Level 1/Tier 1:
(Q) Eternal Flame
: Hitting enemy Heroes with Dreadflame sets them on fire, dealing 101 (+4% per level) damage over 5 seconds. Felclaws attacks extend it's duration by 1 second, up to 4 additional seconds.
Passive: Felclaws cause your Basic Attacks to cleave.
(W) Torment of Shadows
: Withering Curse deals additional damage equal to 1.5% of Heroes maximum health.
(1) Chaosborn
:
Repeatable Quest: Basic Attacks against Heroes while Felclaws are active increase Attack Damage by 4, stacking up to 80. Half of the bonus is lost upon death.
Reward: After damaging Heroes 20 times, Kil'jaeden's next Basic Attack within 6 seconds after activating Felclaws will deal 75% more damage and apply 3 stacks of Manipulation.
(D) Master of Manipulation
: Reduces cooldown of Manipulator by 15 and whenever Shadow Reflections deal damage, cooldown is reduced by 1 second, up to 5 seconds.
Level 4/Tier 2:
(Q) Dreadburst
: First Hero hit by Dreadflame explodes for 20% increased damage and is slowed by 40% for 4 seconds.
(W) Grip of the Deceiver
: After leaving the area of Withering Curse, its Slow persists on enemy Heroes for 2 sec. Damaging enemies with Basic Attacks extands duration of this effect by 1 second, up to 3 additional seconds.
(W) Growing Void
: Increases Withering Curse's duration by 1 second and additional 0,5 sec per each Hero affected by Withering Curse.
Level 7/Tier 3:
(E) Erupting
: Shadow Reflection upon death or when it expires deals damage to nearby enemy Heroes equal to 12% of their maximum health.
(E) Wailing
: Shadow Reflection applies twice the amount of Manipulation stacks.
(E) Malignant
: Shadow Reflecion reduces Armor of its target by 25 while it is active and for 2 seconds after it expires or dies.
(E) Hopeless
: Shadow Reflection reduces healing received by its target by 40% while it is active and for 2 seconds after it expires or dies.
Level 10/Tier 4:
(R1) Deceiver's Veil
: -
(R2) Armageddon
: -
Level 13/Tier 5:
(Passive) Felblood
: 10% of the Spell Damage done is returned to you as Health, tripled against enemy Heroes.
(Active) Nether Gale
: Channel for 3 seconds, gaining 75 Spell Armor, reducing Spell Damage taken by 75%. If Kil'jaeden is Stunned or Silenced during the channel, he gains 50 Spell Armor for 1,5 seconds.
(Passive) Web of Lies
: Each enemy Hero with Manipulation grants 4 Armor. Activating Manipulator maintains Armor granted by Heroes with Manipulation for 3 seconds and grants additional 10 Armor.
Level 16/Tier 6:
(Q) Flames of Sargeras
: Heroes hit by the Dreadflame's detoantion radiate intense heat, dealing 20 (+4% per level) damage to their allies. Flames of Sargeras generate Manipulation stacks.
(W) Soul Anguish
: Upon entering Withering Curse, enemy Heroes are Blinded and Silenced for 1,5 seconds.
(E) Reflected Souls
: Shadow Reflection gains an additional charge and its duration is increased by 2 sec.
Level 20/Tier 7:
(R1) Choking Shadows
: Deceiver's Veil slows Movement Speed by an additional 15% and doubles amount of Manipulation stacks it applies.
(R2) Smouldering Ruin
: Increase the size of burning ground left behind by Armageddon meteors by 75% and duration by 2 seconds.
(E) Hidden Enemy
: Shadow Reflecions has additional 15% of target's health and cannot be damaged by its target's allies.
(D) The Deceiver:
Manipulation's duration is increased by 2 seconds. Activating Maniuplator also reduces cooldown of Kil'jaeden's Heroic Abilities.
MANIPULATED DOUBT (D)- i would make it last less time, 12 sec is too oppressive even for small debuff (6 sec is more in line), and i think maybe make its active trigger a cd reduction effect per charge rather than just point and click debuff (like reduce cd by 0.1 sec and return 1 mana per charge). if im understanding it correctly the 1% debuff is applied every time a dot deals damage and thats why its just 1%.
SHADOW REFLECTION (E)- it a problem it mirrors the Hero's Attacks, imagine a tracer with 170 damage per aa... and considering your trait, some heroes will allo you to stack it too easily (again tracer). so maybe you should rethink about the ability entirely, and make it summon a shade with its own aa speed that targets the same target the ally does.
ARMAGEDDON (R)- seems really lackluster, maybe replace it with infernal? it can still work the same but summon a controllable infernal that deals aoe damage around it and proc your trait.
but great job overall!
Shadow Reflection indeed would be very problematic for Heroes that have high attack speed, so I decided to change the ability to work similary to Zagara's Hunter Killer, dealing X damage per second over the duration.Shadow Reflection will still mirror procentage of original Hero, however it will be changed to reflect 40% of current health instead of maximum health.
As for Armageddon, this ability became somewhat iconic to Kil'jaeden and I wouldn't really want to remove it, but I reveret it back to it's original iteration from early versions of the concept, when it worked similary to Diablo's Apocalypse.
(To balanced it, you can make this ult only usable when there is at least one enemy hero within melee distance of KJ).
There's a reason we don't have any heroes that increase cooldowns or mana costs of their enemies. It prevents a hero from playing how they were intended to be played, without actually providing a direct counter to it. Plus there are a good amount of heroes that don't use mana, so this trait would be meaningless
Why not just make it so that enemies in that threshold of between 20% and 70% health increase your basic ability damage? Why not something simply like that that has clear counterplay and helps the hero instead of hidnering others abilities to play their desired hero the way they wish to play.
The trait shouldn't take over every minion, as that is too strong. It would make more sense to do like, the first 3 minions within range, instead of all.
Also, the E you gave him feels more like an ULT than an ability.
I would perhaps change it to just give the enemy a bit of Damage over time. Stick a shadowy reflection to the targeted enemy hero and have mirror the damage that hero does to an enemy by 50%, have it last for like 4 seconds instead of 14, but give it a lower cooldown. So they have to pick their fights wisely.
Other than that, I really dig the kit you built