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Tier 1 (Level 1)
(QWE) Infinite Range!
Quest: Damage enemy heroes with Arcane Blast.
Reward: After hitting enemy heroes with Arcane Blast 25 times, increase the range of Arcane Blast by 25%.
Reward: After hitting enemy heroes with Arcane Blast 50 times, increase the range of Arcane Swirl and Scoop Up! by 25%.
(QWE) Insane Radius!
Quest: Damage enemy heroes with Arcane Blast.
Reward: After hitting enemy heroes with Arcane Blast 25 times, increase the radius of Arcane Blast by 50%.
Reward: After hitting enemy heroes with Arcane Blast 50 times, increase the radius of Arcane Swirl and Scoop Up! by 50%.
(D) Not so Infinite Range!
While there are no
Arcane Disruptions on the map, Arcane Blast has a global cast range.
Tier 2 (Level 4)
(1) Arcane Ward
Passive: Gain 10% Passive Movement Speed.
Cooldown: 30 Seconds
Activation Radius: 2.5
Explosion Radius: 4
Activate: Conjure an Arcane Ward at the targeted location that arms after 1 seconds. Once armed, if an enemy comes near it, the ward expunges, dealing 280(+4% per level) damage to nearby enemies.
Lasts for 30 Seconds.
(1) Frost Ward
Passive: Gain 15 Armor, reducing damage taken by 15%.
Cooldown: 30 Seconds
Activation Radius: 2.5
Explosion Radius: 4
Activate: Conjure a Frost Ward at the targeted location that arms after 3 seconds. Once armed, if an enemy comes near it, the ward expunges, dealing 150(+4% per level) damage and slowing nearby enemies by 60% for 4 second.
Lasts for 30 Seconds.
(1) Fire Ward
Passive: Maximum Health and Health Regeneration increased by 20%.
Cooldown: 30 Seconds
Activation Radius: 2.5
Explosion Radius: 4
Activate: Conjure a Fire Ward at the targeted location that arms after 3 seconds. Once armed, if an enemy comes near it, the ward expunges, dealing 200(+4% per level) damage and stunning nearby enemies for 1 second.
Lasts for 30 Seconds.
Tier 3 (Level 7)
(Q) What a Blast!
If you hit an enemy hero with Arcane Blast, your next Arcane Blast deals 100% more damage. Stacks up to 2 times.
(Q) Arcane Charges / Charged Up!
Casting Arcane Blast causes your next Arcane Blast within 6 seconds to deal 50% increased damage and cost 20 more mana. Stacks up to 3 times. Resets upon leaving
Magical Currents.
Charged Up!
Cooldown: 60 Seconds
Activate: Instantly gain 4 Arcane Charges for atleast 3 seconds.
(Charged Up! Arcane Charges remain for at least 3 seconds even while standing outside of Magical Currents. After 3 seconds, they function just like regular Arcane Charges and disappear when leaving Magical Currents.)
(Passive) Concentration and Disruption
While above 75% Health, gain 35% Spell Power. While below 25% Health lose 15% Spell Power.
Tier 4 (Level 10)
(Heroic 1) Arcane Tapestry
Cooldown: 4 Seconds
Cost: 80 Mana
Range: 10
Radius: 10
After a 2 second channel, the targeted area is filled with
Magical Currents and all heroes in the area gain 4% increased movement speed until they die or enter a region without
Magical Currents. Stacks up to 5 times.
If there were any holes in the Magical Currents in the area of Arcane Tapestry, then they're patched up.
(Heroic 2) Impending Doooooom!
Cooldown: 100 Seconds
Cost: 100 Mana
Channel Radius: 5
Explosion Radius: 10
Channel for 5 seconds, while channeling, nearby enemies take 90(+4% per level) damage every 0.5 seconds. When the channel is complete, release a large explosion of shadow and arcane, dealing 600(+4% per level) damage to enemies.
Both the channel area and explosion area break
Magical Currents.
Millhouse can not cancel the ability.
Tier 5 (Level 13)
(D) Magical Gnome!
Millhouse creates
Magical Currents under him wherever he goes in a 1 Radius.
(D) Rapid Repairs
Radius: 6
Magical Currents repair 100% faster. and Millhouse gains 100% increased Mana and Health Regeneration if he's not near an area not affected by
Magical Currents.
(Passive) 2 Gnomes Forward...
Basic Ability cooldowns recharge 100% faster but are increased by 1 second.
(2) What is this doing here?
Cooldown: 60 Seconds.
Activate: Channel for 1 Second to summon a Fel Imp. The Fel Imp's Basic Attacks deal 80(+4% per level) damage. The Ability can be reactivated to retarget the Fel Imp. Lasts for 30 Seconds.
Tier 6 (Level 16)
(Passive) Manastorm
After standing still for 1 seconds, Millhouse's Mana Regeneration is increased by 200% as long as he stands still.
(B) Manastone
Reduce the cast time of your Hearthstone by 50% and restore 100% of your Maximum Health and Mana when arriving at the Hall of Storms but Hearthstone now costs 100 Mana.
(3) Teleport: Ally
Cooldown: 45 Seconds
Cost: 50 Mana
Activate: After a 3 second channel, teleport yourself to the targeted ally. Global Range.
(Passive) Manaburn
Whenever you deal damage to an enemy hero, steal 10 mana from them.
Tier 7 (Level 20)
(Heroic 1) Tailoring 300!
Arcane Tapestry is now instant and also grants 3 Armor per stack.
(Heroic 2) It actually does something!
While channeling Impending Doooooom! Millhouse gains Unstoppable and 30 Armor, reducing damage taken by 30%. Each enemy hero hit by the explosion reduces it's cooldown by 10 Seconds.
(4) Evocation
Cooldown: 6 Seconds.
Activate: Consume all of your mana and regenerate 100% of your Maximum Mana over 5 seconds. Taking damage will interrupt this effect and set the ability on a 6 second cooldown.
The cooldown will trigger even if the effect isn't on.
Also, if he's gonna be making holes that prevent him from using abilities, one would think the idea would be around preventing him from just using all three abilities in rapid succession, but as-is, something intended to force him to move around a lot is really just encouraging him to stand in one spot, casting Q, W, and E one after another. This could easily be fixed by excising the "when it explodes, not when it is cast" line from the first two abilities.
I like the idea of a powerful character with a dynamic drawback like this, but I think it needs a slight cleanup to really reach its full potential.