increases range by 4, damage by 20% and speed by 20%
Level 2: Increases range by 5, damage by 30% and speed by 30%.
Level 3: Increases range by 6, damage by 40% and speed by 40%.

R: DNA replication
Passively generates a larvaling.

Level 1: Creates one larvaling every 45 seconds.
Level 1: Creates one larvaling every 30 seconds.
Level 1: Creates one larvaling every 15 seconds.

T: Ultralisk Essence
Morphs the Larva into an ultralisk and larvalings into pygmalisks Increasing range by 1 and adding a 33% splash attack for 10 seconds. Passively increases the larva and larvalings HP by 10%.

Cost: 50
Cooldown: 60

Level 1: Increases HP by 40%, damage by 30%, speed by 30%, attack speed by 20%, Armor by 3.
Level 2: Increases HP by 60%, damage by 40%, speed by 40%, attack speed by 30%, Armor by 4.


Mothership
Q: Particle Blast
Fires a charged ball of energy dealing damage to a target and surrounding enemies within a radius of 1.5. Damaged units are slowed for 3 seconds.

Range: 7
Cost: 50
Cooldown: 12

Level 1: Deals 30 (+3) damage. Slows by 20%
Level 1: Deals 45 (+4.5) damage. Slows by 30%
Level 1: Deals 60 (+6) damage. Slows by 40%

W: Vortex
Creates a vortex under the mothership that continuously pulls in enemies at radius of 6.

Level 1: Pulls at a rate of 1 unit per second. Costs 4 energy per second.
Level 2: Pulls at a rate of 1.5 units per second. Costs 3 energy per second.
Level 3: Pulls at a rate of 2 units per second. Costs 2 energy per second.

E: Linked Shielding
Hardens the Motherships shields and links shields with allied units in a radius of 6 and redirects a percentage of damage taken by allied units to itself for 5 seconds. Damage taken to life cannot be transfered. Ability discontinues when available shields reaches 0.

Cost: 60
Cooldown: 15

Level 1: Redirects 25% of damage taken by enemies to itself. Damage cannot exceed 10.
Level 2: Redirects 35% of damage taken by enemies to itself. Damage cannot exceed 7.
Level 3: Redirects 50% of damage taken by enemies to itself. Damage cannot exceed 5.

R: Combat Shielding
Regenerates shields at a slow rate while in combat and regenerates shields rapidly when out of combat.

Level 1: Regenerates shields at +1(0.1) per second.
Level 1: Regenerates shields at +1.5(0.15) per second.
Level 1: Regenerates shields at +2(0.2) per second.

T: Planet Cracker
Causes the mothership to propel itself off the ground and continuously emits a beam of destructive energy, damaging units and structures below it in a radius of 3.

Cost: 10 energy/s
Cooldown: 20 seconds

Level 1: Deals 10(+1) damage per second.
Level 2: Deals 15(+1.5) damage per second.

here's what yam as sent me so far post more as i have time

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Re: The Official Ability Ideas Thread.

Postby GodKingFonzy » Wed Oct 30, 2013 9:02 pm

dat bump
put me in the same category as Fus, but never EVER, put me in the same category as corwin

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Re: The Official Ability Ideas Thread.

Postby Tydon » Wed Oct 30, 2013 9:16 pm

*reads 3 of Akuma's abilities* Hm, pretty neat. *scrolls down a bit more* I like that idea. *scrolls down even further* O.o a lot of imagination *clicks in mouse wheel, scrolls down for 30 seconds straight*


._.


Good idea for a thread though. Do we want to delegate a position to someone to make sure all abilities get put into the proper place? Yamino, do you want to do all of that? hehe
Image

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Re: The Official Ability Ideas Thread.

Postby Yamino » Wed Oct 30, 2013 9:26 pm

Embarrasingly, that whole list is mine that i sent to akuma months ago. :oops:

My God is it longer than I remember and there's a lot more made sense then...

I'll get it all sorted somehow. :shock:

Just ugh.. post away. Heh heh

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Re: The Official Ability Ideas Thread.

Postby Yiffeh » Thu Oct 31, 2013 1:53 am

I actually don't know what would be reasonable for HA anymore. Skillshots don't really work in this game, (I haven't really seen a skillshot that actually really needs to be a skillshot. I.E. Preserver's stuff can be plain AoE and I don't see it's playstyle being different with it's stun anyways)

But here's my go anyways:

New Rauder ult: Global Range, 25 movespeed skillshot: Stuns for 3-5 seconds + deals 80 Scaling Damage., stun length increases with how much the skillshot travels. Goes through creeps entirely, dissappears upon hitting a wall.
I love Gilad. He is the best. Gilad #1. Gilad for life. I LOVE GILAD SO EFFING MUCH!!!

^The above is pure and entire truth, and has been in no way been changed by the patented Lord Gilad Reeducation Centre.

All hail Lord and Master Gilad.

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Re: The Official Ability Ideas Thread.

Postby Yamino » Thu Oct 31, 2013 1:56 am

Ram is a skill shot. :lol:

Also Yiffeh, I need more description than that. I can't work with this! lol

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Re: The Official Ability Ideas Thread.

Postby Yiffeh » Thu Oct 31, 2013 2:17 am

Ram isn't a skillshot. Unless you count the Ultralisk as a projectile.

Fine. Formatting it like a princess for Mr. Yamino
AOE Damage/Effect Abilities

Targets Ground Only
Code: Select all
Hero: Maruader
[BOOM!]
Takes aim for 1.0 seconds and fires a massive missile 2 units wide that travels a straight line at high speeds until reaching a wall or hits an enemy ground hero. Has no collision with non-heroic targets at all. Upon colliding, deals high damage and stuns the target, if any, also dealing splash damage to all surrounding enemy units, including flying units, in a 2 radius around the target and slowing them.

Range: Infinite
Cost: 120
Cooldown: 60

Level 1: Deals 60 (+6.0) damage to target, and 40 (+4.0) damage to surrounding units. Stuns target for 3.0 (+0.1 per 3 units travelled, up to 5) seconds, slowing surrounding units for 20% (+2% per 3 units travelled, up to 40%)
Level 2: Deals 80 (+8.0) damage to target, and 60 (+6.0) damage to surrounding units. Stuns target for 3.5 (+0.1 per 3 units travelled, up to 5.5) seconds, slowing surrounding units for 30% (+2% per 3 units travelled, up to 50%)
I love Gilad. He is the best. Gilad #1. Gilad for life. I LOVE GILAD SO EFFING MUCH!!!

^The above is pure and entire truth, and has been in no way been changed by the patented Lord Gilad Reeducation Centre.

All hail Lord and Master Gilad.

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Re: The Official Ability Ideas Thread.

Postby Yamino » Thu Oct 31, 2013 2:26 am

The Ultralisk hero is easily one of the hardest heroes to play and that ram takes such timing and precision... you just don't know man...

And thank you! :D I'll call it the boomshot, maybe too much GoW.

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Re: The Official Ability Ideas Thread.

Postby akuma » Thu Oct 31, 2013 2:44 am

Tydon wrote:*reads 3 of Akuma's abilities* Hm, pretty neat. *scrolls down a bit more* I like that idea. *scrolls down even further* O.o a lot of imagination *clicks in mouse wheel, scrolls down for 30 seconds straight*


._.


Good idea for a thread though. Do we want to delegate a position to someone to make sure all abilities get put into the proper place? Yamino, do you want to do all of that? hehe

would you like to help out?

-- Wed Oct 30, 2013 8:47 pm --

Yiffeh wrote:I actually don't know what would be reasonable for HA anymore. Skillshots don't really work in this game, (I haven't really seen a skillshot that actually really needs to be a skillshot. I.E. Preserver's stuff can be plain AoE and I don't see it's playstyle being different with it's stun anyways)

But here's my go anyways:

New Rauder ult: Global Range, 25 movespeed skillshot: Stuns for 3-5 seconds + deals 80 Scaling Damage., stun length increases with how much the skillshot travels. Goes through creeps entirely, dissappears upon hitting a wall.

explain on this a little bit more

-- Wed Oct 30, 2013 8:51 pm --

Yamino use spoilers for the skills for now until they get there own topic and get linked in

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Re: The Official Ability Ideas Thread.

Postby GodKingFonzy » Mon Nov 11, 2013 9:46 am

Image
put me in the same category as Fus, but never EVER, put me in the same category as corwin

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Re: The Official Ability Ideas Thread.

Postby Yamino » Mon Nov 11, 2013 10:34 am

Yeah, yeah. I'm working on it.

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Re: The Official Ability Ideas Thread.

Postby alboix56 » Wed Dec 11, 2013 3:05 am

Launch Flares (Replaces Banshee E or R)
Learn lvl 1/3/5
"Launches flares to shake off heroes targeting the Banshee for a duration of 3 seconds. Levels decrease cost and cooldown."
(Prevents heroes from clicking on the hero for the duration. Any hero who was a-moving the hero will stop doing so. AoE's will hit.)
Level 1: Energy cost of 50, cooldown of 25 seconds.
Level 2: Energy cost of 40, cooldown of 20 seconds.
Level 3: Energy cost of 30, cooldown of 15 seconds.

*Ability inspired by Planetside 2 Flare ability for all aircraft.
Yiffeh wrote:Fus Theory clearly states that for every action, there is an equal and opposite fusaction of badness proportional to the action.

It also clearly states that in a closed system, the badness will invariably increase until everything is Fus and String.

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Re: The Official Ability Ideas Thread.

Postby akuma » Wed Dec 11, 2013 3:34 am

is this being worked on? if not ill put someone in charge of it

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Re: The Official Ability Ideas Thread.

Postby Yamino » Thu Dec 12, 2013 8:05 am

I'm taking a break from this forum. I'll post what I have and add more sporadically.

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Re: The Official Ability Ideas Thread.

Postby akuma » Thu Dec 12, 2013 12:13 pm

if you have a problem you can pm me, but my question didn't get answered do i need to another person in charge of this until you get back?

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Re: The Official Ability Ideas Thread.

Postby Yamino » Thu Dec 12, 2013 7:12 pm

My problem is stupid and petty; I'll get over it. Just need a break. I'll just check this thread.

The question: not really but if someone can go through the hero lists and gather them all in a pile so I can sort them out in the OP that'll be great.

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Re: The Official Ability Ideas Thread.

Postby akuma » Thu Dec 12, 2013 7:29 pm

you heard the man any takers?

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Re: The Official Ability Ideas Thread.

Postby GodKingFonzy » Thu Dec 12, 2013 7:31 pm

Well I wont do it all in one go.
But I can start adding abilities to here today.
put me in the same category as Fus, but never EVER, put me in the same category as corwin

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Re: The Official Ability Ideas Thread.

Postby akuma » Thu Dec 12, 2013 7:34 pm

ok good

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Re: The Official Ability Ideas Thread.

Postby ckSynergy » Sun Mar 23, 2014 5:49 pm

T: Greater Nydus
The Nydus Worm Hero summons the Queen Nydus, dealing great damage. The Greater Nydus has 640/1020 life and 20/40% DR. When summoned, the Greater Nydus works on unburrowing, growing larger in size (from a radius of 2 to a radius of 8). Each unburrow attempt deals 30/40 Damage to units in the area of effect (every second). After 12 seconds, the Greater Nydus erupts, dealing X damage (where X is its remaining life), stunning for 3 seconds and rooting consumed units for 6/8 seconds. The Greater Nydus can be forcefully unburrowed for half damage.

Reasoning: Terran has Nuke, Protoss has mothership, both great damage dealers that require an alert. This gives zerg a high-powered ultimate on an otherwise bland hero. Total damage output if unchecked: 1000/1500.

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Re: The Official Ability Ideas Thread.

Postby Yamino » Mon Mar 24, 2014 4:03 pm

In all seriousness, is anyone going to even use this thread? Its a lot of work to just sit there gathering dust.

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Re: The Official Ability Ideas Thread.

Postby Tydon » Mon Mar 24, 2014 6:31 pm

Doubt it. :P
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