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Nightmare-The Nightmare King
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Nightmare-The Nightmare King
Posted: Wed Jul 09, 2008 12:36 amNightmare - The Nightmare King
Range: 300 | Move Speed: 290
Primary: INT
Str: 17 + 2 | Agi: 21 + 1 | Int: 15 + 3
Damage: 42 - 54 | HP: 473 | Mana: 195
HP Regen: 0.76 | Mana Regen: 0.61
Attack Speed: 1.9 | Armor: 2
After his apparent destruction by a mere child, Nightmare was cast into a realm of oblivion and chaos. There he wandered, a molten residue of hatred, until he suddenly felt the Lich King's presence. Intrigued by the powerful magics he felt coming from the Lich King, Nightmare entered the realm of Azeroth and granted his services to the heir of the Frozen Throne. A viciously powerful being, there are none who know the Nightmare King's true intentions...
SKILLS:
---Goblins! (G)
Nightmare disturbs an area's reality, causing nightmarish goblins to creep out from its depths. These goblins attack the surrounding area, and their strengths depend on the area. Goblins last for up to 10 seconds after spawn effect ends. If goblins go too far from spawn area, they will die.
Level 1 - 200 diameter area of effect. Spawns a minor goblin every 3 seconds, for 30 seconds. At night, goblins spawned every 2 seconds. 800 goblin allowance range.
Level 2 - 300 diameter area of effect. Spawns every 3 seconds for 30 seconds. At night, goblins spawned 2 second. 90% chance spawn will be a minor goblin. 10% chance a hawk goblin. 1000 goblin allowance range.
Level 3 - 350 diameter area of effect. Spawns every 2 seconds for 45 seconds. At night, goblins spawned every second. 80% chance spawn will be a minor goblin. 20% chance a hawk goblin. 1200 goblin allowance range.
Level 4 - 400 diameter area of effect. Spawns every 2 seconds for 45 seconds. At night, goblins spawned every second. 50% chance spawn will be a minor goblin. 30% chance a hawk goblin. 20% chance to summon Terror. 1400 goblin allowance range. Max
Minor Goblins: 120 hp. 1 armor. 7-12 damage 1 second attack speed. 60 range. 300 ms. 200 mana. Cast Goblin Slash for 20 mana dealing +20 magic dmg.
Hawk Goblins: (Airborne unit) 200 hp. 0 armor. 12-22 damage. 1.6 attack speed. 200 range. 320 ms. Screech 20% of the time, dealing 50 dmg in a 400 AOE.
Terror Goblins: (Airborne unit) 500 hp. 5 armor. 30-40 dmg. 2 second attack speed. 400 range. 800 mana. 280 ms. Can cast Night Blast (firebolt with 15 second cd) for 150 mana causing 100 dmg and a 1 second stun.
All goblins deal chaos damage.
Depending on their area, the goblins have different attributes.
Road: Fortified armor. Minus 10% movement speed. Have 5% chance to bash for .1 seconds.
Forest: Heavy armor. Plus 10% movement speed. Return 10% dmg.
River: Light armor. Attacks slow by 2% for 1.5 seconds. Stacks 5 times.
Mana Cost: 190/240/310/390
Cooldown: 80/70/60/50
Framework: The affected area darkens and is surrounded black version of the undead building recall. The minor goblins are tiny all black versions of murlocs. The hawk goblins are tiny flying all black versions of harpies. The terror goblins are all black versions of a coatl with two red orbs above the wings.
Notes: Nightmare uses this move to augment his numbers and abilities. Great for sieges and creeping.
---Terror Freeze (F)
Possessing some of his old skills, Nightmare casts a nightmarish shroud upon his nemesis, freezing them in place. Frozen units become invulnerable but upon their defrost they are greatly weakened.
Level 1 - Freezes for 1.5 seconds. Afterwards, unit loses 2 armor and attack and movement speeds slowed by 10% for 2 seconds.
Level 2 - Freezes for 2 seconds. Afterwards, unit loses 3 armor and attack and movement speeds slowed by 20% for 3 seconds.
Level 3 - Freezes for 2.5 seconds. Afterwards, unit loses 4 armor and attack and movement speeds slowed by 30% for 3 seconds.
Level 4 - Freezes for 3 seconds. Afterwards, unit loses 5 armor and attack and movement speeds slowed by 40% for 4 seconds.
Mana Cost: 100/115/130/145
Cooldown: 35/30/30/25
Framework: The target unit is frozen in place with a pure white version of frost bite.
Notes: Nightmare's primary disable.
---Nightmare Claws (T)
Although he is now a misshapen blob, Nightmare's devious grip retains its potency. Nightmare can extend his arms further and grasp his enemies, bringing them into himself and their certain doom.
Level 1 - Increases attack range by 100. Attacks 10% slower when between ranges 400 and 301, and 5% faster when between ranges 100 and 0. Attacks have 10% chance to backwhip, pulling the enemy 25 range towards Nightmare.
Level 2 - Increases attack range by 200. Attacks 20% slower when between 500 and 350 range and 10% faster when between ranges 100 and 0. Attacks have 10% chance to backwhip, pulling the enemy up to 50 range towards Nightmare.
Level 3 - Increases attack range by 300. Attacks 25% slower when between 600 and 400 range and 15% faster when between ranges 100 and 0. Attacks have 10% chance to backwhip, pulling the enemy up to 75 range towards Nightmare.
Level 4 - Increases attack range by 400. Attacks 30% slower when between 700 and 500 range and 20% faster when between ranges 100 and 0. Attacks have 10% chance to backwhip, pulling the enemy up to 100 range towards Nightmare.
NOTE: The backwhip is similar to Spiritbreaker's bash except it doesn't deal extra damage per hit. Attack speed between 300 and melee is standard. This is a passive skill.
Mana Cost: N/A
Cooldown: N/A
Framework: Nightmare's attack animation is a connected strand of basic sludgemonster missile, which changes in length according to the distance between target and Nightmare. The backwhip is similar to spiritbreaker's bash animation except it pulls enemy into Nightmare instead of away from, and also doesn't have the flying dust effect. The bash effect is also shorter.
Notes: Nightmare's passive skill. Increases range and versatility, while providing a powerful semi-disable. Effectively grants Nightmare up to 700 attack range (though at greatly reduced attack speed) and increased attack speed at melee range.
----Inhalation (N)
Out of desperation, the Nightmare sucks in all units in an area in front of him, disabling all their abilities. Any summoned units are devoured upon reaching the Nightmare, granting the Nightmare both health and mana. Channeling.
Level 1 - 450 AOE. Lasts up to 5 seconds. Each devoured unit grants 10% of its remaining health and 15% of its remaining mana to Nightmare.
Level 2 - 550 AOE. Lasts up to 6 seconds. Each devoured unit grants 15% of its remaining health and 20% of its remaining mana to Nightmare.
Level 3 - 650 AOE. Lasts up to 7 seconds. Each devoured unit grants 20% of its remaining health and 30% of its remaining mana to Nightmare.
Mana Cost: 220/200/180
Cooldown: 120/100/80
Framework: The pulling in effect is similar to the black hole's. Tiny gusts of wind (tornado slow aura animation) will accompany the units being pulled in.
Notes: This skill will pull in ALL units in the area, not just foes. This skill only pulls in units in 180 degrees front of Nightmare.This is a channeling move. Nightmare's ult, a simultaneous mass disable and self heal. Deals no damage.
Discussion:
THE NIGHTMARE KING.
If any of you ever watched "Little Nemo" you'll know where I'm coming from. I dunno, i thought a tribute to the Nightmare King would make for a cool hero.
MODEL:
The way my story goes, after his defeat, the Nightmare King's remaining being was forced into the Nether Realm where it congealed into a terrible nameless form. Therefore I want the model to be that of a Dalaran Reject/Acid monster. For the voice I'd have Anub'arak's or Crypt Lords.
STRATEGY:
PROS:
-Great disables.
-Potentially capable chaser.
-Can summon various units for push.
-Can counter summoned units.
-Can one on one relatively well.
CONS:
-Squishy and slow for a chaser/disabler.
-Requires large mana pools.
-Weak against spells and ranged attacks.
-Many of his techniques rely on good positioning and chance.
-Can potentially trap friendly units with ult.
SKILL OVERVIEW:
GOBLINS!: Nightmare can use this to summon a relatively enormous army. If well positioned, it can be an excellent siege tool. Combined with Terror Freeze, it can overwhelm heroes by freezing them first then wailing on them when they're slowed after the defrost. At higher levels, the good chance to summon powerful Hawk and Terror Goblins can add large amounts of damage and meat to your armies. When combined with your Ultimate, this move can also help heal the nightmare by providing large amounts of mana and health.
Problems with this skill are that the Goblins must pretty much stay where they are cast. They can't be used to "push" very far necessarily. Also, this move costs a nearly exorbitant amount of mana and it has a very long cool down. However, unlike most other summoning skills, this one can't be simply purged away. It continues throughout its entire duration, summoning units over a long period of time. And if the units are allowed to spawn without dying, the amount of units can be enormous.
TERROR FREEZE: Nightmare King's most excellent targeted disable. It takes an enemy hero or unit completely out of action for a few seconds, then returns them to battle with lowered attributes. Can be used to disable carriers and tanks while your armies devastate weaker foes, leaving the frozen hero vulnerable against uneven odds after unfreezing. This technique is also great for escaping from chaser heroes and for unfavorable two or more on one situations.
NIGHTMARE CLAWS: Nightmare's passive skill. It increases the total range NIghtmare can potential attack and at melee range increases attack speeds. It also grants a pull back effect that can act as a "stun" of sorts. This is great for chasing as it has a chance to pull back enemy units trying to flee the scene. It also grants the Nightmare an advantage against ranged heroes especially, who will be at a disadvantage close range because of Nightmare's increased melee attack speed. Combined with Goblins! it can also be used to trap heroes within a crowd of teeth, trapping them to their doom.
INHALATION: A mass disable and self heal. If used appropriately, it can trap entire enemy armies, leaving them open to ranged attack by friendly units. It can also be used to devour both friendly and unfriendly summoned units for health and mana. This can be a great counter against units like Infernals, or against images like those from Phantom Lancer. However, this disable pulls in ALL units, therefore friendly melee units are left periodically useless because they cannot attack the units being inhaled without being inhaled themselves.
FRIENDS INCLUDE:
LONG RANGE HEROES:
DISABLERS:
UNIT SUMMONERS:
HEROES TO RUN FROM:
NUKERS:
LONG RANGED HEROES:
HARD HITTING MELEE/STUNNERS/CRIT-ERS
Well, check him out. This was my second hero after Icarus.
Last edited by Abomasnow21 on Wed Jul 09, 2008 4:04 am; edited 1 time in total
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First skill to imba imo. You can have 22 terror goblins(mini-heroes). Each terror goblin can night blast for a massive stun.
you can either weaken(or take out) the terror goblins or make the amount of them smaller because 22 terror goblins(infernals(warlocks ulti))or((shadow wards(rhasta's ulti)) Also, all the movement speeds for the summoned units are too much. Maybe something like this for terror goblins:
Terror Goblins:
450 hp, 2 armor, 25-32 dps, 1.2 attack speed, 295 ms.
Also, maybe you can do summon ever 2 seconds for 20 seconds. I think 10 is enough.
Rest is good.
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Sounds like a fair suggestion. Though the chances of spawning 22 terrors is pretty low. maybe i can put a cap on the amount of each type of goblin as well.
I'll play with that right now.
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pretty good. dont like the name though - Nightmare - Nightmare King, lol it makes me laugh
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Also known as HellCraft in Garena
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like all spells!!! they are very balanced...but i have to agree with bloodcraft....the name isnt that innovative
ulti has great synergies with enigma...im thinking of enigma doin ulti and straight afterwards nightmare doin its an absolute mass disable..and then also witch doctor's death ward channeling behind nightmare...at least 1 kill...(or full team wipeout XDDD)
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hmmmm i think the passive is my favorite on this guy its really rare
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[img]http://img366.imageshack.us/img366/3706/gppurplenaixeatob0.gif[/img]
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Hahaha you don't like the name!? Well, that's fine, it isn't Original. His name is the exact same name as in the movie.
His name was nightmare and he was the nightmare king. hahahaha.
So i'll probably switch the name nightmare or switch his title...
hmmmmm....a good nightmarish name.....
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