Author: Alexen
Ownership: Microsoft (formerly Activision Blizzard; Blizzard Entertainment)
Designed mainly for Warcraft 3 patch 1.26 but it works fine on any patch as long as it is under classic graphics.

Author: Alexen
Ownership: Microsoft (formerly Activision Blizzard; Blizzard Entertainment)
Designed mainly for Warcraft 3 patch 1.26 but it works fine on any patch as long as it is under classic graphics.

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Woora the Earth Sage

Melee hero based on Strength, armed with intense area magic damage and strong crowd control spells.
Base Stats: 11 Agility; 15 Intelligence; 17 Strength.
Stats gained per level up: 0.8 Agility; 2.8 Intelligence; 2.8 Strength.
---background story---
Descendant of the Earth Tribunal in Mulgore, Woora was granted a single purpose once the war in the Nadrex Temple started -- annihilating the entire Underground Alliance and crushing their base into the depths of the earth. Commanding the force of earth itself, Woora slams dozens of foes in the blink of an eye.
Abilities:
Ground Slam (innate-active) -
Woora slams the ground, dealing 90 area magic damage within 250 radius

  1. Magnitude Totem - Empowers Woora's totem with energy, increasing his attack damage for 7 seconds and causing each attack to stun for 0.60 seconds. Cannot proc against evasion or if Woora misses the attack.
  2. Seismic Rupture  - Slams the targeted area, stunning enemies for 1 second and dealing magic damage to each. Has a 300 radius of effect.
  3. Tremor Slam (passive) - Increases Woora's current movement speed and each time he casts one of his spells, the ground shudders, dealing 100 area magic damage within 750 radius and slowing enemies hit by 30% for 3 seconds. The slow cannot be stacked from multiple casts but its duration is refreshed.
  4. Violent Disturbance - Woora heavily slams the earth, unleashing multiple instances of Tremor Slam every second around the initial cast location. The slow effects from multiple Tremor Slam instances cannot be stacked.

Oris the Resonance Apparition

Ranged Intelligence based hero, able to both sustain her allies and torture her enemies with strong magic damage and curses.
Base Stats: 14 Agility; 19 Intelligence; 17 Strength.
Stats gained per level up: 1.6 Agility; 3 Intelligence; 1.5 Strength.
---background story---
Bestowed with ghostly powers by death itself, Oris calls upon the aid of fallen warriors, empowering allies while turning her enemies into fresh spirits for later use. Her power beyond the grave echoes through the battlefield, causing foes to cry in agony.
Abilities:
Blind Resonance (innate-active) -
Flashes the eyes of the targeted enemy, causing it to miss all attacks for 2 seconds.

  1. Winter Resonance (passive) - Each physical attack that successfully damages an enemy, will call upon icy ghosts to enemies nearby, dealing irreducible damage to each. The currently hit enemy is also affected by Winter Resonance.
  2. Ghost Resonance - Oris calls forth multiple ghosts that orbit around the initial cast location, dealing 60 magic DPS to enemies caught inside the ring, while healing allies for 60 points of damage as well. The first magic DPS or healing amount is instantly applied upon entering the orbit.
  3. Power Resonance (toggled non-stacking attack morpher) - Converts Oris's mana points into magical attacks, enhancing the damage dealt by her regular attacks. These attacks have 25% bonus projectile speed. Arcane Amplification cannot be triggered by manual casting. Can be turned to auto-casting, enhancing every next attack.
  4. Sorrow Resonance - Oris calls down a rain of sorrow upon all enemies within 750 radius, reducing their current attack damage and armor for 6 seconds. Attacks enhanced by Power Resonance deal an additional 20% bonus magic damage against affected targets.

Cobalt the Walrus Warrior

Melee hero based on Strength, able to deal tremendous amounts of physical damage at closed range and heavily reduce enemy's defenses.
Base Stats: 16 Agility; 13 Intelligence; 21 Strength.
Stats gained per level up: 2 Agility; 2 Intelligence; 2.8 Strength.
---background story---
Losing his pride after Jeensi won the Trial of the Ice, Cobalt thought of getting a rematch, thus went to look for his enemy. Surrounded by the vile undead in the Nadrex Temple, he joined the ranks of the Heaven Alliance, fighting alongside Jeensi as a double frost duo.
Abilities:
Trance (innate-active) -
Empowers all allies in the targeted area for 3 seconds, increasing their attack speed by 75%.

  1. Icepiercer - Hits and chills the target enemy at closed range, slowing its movement and attack speed for 5 seconds by 25% and dealing 100 magic damage. If Icepierce is cast again on an already affected target, it deals physical damage based on Cobalt's Strength. Will not trigger Arcane Amplification or other on-cast effects from items since its cooldown is 2.5 seconds. Does not trigger effects from Voidfire Urn, Tidal Spirit, Water Diadem, Lightning Talisman or Ancestral Staff.
  2. Frost Quake - Cobalt unleashes a violent quake of ice, dealing area magic damage and reducing armor by 6 for 5 seconds. The damage varies depending on the position of the enemies, highest amount being dealt within 350 radius.
  3. Hardened Cold (passive) - Brittle ice strengthens the armor of the Walrus Warrior and allows him to share the bonus for 3 seconds with any other ally touched by him. Cannot be dispelled.
  4. Critical Icepiercer - Cobalt hits and chills the target enemy at closed range, applying the maxed level of Icepiercer, followed by bonus physical damage, reduced armor and 2 seconds of stun. Both the slow and the damage can be stacked with the regular Icepiercer.

Spinewrath the Stinger

Melee Agility based hero, capable of quickly maneuvering through combat and dealing heavy magic damage.
Base Stats: 24 Agility; 10 Intelligence; 24 Strength .
Stats gained per level up: 3 Agility; 1.5 Intelligence; 2.3 Strength.
---background story---
Tunneling for days through the land of Kalimdor until he found the Nadrex Temple, Spinewrath empowered his toxins and spikes after killing dozens of enemies encountered on his journey. Now he is armed up and ready to bring forth victory for the Underground Alliance.
Abilities:
Crawler (innate-passive) -
Spinewrath's base movement speed is faster by 15% compared to the rest of the heroes. This effect cannot be negated.

  1. Venostruck - Quickly injects poison into the targeted enemy, slowing it for 4 seconds by 35% and dealing magic damage to it. Casting Poison Burst, instantly damages the target again for 75 magic damage.
  2. Stinger's Bath - Stinger covers 750 radius in magic poison, reducing the enemies movement by 30% and armor by 7 points for 3 seconds and dealing area magic damage after 1 second. The slow and armor reduction cannot be dispelled.
  3. Poison Burst - Stinger splashes poison within 600 radius, dealing magic damage to all enemies hit. Causes the enemy already affected by Venostruck debuff to take 75 additional magic damage and lose all beneficial buffs currently applied on it. Does not affect invisible enemies.
  4. Lethal Venomous Attack - Targets an opponent at closed range, injecting strong poison that deals heavy magic damage and stuns the target for 2 seconds. If the target's health is below 30% of its maximum value, it is instantly killed, ignoring any magic resistance, and Spinewrath gains +2 permanent Agility bonus.

Kazegeen the Brawl Monk

Melee hero based on Strength, able to manipulate combat and nuke multiple enemies with intense magic damage.
Base Stats: 20 Agility; 12 Intelligence; 25 Strength.
Stats gained per level up: 2.7 Agility; 1.4 Intelligence; 2.9 Strength.
---background story---
Completing the monk training in Pandaria, Kazegeen now resides within the Nadrex Temple, guarding the Jade Hall. A place that protects the most potent brews and secrets of the pandarens.
Abilities:
Way of the Monk (innate-passive) -
Kazegeen's renowned combat experience grants him 12% chance to either evade an attack or to deal 50 bonus physical damage with his attack. The evasion chance does not stack with other sources of evasion.

  1. Hidden Chi-Attack - Kazegeen performs a taijutsu attack at closed range on the targeted enemy, dealing physical damage to it based on his Strength, stunning it for 1 second, while draining mana points from it, if it has any. Removes all negative buffs from Kazegeen upon cast.
  2. Barrel Blast - Throws his barrel towards the targeted location, detonating unstable chi upon impact, dealing area magic damage and reducing armor of hit enemies by 6 points for 3 seconds.. Debuffed enemies hit by Hidden Chi-Attack, take an additional 20% bonus damage.
  3. Jade Breaker - Volatile jade energy sparks the targeted area, dealing magic damage to enemies hit and interrupting their current order. Has a 450 radius of effect and destroys trees.
  4. Chi Release - Unlocks the potent energy within all allies detected in the targeted area, increasing their current attack speed and movement to an almost maximum constant speed.  Affected allies cannot be slowed  while Chi Release is active.

Voonah the Mana Zealot

Melee Intelligence based hero, exceptional at nuking his opponents and crippling enemy spellcasters.
Base Stats: 18 Agility; 18 Intelligence; 14 Strength .
Stats gained per level up: 1.4 Agility; 2.4 Intelligence; 2.1 Strength.
---background story---
In the deep caverns under the Nadrex Temple, lies a beacon of powerful deities known as Mana Zealots. These insectoid warriors crush foul magic throughout the dimension and always hunt down their prey. Magic is a complete buffet for their unending hunger and no matter the amount, they are never sated enough.
Abilities:
Mind Flare (innate-passive) -
Vonnah deals 80 bonus magic damage with his unit targeted spells or active items against enemies with mana percentage under 40%. Mind Flare's effects cannot be negated.

  1. Crushing Zeal - Disrupts the targeted area with arcane energy, dealing magic damage and stunning enemies hit for 1 second. Applies a magic hunger on enemies with mana, causing them to lose 35 mana points per second, up to 4 seconds. The curse cannot be dispelled and fully breaks through immunity states.
  2. Link of the Silent - Vonnah connects himself to the target up to 4 seconds, reducing the target's movement by 35%, destroying 100 of its mana points and turning it unable to cast spells. Cast range is greatly increased per level upgraded.
  3. Bounce Breaker - Vonnah discharges volatile energy bolts that randomly bounce upon enemies within 1000 radius, dealing magic damage. Bounce Breaker has 40% chance to detonate prematurely, dealing 15% bonus magic damage. Cannot bounce on magic immune opponents and will instead search for another target.
  4. Void Bomb - Vonnah launches a massive bolt of energy towards the targeted enemy, detonating upon impact, dealing area magic damage. Has a 350 detonation radius.

Jogga the Oathbound Runic

Ranged Intelligence based hero, able to deal strong area of effect magic damage and control combat.
Base Stats: 19 Agility; 19 Intelligence; 14 Strength.
Stats gained per level up: 2.1 Agility; 2.8 Intelligence; 1.6 Strength.
---background story---
Playing with fire or with snakes can never be healthy, especially if you are a troll and your fingers are set aflame. There are, of course, ways to get the flames out of you, like the wards used to pin helpless victims or to scorch them alive. Jogga's bag of tricks is always full of surprises.
Abilities:
Hex (innate-active) -
Transforms the target into a helpless critter, disabling it and reducing its movement to 100. Lasts 2 seconds.

  1. Spark Snakes - Unstable electric snakes randomly jump upon enemies detected in the targeted area, dealing magic damage per each jump. Deals twice the amount of damage if only 2 enemies are detected and hit. Destroys trees and initially interrupts affected enemies' current orders.
  2. Breath of Fire - Breathes fire in the targeted direction, burning all enemies within 175 radius over a straight distance for the next 3 seconds, dealing base magic damage + magic DPS to them. The radius increases to 240 towards the end of the distance.
  3. Ward Bound - Jogga pins ritual wards in the target's body, silencing it, reducing its total attack damage by twice of its original amount, and dealing magic damage to it initially and again after 1 second. The target regains its attack damage once it takes the second magic damage instance.
  4. Snake of Flames - Places a massive serpent ward that breathes fire towards 5 enemies within 750 radius, dealing 100 magic damage / target. The ward is untargetable.

Vladz the Banetropher

Melee Agility based hero, able to overcome enemy heroes in melee combats and heavily cripple them down.
Base Stats: 22 Agility; 10 Intelligence; 22 Strength .
Stats gained per level up: 2.4 Agility; 1 Intelligence; 1.4 Strength.
---background story---
With his castle burned down and his family ravaged, Vladz had no reason to remain in Krovikania and was forced to enroll in the war of Nadrex, aiding the Underground Force's cause.
Abilities:
Primal Instinct (innate-passive) -
Vladz's base attack speed is faster by 15% compared to the rest of the heroes. This effect cannot be negated.

  1. Blood Hunger - Vladz sharpens his claws, gaining 30% bonus attack speed and 30% lifesteal for a set amount of time. The bonuses cannot be dispelled. The lifesteal stacks with other lifesteal sources.
  2. Fear Strike - Vladz wounds the target at closed range, dealing physical damage based on his Strength and causing the target to tremble in fear for a brief moment, disabling it. If Blood Hunger is active, Vladz deals 75 additional physical damage.
  3. Mana Disease (passive) - Enemies that are physically touched or attacked by Vladz, will be diseased for 4 seconds, losing mana points each second. Mana Disease cannot be dispelled and it cannot be stacked multiple times, only refreshed.
  4. Poisonous Disease (passive) - Enhances Vlads' attacks with deadly poison, slowing enemies hit by 30% for 2 seconds and dealing magic DPS. On non-hero enemies, the duration is doubled. Stacks with attack morphers except the Mana Burn ones.

Trouge the Prophet

Ranged Intelligence based hero, able to heal his allies and empower them in combat.
Base Stats: 12 Agility; 20 Intelligence; 12 Strength.
Stats gained per level up: 2.2 Agility; 2.8 Intelligence; 1.6 Strength.
---background story---
A spirit that wandered the Nadrex Temple in the ancient past, Trouge returns to a more corporeal form, ready to defend all living beings with everything he has. Sparking healing chains and summoning birds of the most shining light, the Prophet is a presence that warms his allies.
Abilities:
Restoration (innate-active) -
Targets an allied unit or hero, restoring 100 health.

  1. Fluttering Vibration - Trouge calls forth wandering spirit birds around him for 6 seconds if enemies are detected nearby, randomly attacking them and slowing their movement by 30% for 2 seconds. Each spirit bird deals 70 magic damage and has an attack radius of 350.
  2. Empowered Healing Chain - Targets an ally, releasing a healing chain that bounces to other allies, increasing the healing amount. Each next jump has a detection radius of 500.
  3. Presence of the Prophet (passive) - Increases current health regeneration of the Prophet and all allies within 750 radius to him. The bonus healing regeneration lasts for 4 more seconds on any ally that leaves the radius. Cannot be dispelled and any buffed ally regains 60 bonus health and mana when targeted by the first heal of Empowered Healing Chain.
  4. Wheel of Fortune - Targets any allied hero, including the Prophet himself, granting complete immunity to physical damage and 75% bonus attack damage for a short amount of time. The buffed allied hero receives 3x the health regeneration bonuses from Presence of the Prophet.

Voshj the Coral Guardian

Melee hero based on Agility, capable of solo-killing and sustaining himself in combat.
Base Stats: 24 Agility; 10 Intelligence; 15 Strength.
Stats gained per level up: 2.8 Agility; 1.2 Intelligence; 2.2 Strength.
---background story---
Completing the monk training in Pandaria, Kazegeen now resides within the Nadrex Temple, guarding the Jade Hall. A place that protects the most potent brews and secrets of the pandarens.
Abilities:
Rabid (innate-passive) -
Voshj's lust for battle pumps him up permanently, adding 13% bonus attack speed to any source that grants attack speed. Cannot be dispelled.

  1. Bigger Better Stronger - Voshj grows gigantic for the next 3 seconds, gaining bonus attack damage, movement and attack speed. Dispels all negative buffs upon cast.
  2. Vanish - Gusts of wind vanish the Coral Guardian for the next 10 seconds or until he initiates an attack or casts a spell. If he breaks the state by attacking, bonus physical damage is dealt with the first attack. Increases current movement by 60% during Vanish.
  3. Pinned Strike - Strikes the targeted enemy at closed range, dealing magic damage to it, slowing it by 35% and reducing its armor by 6 for 4 seconds. Vanish's empowered attack out of invisibility will deal an additional 15% bonus physical damage.
  4. Fish Hunger - A burning hunger grows in Voshj, granting him lifesteal that stacks with any attack morphers or other lifesteal sources for the next 7 seconds. Attacking out of Vanish's invisibility will restore Voshj's health based on its damage amount.

Sandix the Frostfire Mage

Ranged Intelligence based hero, capable at nuking multiple enemies fast and efficiently.
Base Stats: 8 Agility; 25 Intelligence; 14 Strength.
Stats gained per level up: 1.6 Agility; 2.5 Intelligence; 2.2 Strength.
---background story---
Elemental magic was always an interest for Sandix, especially fire and ice. Channeling their power daily, burning his own house or almost freezing himself to death was just child play. When it comes to the evil undead, Sandix always has an ice up his sleeve, or maybe fire, or maybe ice -- we may never know.
Abilities:
Frostfire Blast (innate-active) -
CHANNELED - Charges fire and ice up to 0.5 seconds then quickly blasts the target enemy, dealing 90 magic damage to it. Frostfire blast cannot be disjointed.

  1. Fireblast - CHANNELED - Charges fire up to 0.5 seconds then quickly blasts the target enemy, dealing magic damage to it and stunning it for 1 second. Fireblast cannot be disjointed.
  2. Frostblast - CHANNELED - Charges ice up to 0.5 seconds then quickly blasts the target enemy, dealing magic damage to it and slowing it by 75% for 2 seconds. Frostblast cannot be disjointed.
  3. Flamestrike - Combusts a target area after 1 second, burning enemies hit for magic damage and stunning them for 1 second. Has a 220 radius of effect.
  4. Frost Field - CHANNELED - Sandix channels frost magic over 750 area around him up to 4 seconds, blasting enemies every second, dealing magic damage to each. If the Frostfire Mage is interrupted, the damage stops prematurely.

Dwarg the Outworld Beast

Melee hero based on Strength, able to heavily withstand physical damage, especially from melee sources, and nuke enemies at closed range.
Base Stats: 10 Agility; 19 Intelligence; 19 Strength.
Stats gained per level up: 1.5 Agility; 2.5 Intelligence; 3.2 Strength.
---background story---
Created to serve as an ultimate protector for the Void Dimension, Dwarg's purpose quickly changed once the Nadrex Temple was invaded by the Underground Alliance. Though he may not speak many words, his actions surely show his pure intentions of maintaining balance.
Abilities:
Rift Guardian (innate-passive) - Whenever Dwarg uses an ability or an item, he restores 15 health and mana. Rift Guardian's effects cannot be negated
.

  1. Fabric Rupture - Targets a location, opening a rifthole that slows enemies by 30% for 2 seconds and deals magic damage to them. The slow cannot be dispelled.
  2. Void Crush - Blasts the target and its nearby allies within 200 radius with void energy, dealing magic damage and slowing them by 30% for 3 seconds. If Fabric Rupture is cast during this interval, all debuffed enemies are instantly warped into its center.
  3. Void Melee Core (passive) - Increases the armor of the Outworld Beast and reflects a percentage of incoming melee damage back to the source. Each melee damage instance received is also reduced. The melee damage reflection also reflects physical damage from spells if the caster is a melee hero.
  4. Wormhole - Conjures a low gravity wormhole 250 range in front of the Outworld Beast, massively slowing enemies for 3 seconds. After 1 second, the wormhole explodes, dealing area magic damage to enemies within 275 radius. The slow cannot be dispelled.
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