Heroes Created: 14 Average Hero Rating: 60.2% Total Thumbs: 11 Percent Thumbed Up: 45.45% Forum Posts: 10312 Last Post: 05-16-2012 1:19pm Forum Friends: 27
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Throws a bola 700 units. If it comes into contact with and enemy unit it deals 75/125/175/225 magic damage and if they were facing away from the projectile it stuns them for 1.75 seconds. Mana cost 75/85/95/100, cool down 7 seconds. (you can poof to your bola if you are awesome)
Poof
Teleports to ally unit or enemy none hero unit dealing 60/90/120/150 damage in a 350 units radius of your start and end position. Range 900 units, mana cost 90, cool down 20/16/14/10.
Decoy
Replaces your hero with a decoy illusion and gives you invisibility for .5/1/2/3 seconds. Cool down 5 seconds, mana cost 25. (Fades ult but with short invis and illusion time that is used like bubbles immune to disjoint stuff) (you can poof to your decoy as well)
Disarm
Disarms target unit or tower for 6/7/8 seconds and deals 100/200/300 damage. Mana cost 100/150/200, range 200, cool down 60 seconds. (anti carry / pushing skill with a little nuke tossed in there) (you can tower dive with this skill by disarming the tower and beating the crap out of some one)
Ice Beam
Deals 100/175/250/325 magic damage in a 600 unit line and stuns any one with the wet debuff for 2 seconds. Range 600, mana cost 90/100/110/120, cool down 12 seconds.
Bubble
Fires a stream of 3/5/7/9 slow moving bubbles in a cone in front of you. They will pop on contact with trees, cliffs, buildings or units dealing 40 damage in a 100 aoe. Hydro Pump will pull them along with the blast and ice beam will freeze them creating path blockers that can be destroyed with 1 attack. Range 500, mana cost 90/100/110/120, cool down 10 seconds.
Rapid Spin
Removes all debuffs from squirtle and gives him +20/25/30/35% ms for 3/4/5/6 seconds.(When abilities are used while spinning they will spiral around squirtle instead of going in a line) Mana cost 100, cool down 20 seconds.
Hydro Pump
sends out two hydro blasts in parallel lines about 100 units away from each other. hydro blasts do 250/400/550 magic damage on contact and apply the wet debuff for 6 seconds. Hydro blasts take 1.5 seconds to fade. Range 500/600/700, mana cost 200/400/600, cool down 140/100/60 seconds.
Verdant Fist
Deals 75/125/150/175 physical damage to target unit heal all allied units in a 600 radius for 100/125/150/175 health. Mana cost 90, cool down 6 seconds, range melee. Its like deadwoods punch but instead of raping the target it hurts them a little and heals your allies. Goes with the stomp your face while supporting theme.
Berserker
silverback flies into a rage he gains +10 damage, +5 attack speed, and +5 movement speed for 3/4/5/6 seconds. When ever silverback takes 150 damage berserker is refreshed stacks up to 10 times. Mana cost 100, cool down 30 seconds. Your going to be taking a lot of damage because the other team focus you down at the start or because of a bunch of spirit links this ability lets you use that damage to hurt the other team and possibly make them focus you if they were not already.
Protectors Hide
every time you take damage you heal all allied units in a 1000 radius of you for 14/16/18/20% of the damage taken. Its like sand wraiths passive but it heals allies instead of hurting enemies does not reduce any damage since the self heal pretty much covers that. Works really well with spirit link.
Spirit Link
silverback links his spirit with target unit. 50% of the damage taken by target unit is dealt to silverback instead(the link is not two way). cool down 12 seconds lasts 10 seconds or unit the unit moves 800 units away form silver back. mana cost 75, range 600, has 1/2/3 charges. lets you take damage for allies while none of the numbers scale with level you gain charges allowing you to burst cast multiple links. Really fits with the rest of his skills number might need to be adjustive. who ever you are linked to does not take damage if you take damage so they can just focus you down instead.
Mountain Wind
Charges 200 units forwards and gives you the whirl wind buff for 5 seconds. Mana cost 25, cool down 5 seconds. Has 1/2/3/4 charges. Whirl wind absorbs 75 damage. This buff stacks with its self.
Coward Fate
Slows target unit by 50% for 5 seconds if they are facing away from you. Mana cost 100, cool down 30/25/20/15.
Masters Strike
Deals 10% more physical damage over 4/3/2/1 seconds when attacking a unit from the front, reduces the targets armor by 2/4/6/8 for 6 seconds when attacking a unit from the side, stuns the unit for .01 seconds when attacking from behind.
Disarm
Disarms target unit for 6/7/8 seconds, mana cost 150, range 200, cool down 50/40/30 seconds.
Extend/Sweep
Launches a vine in target direction dealing 75/150/225/300 magic damage in a 100 unit radius around it. Mana cost 90, cool down 10 seconds, range 600. While your vine is extended or you are channeling bind this skill becomes Sweep. Activate sweep to cause your vine to spin around you in 380 degree circle over 1 second. activating this skill again will cause it to change spin direction. (If you hit someone twice with an extended vine while sweeping only the first contact will do damage. The same thing goes for retract/release.)
Retract/Release
Retrack/Release can only be used while your vine is extended, sweeping, or binding. W retracts your chain dealing 75/150/225/300 magic damage in a 100 unit radius around it. E releases your chain dealing 75/150/225/300 magic damage in a 100 unit radius around it and causing it to fly 500 units in the direction it is moving. Mana cost 90, cool down 6 seconds.
Vine Master
Increases your spell range by 50/100/150/200 and reduces your cool downs by 5/10/15/20%
Bind
Your vine wraps around target hero stunning them and dealing 100/150/200 damage a second to enemy units. Channel time 5 seconds, Range 600, mana cost 200/300/400, cool down 100/90/80 seconds. You may cast sweep, retract, and release while channeling bind. The bound hero will move with your vine.
Wall of Shadows
Shadows fly out from Aphotic creating a curtain of darkness 600/700/800/900 units long in from of him. Moving through the wall slows enemy units by 10% for 3 seconds. Enemy units cannot see past the wall of shadows unless they have units or allies on the other side. Mana cost 25, cool down 10/9/8/7 seconds, lasts 10 seconds.
Shadow Lash
Range 200, mana cost 15/20/25/30, cool down 3 seconds, builds up to 1/2/3/4 charges. Lashes out with shadows from target location that travels slowly at first but then speeds up greatly after 1 second and deals 75 damage to the first unit it hits and slows that unit by 10% for 3 seconds.
Shadow Spawn
Aphotic creates a shadow spawn at target location which slowly grows in size before exploding. Shadow spawns start 10 unit in size and expand to 50/100/150/200 units in size over 3 seconds. Damage is based on the size of the spawn.
Shadow Weave
Heal/Curse
Day Heal: heals target ally unit for 100/150/200/250 and gives them +5 armor for 10 seconds. Mana cost 80/85/90/95, range 400, cool down 8 seconds.
Night Curse: stuns target enemy unit for 1.75 seconds, deals 100/150/200/250 damage, mana cost 75, cool down 10 seconds, range 600.
Radiance/Empower
Day Radiance: Target ally unit becomes invulnerable for 3 seconds, mana cost 100/110/120/130, range 400, cool down 40/30/20/10 seconds.
Night Empower: Vargulf gains +20% movement speed, +40 attack speed, +40% base damage. Costs 175 health, lasts 4/6/8/10 seconds, cool down 4 seconds.
Blind/Regeneration
Day Blind: Reduces target units movement speed by 10/15/20/25% for 3/4/5/6 seconds and removes the players vision for 2.5 seconds. Range 700, mana cost 70/75/80/85, cool down 10 seconds.
Night Regeneration: Target ally gains 10/12/14/16 health a second and you lose 10 mana each second. This effect ends when you toggle it off, run out of mana, or the unit moves more then 600 units away from you. Range 600, mana cost 25, cool down 8 seconds. (can be cast on self)
Eternal Day/Endless N
Day Eternal Day: It is day for 10/15/20 additional seconds. For 10/20/30 seconds after you use this ability you gain +5/10/15 armor and deal 15/25/35 damage to all enemy units in a 600 radius for 10/15/20 seconds. Mana cost 150, cool down 60/50/40 seconds.
Night Endless Night: it becomes night for 10/15/20 additional seconds. For 10/14/18 seconds after using endless night you can not be the target of spells and you have 30% evasion. Mana cost 150, cool down 60/50/40 seconds.
Spring Heel Shroom
Grows a medium size invisible mushroom underground that will pop out when a unit walks over it sending that unit 600 units in the vector targeted direction. The mushroom acts as a patch blocker after being set off and has to be attacked to be destroyed. When the mushroom dies or when you use its ability it releases a spore cloud around it that deals damage over time. Range 700, cool down 30/25/20/15 seconds, mana cost 120.
Swarm
Creates a swarm of insects around target unit slowing them by 50% which wares of over 10 seconds. Deals 10/15/20/25 damage to the target each second and 15/20/25/30 damage a second to all units in a 200 unit radius of them. Mana cost 100, range 500, cool down 20/17/14/11 seconds.
Leeches
Spawns Leeches on target enemy dealing 100/200/300/400 damage over 8 seconds and healing you for 200 over 8 seconds and an additional 200 if the target dies while under the effect of leaches. Mana cost 90/95/100/105, range 500, cool down 20/18/16/14 seconds.
Decay
Channels a cloud of decay at target location that does 4/6/8% of their maximum health in damage a second for 30 seconds to any units or buildings inside it. Mana cost 200/300/400, range 1000, cool down 120/100/80 seconds. (As long as he is channeling he is revealed to the enemy team so he can't hide some where and channel this on the enemy teams tower)
Rainbow Eye Beam
Fires a Rainbow Eye Beam at target unit harmonizing them for 6.66 seconds and dealing massive amounts of damage.
I see you
Fires a continues eye beam at target unit that deals massive damage unil that unit runs away like a little baby to hide.
Eye Marketing
When ever you hit some one with one of your eye spells they give you 100 gold and beg for more.
Eye Win
The eye ball fires 100 eye beams in all directions around him dealing jaw dropping damage until you win the game.
Bat Cloud
Creates a swarm of bats at target location giving units inside the cloud 50/65/70/75 evasion and slows them by 25%. Mana cost 50, range 600, cool down 12/10/8/6 seconds, lasts 6 seconds, size 200/225/250/275.
Terror
Terror causes the enemy unit to run in away from the vampire for 2/3/3/4 seconds. If the unit runs into a unit or object they are disabled for the remaining time with a max of 2 seconds.
Life Leach
channeled damages enemy unit and heals you for that amount. Numbers don't change but how long it takes to finish speeds up with each level.
Bats
turns into 3 bats mimics pandas earth wind fire for now