Armies from Aiur
A very strange trait, though maybe foreseeable due to the fact that Adun cannot have a body pre lvl 10, this trait changes minions on one lane to a better version of themselves. A MUCH better version of themselves. The more pushed a lane is, the more minions spawn, up to 3 different minions per lane. It detects which lane is the most pushed and helps it, but can't push the same lane twice in a row, unless the core has been damage on that lane or the lane has lost a building in between the last and the current spawn. The minions aren't a negligeable force -- The zealot offers a lot of tankability. 10% damage reduction on EVERYTHING, and 70% extra health over a warrior minion, as well as 20% extra damage, yes, thank you very much!
The "utility" minion is a sentry. More damage, more health than the minion it replaces (the mage minion), but would you look at that : for 3 seconds, it grants nearby minions 25% damage reduction, every 8 seconds. That is VERY strong. Toggle that in the towers and your zealot will be soaking a TON of tower shots. Starts spawning when the lane's fort is killed.
Finally, the most powerful -- and the last -- of the minions (replaces the last archer minion, start spawning when the lane's KEEP is down), the Dragoon.
Same range as a tower, 45% more damage, 5% damage mitigation, 15% more hp and 20% attack speed. That thing, with the warriors to cover it, will DESTROY a lane. Same range as a tower means the catapults barely outrange it, and it can avoid the first shot they take at it. And it deals pretty high damage at a very fast rate, for a minion. That trait permits you to be constantly pushing down a lane, which means the enemy will eventually have to take care of your minions, else they'll lose the game to them. Your minions aren't timed either, unlike abathur's locusts.
Spear of Adun
Adun channels for a long *** time then gets a beam that drains his mana over time but deals a truckload of damage, that he can retarget at an extra mana cost. Pretty high cooldown, but the beam, if you can get some vision on an abathur, will kill it before the little sluggernuck knows what happened to him. Structures take a LOT less damage from this, but you don't have to worry about them escaping -- only about running out of vision or mana to target it. Because Adun cannot cast ANY abilities without vision, as he can't cast through the fog of war. Bummer, right? But Adun does NOT have a body, so he can't really grant much exp to the enemy team by dying -- at least before lvl 10.
Pretty straightforward : Deals damage, costs mana.
Reinforcement Warp-In
So, a zealot with high health and without a duration but with low damage. Allies can ping the thing to have it follow them, or they can decide to not ping it and it'll push down a lane -- And wreck it pretty badly. You can have 3 of those on the field, and so they're pretty damn helpful to take down merc camps, or to push lanes. Also, they soak. This is insanely good, but a diablo only has to push it into a bush and POOF. Zealot's gone. Those guys do NOT provide vision and they die when in contact with the fog of war, potentially making the fight over a watch tower worth it. They give the exp of 4 warrior minions when they die, But it's not too great, given the many, many benefits they give.
Pulse Bombardment
Adun channels for 5 seconds... Wait, 5 seconds? That's a HUGE time. Everyone has the time to steer clear from it. When you cast the zone at first, the enemies are marked with something that'll make their abilities do less damage upon taking damage from the spell. That spell does a truckload of damage. We're speaking some 2,050 damage at level 20, which is insane for one spell. If the enemy team is caught in it at that stage of the game, it's catastrophic. On the other hand, if you lose vision of the center of the area, the casting interrupts and you get a 35 seconds cooldown on it, and it's a 5 freaking seconds cooldown. You don't need blink or bolt ot divine shield to escape its damage -- you just walk right outta there. The area isn't too big either -- a bit smaller than Artanis' suppression pulse, which is pretty big, but make it smaller, remove the blind and make it cast for 5 seconds, people can walk right outta there and walk back in for a second then walk back out and still be safe. It's not counting the heroes that can stay in there until the last second and go invulnerable or instantly get out -- Like Murky or Zeratul. Or an Uther. Johanna, to an extent. And all characters with bolt of the storm.
Of course, lock people down in that and they're just dead and deader -- your team gets the damage done to them, I'm sorry pal but your healer won't be helping you much through that damage.
Plasma Blasts [Heroic]
So, a couple charges, good damage, high cooldown per charge, gives vulnerability on enemies. If you're hit by a plasma blast, you take 45% extra damage from that spell. And that stacks twice. And since every blast does 745 damage at level 20 (the casting time is kinda long though, and the area is very small, so you can get out of it pretty damn easily), a blast would do around 1,425 damage at level 20 with the 90% boost. Assuming you get hit by three blasts, you'd be taking some... 3,240 damage for three ability casts. Ouch. But, that's assuming you take all three blasts -- And given that the area is damn small and the casting time is pretty high for the area it affects, then you should be fine. Also, it applies a vulnerability effect to those who are hit by that. So yeah, great ult, but you can't cast anything while channeling the blasts, and your blasts are most effective if used in conjunction.
Battle Commander [Heroic]
You get a new kit of abilities -- You're a sustain fighter with pretty high hp and all around utility : A displacement, a force wall that speeds up your allies instead, and a high damaing ability. Even if you stand still you deal damage to enemies, due to your new passive trait that fires at enemies around you. Although you cannot capture anything, or gather coins, gems or tributes. Or skulls, for all it would matter. You don't cap dragon shrines and the like any further, BUT your presence on them do prevent your enemies from capturing them any further, so you can effectively block your enemies out of capturing the dragon shrine at the last minute while your teammates get the knight. Very powerful, BUT, the drawback is : Heftier death timer, and you grant three kills. That's right, three kills. You have nowhere as much health as Cho'Gall, and you're worth three deaths. And you get a 50% increased death timer. At level 20, you'll get 90 seconds out of battle. And this ability recharges 100% slower when dead. as well as having an already pretty high cooldown. High risk, high reward ability in my opinion. Play it wrong and you're on ice for a LONG time, and you gave a lot of exp to your enemies. Some people don't even die three times in a game, and you could potentially die much, MUCH more than that, so caution is really needed there.
Just a remark : the ray should do less damage to building.