Level 1:
Cursed Wave: Healing Wave travels 30% farther and deals 40% extra damage.
Curse: Hex also slows enemies by 20%.
Attract Spirits: Voodoo Curse now slows for 6 seconds and reveals for 8 seconds.
Level 4:
Venomous Ward: Upon being placed, Serpent Ward slows enemies in the area by 60% for 1.5 seconds.
Serpent's Sting: Serpent Ward deals 30% extra damage and damages enemies behind them for 70% of attack damage.
[
b]Spiritual Presence:[/b] Serpent Ward deals damage equal to 2% of an enemy hero's health in an aura around it.
Level 7:
Healing Totem: Place a totem which heals allied heroes in the area for 1.95% of their maximum HP every second. Lasts 10 seconds.
Devolve: Hex lasts for 5.5 seconds but has a 20% increased cooldown.(14.4 seconds.)
Regenerating Wave: Healing Wave heals more for every hero healed by the same wave.
Voodoo Ward: When Serpent Ward is destroyed, it deals 250 damage to the enemy that destroyed it.
Level 10:
Big Bad Voodoo: See above.
Da Spirits be Restless!: See above.
Level 13:
Voodoo Shield: Give an ally a 400 HP shield for 4 seconds. Any damage done to the shield is reflected back at the attacker.
Buffing Wave: When an ally is hit by Healing Wave, they gain 20% attack speed and 15% movement speed for 4 seconds.
Crippling Wave: When an enemy is hit by Healing Wave, they have only 70% attack speed and 60% movement speed for 4 seconds. Does not stack with Voodoo Curse.
Trickery: Make a clone of you and every ally in a close area. These clones go down a lane and are similar to Samuro's in every way except they do not deal damage. Last 30 seconds or until they die.
Hex: Another Slow? Perhaps just the inability to use Basic Attacks and Abilities is enough. Maybe a Spell Armor reduction?
Serpent Ward: One ward maximum?
Big Bad Voodoo: A stronger and longer Invincible Heroic than Tyrael's Sanctification and Uther's Divine Shield? Also does not fit the idea of Big Bad Voodoo. If it was not for Zul'jin's Taz'dingo! I would have rather seen it provide Unkillable for a few seconds. What about reflecting a portion of allied damage taken in an area back at the attackers?
Stasis Trap: A 5 second lock-down while still being able to deal damage to the target? R.I.P. any player that walks into there. A MUST PICK. And that duration! TWO FULL MINUTES! A lesser version is more suited for a Talent choice than a Heroic.
I have nerfed all of his abilities, some a little, some a bit more. I have also removed the Stasis Trap and replaced it with a new Heroic, because Stasis Trap does sound a bit odd for his kit.
I'm not a game developer, so I wouldn't know what exactly would be balanced. This is just an idea.