lvl 1
1. AA- Basic Attacks regen
3 mana. If used right after a basic ability, they regen
10 mana
2. Q- Quest: for each enemy Hero hit by Chaos Bolt, increase its damage by
3, up to
90.
Reward: Upon hitting 30 enemies, decrease its mana cost by
15 and increase range by 10%
3. E- Siphon Life grants vision of the player for 5s after the DoT damage is over. And no longer cost mana.
Also, regeneration globes increase damage of the next Siphon Life by 4.75%
lvl 4
1.Q- Increase time spending casting by 1s. For each 0,5s time casting, increase area round the target by 7%, up to 49%
2. E- Siphon of Life increases the ally movement speed by 25% for the duration. If the enemy hero affected by Siphon of Life is also aflicted with Seed of Corruption, increase the movement speed bonus to 50%
3. D- Increase range of Seed of Corruption by 20%. You may cast Seed of Corruption again as a skillshoot from the target afflicted, transferring it to another enemy Hero. Does not refresh duration
lvl 7
1. Q- Next basic attack after Chaos Bolt cast Incinerate to the target, dealing
118 (+4%) damage. Increase damage of Incinerate by
100% for each additional enemy hit by Chaos Bolt
2. W- Upon the target return to the battleground, an Imp is summond, casting fire bolts every second, dealing
42 (+4%). Last 7s. If an allied Hero is stunned, slowed or rooted near the Imp, the CC is redirectioned to the demon and that allied is healed by
100 (+4%). Can only occur once per Imp. When he is destroyed, or duration is over, he explodes, dealing
294 (+4%) damage to enemies around him
3. E- Siphon Life heals
300% more when deals damage against rooted or stunned targets.
4. D- When the Seed hits the target and when the seed ends, a Vile Taint is created at the location, dealing
65 (+4%) damage a second to enemies standing there, lasting 5s.
lvl 13
1. W- Quest: Use Tear of Rift on 3 allied Heroes with less than
25% of hp in combat.
Reward: Basic Attacks reduces its CD by 2s
2. E- Gain 1 additional charge and reduce CD by 1s. Can be used at the same target both charges
3. D- Seed of Corruption now has 2 charges with 12s cd between uses. Also Seed of Corruption has a reduced area around the target (to inflict another hero, the original one must be even closer)
lvl 16
1. Q- Chaos Bolt can be cast while moving, but moves with 60% normal movement speed
2. Q- Chaos Bolt stuns the target instead of rooting the target and neaby enemies. Stun duration is equal to 70% of time spent channeling
3. 1- gain a new ability: Focused Chaos
4. W- Tear Rift grants/removes armor equal to
20 from the target for 2s after they return
lvl20
1. 2- Gain a new ability: Curse of Tongues
2. 3- Gain a new ability: Curse of Weakness
3. 4- Gain a new ability: Curse of Fragility
CREDITS
Kindless, for the first ult
Siplon Life is already in the game.
R1 is basically a silence. On one Hero. Duh.
R2 is basically Valla's Strafe.
Overall, a weak concept. Thanks for drawing some attention to our lord and saviour Kil'jaedn though!
I for one think that he'll be a difficult hero for Blizzard to implement as he neither was a unit in WC3, nor can he be based on a class from WoW. He was not a particularly well-defined boss in TBC, and will return in 7.2... But his lore is so vast that almost any concept is in danger of being either not enough (i.e., a niche hero centred on debuffs) or too much (such as summoning an army of Infernals and shooting Shadow lightnings).
Comment has been deleted
Gul'dan has Drain Life.
R1 is a game mechanic that only works against unsuspecting noobs. Any sane person would just stop using abilities for the time. Say, Kaharzim's Palm is useful because it either heals (especially against delayed damage, i.e. Chromie) or makes the enemy stop dealing damage to the Hero. This is not.
Exactly. That's why it's bad. And the spell effect would also be close to Gall's Shadow Bolt Volley. Again, bad.
And it could go a little more around him being a Deceiver, not a Warlock.
Also I kinda don't understand a purpose of R1. In its current state it's mostly like silence+disarm kind of ability over a heckload long duration, because who would use their control over hero to damage his own team and heal the enemy. Unless their heros are given to an AI for the duration, but that isn't right IMO.
I've an idea of messing around swapping their healing into damage and vice versa, which is good idea for healing reverse, but not as much for damage. I can understand how healing powers can be altered to deal damage but, from a bit of logical standpoint, how can you explain healing via slicing an enemy as Illidan or getting hit with an Ice Shard from Jaina's Blizzard? :P
And give your thoughts about my Hero concept if you got some spare minutes. :D