Level 1
Typhoon
Quest!: Pull Enemy heroes with Cyclone.
Pull 10 enemy heroes with Cyclone
Reward: Every enemy hero pulled by Cyclone reduces Cyclones Cooldown by 2 Seconds
Pull 20 Enemy heroes with Cyclone
Reward: Enemy heroes can now be pulled by Cyclone twice
Nature's Grasp
Quest!: Slow Enemies with Strangling Vines
Slow enemy heroes for 30 seconds with Strangling Vines
Reward: Every time strangling vines does damage, reduce the cooldown of a charge of Strangling Vines by .5 seconds.
Slow enemy heroes for 60 seconds with strangling Vines
Reward: Increase the slow of Strangling Vines to 45% and increase the damage by 20%.
Sharpened Thorns
Increase the damage dealt back by Thorns to 30% of damage taken.
Level 4
Patron of the Wilds
Friendly non-Boss Mercenaries near Cenarius deal 50% more damage, and gain 50 Armor against Minions and Mercenaries, reducing damage taken by 50%.
Protective Nature
Strangling Vines grants allies 15 armor while standing in its affected area.
Prickly Thorns
Every time Thorns deals damage, it also deals an additional 1% of the heroes max health as damage.
Against heroes that do lots of small amounts of damage very quickly, such as poison damage or Tychus's Auto attacks, this can allow for a very strong defense, on top of being effective against tanks.
Level 7
Gale Force Winds
The outer damaging ring of Cyclone now also slows for 30%. This slow lingers for 1 second upon leaving the outer ring.
Mentor of the Wilds
Your trait is now activatable while all three bonuses are active, allowing you to grant an ally these bonuses for 5 seconds.
30 Second Cooldown
Tailwind
Every time an enemy hero is pulled by Cyclone, Cenarius gains 10% movement speed for 4 seconds, stacking up to 5 times.
Level 10 - Heroics
Level 13
Natural Defenses
Allies standing within Strangling Vines area of effect gain an untalented Thorns for as long as they remain in the area.
Soul of the Forest
Increase the range and area of effect of all basic abilities by 30%.
Guardian of the Forest
Increase the duration of all basic abilities by 2 seconds.
Level 16
Blessing of Malorne
Enemies affected by Strangling Vines have their damage reduced by 20%
Blessing of Aviana
Enemies who are pulled by Cyclone are also stunned for 1 second
Blessing of Aessina
Damage done by Thorns heals the affected ally for 50% of the damage done.
Level 20
Ysera's Gift
While allies are in the Dream, they heal for 8% of their max health every .5 seconds.
Wrath of An'she
Increase the duration of Solar Beam by 1 second, and every second Solar Beam will deal 200
(+4% per Level) damage to all enemies inside its radius.
Lunar Beam
Calls down a beam of Elune's moonlight at your location, healing all allies withing the beam for 10% of their max health per second. Lasts 6 Seconds.
45 Second Cooldown
Cannot be cast while Solar Beam is active
Demigod of Nature
While all three bonuses of Heart of the Land are active, increase its effectiveness by 100%
The increased bonuses are not given to allies with the Mentor of the Wilds Talent
Emerald Dreamway
Activate to walk through the Emerald Dream and appear at any target location that is visible.
1.5 Second Cast Time
30 Second Cooldown
D- Really cool. Love it. Something I can totally see as feasible and unique
Q and W- Both of them are neat, I like the Q especially because pulling to the center is the reward but the damage comes from the outside, meaning enemies have to choose between standing in the middle to avoid it entirely or just suck it up and run through. Sort of an Eye of the storm feel.
I have 2 minor quips though. The first is they seem out of order. The Q and W feels like they should be reversed in button order since the Q is more akin to Zombie Wall, and Warp Rift.
The second is the slow on the W is kinda insanely high. Probius's slow is only with Warp Rift is only 20% and it has a delay on even spawning (Assuming yours doesnt since it didnt say that) and heroes like Jaina who is entirely designed around slows only has a 25% baseline slow. Arthas has a 40% slow but it has to ramp up over time. Assuming that the slow is more of a secondary benefit compared to the actual damage the vines do, I'd only suggest nerfing the slow %.
E- Not entirely a new concept but its a good one nonetheless
R1- Basically an AoE wide tassadar E? I can get behind that, cooldown seems a tad high for the short duration though. A longer duration would make it more for aggresive openings and a shorter CD would make it more defensive orientated. Not sure which you'd prefer but I would imagine one of those 2. or a combination
R2- This is the only part I dont really like and reason is mainly because of the sense of me thinking concepts should be realistic. And to this end, blizzard refuses to give non summoner heroes, abilities that summon non hero units that deal damage and clutter the screen. Its a conscious design decision they make. And 14 units is a LOT of screen clutters.
Look back at recent heroes. The last hero who summons non hero units that can attack things is probius, who is a summoner. Before that was Xul, another summoner. Before that was Azmodan and Anubarak, both summoners. The only exception so far is Jaina with her welly but thats more thematic and moreso just to apply her trait continuously rather than the unit itself (which even then, is still just one unit).
Aside from that, its a great concept overall, good job, got my upvote
On the topic of his second ult, when i was originally making Cenarius, i always thought back to one of my favorite Warcraft 3 campaign missions where you have to kill him. I always loved how he was able to summon the forest itself to come and attack invaders, so i wanted to incorporate that idea into his kit. I will admit i was not aware that Blizzard was fully against trying to make a mass summoner hero, so this was my mistake. I will work on a new ultimate that i think may work in his kit. I hope to see your thoughts on it when I get an update out!
Thank you very much!!!!