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Jester by thefade9

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Jester

By: thefade9
Last Updated: Sep 17, 2021
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Jester

Blood Mage

Blood can change one's fortune.

Once betrayed by his own magi brothers and hunted by mage slayers, Jester now hunts them in turn. While mage slayers learned how to damage mana base of mages, Jester learned to purge himself of mana. with no mana to be broken or used against himself, Jester now creates chaos and misfortune against those who once hunted him. As for the fellow mages who betrayed him misfortune strikes harder, as they are unable to focus their spells

Primary Abilities

Blood Mage
*Absorb all mana and add to max HP + increase all type of damage by 150%. Mana regen disabled for 10 sec upon returning to Arcane mode*
ABILITY
: *active*
MANA
COOLDOWN
: *50% of current mana/75% current mana/100% current mana/150% current mana*
: *0*
: *30/20/10/5*
*flavor text*
Blood Ward
*During arcane mode create an invisible ward for 17.5 sec that sucks hp from heroes in a 1200 AOE around ward, when Blood Mage is active Jester himself becomes the ward. Cost of blood is twice the amount of MANA cost*
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: *targeted/self cast*
: *HP removal*
: *pierces immunity
Damage
MANA
COOLDOWN
: *50/65/80/95hp/sec*
: *50/75/100/125*
: *60/50/40/30*
*flavor text*
Blood Shadow
*During arcane mode creates arcane shadow that is a replica of jester and has range attack that increases it's physical resistance/damage and attack speed depending on the mana level of the enemy hero it is targeted to attack(can only attack hero that was targeted)... During blood mage mode shadow increases magic resistance/attack speed and creates stacking attack/movement speed slow(This unit has melee attack)*
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: *ability type - targeted*
: *magical*
: *does not pierces immunity
Damage
MANA
COOLDOWN
: *illusion can have max 70% magical/physical resistance: takes 1.5x more damage than Jester himself, last for 8 sec*
: *100/125/160/200*
: *25/15/8/4*
*flavor text*
Blood stone
*Switch between melee and range: melee increases HP regeneration by 5/7/10/14 hp/sec, range increase mana regen by 3/6/9/12*
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: *self targeted*
: *magical(range)/physical(melee)*
: *magical damage does not pierces immunity

MANA
COOLDOWN

: *100*
: *10/7/4/1*
*flavor text*

Ultimate Abilities

Misfortune
*Makes spells miss and hit random targets for 4 sec around a 700/800/900 AOE*
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: *self cast*
: dependent on spell cast
: does not pierces immunity
HP COST
COOLDOWN
: *100/200/300*
: *60/45/30*
*flavor text*

Hero Talents

Blood shadows cast range increased by 250
25
Misfortune becomes a global

increase health regen x1.5
20
600 HP

Blood shadow grants spell life steal (20%)
15
Blood ward randomly crits magical damage x2

Misfortune damages enemies
10
increase mana regen x1.5

AGANIM SHARD

Permanently removes mana bar: now consume same amount of HP instead of mana for spells, now blood mode gives adds mana regen as HP regen and 350+ heal on activation.

AGANIM

Blood mage now converts 200% mana into HP
Blood ward now applies duration increased to 20/Cooldown reduced to 20
Blood Shadow now lingers if original hero dies with current bonuses and keeps attacking
Blood Stone: now applies pure damage

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JakeKolkat (2) | November 4, 2021 11:18am
I think your idea of getting rid of the mana bar is quite novel!
This is a good hero specially the Misfortune ability! It's something new to the game!
Hope your idea makes its way into the game!
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