The Defiler Initiation

LORE:

Ever since this strain of Spellcaster became infested and trained by the Swarm - the Overmind and it's high Cerebrate servant Zasz saw the spell-casting potentials that this strain could evolve, so they started of some Prototype experiment evolutions.. - They started morphing several embryons that were all Interlinked with the Overmind and Zasz himself.. Both - the Overmind and Zasz wanted to evo the Defiler into a strain that would maintain the same SpellCasting capabilities, but gain some self-Defence mechanisms such providing it's Claws and tail to be hard-muscle controlled and used in combat..

But back then the events on Char changed the history of this specie - Zasz was slained by the Dark-Templar and this strain's evolution was Half-way done, and the Overmind itself needed to finish the evolution.. Overmind had no such battle-experience as Zasz had and it's primal Atks were once again not evolved..

However - the Consuming ability of the Defiler became much more self-defendable --&gt; the new evolution stadium of this ability has given a way for this Zerg protorype to Devour a consumed unit and interlink it's genes temporarily, and therefore - providing the "Initiation" to Regenerate HP faster and gain Primal ATK temporarily.. So - the Overmind/Zasz Experiment although not finished - prooved to be usefull - The DEFILER INITIATION although wasn't able to attack by itlself - while in symbiosis with the consumed unit that's devouring it could still defend itself from most of the minor threats..

HERO: DEFILER INITIATION;

CLASS: INTELLIGENCE

FACTION: SWARM

ABILITIES:

1 - Consume (Active, lvl1 learned by default - 50 mana) - This is the primal ability of the INITIATION - the INITIATION consumes a unit that devours it afterwards.. Devouring gives higher HP regen while and gain some primal ATK (same damage as the consumed one but multiplied x2).. In fact - it's the most important ability that this hero has simply due to the fact that - The INITIATION can attack ONLY while in devouring phase.. This phase gives the INITIATION the ability to mix it's own inside genes with the devouring "prey".. However - for the INITIATION to devour a unit - it has to have a smaller amount of some considered HP..

CD - 20 (remember LVL 1 is learned by default)

NOTE1 : If you consume Ranged unit - you'll recover Mana instead of HP.. //

NOTE2: You can consume only 1 unit at a time..

2 - DigTunel (Active - 50 mana, max 10 seconds last) - the Defiler Initiation all by itself as a Zerg strain has the ability to burrow, However - when BurrowTunel activated - you can temporarily move while burrowed and make a Tunel in which you can later walk just if you burrow.. However - takes some pain to dig and the INITIATION loses some HP while doing this unless Hardened Carapaced.. The Tunel is temporary, but long lasting enough..

// NOTE: Any alliy non-massive Her unit can use the same tunnel for the same purpose.. However if there's an enemy Swarm Hero - if the Tunel detected - he can use it for the same benefit too.. However - if the Tunel collapses while some Hero inside - the Hero (no matter ally or enemy) will take some damage and render unmovable for some time..

3 - SYNAPSE-LINK (75 Energy) - The initiation casts some sort of a Sludge that will SYNAPSE-LINK to the units under the sludge.. The sludge effect is similar to the Devouring - It allows the INITIATION to genetic-interconnect with the targeted units (Both Enemy and Ally units or Heroes) that are affected by the sludge thing - will cause their HP and mana Regeneration rate to go to the INITIATION, and while lasting - all the sludged units don't regenerate HP or mana at all.. (Doesn't affect Protoss shields)

(CD 30, Radius 3, lasts 10 seconds)

4 - HARDEN CARAPACE (Passive) - After total Devourment of a consumed unit - the Initiation spits the devoured unit's Armor (if any), and such as - you can rewear it yourself or Recarapaced on you or any other non-massive ground Zerg ally Hero.. However - the Armor itself is damaged and is acided by itself and therefore it's diminishing.. The Hardened Carapace gives an additional armor of 2 while it lasts to the wearer, and will cause melee enemies to return themselves some damage.. The HC lasts about 15sec - depends on how much HP the consumed unit had when started devouring..

// Again - very good for team-work allied play.. //

5 - TAIL-STRIKE (10 Energy per atk) - this ability is good for only if you devoured Melee unit. It allows the INITIATION to cause some acids to deal extra damage to a target    If while acided the target takes more than 50 consecutive damage (acids without pause) - it starts to be in "melting" phase and temporarily having it's movement speed 50% reduced..

6 - ULTI - has 2 types of stadium:

-&gt; If you're currently devouring Melee unit - you can cast "THE" Plague.. The Plague does 15 DPS for 6 seconds, and it stacks with the Tail-Strike effect..

(manacost 150, CD 50, Radius 4)

-&gt; If you're currently devouring Ranged unit - you can cast "THE" Dark Swarm.. As while under it you or any other ground Ally Hero is shielded from RangeDamage reducing it taken to only 25%.. In addition - the Initiation gains a bonus of 25% movement and Atk speed while under the DarkSwarm.. (manacost - 150, Radius 5, CD 50)

HP = 180,

Armor = 2,

Manapool = 255 :))

-Please use the discussion tab if you have any comments about this hero, including specific ideas to make him better.

How well does this hero fit into the game? Awesome hero - looking forward to playing it Great idea - may need some minor changes Sounds like a good idea - not sure what role it would have on a team Crazy idea - not sure how it would fit into this game How about the hero... - needs ability(ies) remade How about the hero... - needs its concept remade How about the hero... - needs to be fully remade