archedmaid
New member
Simply put, an evolved variation of the neutral mobs as a playable hero. This hero would be meant to be a defensive support hero as opposed to most other heroes.
A note on ability 2 and 4, They could be interchanged if scaled appropriately when switched. Ability 2 here is for constantly being able to buff a hero or mob to maintain some defensive control, but if changed to an ult it would be for super buffing to actually hold off a multiple heroes or a whole team.
Ability 1: Fireball
This ability shoots a fireball in an arch that functions like a smaller walker fireball.
(has charges)
1: Leaves fire trail where it lands
2: +1 charge and small cooldown reduction
5: fire trail slows
Ability 2: Unhealthy Growth
For a period of time create a buff, for you and the host entity, by attaching self to a friendly hero or structure mob, such as guardians, walkers, patron and mid boss.
(these buffs could be based off of the stats of this hero)
1: Increased resistances or add a % of your resistances
2: Increased damage or add a % of your damage increases
5: Enable the Ability to trigger hero abilities and activate items
Ability 3: Worldly Servant
Friendly and neutral mobs within a radius of this hero will target enemy players who are attacking them.
(This could be passive for low level mobs and triggerable for a duration on Structure mobs and/or activate just for the targeting affect.)
1: Spirit damage added to their attack
2: Healing aura around mobs or heal mobs on hero hit
5: Increased Range
Ability 4: Evolve
Temporarily become a bigger and tankier variation of this denizen hero
1: increase movement speed to this hero and allies in a radius
2: Resistances that increase by stacks when when receiving damage or start with high resistances that reduce when receiving damage
5: Become immune to anything that would insta-kill this hero. Example: Killing blow or guided owl
A note on ability 2 and 4, They could be interchanged if scaled appropriately when switched. Ability 2 here is for constantly being able to buff a hero or mob to maintain some defensive control, but if changed to an ult it would be for super buffing to actually hold off a multiple heroes or a whole team.
Ability 1: Fireball
This ability shoots a fireball in an arch that functions like a smaller walker fireball.
(has charges)
1: Leaves fire trail where it lands
2: +1 charge and small cooldown reduction
5: fire trail slows
Ability 2: Unhealthy Growth
For a period of time create a buff, for you and the host entity, by attaching self to a friendly hero or structure mob, such as guardians, walkers, patron and mid boss.
(these buffs could be based off of the stats of this hero)
1: Increased resistances or add a % of your resistances
2: Increased damage or add a % of your damage increases
5: Enable the Ability to trigger hero abilities and activate items
Ability 3: Worldly Servant
Friendly and neutral mobs within a radius of this hero will target enemy players who are attacking them.
(This could be passive for low level mobs and triggerable for a duration on Structure mobs and/or activate just for the targeting affect.)
1: Spirit damage added to their attack
2: Healing aura around mobs or heal mobs on hero hit
5: Increased Range
Ability 4: Evolve
Temporarily become a bigger and tankier variation of this denizen hero
1: increase movement speed to this hero and allies in a radius
2: Resistances that increase by stacks when when receiving damage or start with high resistances that reduce when receiving damage
5: Become immune to anything that would insta-kill this hero. Example: Killing blow or guided owl