Once a mighty warden and sister of Mortred, the maniacal laughter of her sibling and the chakram of hers covered in her own just drawn blood is a sight that even today still haunts Shendelzare. Hearing the laments of her loyal daughter, Elune decided to not forsake her, and she graced her with a new body along with the ability to harness powers from the nether-world and a fighting spirit only owned by those who have met death itself. Shendelzare now leads the Sentinel's army, fearless of what could come at her, an avatar of the dreadful emotions within the soul of her former self.
Hero Abilities
Magic Missile
A magic missile is thrown at an enemy unit, causing damage. Stuns for 1.75 seconds.
Shendelzare lets loose a wicked cry, terrorizing enemy units. Their armor and damage are reduced.
Level 1 - Reduces base armor by 2 and damage by 5%.
Level 2 - Reduces base armor by 3 and damage by 10%.
Level 3 - Reduces base armor by 4 and damage by 15%.
Level 4 - Reduces base armor by 5 and damage by 20%.
The Morphling, nature's magnum opus, the pinnacle of evolution, can force his liquid body to flow over opponents in a massive wave, forcibly moving himself as well as injuring his enemies. At a whim he may change the composition of his body, trading strength for agility and vice versa. Capable of manipulating his energy into either disable or damage based on his strongest attribute, the Morphling's most disturbing ability creates a literal clone of a chosen target, forcing them to face their own reflection as he crushes them in their confusion.
Hero Abilities
Waveform
Morphling dissolves into his components and surges forward, dealing damage to everything in his wake.
Blasts a target with magical energy, dealing damage or disabling the target based on the Morphling's dominant attribute between Agility and Strength.
Level 1 - 30 + 1.4x Agility in damage or stuns the target 1.4 seconds and knocks back slightly.
Level 2 - 60 + 1.8x Agility in damage or stuns the target 1.8 seconds and knocks back slightly.
Level 3 - 90 + 2.2x Agility in damage or stuns the target 2.2 seconds and knocks back slightly.
Level 4 - 120 + 2.6x Agility in damage or stuns the target 2.6 seconds and knocks back slightly.
The Morphling edits his physical being to fit the circumstances. He can, at will, lose some strength and gain agility, or vice versa. The process is reversable. Passively gives improvements to his Agility and Strength.
The Morphling has the unique ability to replicate any target friendly or enemy hero. Although it only deals 50% damage, the hero can morph into his replication, instantly taking its position.
Slithice was always a vagabond among the Naga, roaming beyond the boundaries of the sea in search of new things. During her adventures she met and fell in love with a young Orc training to be a Blademaster. Though he was inexperienced he taught her many Orcish fighting tactics employed by seasoned warriors. During their courtship as she was learning how to make traps from a local raider, a swarm of Scourge came and invaded, her love was killed before her very eyes. She used her Naga magics to put the evil to sleep and fled, and now gives her all to the Sentinel, in the name of her love.
Hero Abilities
Mirror Image
Confuses the enemy by summoning copies of Slithice, which can deal damage. Images take triple damage.
Lasts 30 seconds.
Syllabear was spared a time of great strife due to the deeds of his people. Sensing their settlement's impending destruction they turned their child into a bear and sent him into the wild. Syllabear grew up strong and savage, like the bears that inhabited the forests of his home. Using druidic powers, he can enter a state of almost rabid frenzy, and even call powerful bear companions to aid him. Awakened into his elven heritage by Furion the Prophet, Syllabear has regained his true elven form, and brings the bestial spirit of the bear to the battlefield.
Hero Abilities
Summon Spirit Bear
Summons a powerful Spirit Bear companion. It randomly Entangles enemies that it attacks.
Level 1 - 1400 hit points,
Level 2 - 1800 hit points, gains Return.
Level 3 - 2300 hit points, has Return, Entangles 20% of the time and Demolish.
Level 4 - 2700 hit points, Entangles 20% of the time, has Return, Demolish, and a 33% Spell Damage Reduction, and can carry items.
Syllabear can create an intense combative fury in either himself or his Spirit Bear Companion.
Lasts 10 seconds.
Level 1 - Increases attack speed by 10% and movement speed by 5%.
Level 2 - Increases attack speed by 20% and movement speed by 10%.
Level 3 - Increases attack speed by 30% and movement speed by 15%.
Level 4 - Increases attack speed by 40% and movement speed by 20%.
Hailing from the magical community of Quel'Thalas, Nortrom is one of the strongest Elven warriors defending the integrity of the lands. Mastering the ancient art of glaive-throwing, and combining it with the volatile nature of the Blood Elves' arcane magic, he is able to disrupt the magical energies in his enemies. By binding his magical powers to his glaive, he is able to cause damage beyond devastation, gaining intelligence from every kill. Concentrating all his energies, he can cause chaos within his enemies' magical pools, making them unable to cast spells. He is determined to fend off the Scourge and their demon magic until he has breathed his last.
Hero Abilities
Curse of the Silent
Afflicts a target area with the Curse of the Silent. The target will lose hp and mana per second until it casts a spell. Lasts 10 seconds.
Level 1 - 10hp/5mana per second.
Level 2 - 20hp/10mana per second.
Level 3 - 30hp/15mana per second.
Level 4 - 40hp/20mana per second.
Nortrom's Glaives are enchanted by his experience in magic. If he kills a hero, he will permanently steal 1 intelligence from it. Damage type is pure.
Level 1 - Deals 15% of your intelligence in bonus damage.
Level 2 - Deals 30% of your intelligence in bonus damage.
Level 3 - Deals 45% of your intelligence in bonus damage.
Level 4 - Deals 60% of your intelligence in bonus damage.
Cooldown: 3/2/1/0 seconds.
Orb effects do not stack
Buff placers do not stack
Level 1: 15 mana, 3 sec cooldown.
Level 2: 15 mana, 2 sec cooldown.
Level 3: 15 mana, 1 sec cooldown.
Level 4: 15 mana, 0 sec cooldown.
Last Word
Causes any unit under the effect of this aura to become silenced after it finishes casting a spell. Has a 700 AOE.
Master of light and mana manipulation, Ezalor was once viewed as a scholar, and was regarded as a powerful mentor to many. However, his defection and betrayal of his allies during the War of the Magi caused him to be sentenced to banishment to the spirit realm for all of eternity. However, knowing of his tremendous power, the Sentinel granted him a corporeal form within the physical realm in exchange for his alliance against the Scourge onslaught. As such, Ezalor carries his duties of supporting his comrades valiantly despite the treacherous past that most know little about.
Hero Abilities
Illuminate
Channels a ball of positive energy, letting it build up 100 damage per second. When released, it damages all enemies in a line. The distance also improves with channeling time.
Level 1 - Can be channeled for 2 seconds, maximum range is 500.
Level 2 - Can be channeled for 3 seconds, maximum range is 600.
Level 3 - Can be channeled for 4 seconds, maximum range is 700.
Level 4 - Can be channeled for 5 seconds, maximum range is 800.
Weakens the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing the enemy to lose some of their mana. If the enemy loses all its mana, it gets paralyzed while it repairs the bond. Cast range increases per level.
Level 1 - Lasts 5 seconds, 3.5% of their manapool per 100 units, 1.25 second stun
Level 2 - Lasts 6 seconds, 4% of their manapool per 100 units, 1.5 second stun
Level 3 - Lasts 7 seconds, 4.5% of their manapool per 100 units, 1.75 second stun
Level 4 - Lasts 8 seconds, 5% of their manapool per 100 units, 2 second stun
Ezalor turns his body luminescent temporarily. His mastery of the light becomes so powerful that he can freely cast Illuminate without channeling, cast a brilliant light that blinds foes, and a teleport allies from anywhere to his side at light speed.
Goblin engineering was always innovative, but Boush brought it to such extreme that most refuse to believe that his powers lie in machines and rather think that he fights with magic. He can shoot focused light and homing projectiles as powerful and as flashy as most destructive Elven Arcane spells. It is said that not even best Necromancers can raise armies comparable to seemingly endless amount of clockwork goblins that Boush can easily summon. And while some refuse to believe in his machinery skills and other call him the master artist of engineering, none can deny the destructive force of this goblin.
Hero Abilities
Laser
Fires an intense beam of light at a target, dealing damage and blinding all in the area for 9 seconds. Deals precise damage.
Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill. With his supreme strength, he is able to launch anything into the air, including huge amounts of soil to cause avalanches around his enemies. Because of his craggy exterior, enemies have a hard time attacking him. Over time, Tiny's body will grow bigger as the magnetic forces deep inside his granite heart pull rocks and soil to his rugged stone form.
Hero Abilities
Avalanche
Bombards an area with rocks stunning and damaging enemy land units. A unit tossed in the air gets hit by more rocks.
Tiny grabs the nearest unit, friend or foe, and launches them at a location. Upon landing, the unit deals damage in an area as well as receiving 20% of that damage to themselves (this damage increases as your size increases).
Tiny's body is made of solid granite, causing great pain to those who attack it. Whenever a melee unit attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.
A wandering vagrant of the Mok'nathal, the fabled half orc-half ogres of legend, Rexxar and his mighty blades have joined the cause of the Sentinel to better protect the natural world around him. A friend of beasts, Rexxar flails and tears at his enemies with unsettling savagery, even going as far as hurling his axes in the manner of boomerangs at his enemies to better his chances at victory. Truly a warrior of the living planet that thrives around him, the Beastmaster is an ally to be counted on when he is needed the most.
Hero Abilities
Wild Axes
Rexxar hurls his two axes outward, which then intersect and return to him. Each axe can only damage a unit once.
Level 1 - Each axe deals 90 damage.
Level 2 - Each axe deals 120 damage.
Level 3 - Each axe deals 150 damage.
Level 4 - Each axe deals 180 damage.
Rexxar calls upon wild beasts to aid him. The duration, strength and number of beasts increases per level. Previous summons are removed upon casting.
Level 1 - Summons a Scout Hawk.
Level 2 - Summons a Scout Hawk and a Quilbeast.
Level 3 - Summons a Greater Hawk and a Quilbeast.
Level 4 - Summons a Greater Hawk and a Greater Quilbeast.
When Rexxar engages an opponent, his animalistic nature grants him even greater proficiency in single combat. With each continuous blow on the same target, Rexxar gains understanding of the prey's defenses, and guides each strike with greater ease than the last. Maximum of 100% increased attack speed. If Rexxar changes targets, his rage counter drops to half of where it was.
The Beastmaster looses a deafening roar which deals damage and stuns its target. Enemy units near the roar wave take minor damage and have their movement speed and attack rate reduced. Due to the force of the roar, all units between the Beastmaster and his prey are shoved aside, creating an open path.
Level 1 - 200 primary damage, 3 second stun. 100 side damage, 2 second slow.
Level 2 - 250 primary damage, 3.5 second stun. 200 side damage, 3 second slow.
Level 3 - 300 primary damage, 4 second stun. 300 side damage, 4 second slow.
A matriarch and high priestess of Elune's blessed order, Mirana Nightshade serves as a light in darkness for the front line of the Sentinel ranks, raining arrows and falling stars alike upon the shambling undead masses of the Undead Scourge, while her very presence is said to be so holy that it melts away the fatigue of nearby allies, giving them greater haste on the battlefield. In times of need however, she can fade herself and others around her into the safety of invisibility, making her a potent supporter matched by few.
Hero Abilities
Starfall
Calls down a wave of meteors to damage each nearby enemy. If enemy is farther than 600 range, it has a 60% chance to still hit him. One random enemy unit within 200 aoe will get hit again for half the damage.
Level 1 - 75 damage per wave.
Level 2 - 150 damage per wave.
Level 3 - 225 damage per wave.
Level 4 - 300 damage per wave.
Fires an arrow to a location with deadly precision, dealing large damage and stunning the first unit it strikes. Stun duration increases based on how far the target is, ranging from 0.5 to 5 seconds.
Mirana's wild Frostsaber leaps forward into battle, empowering allies with a ferocious roar upon landing. Movement and Attack Speed bonus lasts 10 seconds.
The apprentice of a legendary creature from Aiur, Lanaya is a psychic adept who specializes in strategic assassination for the Sentinels. Her psionic abilities manifest in and out of combat, and can be used to amplify damage while attacking, to protect her from enemy assault, or cloak herself invisibly before lashing out at an unfortunate passerby. And so more often than not, the foes that encounter the Templar on the battlefield find themselves dead and buried, their lives cut short as she fades back into the shadows, waiting for a new prey.
Hero Abilities
Refraction
Manipulating psionic energy around herself granting a mystical refraction of light that protects her from external harm and giving her bonus damage for a limited number of instances. Lasts 20 seconds.
The art of Shakuras allows Lanaya to conceal herself at any time of the day and strike from the shadows with her armor-shredding blades. Deals bonus damage and reduces enemy armor for 10 seconds.
Using her psionic powers, the Templar causes enemy units behind her target to feel the same pain as the target itself. This psionic power extends her attack range.
Of all the allies in the Sentinel's ranks, only one, is known by as many names and is feared in as many lands. Called Capt. CoCo by his mates, Jacksparrow by others, The Legendary Mariner by some. but only a select few, know his real name and what it stands for. He can harness the powers of the depths to conjure torrential geysers that blast his enemies into the air. His elegant blade is sworn to the Seas and with each mighty swing it ebbs like the tides. Using a watery form of spacial magic, he can bring you back to your original destination. The Captain now sails towards the Scourge lands, aboard his Phantom vessel boosting the spirits of his comrades with his fabled Rum, paving the way for the victory of the Sentinel. He is Kunkka, Master and Commander of the seven seas.
Hero Abilities
Torrent
Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water errupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing damage and slowing movement speed by 30%.
Kunkka's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero increased damage and large AoE cleave for a single strike every once in awhile.
In order to make an assembly for his troops, Admiral Proudmore targets a hero and marks its current position on the ground. After a few seconds, the hero will instantly return to the mark.
The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 15% bonus movespeed and numbness to incoming damage, causing them to feel only half of the pain now and half after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for damage and a brief stun when the ship crashes.
Kardel Sharpeye is a testament to his name and race. Using only his finely honed skills of marksmanship and his trusty rifle, he sytematically destroys his opponents from afar. Taking great care to aim for the most vulnerable of areas, he is capable of severely injuring an opponent, and with a little extra time, has been known to simply dispose of an enemy in a single shot. His rifle is equipped with a secondary barrel, capable of launching a short burst of shrapnel at close range, causing massive damage.
Hero Abilities
ScatterShot
Fires a ball full of shrapnel into the air. which promptly explodes, showering the target area in explosive pellets, each doing 20-35 physical damage in a 200 area of effect.
The quillboars were never interested in the affairs and wars of other races, but one knew that the Scourge would eventually descend on their lands if left unchecked. Entering the ranks of the Sentinel for the sole reason of the preservation of his tribe, Rigwarl brings primal instincts to the never ending battle. Each time he releases a flurry of quills or a glob of slime, he works himself into a frenzy that increases his effectiveness drastically, and should he be in danger, his bristle back would shield him from further harm. A perfect demonstration of the abilities that even lesser beings can unleash.
Hero Abilities
Viscous Nasal Goo
Covers a target in snot, causing it to have reduced armor and movement speed. Casts on the same target are cumulative.
Lasts 5 seconds.
Level 1 - -1 armor, 20% and 3% slow a cast.
Level 2 - -1 armor, 20% and 6% slow a cast.
Level 3 - -2 armor, 20% and 9% slow a cast.
Level 4 - -2 armor, 20% and 12% slow a cast.
Sprays enemy units with quills dealing damage in a 650 AoE. Deals 30 extra damage everytime a unit is struck by a quill in the last 10 seconds. Damage type is physical.
Level 1 - 20 direct damage. 30 stacking damage.
Level 2 - 40 direct damage. 30 stacking damage.
Level 3 - 60 direct damage. 30 stacking damage.
Level 4 - 80 direct damage. 30 stacking damage.
Rigwarl covers his back in spines, causing him to take reduced damage. Automatically releases a quill spray whenever his rear receives 300 damage.
Level 1 - 10% reduced from rear, 5% from sides.
Level 2 - 20% reduced from rear, 10% from sides.
Level 3 - 30% reduced from rear, 15% from sides.
Level 4 - 40% reduced from rear, 20% from sides.
Passive
Warpath
Everytime Rigwarl casts a spell, he works himself into a fury. Movement and Attack speeds increase on repeated spell casts. Lasts 10 seconds. Stacks up to 4 times.
Level 1 - 30% IAS/5% MS Base + 5% IAS/1% MS Stack.
Level 2 - 40% IAS/7% MS Base + 10% IAS/2% MS Stack.
Level 3 - 50% IAS/10% MS Base + 15% IAS/3% MS Stack.
Passive
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