The Ideas is in this order: Heroes, Units, Buildings, Powers, Changes.
The suggestions will come in this order:
-Men of the West:
-Heroes:
Imrahil (implented)
Halbarad
Beregond
-Units:
Dol Amroth warrior
Citadel Guard
Rohirrim lancer
Lossarnach axemen
Morthon bowmen (implented)
Pelagir wardens (implented)
Numenor knights
The Grey Company
-Buildings:
Fiefdom barrack
-Changes:
Aragorn
Boromir
Denethor
Gandalf
Theoden
Eomer
Eowyn
Faramir
Knights of Dol Amroth
Tower Guards
-Powers:
Legions of Arnor
Muster of the Fiefdoms (implented)
-Elves:
-Heroes:
Erestor
Gil-galad (implented)
-Units:
Rivendell Guard
Elvenking's Guard
Mirkwood Defenders
Rivendell Archers
Lorien Spearmen
-Buildings:
Noldor Barrack
-Changes:
Haldir
Glorfindel
Legolas
Thranduil
Elrond
Galadriel
Noldor warriors
Mithlond Sentry
-Powers:
-Dwarves:
-Heroes:
Dwalin
Bard the Sekond
-Units:
Iron Hill warrior
Iron Hill axethrowers
Soldiers of Dale
Knights of Dale (implented)
Erebor Guards
-Buildings:
Dale tower
Hall of skill (implented)
-Changes:
King Brand
Gloin
King Dain II Iron food
Gimli
Thorin III Stonehelm
-Powers:
Army of the Iron hills
Ancient stonework
-Angmar:
-Heroes:
Mathor
Durbuz
Lorgan
-Units:
Black Knight
Gundabad axemen
Gundabad bowmen
Carn Dûm defenders
-Buildings:
Gundabad cave (implented)
-Changes:
Rogash
The Witch-king
Morgomir
Hwaldar
Karsh
-Powers
-Dorwinion:
-Heroes:
Borlach
Tulamdir
King bladorthin II
Rathvith
-Units
Dorwinian knight
-Mordor:
-Heroes:
Voranur
-Units:
Morgul Vanguard
Morannon Orcs
Men of Barad-Dur
-Buildings:
-Changes:
Gothmog
The Witch-king
Morgomir
Mouth of Sauron
-Powers:
-Isengard:
-Changes:
Lurtz
Sharku
Saruman
Wormtounge
-Evil men:
-Heroes:
Rornath
Dornath
-Units
Variag horsearchers
Rhun Swordsmen
Rhun Horsemen
-Changes:
Ulwarth
Vronkar
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Men of the west:
Heroes:
Name: Imrahil
Race: Man
Cost: 2500
Health: 3200
Damage: 300
CP: 50
Powers:
lvl 1: Mount
lvl 3: Royal Blood (Imrahil gains 150% damage, 50% armor)
lvl 5: Prince of Dol Amroth (Nearby Fiefdom units gains 100% damage, 50% armor, 100% fear resist) Passive
lvl 7: Charge of the Swan (sends out a group of Knights to crush your enemies)
lvl 10: Amroth for Gondor (Imrahil and nearby cavalry gain 25% speed and 99% reduced crush deceleration and takes only 10% damage)
Stragedy:
Imrahil is a lategame hero, he is best used cavalry/support hero with hes Leadership and Amroth for Gondor. When you get him in level 10 he can win the battle for you with his Prince of Dol Amroth.
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Name: Halbarad
Cost: 1600
Health: 2800
Damage:
Sword: 250
CP: 25
Powers:
lvl 1: Mount/Dimount
lvl 3: Banner of the King (permantly places a Banner on selected area, nearby allies gain 30% armor, 20% attack speed and becomes immune against fear)
lvl 6: Captain of the Company (nearby Grey Companies and Aragorn gains 50% damage, 25% armor and their power recharge 50% faster) Passive
lvl 7: Strength of the Dunedain (Halbarad gains 25% damage, 50% armor, a little AoE damage and 100% knockback resist) Passive (not in palantir)
lvl 10: Ride from the North (Halbarad and nearby Grey Companies gains 75% armor, 50% movement speed and 99% reduced crush deceleration and becomes immune against ranged attacks)
Stragedy:
Halbarad is best used as leader for The Grey Company, but with his Banner of the King, he can also boost other troops.
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Name: Beregond
Cost: None
Health: 1200
Damage: 200
CP: 0
Powers:
lvl 1: Captain of the Citadel (nearby Citadel Guards gain 50% damage, 50% armor, 20% attack speed and 100% fear resist) Passive
lvl 3: For Faramir (Beregond gains 75% damage, 40% armor, 30% attack and movement speed)
lvl 5: Defender of the Citadel (When near Gondorian buildings, Beregond gains
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Units:
Name: Dol Amroth Warrior
Class: Heavy Swordman
Horde size: 10
Cost: 600
Health: 600
Damage: 80/170
CP: 80
Strong vs: pikemen and swordsmen
Powers:
lvl 3: Glory of Dol Amroth (the warriors gains 50% damage)
lvl 5: Shield of steel (25% Armor Against Arrows) passive
upgrades: Forged Blades, Heavy Armor, Banner
Build From: lvl 3 Fiefdom Barrack
Stragedy:
The warriors are very Heavy swordsman that can take heavy attacks, and because of there Shields they are very Resistant to Arrows.
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Name: Citadel Guard
Class: Elite Swordman/Archer
Side: Men
Horde size: 10
Cost: 800
Health: 500
Damage Bow: 60/100
Damage Sword: 90/160
CP: 80
Strong vs: Infantry and monsters
Powers:
lvl 1: weapon toggle (Bow and Sword)
lvl 5: Defender of the citadel (The guards gains 20% Armor) passive
Upgrades:
Forged Blades, Fire Arrows, Banner (not Heavy Armor, they start with a strong armor)
Summoned by Faramir's White Guard ability
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Name: Rohirrim Lancers
Class: Light Cavalry
Horde size: 10
Cost: 300-400
Health: 300
Damage: 60/120
Strong vs: Archers
Powers:
lvl 3: Ride (25% speed) passive
Upgrades:
Forged Blades, Banner
Build from: lvl 1 Stables
Stragedy:
Rohirrim Lancers are only used for Harass and Recon, not for big fights because of their low health and armor
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Name: Lossarnach Axemen (Replacement of Hildorien axemen)
Class: Heavy swordsmen
Horde size: 8
Cost: 500
Health: 500
Damage: 100/200
CP: 48
Strong vs: Pikemen and struktures
Powers:
lvl 4: Lethal axe (20% Damage) passive
Upgrades:
Forged Blades, Heavy Armor, Banner
Build from: lvl 2 Fiefdom Barrack
Stragedy:
The axemen have a really slow and heavy attack that can easy destroy Building , but they doesn't Have such a good armor so they very vulnable to arrows
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Name: Morthon bovmen
Class: Basic Archers
Horde size: 12
Cost 300
Health: 200
Damage: 50/90
CP: 48
Powers:
None
Uprades:
Fire arrows, Heavy armor, Banner
Build from: lvl 1 Fiefdom barrack
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Name: Pelagir wardens
Class: bassic pikemen
Horde size: 15
Cost: 300
Health: 300
Damage: 55/100
CP: 60
Strong vs: Cavalry
Powers:
lvl 1: Purcupine formation
Upgrades:
Forged Blades, Heavy Armor, Banner
Build from: lvl 1 Fiefdom barrack
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Name: Numenor knights
Class: Heavy cavalry
Cost: 1000
Horde size: 8
Health: 800
Damage: 100/200
CP: 80
Strong vs: Swordsmen, archers, heroes, siege weapons
Powers:
lvl 3: Numenorian blades (Increases damage against heroes and siege) Passive
lvl 5: Numenorian heavy armor (Increases armor with 20%) passive
Upgrades:
Forged Blades, Heavy Armor, Banner
Build from: lvl 3 stable
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Name: The Grey Company
Class: Hero Horde
Cost: 2500
Horde size: 6
Health: 2000
Damage:
Spear: 250
Bow: 150
CP: 120
Strong vs: All except heroes
Powers:
lvl 1: Weapon toogle (Spear and bow)
lvl 3: Lords of Men (nearby Dunedains gain 35% damage, 20% attack speed and 100% fear resist) Passive
lvl 4: Arrows of Steel (powerfull ranged attack, double damage against heroes)
lvl 7: Athelas (The Grey Company fully heals and revives every member)
lvl 10: The Grey Company (The Grey Company gains 25% movement speed, 50% reduced crush deceleration, knock back on their attacks, immunity against piercing and fire and a 200% damage boost against Orc-type units and heroes)
Build from: lvl 3: House of the Seven Stars
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Name: Protectors of Anuminas
Class: Elite Pikemen
Cost: 700
Horde size: 8
Health: 750
Damage: 100
CP: 48
Powers:
lvl 1: Shield Formation (The protectors gains 75% armor and becomes immune against arrows, but loses 25% damage and can't move)
lvl 4: Stand Strong (the protectors can't be crushed and they stop all cavalry charged) Passive
Upgrades:
Numenorian Heritage, Banners of Arnor
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Buildings:
Name: House of the Seven Stars
Cost: 800
Health: 3000
Recruits:
lvl 1: Dunedain swordsmen, Protectors of Anuminas
lvl 2: Dunedain Rangers
lvl 3: The Grey Company
Upgrades:
lvl 2: Banners of Arnor (Same as "Banner Carrier", but upgraded dunedains also gains auto healing)
lvl 3: Numenorian Heritage (Dunedain units gains 50% damage, 25% armor, 15% attack speed and 20% health)
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Changes:
Aragorn is renamed to King Elessar and has gained new abilities
Name: King Elessar
Cost: 4000
Health: 3500
Damage: 500
CP: 50 or 75
Powers:
lvl 1: King of the west (Nearby allies gains 200% damage, 100% armor, 200% exp, 100% fear resist) Passive
lvl 3: Mount
lvl 5: Sword of Kings (Elessar gains 300% damage, 100% Armor)
lvl 5: Royal Armor (50% armor) passive (not in palantir)
lvl 7: Stand, Men of the West (Nearby allies gains 200% damage, 200% armor, 25% speed)
lvl 10: Army of the Dead (summons 3 batt of Oathbreakers)
Note:
King Elessar is the best leader in the game with his insane leadership ability, King of the west.
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Boromir has gained two new abilities, and i took a notice of MorrisB's comment so i changed the army of Osgiliath
Cost: 2000
Health: 3200
Powers:
lvl 1: Horn of Gondor
lvl 3: Mount
lvl 4: True warrior (Continues to fight after death) Passive
lvl 4: Captain's Armor (Boromir gains 50% armor) Passive (not in palantir)
lvl 5: Captain of Osgiliath (nearby allies gains 100% damage, 100% exp) Passive
lvl 10: Stand for Gondor (nearby allied units and heroes gains 150% damage, 100% armor, 25% attack speed)
lvl 10: Shield of Gondor (Boromir becomes imune against arrows) Passive (not in palantir)
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Denethor has gained a new ability
Name: Denethor
Cost: 1200
Health: 2400
Damage: 150
CP: 25
Powers:
lvl 1: Steward of Gondor (nearby allies gains 75% armor, 100% exp) passive
lvl 4: Madness (Denethor 100% damage, 50% speed)
lvl 7: Steward's guard (Summons two Batt of Citadel Guards, no upgrades)
lvl 10: Pyre of Denethor (same)
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Gandalf is another Hero that i think ea has destroyed. so here is what i have in thoughts of Gandalf.
Name: Gandalf
Cost: 5000-6000
Health: 4000/5000
Damage: 500-600
CP: 75-100
Powers:
lvl 1: Glamdring of Gondolin (Lightning sword, very strong against Balrogs)
lvl 4: Narya the great (Selected Area burst in flames)
lvl 5: Shadowfaxe (Mount)
lvl 5: Gandalf the white (+1000 Health, double spell damage, half spell recharge)Passive (not in palantir)
lvl 7: Light of Istari (Bombards an area with light, destroying all units within)
lvl 10: Flames of the Istari (sends out a ring of white fire to kill nearby enemies)
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Theoden is fine but has way too low health, so this is my version:
Name: Theoden
Cost: 1500
Health: 2400
Damage: 200
CP: 50
Power:
lvl 1: Mount
lvl 1: King of Rohan (Nearby units gains 75% damage, 50% armor, 100% exp) Passive
lvl 4: A sword day, a red day (selected allies gains exp)
lvl 7: For death and glory (nearby allies takes only 10% damage)
lvl 10: Riders of the Rittermark (summons 3 batt of Rohirrim, Fully upgraded)
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Eomer has gained a large damage increase and a new ability
Name: Eomer
Cost: 1500
Health: 2800
Damage: 250
CP: 50
Powers:
lvl 1: Mount
lvl 3: Horse lord (Nearby cavalry gains 75% damage, 50% armor vs pikes, half crush deceleration) Passive
lvl 5: Finest of All riders (Eomer Gains 100% damage, 50% armor, half crush deceleration)
lvl 5: Armored horse (Eomer takes less damage from pikes) Passive (not in palantir)
lvl 7: Spear of Rohan (spearthrow, 750% damage vs monsters, 250% damage vs heroes)
lvl 10: Break the spears (sends cavalry to crush you enemies)
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Eowyn is fine just a health increase
Name: Eowyn
Cost: 1200
Health: 2000
Damage: 150
CP: 25
Powers:
lvl 1: Princess of Rohan (nearby allies gains 100% exp) Passive
lvl 3: Mount
lvl 3: Heavy armor (Eowyn gains her armor, gains 30% armor) Passive (not in palantir)
lvl 4: Smite (spearthrow, 200% damage monsters and heroes)
lvl 6: Shield maiden (Eowyn gains 90% armor and becomes imune against arrows)
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Name: Faramir
Cost: 1500
Health: 2500
Damage:
Sword: 250
Bow: 150
CP: 50
Powers:
lvl 1: Weapon toogle (Sword/Bow)
lvl 3: Wounding Arrow (Tripple damage against monsters) Bow only
lvl 3: Mount
lvl 5: Captain's armor (Faramir gains 50% armor) Passive (not in palantir)
lvl 6: Prince of Ithilien (Nearby allies gains 75% armor, 100% exp, 100% fear resist)
lvl 10: Knights of Gondor (Summons 3 batt of Gondor knights, Fully upgraded)
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Knights of Dol Amroth is to weak for a Hero horde.
Name: Knights of Dol Amroth
Class: Elite cavalry/infantry
Cost: 1000
Horde size: 8
Health: 800
Damage: 120/250
CP: 48
Strong vs: swordsmen, archers and other cavalry
Powers:
lvl 1: Mount/Dismount
lvl 5: Ride forward (The knights gain 25% speed and 50% reduced crush deceleration) Mounted only
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The Tower Guard should be the elite pikemen of men so here is my thoughts for them
Name: Fountain Guard (Renamed)
Class: Elite Pikemen
Cost: 800
Horde size: 8
Health: 700
Damage: 80/170
CP: 80
Strong vs: cavalry, archers, infantry and siege
Powers:
lvl 1: Shield wall formation (The Fountain guards gains 75% armor, but loses 80% speed)
lvl 3: Inspirational words (nearby Gondor infantry gains 50% damage, 25% armor, 10% speed) Passive
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Powers:
Name: Legions of Arnor
Cost: 15 Power points
Replace: Dunedain allies
Summons:
3 batt of Dunedain swordsmen
2 batt of Dunedain rangers
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Name: Muster of the fiefdoms
Cost: 10 Power points
Replace: Summon lone tower
Summons:
1 Batt of Lossarnach axemen
1 Batt of Morthon bowmen
1 Batt of Pelagir wardens
No upgrades
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Name: The Grey Company
Cost: 15 points
Replace: Summon Rohirrim allies
Summons:
Halbarad
3 batt of Dunedain riders
Fully upgraded
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Elves:
Heroes:
Name: Erestor
Cost: 2000
Health: 3200
Damage: 300
CP: 50
Powers:
lvl 1: Guard Captain (Nearby Rivendell units gains 75% armor)
lvl 3: Mount
lvl 5: Sword of the Noldor (Blast back nearby Enemies)
lvl 5: Armor of the Noldor (Erestor Gains 50% Armor) Passive (not in palantir)
lvl 6: Magic of Imladris (nearby allies becomes slowly healed) Passive
lvl 10: Defend the House of Elrond (Erestor becomes Invulnable)
Stragedy:
Erestor is midgame hero. He is a Heavy Infatry hero who can fight alone because of Damage and armor Powers
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Name: Gil-galad
Cost: 10000
Health: 12000
damage: 1200
CP: 0
Powers:
lvl 10: Power of Aiglos (Instantly kills enemy hero)
lvl 10: Vilya the Blue (Word of power)
lvl 10: High king of Noldor (Summons 3 batt of Noldor Warriors)
this is my suggestion for the Ringhero
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Units:
Name: Rivendell Guard
Class: Heavy Swordsmen
Horde size: 10
Cost: 500
Health: 400/500
Damage: 80/140
CP: 60
Strong vs: Infantry
Powers
lvl 4: Wisdom of the Noldor (Gains a Health bonus)
Upgrades:
Forged Blades, Elven Armor, Banner
Build from: lvl 2 Noldor Barrack
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Name: Elvenking's Guard
Class: Stealthed elite swordsmen
Cost: 400
Horde size: 10
Health: 300
Damage: 90/ 180
CP: 60
Powers:
lvl 3: battle armor (The Guards gain 20% armor) passive
Upgrades:
Forged Blades, Banner
Build from: lvl 2 Lorien barrack
Stragedy:
While the Rivendell guards are low damageing units with high health and armor, Elvenking's guard have very high damage but low health and armor. You need to get them lvl 3 as fast as possible, so they get their armor bonus, so they withstand attacks batter.
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Name: Mirkwood defenders
Class: Elite cavalry
Cost: 600
Horde size: 10
Health: 450
Damage:
Spear: 80/140
Bow: 60/120
Strong vs: Archers and swordsmen
Powers:
lvl 1: Weapon toogle (Spear and bow)
lvl 3: Battle armor (The defenders gains 20% armor)
Upgrades:
Forged Blades, Silverthorn Arrow, Banner
Build from: lvl 3 Stable
Description:
Mirkwood has never been in need of horses, because the enemy was located in the north behind The grey Mountains, but when Sauron rose again and settled in Dol Guldur, King Thranduil ordered his people to mount horses. Because he knew that now, where they had enemies at two fronts, he should have a large force of reinforcements, who could ride fast. These new battalions became known through out whole Rhovanion as Mirkwood defenders, and they destroyed all The dark lord's plans about conquering Mirkwood.
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Name: Rivendell archers
Class: Heavy archers
Cost: 400
Horde size: 10
Health: 300/400
Damage: 60/100
Strong vs: Infantry
Powers:
lvl 4: Wisdom of the Noldor (Gains a health bonus)
Upgrades:
Silverthorn Arrow, Elven Armor, Banner
Build from: lvl 2 Noldor Barrack
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Name: Lorien spearmen
Class: Basic pikemen
Cost: 300
Horde size: 15
Health: 250
Damage: 60/100
Strong vs: cavalry
Powers:
lvl 1: Purcupine formation
Upgrades:
Forged blades, Elven armor, Banner
Build from: lvl 1 Lorien Barrack
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Buildings:
Name: Noldor Barrack
Cost: 600
Health: 3000
Recruits:
lvl 1: Mitlond Sentry
lvl 2: Rivendell Guards, Rivendell Archers
lvl 3: Noldor warriors
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Changes:
Haldir was a very useless hero except for his leadership, so here is my idea for him.
Name: Haldir
Cost: 1200
Health: 2500
Damage:
Bow: 120
Sword: 200
CP: 50
Powers:
lvl 1: Weapon toogle (Bow and sword)
lvl 3: Captain of Lorien (Nearby allies gains 50% armor, 75% exp, 20% speed)
lvl 6: Defender of Lorien (Powerfull shot, lethal damage to Heroes and monsters)
lvl 10: Captain of Elves (summons 3 batt of Elven Warriors)
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Glorfindel has, what i think, the weakest lvl 10 ability so here is my thoughts for him.
Name: Glorfindel
Cost: 2500
Health: 3000
damage: 350
CP: 50
Powers:
lvl 1: Mount
lvl 3: Sword of Gondolin (Glorfindel gains 150% damage, 50% armor)
lvl 5: Noldorin Lord (Nearby allies gains 75% damage, 20% speed, 100% Fear resist) Passive
lvl 7: Ride Asfaloth, ride (Glorfindel gains double speed and 50% armor) Mounted only
lvl 10: Light of Valinor (A ray of white light, strong vs Balrogs, Nazguls and Buildings)
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Legolas is a fine hero maybe a little expensive so here is my version of him
Name: Legolas
Cost: 2500
Health: 2500
Damage:
Bow: 200
Knifes: 150
CP: 50
Powers:
lvl 1: Weapon toogle (Bow/knifes)
lvl 3: Mount
lvl 5: Archer of Mirkwood (Legolas gains 75% damage) bow only
lvl 7: Bow of Galadrim (Legolas gains 30% Damage, 25% range) Passive (not in palantir)
lvl 7: Arrow wind (Same)
lvl 10: Arrow of Mirkwood (Kill enemy Monsters, High damage to heroes)
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Thranduil should be a better leader, because he is the king of Mirkwood
Name: Thranduil
Cost: 2500
Health: 3000
Damage: 300 (Uses sword now)
Powers:
lvl 1: Wild Walk (Thranduil is stealthed near trees) Passive (not in palantir)
lvl 1: King of the Woodland realm (Nearby allies gains 100% damage, 50% armor, 150% exp, 20% speed) passive
lvl 3: Mount (mount a horse)
lvl 4: Hardened sword (Thranduil gains 200% damage)
lvl 6: Woods of Mirkwood (Creates a forest that provides stealth and gives 50% armor)
lvl 10: Elvenking's Guard (Summons 3 batt of Elvenking's guard, fully upgraded)
Stragedy:
Thranduil has become a leader and a swordsman, use him to buff your units with his King of Mirkwood ability, and reinforce you army with his Elvenking's guard.
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Elrond is a hero, that i think doesn't match the story, so here is my ideas for him.
Name: Elrond
Cost: 3000
Health: 3200
Damage: 300
CP: 50-75
Powers:
lvl 1: Farsight (same)
lvl 3: Lord of Imladris (Nearby allies gains 75% armor, 250% exp)
lvl 5: Wisdom of Elves (selected units gain Exp)
lvl 7: Skills of the Noldor (Restornation)
lvl 10: Vilya the Blue (A powerfull light that breaks the clouds and burn you enemies)
Stragedy:
Use Elrond to scout the enemy with his Farsight, and attack him where he is weakest. Elrond has many abilities to get you army up in level, use them.
Note:
He isn't the best leader in the game but he can level up you army faster then any other hero, use it.
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Galadriel will be a normal hero now when Gil-galad will be the Ringhero of Elves
Name: Galadriel
Cost: 4000-5000
Health: 3500
Damage: 400-500
CP: 75
Powers:
lvl 1: Nenya the White (nearby allies becomes slowly healed) Passive
lvl 3: Wrath of Nenya (Blast back and kills nearby enemies)
lvl 5: Light of Nenya (Powerfull ray of light, strong vs Heroes and buldings)
lvl 7: Natures Wrath (summons a hurricane)
lvl 10: Power of the Queen (Word of Power)
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Noldor Warriors has gained a new ability
Name: Noldor warriors
Class: Hero horde
Cost: 1500
Horde size: 6
Health: 800
Damage:
Bow: 150
Sword: 200
CP: 96
Strong vs: All normal troops
Powers:
lvl 1: Weapon toogle (Bow/sword)
lvl 6: Weapon song (Noldor warriors gains 50% damage, 50% armor, 20% speed)
lvl 10: Power of the Noldor (Noldor warriors becomes invulnabel)
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Someone has told me that the Mithlond Sentry will be the new elite pikemen so here is an idea for them.
Name: Mithlond Sentry
Class: Elite pikemen
Cost: 400
Horde size: 10
Health: 400
Damage: 70/120
Strong vs: Cavalry
Powers:
lvl 1: Purcupine formation.
lvl 4: Gifts of the sea (The sentries gains 25% armor)
Build from: lvl 1 Noldor Barrack
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Dwarves:
Heroes:
Name: Dwalin
Cost: 1600
Health: 2800
Damage: 175
CP: 50
Powers:
lvl 1: Hard axe (Powerful axethrow, 200% damage vs heroes)
lvl 4: Axe of Steel (Crippels a Hero in place)
lvl 5: Axe Master (Dwalin gains 25% damage and 20% Range)Passive
lvl 8: Firery axe (Sets Nearby Enemies on flames)
Stragedy:
Dwalin is a new ranged hero of the dwarves. He is best used to take down heroes with his Hard axe and Axe of steel.
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Name: Bard the Sekond
Cost: 1200
Health: 2500
Damage bow: 150
Damage sword: 250
CP: 25
Powers:
lvl 1: Weapon toogle (sword/bow)
lvl 1: Son of the king (Bard gains 50% damage and gives King Brand 50% armor when near him) Passive
lvl 4: Prince of Dale (Nearby allies gains 200% exp) Passive
lvl 8: Black Arrow (Powerfull arrow, very strong against heroes and monsters)
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Units:
Name: Iron Hills Warriors
class: Heavy elite Swordsman
Horde size: 8
Cost: 700-800
Health: 700
Damage Sword: 70/150
Damage Hammer: 200 Siege (doesn't use forged blades)
CP: 80
Strong vs: siege weapons, infantry, buildings
Powers:
lvl 1: Weapon toogle (Hammer/Sword and shield)
lvl 3: Haste of war (20% speed)Passive
Upgrades:
Forged Blades, Mithril mail, Banner
Build from: lvl 2 Hall of Warriors
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Name: Iron Hills axethrowers
Class: Heavy Archer
Horde size: 10
Cost: 500-600
Health: 450
Damage: 60/100
CP: 80
Strong vs: Infantry and heroes
Powers:
lvl 3: Silver axe (High damage against heroes)
Upgrades:
Fire arrows, Mithril Mail, Banner
Build from: lvl 2 Hall of skill
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Name: Soldier of Dale
Class: Basic Infantry
Horde size: 15
Cost: 250
Health: 200
Damage: 60/110
CP: 60
Strong vs: Pikemen
Powers:
lvl 1: Block formation
Upgrades:
Forged Blades, Mithril Mail, Banner
Build from: lvl 1 Dale tower
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Name: Knight of Dale
Class: Basic Cavalry
Horde Size: 10
Cost: 500
Health: 400
Damage: 70/140
CP: 60
Strong vs: Archers and Swordsmen
Powers:
None
Upgrades:
Forged blades, Mithril Mail, Banner
Build from: Dale tower
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Name: Erebor Guards
Class: Hero horde
Cost: 1500
Horde size: 4
Health: 1000
Damage: 250
CP: 80
Powers:
lvl 2: Dwarven might (nearby enemies loses 30% damage, 25% armor) passive
lvl 5: Defenders of Erebor (Nearby struktures gains 25% armor) passive
lvl 7: Glory of Erebor (The guards gains 75% damage, 75% armor)
Build from: lvl 3 Hall of warriors
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Buildings:
Name: Dale tower
Cost: 300-400
Health: 3000
Recruits:
lvl 1: Soldier of Dale, Knight of Dale
lvl 2: Archer of Dale (Renamed Men of Dale)
Upgrades:
lvl 3: Fire arrows
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Name: Hall of skill
Cost: 400
Health: 5000
Recruits:
lvl 1: Dwarven axethrowers
lvl 2: Iron hill axethrowers
Upgrades:
None
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Changes:
i've always hated ea's version of Brand so here a suggestion for how he could be
Name: King Brand
Cost: 1800
Health: 2800
Damage sword: 250
Damage bow: 150
CP: 50
Powers:
lvl 1: Piercing arrow (Powerfull arrow, good damage agains monsters)
lvl 3: Mount
lvl 5: King of Dale (Nearby allies gains 75% damage, 50% armor) Passive
lvl 7: Weapon expert (Brand gains 150% damage, 50% armor, 25% speed)
lvl 10: Men of Dale (Summons 1 Batt of Knights, soldiers and archers of Dale)
Note:
Brand uses bow on foot and sword when mounted
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Gloin is a pure siege hero but can deastroy units as well.
Name: Gloin
Cost: 2000
Health: 3000
Damage:
Vs units: 300 Hero
Vs Struktures: 300 Siege
CP: 25
Powers:
lvl 1: Slam (same)
lvl 4: Shake fundation (same)
lvl 7: Dwarven siegemaster (Nearby siegeweapons gains 50% damage, 25% Armor, 20% Range, 20 Speed) Passive
lvl 10: Shatter hammer (same)
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Dain is a hero that disapointet me so here is my ideas for him
Name: King Dain
Cost: 3000
Health: 3200
Damage: 350
CP: 50
Powers:
lvl 1: King of Erebor (Nearby allies gains 150% damage, 75% armor, 100% exp, 100% fear resist) passive
lvl 3: Red axe (Dain gains 150% damage)
lvl 5: Make ready for war (nearby barracks and forges produce 50% faster) Passive
lvl 7: preparer the defenses (Selected structures take only 20% damage)
lvl 10: Defenders of Erebor (summons 3 batt of Erebor Guards)
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Gimli has gained some new abilities
Name: Gimli
Cost: 3500
Health: 4000
Damage: 400
CP: 50
Powers:
lvl 1: Hard axe (Axethrow, 200% damage vs heroes)
lvl 3: Nobody panic (Nearby allies becomes immune to fear) Passive
lvl 4: Leap (same)
lvl 6: Khazad ai menu (Gimli gains 200% damage, 100% attack speed)
lvl 8: Mithril of Aglarond (Gimli gains 200% armor) Passive
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Thorin is a hero that could be better.
Name: Thorin III Stonehelm
Cost: 2500
Health: 3500
Damage: 300
CP: 50
Powers:
lvl 1: Lord of the Iron Hills (Nearby allies gains 100% damage, 20% speed) Passive
lvl 3: Might of the Dwarves (Nearby enemies loses 50% damage, 25% speed) Passive
lvl 6: Mithril spear (Powerfull attack, 200% damage vs heroes, 400% damage vs dragons)
lvl 8: Dragon helm of Belegost (Same)
lvl 10: The Dragons are here (Summons 3 batt of Dragonslayers, fully upgrades)
Stragedy:
Thorin III is the anti-dragon hero of the dwarves, but he also a good learder and fighter
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Powers:
Name: Army of the Iron hills
Cost: 25 Power Points
Replace: Summon citadel
Summons:
2 batt of Iron hill warrior
2 batt of Iron hill axethrowers
2 batt of Dragon slayers (MorrisB's)
2 Iron hill Catapults
All FULLY upgraded
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Name: Ancient stonework
Cost: 10 Power points
Replace: Summon lone tower
Increases the Dwarven buildings health with 15%, armor by 20% (Passive)
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Angmar:
Heroes:
Name: Mathor the Cruel
Race: Dark Dunedain (Me too always wanted a Evil Dunedain Hero in-game)
Cost: 1500
Health: 2500
Damage sword: 250
Damage bow: 150
CP: 50
Powers:
lvl 1: Weapon Toogle (Between Bow and sword)
lvl 3: Sword of Darkness (Mathor gains 200% damage but loses 30% Armor)sword only
lvl 5: Dunedain chieftain (75% damage, 50% armor, 20% speed to nearby Dark dunedains, Black Numenorians and Black Knights) passive
lvl 7: Fire the Arrows (Mathor and nearby Dark Rangers gains double damage and Attack speed)bow only
lvl 10: Leutenant of the witch-king (Summons 3 batt of Dark Rangers)
Stragedy:
Mathor is midgame leader Hero, use his Fire the Arrows to Slaugter the enemies and turn the tide of the battle with the Leutenant of the Witch-king
Story:
Mathor was the leader of the dark dunedains when the WK came to Angmar. Mathor offered his service to the WK and the WK ekpanded his life until his death at Fornost by the hand of Earnur
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Name: Durbuz
Race: Orc (Angmar needed a Orc Hero)
Cost: 1200
Health: 2000
Damage: 150
CP: 25
powers:
lvl 3: Headman of Gundabad (50% damage, 75% Exp to nearby Gundabad orcs)
lvl 5: Rage of the Mountain (Durbuz Gains 50% damage and 50% armor)
lvl 8: Leader of the orcs (Summons 3 batt of Gundabad orcs, fully upgraded)
Description:
The first orc that were spawned by The witch-king, also became the strongest, so strong that he inspired the other orcs to do even more damage. The Witch-king made him the leader of the orcs. Durbuz became a strong servant of the witch-king, but he survived the fall of Angmar and ruled over Gundabad in the name of the dark lord
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Name: Lorgan the Black
Race: Unknown
Cost: 2000
Health: 3200
Damage: 300
CP: 50
Powers:
lvl 1: Captain of Carn Dûm (Nearby Carn Dûm defenders gains 100% damage, 50% armor) Passive
lvl 4: Black Axe (Lorgan gains 200% damage)
lvl 5: Defender of Carn Dûm (Lorgan continues to fight after death) passive
lvl 7: Servant of darkness (Nearby enemies loses leadership, 30% damage, 25% armor) Passive
lvl 10: Captain of the Defenders (Summons 3 batt of Carn Dûm defenders)
Description:
Lorgan is the only man of the Carn Dûm defenders who has fought outside the fortress. He made his apperance in the battle at Fornost, where he killed King Arvedui's ungest son Aranuir. The Witch-king saw his great power and gave Lorgan the position as captain of the defenders. When the attack from elves and men came, Lorgan stood for the last defence of the Citadel. It is said that Lorgan slayed hunderes of men and elves, and had several arrows shot in his chest, when Glorfindel finally stept forward against him. The battle between Lorgan and Glorfindel lastet for hours. At the end Lorgan looked like a living dead, because the Witch-kings power was in him. Finally Glorfindel killed him by chopping his head of.
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Units:
Name: Black knight
Class: Elite Cavalry
Horde size: 10
Cost: 600
Health: 500
Damage: 80/170
CP: 70
Powers:
lvl 3: Death mask (Nearby enemies loses 25% damage)
lvl 5: Heavy Charge (Crush deceleration decreased to 75%) passive
Upgrades:
Dark iron blades, Dark iron Mail, Banner
Build from: lvl 2 Hall of king's men
Decription:
When Angmar had invaded Rhudaur, The Witch-king realized that the strong cavalry of Arthedain should have an opponent. He ordered Morgomir to train the Black Numenorians in Horsemanship. The new Black Knight became feared by whole Arnor, even by the elves of Rivendell
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Name: Gundabad axemen
Class: basic swordsmen
Horde size: 15
Cost: 300
Health: 250
Damage: 60/110
CP: 60
strong vs: pikemen
Powers:
block formation
Upgrades:
Dark iron blades, Dark iron mail, Banner
build from: lvl 1 Gundabad cave
Description:
The first orcs from Gundabad were weak without diciplin, so they were thrown into the ranks of the thrall master. But later The Witch-king spawned some new, strong orcs who wield great axes. These Gundabad axemen forms the bulk of Angmars army.
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Name: Gundabad Bowmen
class: Basic archer
Horde size: 15
Cost: 300
Health: 200
Damage: 40/70
CP: 60
Strong vs: Infantry
Powers:
None
Upgrades:
Ice arrows, Dark iron mail, Banner
Build from: lvl 1 Gundabad cave
Description:
Unlike their brothers, the Gundabad axemen, the Gundabad Bowmen were trained in archery, as they became quite good for. They could even stand against the archers of Arthedain.
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Name: Carn Dûm defenders
Class: Heavy Swordsmen
Cost: 600
Horde size: 8
Health: 600
Damage: 80/160
Strong vs: Pikemen and swordsmen
Powers:
lvl 3: Black Armor (Increases armor against arrows) Passive
lvl 5: Black Axe (Gains 50% damage, 25% armor)
Upgrades:
Dark iron blades, Dark iron mail, Banner.
Build from: lvl 3 Hall of king's men
Description:
After Carn Dûm were attacked the first time by the elves, the Witch-king ordered his leutinant Morgomir to train some special troops, who wear heavy armors and large axes. No one knew who these new troops was or where they came from, because thay didn't look like the other Black Numenorians. It were those who made the invasion of Carn Dûm almost impossible until the men of Gondor arrived.
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Buildings:
Name: Gundabad cave
Cost: 300
Health: 1500
Recruits:
lvl 1: Gundabad axemen, Gundabad Bowmen
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Changes:
I think that Rogash i to overpowered and unrealistic because of his Jump ability so here is my version.
Cost: 4000
Health: 5000
Damage: 400
CP: 50-75
Powers:
lvl 3: Troll of the north (Enemies loses Leadership) passive
lvl 5: Roar (Nearby enemies flees)
lvl 6: Trollchieftain (150% damage to nearby trolls) passive
lvl 10: Rage of the north (Rogash becomes invulnable and gains tripple damage)
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Witch-king doesn't live up to his name so here is my ideas for him.
Cost: 5000-6000
Health: 8000
Damage: 800
CP: 75
Powers on foot:
lvl 1: Mount
lvl 3: Black sorcerer (nearby enemies loses 50% damage, 30% armor, 20% speed)
lvl 5: Morgul power (The Witch-king gains 300% damage, 100% armor)
lvl 7: This is my hour (Nearby heroes loses 80% damage, 80% armor and have power timers reset)
lvl 10: Fall of Arnor (Earthquake)
Powers on horse:
lvl 1: Dismount
lvl 3: Black sorcerer
lvl 5: Riders of Darkness (sends out ghost riders to destroy your enemies)
lvl 7: This is my hour
lvl 10: A sorcerer of great power (A very large corpse rain, nearly as big an earthquake)
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Morgomir should be the leader of the Black Numenorians
Cost: 2500
Health: 3500
Damage: 300
CP: 50
Powers:
lvl 1: Witch-king's right hand (Nearby allies gains 100% damage, 100% exp, 100% fear resist) Passive
lvl 3: Deathness (nearby enemies loses 30% damage, 20% armor, 10% speed)
lvl 4: Morgul blade (Same)
lvl 7: It will fall (Ruin)
lvl 10: First of the King's men (summons 1 batt of Black knights, Black Numenorians, Dark rangers, Fully upgraded)
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Hwaldar is a fine hero but i gave some new abilities
Cost: 1500
Health: 2800
Damage: 250
CP: 50
Powers:
lvl 1: leader of the hillmen (Nearby hillmen gains 50% damage, 100% exp, 20% speed) passive
lvl 3: Heavy blast (blast back enemies)
lvl 4: Hillmen raider (nearby hillmen gains resourses when killing)
lvl 7: Hillmen lvl 1 (summons 2 batt of Rhudaur pikemen)
lvl 10: Hillmen lvl 2 (summons 2 batt of Rhudaur pikemen and axethrowers) 4 batt in all
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Karsh need some inprovement overall
Name: Karsh
Cost: 1500
Health: 3000
Damage: 100 (attacks 3 times)
CP: 50
Powers:
lvl 1: Chill soul (Same)
lvl 4: Disappear (Karsh teleports to a selected spot)
lvl 7: Join my faith (selected unit becomes a wight, heavy damage against heroes)
lvl 10: Wights (Summons 8 wights)
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Dorwinion:
Heroes:
Name: Borlach
Race: Man
Cost: 2000
Health: 3000
Damage: 300
CP: 50
Powers:
lvl 1: Leader of Hildorien (Nearby allies gains 75% damage, 150% exp)
lvl 4: Heavy blow (Blast back enemies)
lvl 6: Raid the treasures (pillage)
lvl 10: Men of Hildorien (Sumons 3 batt of Hildorien axemen)
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Name: Tulamdir
Race: Elf
Cost: 2500
Health: 3200
Damage: 300
CP: 50
Powers:
lvl 1: Revenge of Targon (Tulamdir gains 75% damage, 25% speed)
lvl 3: Mount
lvl 4: Lord of Cuivien (Nearby allies gains 100% damage, 50% armor, 100% exp) Passive
lvl 7: March for war (gives selected units exp)
lvl 10: Riders of Cuivien (Summons 3 Batt of Cuivien riders)
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Name: King Bladorthin II
Race: Man
Cost: 2000
Health: 2800
Damage: 250
CP: 50
Powers:
lvl 1: Encouraging words (Nearby allies becomes imune to fear) passive
lvl 4: Leader of Dorwinion (Nearby allies gains 100% armor, 50% exp) passive
lvl 7: Retreat, retreat (Nearby allies gains 100% armor, 30% speed)
lvl 10: War will come (Nearby struktures takes 50% less damage) Passive
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Name: Rathvith
Race: Dwarf
Cost: 3000
Health: 3500
Damage: 400
CP: 50-75
Powers:
lvl 1: King of Orocarni (Nearby allies gains 100% damage, 75% armor, 100% fear resist) Passive
lvl 3: Preparer the weapons (Selected units becomes fully upgraded)
lvl 5: Mines of The read Mountain (Nearby resourse buildings output increased to 300%) Passive
lvl 7: Rise for war (Nearby allies gains 200% damage,50% armor, 30% speed)
lvl 10: Khazad lord (Earthquake)
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Units:
Name: Dorwinion knight
Class: Heavy cavalry
Cost: 600
Horde size: 10
Health: 600
Damage: 80/160
strong vs: infantry and heroes
Powers:
lvl 3: Dorwinian weapons (increases damage against heroes) passive
lvl 5: Dorwinian shields (increases armor against pikes and arrows) passive
Upgrades:
Forged Blades, Heavy armor, Banner
Build from: lvl 2 stables
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Mordor:
Heroes:
Name: Voranur
Race: Black Numenorian
Cost: 2500
Health: 3200
Damage: 300
CP: 50
Powers:
lvl 1: Mount
lvl 3: Vanguard captain (Nearby Vanguards gains 75% damage, 75% armor, 100% fear resist) Passive
lvl 5: The Vanguard (Voranur gains 200% damage, 75% armor)
lvl 7: Vanguards of Morgul (Selected vanguards continues to fight after death)
lvl 10: Leader of the Vanguards (Summons 2 Batt of Vanguards, fully upgraded)
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Units:
Name: Morgul Vanguard
Class: Heavy cavalry
Cost: 700
Horde size: 8
Health: 700
Damage: 90/180
CP: 80
Strong vs: Swordsmen, achers and siege
Powers:
lvl 3: Morgul light (Nearby enemies loses 25% damage, 25% armor) Passive
lvl 5: Morgul wrath (The Vanguards gain 50% damage, 25% armor)
Upgrades:
Forged Blades, Heavy Armor, Banner
Note:
You can only 5 battalions of Morgul Vanguards at any time
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Name: Morannon Orcs
Class: Elite archers/ swordsmen
Cost: 500
Horde size: 10
Health: 350
Damage:
Axe: 70/130
Bow: 50/90
CP: 60
Strong vs: Swordsmen and Pikemen
Powers:
lvl 1: Weapon toogle (Axe/Bow)
lvl 5: Advanced training (The orcs gains 20% damage, 20% armor)
Upgrades:
Forged Blades, Fire Arrows, Banner
Build from: lvl 3 Orc pit
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Name: Dol Guldur sentries
Class: Elite pikemen
Cost: 500
Horde size: 10
Health: 500
Damage: 80/150
CP: 60
Strong vs: cavalry
Powers:
lvl 1: Purcupine formation
lvl 4: Move on (The sentries gains 20% speed) passive
Upgrades:
Forged Blades, Heavy Armor, Banner
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Name: Men of Barad-dur
Class: Elite swordsmen
Cost: 600
Horde size: 10
Health: 600
Damage: 80/160
CP: 60
Strong vs: pikemen, swordsmen and siege weapons
Powers:
lvl 2: Charge (Charge against the enemy, gaining 50% damage, 50% armor)
lvl 5: Black sorcery (The men gains 20% damage, 20% vision) Passive
Upgrades:
Forged Blades, Heavy Armor, Banner
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Changes:
Gothmog is another hero that disapointed me so here is what thought for him.
Name: Gothmog
Cost: 1500
Health: 2800
Damage: 200
CP: 25
Powers:
lvl 1: Mount warg
lvl 3: Fury (Gothmog gains 100% damage,50% armor)
lvl 5: Keep ranks (Nearby allies gains 75% armor, 100% exp) Passive
lvl 7: Bombard (Nearby siege weapons gains 50% damage, 25% armor, 20% range, 20% speed) Passive
lvl 10: Orcs of Minas Morgul (Summons 3 batt of Morgul orcs, fully upgraded)
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Witch-king should have some more fire power.
Name: The Witch-king
Cost: 5000
Health: 8000
Damage: 600
CP: 75
Powers on foot:
lvl 1: Mount Fellbeast
lvl 3: Black Captain (Nearby enemies loses leadership, 30% damage, 25% armor) Passive
lvl 5: Lord of the Nazgul (Witch-king and nearby Nazgul gains 200% damage, 75% armor)
lvl 7: This is my hour (Nearby enemy heroes loses 80% damage, 80% armor and set their powers to just used)
lvl 10: Lord of Minas Morgul (Send out a shockwave of green light that kills nearby enemies)
Powers on fellbeast:
lvl 1: Dismount
lvl 1: Screech
lvl 4: Black shadow (nearby enemies loses 50% speed, 50% sight, 50% range) Passive
lvl 6: Hardened skin (The witch-king gains 50% armor vs arrows) Passive
lvl 10: Fell winds (Summons a destrutive storm, destroyes all enemy units)
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Morgomir has gained some new abilities
Name: Morgomir
Cost: 4000
Health: 6000
Damage: 300
CP: 50
Powers on foot:
lvl 1: Mount horse
lvl 1: Right hand (Morgomir gains 50% damage when near Witch-King)
lvl 3: Master of Dol Guldur (Nearby allies gains 100% damage, 50% armor, 25% speed) Passive
lvl 5: Morgul blade (Pins an enemy hero in place)
lvl 10: Ring of Men (Sends out a shockwave of fire)
Powers on horse:
lvl 1: Dismount
lvl 1: Right hand
lvl 3: Master of Dol Guldur
lvl 6: Sentries of Dol Guldur (Summons 2 batt of Dol Guldur Sentries, no upgrades)
lvl 10: Ring of Men
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Mouth of Sauron isn't a usefull hero at any way, ecxept for his high health
Name: Mouth of Sauron
Cost: 2500
Health: 3200
Damage: 300
CP: 50
Powers:
lvl 1: Mount
lvl 3: Leutenant of Barad-dur (Nearby allies gains 100% damage, 25% speed, 100% fear resist) Passive
lvl 5: End of All hope (selected enemies loses 80% damage, 80% armor, 25% speed)
lvl 7: Evil eye (same but more powerfull)
lvl 10: Heir of the Dark lord (Mouth of Sauron gains 200% damage, 100% armor, 50% attack speed, 25% speed, 500 health and gains a little area damage) Passive
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Isengard:
Changes:
Lurtz is one of the best heroes in the game but i gave him a new ability
Name: Lurtz
Cost: 1800
Health: 3000
Damage Bow: 150/225
Damage sword: 250/375
CP: 50
Powers:
lvl 1: Weapon toogle (Bow/Sword)
lvl 1: Cripple (same)
lvl 3: Carnage (Same)
lvl 5: Uruk-Hai leader (Nearby allies gains 75% damage, 50% armor, 20% speed) Passive
lvl 7: Pillage (Same)
lvl 10: Strongest Uruk (Lurtz gains 50% damage) passive (Not in palantir)
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Sharku is proably the worst hero EA has made so here is my ideas for him.
Name: Sharku
Cost: 1500
Health: 2800
Damage: 250
CP: 25
Powers:
lvl 1: Hard run (Sharku gains 50% damage, 25% speed)
lvl 4: Warg captain (Nearby warg and warg riders gains 75% damage, 20% speed, 50% crush deceleration) Passive
lvl 6: Run for it (selected warg and warg riders gains exp)
lvl 10: Leader of the warg riders (summons 3 batt of warg riders, no upgrades)
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Saruman is to weak for what is suposed to the head of the Istari.
Name: Saruman
Cost: 4000
Health: 4000
Damage: 350
CP: 75
Powers:
lvl 1: Flames of Curunir (a fireball that sets nearby enemies on fire, strong against buildings and heroes)
lvl 3: Words of Curunir (selected enemies comes under you control)
lvl 5: Lightning (Blast back and damages enemies)
lvl 5: Industry (Nearby resourse buildings output increased to 300%) Passive (Not in palatir)
lvl 7: Master of Orthan (Selected units gains exp)
lvl 10: Storm of Curunir (Creates a storm on selected area to strike with lightning)
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Wormtounge doesn't the story so here is my thoughts for him
Name: Wormtounge
Cost: 1200
Health: 2000
Damage: 150
CP: 25
powers:
lvl 1: Escape (Wormtounge becomes invisible and gains 20% speed, but can't attack)
lvl 3: Withless worm (nearby enemies and enemy heroes loses 20% damage, 20% speed) Passive
lvl 4: Backstab (targeted heroes becomes crippled, and takes damage over time)
lvl 8: Wenomus words (Nearby heroes becomes stunned)
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Evil men:
Heroes:
Name: Rornath
Race: Man
Cost: 2000
Health: 3000
Damage: 300
CP: 50
Powers:
lvl 1: Hunt the Traitors (Rornath gains 75% damage, 25% speed)
lvl 3: Shield blast (Blast back nearby enemies)
lvl 5: Battle hardened (nearby allies gains 100% damage) Passive
lvl 7: Raider of Rhun (Nearby allies gains resourses when killing) Passive
lvl 10: The enemy is weak (Nearby enemies loses leadership, 90% armor and becomes stunned)
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Name: Dornath
Cost: 2500
Health: 3200
Damage: 300
CP: 50
Powers:
lvl 1: Mount
lvl 3: Glory of Rhun (nearby allies gains 75% damage, 100% fear resist) Passive
lvl 5: Wisdom of Rornath (Selected allies gains exp)
lvl 7: Lord of war (Nearby enemies loses 50% damage, 50% armor) Passive
lvl 10: Rise of Rhun (summons 1 batt of Easterling pikemen, swordsmen, archers and horsemen, fully upgraded)
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Units:
Name: Variag horsearchers
Class: cavalry archer
Cost: 600
Horde size: 10
Health: 400
Damage: 60/100
CP: 70
Strong vs: Infantry
Powers:
lvl 3: Shoot the arrows (gain 20% attack speed)
Upgrades:
Fire arrows, Heavy armor, Banner
Build from: lvl 2 stable
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Name: Rhun swordsmen
Class: Basic swordsmen
Cost: 300
Horde: 15
Health: 300
Damage: 60/110
CP: 60
Strong vs: pikemen
Powers:
lvl 1: block formation
Upgrades:
Forged blades, Heavy armor, Banner
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Name: Rhun Horsemen
Class: Heavy cavalry
Cost: 700
Health: 700
Horde size: 8
Damage: 80/170
CP: 64
Powers:
lvl 3: Rhunic power (The horsemen gains 50% damage)
lvl 5: Rhunic shields (Increased armor against pikes) Passive
Upgrades:
Forged blades, Heavy armor, Banner
Build from: lvl 3 stable
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Changes:
Ulwarth is a fine hero, but i thought the he needed a leadership.
Name: Ulwarth
Cost: 2500
Health: 3500
Damage: 350
CP: 50
Powers:
lvl 1: Royal Captain (Nearby allies gains 75% armor, 100% fear resist) Passive
lvl 3: Sinister terror (Nearby enemies loses leadeship, 25% damage) Passive
lvl 5: Shield breaker (Blast back nearby enemies and loses 60% armor)
lvl 6: Pillage (Nearby allies gains resourses when killing)
lvl 10: Captain of Rhun (Summons 4 batt of Dark Easterlings, fully upgraded)
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Vronkar is proably the weakest hero for Evil men so here is my ideas for him.
Name: Vronkar
Cost: 1500
Health: 2500
Damage: 200
CP: 25
Powers:
lvl 1: Variag captain (Nearby allies gains 50% damage, 100% exp, 20% speed)
lvl 4: Herbs of Khand (Heals nearby allies)
lvl 7: Spear master (Vronkar gains 50% damage, 90% armor, 200% damage vs cavalry)
lvl 10: Leader of the Variags (summons 3 batt of Axemen of Khand, fully upgraded)
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Hope you like them Ithron, give feedbacks
Edited by Elendil the High, 04 May 2008 - 10:05 AM.