Here's the user poll to aid in the judging of the entries.
THE VOIDBRINGER:
By Nihalanor
-Classification: Hero
-Primary Attribute: Intelligence
-Attack type: Chaos, Ranged
-Movement Type: Flying, Fast
-Proper Names: Zedrascon, Flameridrail, Onaharion, Odratan, Telacindral, Aradraile, Orodriakan, Khatranis, Shalazaani, Ornakros, Zod-Hibrarion.
-HP/Mana (lvl 15): 1800/1000
-Story:
All that lives
By our hands shall die
Where there is light
We shall bring darkness
All creation will be undone
As all that was
Falls into the Void
(Hymn of the Void)
When Sargeras fell into darkness, he became the first and most powerful of the Voidbringers, but he was not the only Titan to turn against the light. Many lesser Titans, most of them being former servants of Sargeras, also became followers of the Void, renegating all light and mastering the dark arts. After their lieder was banished from Azeroth, the Voidbringers rallied his remaining forces and held the burning legion under their own control. Prived of their physical existence but not their wisdom, these wraiths of pure darkness seek to reach the original harmony of the universe, by ending all existence and restoring the original Void from which all things came. All that is touched by a voidbringer fades and dies, and the mere sight of these entities causes enemies to shiver in horror.
-Abilities:
>Touch of Oblivion (120 mana): The Voidbringer touches an enemy, paralyzing it and other nearby enemies, making them unable to move or attack. When the primary target recovers his movement, it is consumed by darkness, attacking friends and enemies alike. (the skill paralyses a primary enemy and other nearby enemies for 10/15/20/25 seconds. After the first effect ceases, the primary target's control is given to Neutral hostile for 20/30/40/50 seconds)
>Harmony of the Void (180/150/120/100 mana): Lets loose a horrifying scream, a wave of darkness that irradiates against nearby enemies. This skill sets the armor of nearby enemies to 0, and causes them to stop regenerating life and mana for 15/25/35/45 seconds.
>Blight Stream (10 mana per shot, autocast): The Voidbringer discharges corrupting energy on his attacks, blinding the target. If the victim dies under the effect of this skill, a small area of blight will irradiate from its corpse. (adds corrupting energy to attacks, reducing sight range by 5/8/12/15% with each shot. If the target dies a 200/400/600/800 area of blight will spawn from the corpse).
>Voiden Death (250/200/150 mana, Ultimate): Discharges a massive burst of darkness against a victim, causing it to burn itself and pour out demonic flames. Since spellcasters are more sensitive to both darkness and light, these flames will also burn them if they get too close to the victim. When the afflicted enemy dies, a great Voiden Guardian* spawns from its burnt out corpse. (This skill works like doom, but the spawned unit is a Voiden Guardian, and any units with mana at a 300/450/600 radius of the victim get their mana burned at a 20/35/50 mana per second rate).
-Sound Set: Starcraft Archon or original Warlock soundset
-Animations:
>Spells, Attack: Staff moves like those of an archmage
>Harmony of the Void: A shockwave like the one that appears when the Witch King of Angmar dies on the LOTR movie goes out of the Voidbringer's head.
*Voiden Guardian info:
-Classification: Summoned
-Attack type: Chaos, ranged
-Movement Type: Flying, average
-HP/Mana: 100/2000
-Story: The Voiden Guardians are powerful ethereal creatures originally created by the Voidbringers to serve as a form of elite guard.
-Abilities:
>Permanent Mana Shield: Due to their ethereal existence, the Voiden Guardians have very little HP and a large amount of mana, which they use to form a barrier of energy that protects them from damage. (Just like the Sea Witch's shield, but permanent. If the mana runs out, the shield will only go back online after a small amount of mana is regained (something like 200).
>Blight Stream: Just like the Voidbringer's, but weaker.
>Spell Immunity
>Resistant Skin
-Sound Set: Revenant
KIL'JAEDEN'S BUTCHERS
by Jerre Khan
These lumbering Giants were once gentle creatures on a far away world. Until one day...The Burning legion arrived, their population was decimated and the few survivors had to turn to extreme measures to form some sort of rebellion. They dabbled into the very essence of the deamons themselves and found that fear was the base of their power. They succeeded in adapting the primal force which is fear into a weapon against the legion. But at a horrible cost, they had no natural source of mana to feed their terror based tactics, and so had to resort to ancient rituals of their anscestors. Whom drew power from other beings agony.
They lost the war with the Legion through sheer attrition. the last survivors of their race were so driven by their new magics and the need for someones suffering that they gave up their homeworld and useless struggle willingly and joined Kiljeaden's forces.
Because of their enormous power which is a danger to any being no matter how powerfull, they are kept a close guarded secret and Kil'jeaden uses them to put Rogue Dreadlords and runaway minions straight since they are the only thing ( apart from Kil'jeaden) that all deamons fear.
In order to quench their thirst for mana they crucify their most powerfull and recently slain enemy to their armor, and use their own life force to keep them alive so they can feed of their agony.
Their weapon of choice is a gaint ball and chain which is exellent for mass-slaughter.
Abilities: _Terror: the butchers are surrounded be an aura which exhumes sheer terror wich petrifies the weak and turns the stomachs of the mighty.
This aura needs to be continuosly feeded by mana!!
_Pain for pleasure: In order to regenarate mana faster theyhave to inflict pain ( I'm no good with statistics but something like: 0,10% manareg. for every point of damage inflicted)
Classification: unit
Primary attribute: Strength
Attack type: PFFF chaos, melee?
Movement/ ground, slow as hell
THE RAZGHAST
By Marco_Polaris
Tier 2 Support
The origins of these strange hunters are a mystery to most scholars. Some speculate that they were magically created by the corrupted Highborne long ago to serve as demonic steeds. Others categorize them as an evolutionary descendent from the Fel Hound - if such creatures can be said to "evolve". All sages agree unanimously on one thing - that these feline stalkers are the ultimate bane of all mages.
Flying unsteadily upon the wings of their hind legs, their odd gait makes them look almost harmless - until they suddenly swoop down with surprising grace onto their quarry. Lashing out with three barbed tentacles that reside within its mouth, a razghast is quick to suck dry the magics of any object - living or not. Even the best aimed spells are caught by this beast, ingested into its body for additional strength. The only known counter to these attacks are swords, and lots of them, for the beast fights with the strength of a sabrecat tenfold. Only the difficulty of controlling them in numbers keeps their demon masters from putting these monsters on the frontline, a wizard's only reprieve from their hungry gaze.
ABILITIES
Mana Leech - as Mana Burn, except half the mana stolen from the target is converted into health for the razghast.
Absorb Spell - This ability works like Magic Immunity, except that any ability that specifically targets the razghast is automatically negated, and the Razhgast earns half the mana used to cast the spell and turns it into health.
Spell Taunt (Ability, Upgrade) - Using this ability, the razghast temporarily becomes like a magnet for magical energy, and all spell cast within the vicinity automatically target it for a short time.
FLAMELORD
By Muoteck
Through these fields of destruction
Baptisms of fire
I've watched all your suffering
As the battles raged higher
And though they did hurt me so bad
In the fear and alarm
You did not desert me
My brothers in arms...
Dire Straits
During their invasions, Nathrezim encountered burning world, habitated by many fiery creatures of great potential. Flamelords, powerful beings of great power, were keepers of this world, assigned by Titans. They fought with the new threat with all their powers. After many battles, which shredded both sides, Nathrezim, by sneak attacks and ambushes, managed to conquer flamelords and the world they protected. Draed Lords, fascinated by power of their former opponents, from their magic created Infernals - giants burning with Flamelords' flame, which they could ontrol for limited time. They had virtually no control over flamelords themselves - they wandered over they destroyed world. Corrupted, drove by insanity, they were even more powerful. Eventually they broke loose and forced Nathrezim to abandon their world. Some time later, after Sargeras' betrayal, Burning Legion once again found the burning world. With combined powers of Sargeras' demons, they were forced to join demonic army. They serve as last resort weapon now, used when all normal means fail - they are almost beyond control andeven Legion fear their power and destruction which these broken creatures could do.
Flamelord is tier 3 heavy melee unit. Chaos attack of their flaming staves and divine armor makes them virtually indestructible. Very fast movement allow them to chase almost all ground enemies.
Attack: chaos, ground
Spells & Abilities:
-Spell Immunity
-Liquid Fire (passive) - as they're not truly material, Flamelords can reduce damage suffered by half.
- Permanent Immolation - Flamelord's flames burns nearby opponents
- Berserk - Burning Legion's commanders can set Flamelord's mind free from their demonic shackles. Flamelord deals almost twice normal damage, but attacks all creatures around him, even former allies.
DRUID OF THE UNDEAD TALON
By Spitfire
In all wars there are traitors and this includes the first time the burning legion waged war against the night elves. When the night elves beat the legion the traitors followed the legion back through the portals seeking recognition. They arrived in a legion camp and were shunned and humiliated. Trapped there they practiced with the destructive powers of chaos magic. Seperated from their brothers back on azeroth they lost their innate powers to transform into crows. Their abilities became tainted with the chaos magic of the void and they could no longer summon normal crows but undead crows. Then they themselves became undead. When the portal opened back up they returned to azeroth to exact revenge on the burning legion for their humiliation.
>Mercenary, bought at a tavern
>Hero
>Can not turn into a talon form instead summons undead crows
Summon Undead Crow (Base Spell : Spirit Wolf or any summoning spell)
Summons a crow that is weak and has a short summoning period but miltiplies when killed.
Demon Storm ( Summon Tornado)
Conjures a storm that burns all units next to it and causes them to flee
Enhanced Crow Wing Regeneration ( ??? )
Causes all undead crows to deal more damage, move faster, and have a longer summon time
Razor Wings ( A type of blink spell )
The Dotut(druid of the undead talon) sprouts wings and glides/dashes through then chosen area slashing all nearby enemies can be used to clear gaps and trees
Demon Form ( Mecha-Goblin )
The dotut taps into its chaos magic to turn it into a magically adept demon but weaker physically.
DEMON CHAINWIELDER
By Count_Carigon
In ages past the goblins too were under the influence of the Burning Legion, for they came from the same world of that of the orcs. As time went on, the Legion lost interest in the goblins, for they lacked the physical strength and magical adeptness of other creatures. Though they left behind the goblin race as a whole, certain specimens were kept in the Legion. These were the few large goblins, hugely strong relative to their mass, and faster than the orcs that were the grunts of the Demonic Army. These goblins fast rose in the ranks of the Legions for the cunning inate in all goblins, but the demonic energies of that twisted dimension corrupted them. No longer seen as goblins, but as demons in their own right, wielding a giant iron ball and chain.
the Chain wielder specializes in quick strikes
Abilities:
Demon Frenzy (beserk):
The demon energies infuse the Chainwielder, causing him to move at far greater speeds than normal and with a greater strength than is natural.
Demon Phase shift:
the Chainwielder delves into his internal power and weaves a cloak of invisibility around himself, in creating this weave, his movement speed is increased, though if he attacks his illusion is broken. he recieves NO additional damage to his attack when attacking when invisible.
Goblin cunning:
A remnant of the Chainwielder's heritage has the potential to arise, if it is cultured by that demon. His intelligence grows with experiance, allowing his blow placement to become more calculated and, more importantly, more damaging. Goblin cunning allows a chance to cause instant death to a non hero unit, and this percentage increases each level.
Demonic parasite swarm (Ultimate) (based on immoliation not locust swarm):
the greatest outburst of demonic strength, and the ability that truely caught the eye of the Legion. The goblin unleashes pure energy that congeals into the form of a cloud of energy parasites. These parasites stay close to the host, but when an enemy comes near, latches on to this new victim, draining its energy and sending it back to the Chainwielder. this ability has a low mana cost, but the strength to maintain it is immense, quickly sapping the Chainwielder's mana.
HORROR
By Muoteck
A blank space, a wonder,
A worry, a daily reminder,
Of what we are.
Thing.
Unproved.
Untested.
Udiscovered.
Until it strikes.
No one knows from which squalid world thece cursed creatures came from. They are rarely seen and nobody survived meeting with it. When they appear on the battlefield, they bring fear to the hearts of even most fierce warriors. Some says that these monstrosities have no soul. That could be truth, as things they can do with their opponents terrify even demonic hordes. They stop before nothing. They respect no one. They do not know fear. Surounded by horrifying stories and legends. I've seen one. Only one. And I do not want to see more, even though I've seen it from behind keep's walls.
Horrors are one of the most deadly demonic creatures. They said to be feeding on terror they cause, so they constantly search for new prey. I have to add they feed as well on fallen beings surrounding them. Some say that they saw poeple dying from frighten. Some say that these creatures can create illusions of target's greatest, the most concealed fear. Some say they can't be killed. I doubt we'll reveal some of mysteries around them soon. I doubt there will be people so stupid to try research it.
Allenberg and Vicarde, "Demonology"
Horror, tier 3 heavy melee.
Demonic leviathans, surrounded by aura of fear. Slow and heavy armored, they are one of the best first-line fighters.
Attack: melee, ground
Slow movement
Spells and abilities:
- Hardened skin (innate passive) - reduces damage suffered.
- Resistant skin (upgrade passive) - reduces damage taken from magic attacks
- Terror (upgrade aura) - Horrors are surrounded by aura of fear. Every nearby creature (enemy and allied) has slightly reduced damage, speed, attack rate and defense. Living creatures have some % chance of dying from fear.
- True sight (innate passive) - reveals nearby invisible units
DREADNAUGHT
By Moon_Lunatic
The Dranei were long enemies of the Dreadnaught, fighting on Outland for ages long forgotten. The Dreadnaught were named so because of their desire to fight no matter the odds. An old Far Seer had seen these Dreadnaughts fight in his visions. Belonging to the Burning Legion, the Far Seer wanted; needed the power of the Dreadnaughts to fight for him. The Far Seer had many enemies he wished to crush. He quickly hired builders to build an underwater portal that stood a mile away from the Maelstrom; the Far Seer was wise in his choosing. Only every 10,000 years did the tide come in on the spot where he laid the portal. Ritual after ritual the portal grew stronger until it could bear the weight of the two worlds and bind them as one. The Seer had talked to these Dreadnaughts in their dreams, and laid the taint upon them. Only being able to obey the Dreadnaughts righteously came to the gate. Escort ships were standing ready and the crew revered these new warriors fearfully. Only a few minutes later had the waters again sealed the access to the portal. 10,000 years later the tides blow away once again, and all the Dreadnaughts were trapped in the void awaiting their chance to rise from the waters again and serve the Burning Legion. When coming out of the portal, there was but one ship waiting, the ship that held the line of ancestors to the Far Seer, who had waited for so long to release the power of the Dreadnaughts again.
Charge: The Dreadnaught charges forward dealing damage to any who are in his path. Think shockwave, but him being the shockwave.
Fear: The mere presence of the Dreadnaught sends some scrambling away in fear.
Last guard: Once the Dreadnaughts health becomes lower than 25% his defense increases by 50%, health regenerates 10% faster.
Taint: Tainted by the Burning Legion, the Dreadnaught is invulnerable to mind effecting spells.
PARASITE PRIME
By Count_Carigon
These creatures are perhaps the most versitile of the demonic forces, for they are able take control of opposing forces if given enough time, enhancing those that they control. They work in groups, each one adapted to enhancing or controling a different part of the victim. Parasite prime is the first of these parasite groups. With extended time, the power of the parasites colony increases, meaning that the host of Parasite prime is among the strongest.
Enhanced parasite strength:
The parasites extrude their tentacles, wrapping themselves around the muscles of the host, enhancing his strength as his experiance grows. (increased damage)
Acidic Excretion:
A thin acid slime coats the parasites attached to the host's body, causing his blows to cause damage even when Parasite Prime has moved on
Demonic Conflageration:
Though the individual demonic energy contained within each parasite is small, when many grow into the host, they enable the host to use demonic power of great strength. Parasite prime may unleash this energy in a wave of power, stunning those in its wake.
Host Change (Ultimate):
When the parasite colony senses that its current host is near death, it is able (if a suitble host is near) to abandon the dying body for a new, fresh host. In the change it loses none of its strength, but this change takes a few moments, moments when the parasite is vulnerable. (only non hero units are vulnerable to the host change and the parasite changes the appearance of the new host to a familiar shape that of its first host (meaning that it uses the same model regardless of who it takes over))
ENTITY
By Pitlord
Classification: Hero
Primary Attributes: Strength, Intelligence
Abillities:
Spine Storm - By spinning it's tentacles at s high speed, an Entity can release a volley of poisened spines. These spines quickly regenerate.
Confusion - Using mind control, the Entity can confuse enemy units making them unable to discern enemy from foe.
Mana Leach - An entity can drain mana from multiple enemy units to replenish its own.
Mass Dominate - An entity can control multiple enemy units for a limited time as if they were one of his own units. If the controlled units is attacked by fellow units the spell will be broken. Also the Entity must concentrate on controlling the units and cannot move or the link will be broken.
When the Burning Legion was pulled from Azeroth when the well of eternity was destroyed, Sargeras needing more demons to join the Burning Legion gathered up the race known as Entity's. This dark and insidious race derived its power from the well of eternity and now was in a weakened state due to its recent destruction. In return for their loyalty to the Burning Legion Sargeras returned the Entity's power. The Entity's were savage warriors and aided the Burning Legion in conquering many worlds. Even with all the power Sargeras granted them the Entity's still craved for more.In an attempt to overthrow Sargeras and control the Burning Legion, the Entity' went to war with the titan himself. The Entity's were no match for Sargeras' might and they were easily defeated. Before Sargeras killed the remaining Entity's, a powerful orc warlock summoned the Entity's to Azeroth to aid the orcs in the second war. Before the Entity's were summoned to Azeroth , Sargeras put a curse on the entire race transforming their bodies into horrible twisted abominations. Having been defeated by Sargeras and losing their true bodies the hand full of Entity's that survived the recent battle killed the warlock that summoned them and went in search of a new source of power to feed on. The Entity's, led by their merciless leader Lazarus scoured the land in search for a power source. Upon reaching the continent of Lordaeron the Entity's sensed immense magical power emanating from the city of Dalaran. As the Entity's set out to attack Dalaran and seize it's magical energies for themselves, the Human Archmages combined their magical energy into one powerful spell and trapped the Entity's deep below the earth. The Entity's leader Lazarus was the only one powerful enough to escape the Archmages spell. Lazarus swore to find a way to release the rest of his race and to exact revenge on the humans who imprisoned them.
SPIRIT OF CHAOS
By Nihalanor
Attack: Melee, fast
Movement: Walk, fast
HP/Mana: 600/350
Story: When Archimonde was defeated at the battle of Mount Hyjal, many of the ancient spirits that destroyed him were corrupted by the massive irradiation of darkness unleashed upon his death. Later on, when Kil'Jaeden came to Azeroth, he saw great potential on the corrupted spirits, summoning them to him. Demented by corruption and surrounded by chaotic energies, the spirits answered his call, receiving great powers and a physical shell to hold them. They became masters at channeling chaos into the magic energies of spellcaster, and were one of the great responsibles for the destruction of Dalaran.
Abilities:
>Chaos Shield: All magic damage received by a Spirit of Chaos is deflected, and part of it (30%) is converted into life.
>Mental Parasite(150 mana): The Spirit discards his physical shell and hides into the body of an enemy spellcaster, giving its controlling player view of that unit and slowly draining its victim's mana (10 mana per second). When the mana runs out, the Spirit of Chaos is forced out of its host.
>Irradiation(300 mana): The Spirit of Chaos possesses an enemy spellcaster's body, stunning it and Slowly converting its mana into chaotic energy (25 mana per second). When all mana is drained, this energy is irradiated into a massive burst of Chaos that deals damage equal to the mana drained to each enemy in the blast radius(450 radius). Spellcasters hit by this spell get their mana burned by half of the quantity drained from the initial target. Both the victim and the Spirit of Chaos are destroyed by this skill.
Sound Set: Faceless One
BONE CRUSHER
By Jigrael
Str based hero
Lv1 stats: attack: 25-30
Mana: 400?
Not good at writting(not only because my english sux...too bad) Lets say hes just a neutral hero like the Pitlord.
skills:
-Spiked carapace(u know what its does...well it does some dmg to melee attackers)
-Soul Devourer (pull out his sword, it has a 40/60 chance to deal 800 damage but burns 1life point per sec. Plus it has a long cooldown to do another attack(6sec) and loses the attack button, that means that he cant attack on his own, he gains the ¨attack with sword¨ button that u must be pressing for him to attack).
Skills(with sword)
-Withdraw(pull his sword in his back: regain attack button and stops life draining)
Habilities(with sword):
-Slaugther(gives more chance to deal 800 dmg)1 lvl 50/50 chance to deal 800 dmg less cooldown 4 secs
Habilities(without sword):
-Crunch: The BoneCrusher bites a close unit dealing lv1-50dmg lv2-75dmg(2sec cooldown) mana cost: 30
-Smash Ground: The Bone Crusher smash the ground dealing dmg+stun lv1-60dmg 1secstun lvl2-80dmg 3secstun(3sec cooldown) mana cost: 45
-Slice: The Bone Crusher uses his arm knifes do deal lacerations lv1-70dmg lv2- 90 lv3-120 dmg(4 sec cooldown) mana cost: 60
-Orb of Blood: The Bone Crusher cast a red orb aroung the target that steals targets life and gives it to the BoneCrusher lv1-400 dmg(8 secs chaneling) lv2-600 dmg(5 secs chaneling) mana cost: 200
HE CAN USE ALL HIS HABILITIES WHEN USING HIS SWORD BTW
*These hero is made for micro managment(At least I think so) thats why his habilities r ¨cheap¨. They does little dmg but got little cooldown n consumes little mana. Anyway it needs more balance.
DOOM MAIDEN
By Candy_Warlock
History:
The Nathrezim are a sophisticated race even though their foes cannot see it. They have many traditions and social classes. They have similar emotions to mankind except they show it in a more rational way. Greed, jealousy, conspiracy and corruption are words that best describe this demonic kin. The Doom Maiden Order make it far back when the Nathrezim were not part of the Burning Legion yet. They played important role in the political battlefield and the fight for power among leading Dreadlords. These Doom Maidens acted as assassins and were used by Dreadlords to seduce others and learn more of their plans. They were the only cast of females not to marry. When the power struggle was near its end, the arrival of the Titan Sargeras created great confusion and mayhem. The Nathrezim united to battle their common foe and failed inevitably to his great power. Luckily, they didn't disappear for Sargeras's soul was corrupted and they pledged their loyalty to him. While the Dreadlords were sent to the far places of the Universe to corrupt, the Doom Maidens waited longing for battle and souls to seduce and destroy. Having heard of the Nerzhul's re-empowerment and Archimonde's failure, Sargeras decided it was time to attempt to conquer this resistant world and consume its magic once and for all. The Doom Maidens were called forth to execute their duty.
Info:
The Doom Maidens are weak compared to their male counterpart, even though they both have a battle constitution. However, the Doom Maidens exceed in speed and cunning and have the ability to fly a longer distance than the Dreadlords who are encumbered with heavy armor. These maidens are specialized in rapid attacks against spell-casters for the Burning Legion is primarily bent on magic-consuming.
Researches:
Doom Maiden – Training: This research grants the Doom Maiden the distrust ability and makes her spell immune. It should have a moderate cost.
Abilities:
Fly: The Doom Maiden lifts off the grounds and reaches and lands to the selected place, this ability doesn't cost any mana and has a short cooldown, the unit is invulnerable and cannot attack nor cast spells while flying to the selected location, the spell range should be the same as blink but its not as good since it takes time to reach destination and opponents see the direction of the flight.
Mana Leak(auto-cast): Target unit enemy spell, the unit loses 20 and the Doom Maiden gains 10mana. Fast cool-down, mana cost: around 30. The enemy spellcaster loses his spiritual energy as if some one made a hole in his mind and all of his energy is flowing out of him.
Corrupt: Target unit enemy spell, the unit gains +20% attack bonus and is neutral hostile for 15secs, costs 200mana, long cool-down, cannot target heroes.
Unit:
Hp: Low Tier 2: Anti-caster unit
Attack Damage: High Attack Speed: High Attack Rating: Medium
Armor: Medium Speed: Fast Movement type: Run
Attack type: Chaos, melee
Strategies:
If used in conjunction with felhounds the combination is downright lethal for enemy casters. The felhounds will use their Mana Burn and the casters will get the time to cast a couple of spells and that's when experience players will bring in the Doom Maidens really fast to chop them into pieces. Doom Maidens are very weak and cannot attack air so ranged units and air units are your worst enemy. For ranged ground units like archers and headhunters, using flight to get to them can be devastating but is less efficient against huntresses. When in team games, having protective auras is always good to compensate the low hp of the Doom Maidens. If a Shadow Hunter from an ally can use his ultimate, then your opponents are toast if you have a bunch of Doom Maidens on your side because they do massive damage at a fast pace destroying bases really fast. Heavy melee units are always hard so use Corrupt on them and use Fly to go away and let your opponent fight his own troops. Be careful of hero damaging spells (Frost Nova, Chain Lightning, Carrion Swarm, Thunderclap, Blizzard, etc.) because those spells are very dangerous to your maidens because of their low hp. If you are facing this situation quickly retreat or fly to the hero and concentrate on him, your maidens will drain his mana and he'll have to teleport or try to run away or bring his troops back to him, which is a not so good decision since you'll just fly to a safe location and run away. The Doom Maiden is not to be used by new players or players that cannot micro troops well in big battles but if used correctly, they can win the game.
Comment:
Ehh… what a long text… anyhow the history isn't too good. I hope it changed your mind if you thought it was a dread lord female rip-off cuz I actually put time into it to make it similar and wc3-ish and yet original and different. I wasn't aiming for something really far-fetched that wouldn't fit in the daemon theme even if was evil-looking. It was fun drawing the character; I really loved the colored pic's pose. I chose to color that one since it was easier and cooler; the other one is more to show the full body view. Enjoy! ^^b
ABHORRENCE
By Pitlord
Abilities:
Horrible Transformation – By transforming itself into what its enemies fear the most, an Abhorrence can immobilize an enemy with fear.
Dark Storm – By channeling dark energies, an Abhorrence can call down bolts of darkness onto a certain area.
Sword Hurl – By hurling it's sword at a group of enemies, an Abhorrence can damage a group of enemies in front of him. The sword returns to the Abhorrences hand that threw it.
Nightmare – By entering the thoughts of a group of enemies, an Abhorrence can link their minds as one and transform itself in a combination of all of the enemies fears causing the linked enemies severe damage.
When the burning legion invaded Azeroth, they struck fear into the hearts of the night elves. A powerful dreadlord named Imalorog sensed this fear and wanted to use it for his own dark purposes. Imalorog manipulated the night elves fears into a physical form, thus the Abhorrence were born. Being created from fear, the Abhorrence were able to take the form of what their enemies feared the most. Under Imalorog's control, the Abhorrence were a great asset to the burning legion in battles against the night elves. However during a small skirmish, Imalorog let his guard down and a stray arrow killed him. Suddenly free of Imalorog's control, the Abhorrence were weak and disoriented. Seeing the weakness in his race, an Abhorrence by the name of Elor sought to return his race's power. When the burning legion was cast back into the twisting nether upon the destruction of the well of eternity, the Abhorrence honed their skills for the day the burning legion once again invade Azeroth. When the burning legion entered Azeroth for the second time, the Abhorrence had returned to full strength. However they were not strong enough and upon the defeat of the burning legion, the race of Abhorrence were greatly diminished and scattered throughout Kalimdor. Wandering through Felwood, Elor and the a few Abhorrence came across a warlock named Iathamo. Iathamo explained that he was a member of the
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