Dream » DeviousAlpha » The Elemental Master
Hero Name
The Elemental Master [v1.000]
Primary Attribute
Intelligence
Base Attributes
15
17
18
Per Level Gain
1.80
1.80
2.20
Speed/Armor
295
2.7
5.0
Hero Backstory:
Seeing the power of the elementals joining the Legion ranks, the Hellbourne realised that loss was inevitable unless they could devise a plan to counter it. To that end the Hellbourne captured a powerful Legion mage known as Jelahn of the Elements, formerly a tutor of Jereziah and old friend of Glacius and Pyromancer. Through torture and magic they broke his mind, and forged to his skull a whispering helm. Granting him the ability to whisper into the minds of lesser magical beings, they had created something truly terrifying. Now the Hellbourne had their own army of elementals, all controlled by Jelahn. Base Attack Type
Ranged
Base Attack Notes:
The projectile should not be fast. A medium or weak attack animation would be best, as this hero has 3 permanent pets that he could easily use to farm. The range on his projectile should be 600, with the elementals having 500. Primary Role
Ganker
Secondary Role
Pusher
Role Notes:
This hero is 50% gank and 50% push, he has no "pushing" spells but he has 3 permanent pets which would definitely make pushing an option. All of his skills are geared toward ganking. He should have low armor so that if he chooses to tower dive he will need to send elementals in first.Very important details - How I've Reduced the Needed Micro:
-All spells, use Jelahn's mana to cast them. The controlled elementals are only mindless slaves after all, he must force them to act with his own will.
-Jelahn only has the active elemental abilities while the elementals are alive. If they are dead he cannot use the skills, and the icon corresponding to q/w/e should be that of dominating an elemental.
-The pets move at the same speed as Jelahn. If he gains more movement through items, such as steam boots, the pets also gain this movespeed, they do not gain any other statistics, including damage.
-While an elemental is active, the dominate elemental ability on Jelahn's skill bar, changes to the elemental's active skill. The spell is still cast by the elemental itself, but this keybinding method heavily reduces the micro required to play Jelahn, as you only need to use the normal Q, W, E keybinds.
-The mana cost of the spells has been designed in such a way to make him easy to play. All of the active abilities cost 200 mana to use (at max rank). So any combination is a simple multiple of 200. The ultimate is the only exception. But you only need add that on top of your multiple of 200. To use all of his spells at max ranks you require 950 mana. This means if you do not build at least some intelligence items on him you may struggle with casting your spells often.
-The abilities themselves are each based on a hero skill, and I have weakened them while maintaining similar mana cost. Burning Blood is a single target version of Voodoo Jester's Mojo heal, Frozen air is a weakened version of Glacius' tundra blast, Hurl Rock is a single target weak damage stun compared with Comet from Andromeda. This is because you get more than just the ability, you also have a pet which can attack and scout for you.
-The pet damage is based off of Tempest's elementals. It is higher that their damage (there are six of them) but not doubled because you also gain a castable ability for each pet.
-The pets can only travel 2000 range from Jelahn before they are teleported back to him. This is to prevent Jelahn farming himself up in a lane while sending his elementals to assist his allies with ganking.
-The pets attack type is physical. This allows opponents to build a helm of the black legion to semi-counter him. If the attack type were magical then Jelahn could become slightly too powerful with Harkon?s blade. With physical you can go for a Shieldbreaker if you feel it fitting, but due to physical armor scaling it shouldn't make him as strong as Harkon's might with magical damage.
Ability 1 Name
Lesser Fire Elemental
Ability 1 Action Type
Target - Ground
Ability 1 Notes:
Jelahn dominates the mind of a lesser fire elemental to inspire his allies. The fire elemental has a castable heal over time, and a ranged attack.Duration: Unlimited
Mana to Summon: 200
Health: 250/350/450/600
Range: 500 (100 less than Jelahn)
Damage: 35/50/65/80
Mana: 0
Pet Ability: Burning Blood
Mana Cost: 125/150/175/200; Duration: 8 Seconds
Cooldown: 15 seconds
The fire elemental causes the targets blood to burn, giving it +15/25/35/45 hp/sec for 8 seconds. If the target is a controlled minion the full value of the heal is administered instantly. 120/200/280/360hp.
Ability 2 Name
Lesser Ice Elemental
Ability 2 Action Type
Target - Ground
Ability 2 Notes:
Jelahn dominates a lesser ice elemental to chill his foes. The ice elemental has a castable slow ability which deals damage, and a ranged attack.Duration: Unlimited
Mana to Summon: 200
Health: 250/350/450/600
Range: 500 (100 less than Jelahn)
Damage: 35/50/65/80
Mana: 0
Pet Ability: Frozen Air.
Mana cost: 100/125/150/200
Cooldown: 14 seconds
Freezing the very air around the target, the elemental slows the movement speed of the target by 15/20/25/30%, it's attack and cast speed by 10% for 4 seconds and doing 45/70/95/120 damage.
Ability 3 Name
Lesser Rock Elemental
Ability 3 Action Type
Target - Ground
Ability 3 Notes:
Jelahn dominates a rock elemental to crush his enemies. The rock elemental has a castable stun, and a ranged attack.Duration: Unlimited
Mana to Summon: 200
Health: 250/350/450/600
Range: 500 (100 less than Jelahn)
Damage: 35/50/65/80
Mana: 0
Pet Ability: Stalagmite!
Mana Cost: 125/150/175/200
Cooldown: 8 seconds
The Elemental thumps his fists on the ground causing a stalagmite to erupt beneath the target, dealing 50/100/150/200 damage and stunning the target for 1.75 seconds.
Ability 4 Name
Gigant
Ability 4 Action Type
Target - Enemy Units
Ability 4 Notes:
For a brief time Jelahn is able to whisper into the mind of a Greater elemental. It erupts from beneath the ground and assaults the target of the spell with 3 attacks. Each attack deals fixed damage, and applies a special effect.Cooldown: 90/75/60
Mana Cost: 230/300/370
Range: 800
Invulnerable like Fayde's illusions.
A giant elemental erupts from beneath the ground and makes 3 attacks against the target. Each attack deals damage 100/125/150 magical damage and applies a different effect.
First attack stuns the target for 0.5/1/1.5 seconds.
Second attack slows by 50% for 3/4/5 seconds.
On the third attack the elemental explodes, igniting everything within 200 range to burn for 50/115/175 damage over 10 seconds.
The elemental should look like a combination of the elementals. An arm of frost, and arm of fire, and a body of stone.
Here you may view the images uploaded for this hero.
Owner
Date Created
06/09/2010
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http://dream.heroesofnewerth.com/hero/Tanlash/Gary