NEW HERO: Ionar - Tank

Hello. My name is Dmitriy. I am glad to present you my new hero concept.

Hero: Ionar
Role: Tank



Ionar - Halls of Lightning guard.


Health – 3407 basically hit points
Mana – 500 basically hit points

Basic damage from auto-attacks - 126 units every 1.5 seconds.

\\ Abilities:

[Q] – «Static Overload» - Creates a lightning shot to a specified target in a radius of 5.5 meters, inflicting 110 damage, and an additional 110 damage over 5 seconds. Requires 40 mana. Cooldown 8 seconds.

[W] – «Absorpt» - When activated, catch-absorp the next enemy ability. Within 3 seconds, this cathed ability can be launched in the selected direction, causing the corresponding damage and effect to the enemy. If the ability has not been released, it dissipates. If Ionar during active-open [W] is stay at the point where the item-object will now explode, this explosion will be absorbed by [W] and will not cause massive damage to allies. Requires 35 mana. Cooldown 4 seconds.

  • Catching only works with solid objects flying separately above the ground in a straight path — bullets, grenades, arrows, spears, darts and the like. Launch of the ability is carried out with the appropriate range of application.

  • The ability does not catch auto-attacks of opponents.

  • The ability does not catch Falstad’s hammer and Zul’jin’s axes because its coming back.

  • You can catch Greymane’s cocktail before it breaks.

  • You can catch the Hanzo cluster arrow before it splits.

  • If the caught ability involves a repeated click to activate, then there will be no repeated click, and the ability will simply operate until the end of time and will end in accordance with its specifics.

  • If Ionar stands next to, for example, the Gazlowe’s bomb, the Junkrat mine, the Abathur mine or Murky’s pufferfish, and activates [W] before it explode, this explosion \ effect will be absorbed and will not cause damage.

  • When an ability is catch-absorbed for use, the icon on the panel changes to a flashing ability icon.

[E] - «Sliding Ram» - Makes a fast glide in the indicated direction by 5 meters and rams all enemies in its path, knocking them to the sides by 1.5 meters, and inflicting 120 damage to them. If the ability is applied directly to the enemy hero, he is dragged to the end, and if there is a collision with an obstacle, he takes an additional 240 points of damage and is stunned for 1.5 seconds. Requires 50 mana. Cooldown 12 seconds.

  • You can make such a combo - press [W], and then use the jerk [E] to intercept the Q-arrow of Valla and launch it at the enemy.

(D) (passive) – «Statement» - Gives 3 units of armor for each enemy hero in a radius of 4 meters, if the health of Ionar is less than 50%.

(Z) (passive) - «Tailwind» – Ionar does not use transport. Instead, its movement speed increases by 25% if it is next to an ally moving in vehicles.

[R1] – «Disperse» - Ionar scatters into 12 sparks, dividing between them equally the current stock of health. Health panels are reduced to 15% and a bar of mana disappears while sparks are active. Each spark deals 24 units of lightning damage once per second from a distance of 4.4 meters, and slows the target by 20% for 1.5 seconds. The ability [R] can be reapplied, but not more than once every 2 seconds, to push all the sparks apart, and order each spark to attack and pursue the nearest target, priority enemy heroes. Pressing [RMB] will move all sparks to the specified location, or command all sparks to attack the specified target. Pressing [RMB] on the allied hero will focus all the sparks on it, and will support the shield on it. Each spark for the duration of the ability contains a maximum of 60 shield units for target protection. Taking damage with the target will spend the total supply of the shield equally between all the sparks involved. Destroying Ionar’s sparks while maintaining the shield will partially deprive the shield of the protected target. Sparks can pass through characters and obstacles. Action time of «Disperse» 7 seconds. After the end of the effect, Ionar within 2 seconds, the cursor selects the place of return among those places where the sparks were at the time the effect ends. Requires 65 mana. Cooldown 100 seconds.

  • During the action, it is impossible to apply basic abilities.

[R2] – «Hurricane» - For 5 seconds, Ionar turns into an immortal hurricane that moves at a speed of 1 meter per second to the select directions, sucks all the enemies that it hits and throws them randomly in a radius of 2 to 10 meters, dealing 190 damage over the area when it falls. Pressing again cancels the effect. A hurricane can pass through obstacles. Requires 55 mana. Cooldown 110 seconds.

  • During the action, it is impossible to apply basic abilities.

\\ Talents:

— 1 level

1) «Condensation» - Use [Q] while already still closed-active [W] will slow the enemy by 40% for 1.75 seconds

2) «Entrainment» - Allows [W] to intercept flying abilities within a radius of 1.5 meters.

3) «Lightning Glide» - During a jerk [E] all enemies within a radius of 2.5 meters receive once lightning shot, dealing 75 damage. But reduce the knockback damage by 80%.

4) «Thickening» - Increases the amount of armor from the passive effect of the ability (D) by 1 unit for each enemy hero, and increases the response threshold to 60% of the maximum health.

— 4 level

1) «Mill»

  • Quest: Deal 6500 damage to enemy heroes with [Q].
  • Reward: Ability [Q] will no longer require mana, and will recover 15 mana and 75 health when hit by an enemy hero. Reduces cooldown [Q] by 1.5 seconds.

2) «Acceleration»

  • Quest: Catch enemy abilities 20 times with [W].
  • Reward: Increases the [2W] launching range of caught abilities by 20%, and increases the available active time before launching by 1 second.

3) «Air Masses» - Increases the knockback range of opponents with [E] by 1 meter, and allows you to drag two enemy heroes if, at the time of the jerk directed towards them, they were next to each other, or on the same line.

— 7 level

1) «Voltage» - If the target was stunned with [E], then the damage from the ability [Q] over the next 2 seconds will do 20% more damage and restore 250 health to Ionar in 5 seconds. During action [E], and also within 2 seconds after [E], it becomes possible to apply [Q] with a range increased by 2 meters.

2) «Inertial Momentum» - While the ability [W] contains the captured object, Ionar is covered by a shield in the amount of 617 units.

3) «Rush» - Increases glide range [E] by 3 meters and glide speed by 30%.

4) «Downwind» - Bonus speed increases from (Z) when the near ally transport persists for another 2.5 seconds after leaving the scope.

— 10 level

1) [R1] - «Disperse» - The ability description is at the beginning of the document.

2) [R2] - «Hurricane» - The ability description is at the beginning of the document.

— 13 level

1) «Storm» - Ability [Q] can be applied to an allied hero to increase the cooldown speed of his basic abilities by 40% for 3 seconds.

2) «Splitting» - If the captured enemy ability with the [W] is not launched, but dissipates, then Ionar begins to inflict 76 damage per second to nearby enemies for 4 seconds.

3) «Scooping Glide» - Heals Ionar for 4% of maximum health for 5 seconds for every 1 meter of distance traveled while sliding [E].

— 16 level

1) Active ability – «Whirl» - Repels all opponents from yourself by 3 meters from the specified side within a radius of 4 meters. Requires 65 mana. Cooldown 60 seconds.

2) Active ability – «Remelting» - Uses the catched ability during the activated active [W] action to increase the cooldown speed of all your abilities by 60% for the next 4 seconds. Requires 50 mana. Cooldown 20 seconds.

3) Active ability – «Air Cleansing» - Removes the effect of periodic damage from the selected allied hero. Requires 60 mana. Cooldown 50 seconds.

— 20 level

1) [R1^] - «Filled Separation» - Sparks receive such a supply of health as if Ionar was full at the time of dispersion. After the end of the effect, Ionar’s remaining health is averaged between the base and improved versions of the health redistribution. Reduces cooldown by 20 seconds.

2) [R2^] - «Tornado» - Increases the size of the hurricane by 20%, increases the speed of its movement by 20%. Reduces the cooldown of an ability by 30 seconds.

3) «Air Cover» - Gives 90 shield units for 10 seconds when using basic abilities. The effect is cumulative.

4) «Wind Speed» - After using [Q] over the next 6 seconds, the attack speed increases by 40%.

Thanks for watching! :slight_smile:

Also see my other concepts:

Charki, Melee Assassin -

Strand of the Ancients, Map -

Daelin, Bruiser -

Antonidas, Support / Assassin -

Bolner, Support -

Tony, Support -

Dyozi, Ranged Assassin -

HYDRA, Tank\Assassin\Support, Hero for three players -

Zakunda, Support -

Akama, Bruiser -

KURKEN, Bruiser \ Melee Assassin, Hero for two players -

Kavetdren, Support -

Kodorb, Support -

Monkana, Bruiser -

Mission “Covering”, New Map -

Sunny Glade, New Map -

Floating Island, New Map -

Uku’lar, Healer -

The Motorshell, Transport -

Reiker, Support -

Girth, Tank\Support -

Teron, Specialist -

Quick Messages -

Why do always duplicate your posts and put them in two topics at once? Just wondering.

I hope they will forgive me, because I offer developers unique interesting mechanics, give new ideas, new characters, new gaming experience for players social. I have been doing creative work for more than 14 years, and I understand ideas and games. I want HotS to become more interesting and interesting, because I really like this game, and I care about the future of this game.

The topic with the hero suggestions is too heatedly discussed, and the topics quickly go down. The topic “community creations” is discussed less, and I can be calm there that the developers will notice my ideas. Well, really, have you read my concepts? :slight_smile: There are no such mechanics anywhere else in game. Moreover, its fit into the framework of HotS.

p.s. You better write it in the main thread, supporting me and my topic, not blame me for the additional thread. Envy is the enemy of collective happiness.