Nielas Aran by Elganesin

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Nielas Aran

By: Elganesin
Last Updated: Mar 15, 2018
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Nielas Aran


A ranged mage. Capable of summoning monsters and the elements to destroy his enemies.
He is good at single target damage, as well as zone control.
He has 400 mana. He uses all of his mana when casting a spell.
He regenerates 26 mana a second (making it a total of 16 seconds to get from 0 to full mana)

This hero's skill comes in knowing what spells to cast when and at what mana level.
As well as knowing when to use his trait.
Using his trait to summon a Daemon and using the Daemon to get mana, during the trait's cooldown, is one example.
Selecting talents that increase the effectiveness of a spell cast at low mana, will allow you to become more effective at low mana.

Hit Points: 1500
Damage: 95
Attack speed: .7 (.07 slower than Leoric)
Range: 5.5
Armor: 0
Mana: 400

Combat Trait

Elemental Blast
His spells are more powerful at higher mana.
Upon casting a spell you expend all of your mana.
This hero regenerates 26 mana a second.
Can be activated to restore 400 mana over .5 seconds. 30 second cooldown.
For 15 seconds after activation the Conjurer can not regenerate mana (This includes Globes, Fountains, and Malfurion's trait).
Note: This only includes regeneration of mana. If an ability Gives/Restores (not regenerates, i.e his Daemon) mana, the Conjurer will receive the mana.

Primary Abilities

Summon Scorpions
Summons one scorpion for each 100 mana used. No Cooldown.
If cast at full mana, the Scorpions can also be controlled (Like Jaina's water elemental).
Scorpions have 900 health do 80 damage per second. Scorpions last 15 second plus remaining HP. Losing 150 HP a second (after the 15 seconds) until they die. Scorpions prioritize heroes. No casting range. Scorpions appear right in front of the Conjurer.
Note: Scorpions do Physical Damage. You can only have 4 scorpions at a time. If you cast this spell at half mana (summoning two scorpions) you may cast it again at half mana to summon two more. While you have 4 scorpions you will not be able to cast this spell. So you can not be at full mana summon 4 scorpions, then activate his trait and summon 4 more.
Cloud of Poison
After .5 seconds this spell summons a circular poison Cloud for each 120 mana used. No Cooldown.
Clouds will start overlapped and then spread out away from each other.
If cast at full mana, you will use the remaining 40 mana to send the clouds in a specific direction.
Spreading out in a V until just their edges are touching.
Clouds last 5 seconds, doing 70 damage a second, and poisoning enemies. Poison does 10 damage a second for 4 seconds. Poison damage can stack up to 5 times (at five stacks the target will take 200 poison damage over 4 seconds). Clouds are just smaller than Jaina's blizzard.
Casting range 6.6.
Note: You may cast Cloud of Poison while there are poison clouds poisoning your enemies.
Rain of Fire
Calls down one wave a second for each 80 mana used. No Cooldown.
The Conjurer channels calling down Fire in a rather large area, dealing 80 damage per wave to enemies.
If cast at full mana the Conjurer does not channel and each wave get stronger.
When cast at full mana, each wave does 20 more damage than the last. Making it a total of 200 extra damage.
Casting range 9. Area is equal to Thrall's Earthquake.
Note: You may not cast Rain of Fire while there is one raining down. i.e You may not be at full mana cast Rain of Fire (Therefore making it so you don't channel). Then activate his trait and cast another.

Heroic Abilities

Summon Water Elemental
Summons one Elemental for 400 mana. No Cooldown.
The Elemental will stay close to the Conjurer. Using its ranged attacks to attack the same target that the Conjurer's attacks.
The Elemental protects the Conjurer granting the Conjurer 100% physical armor while the Elemental is alive.
The elemental has 1100 HP dealing 250 damage and last for 21 seconds. The Elemental will not attack on its own.
It will only attack when the Conjurer does.
No Casting Range. Elemental appears next to Conjurer.
Note: You can only have one Elemental at a time.
Summon Daemon
After a 1 second channel, summon a Daemon for 400 mana. No Cooldown.
The Daemon prioritizes Heroes. Attacking the closet hero to its summoned location.
Every 3rd HP the Daemon loses, 1 mana is restored to the Conjurer. As well as a third of the damage he deals.
The Daemon has 1300 HP does 80 damage and lasts 20 seconds plus remaining HP. Losing 100 HP a second after the timer runs out.
Casting range 6.6.
Note: You can only have one Daemon at a time.
If there is nothing for the Daemon to attack it will walk to the closest lane and push down it.


Tier 1:

Mana Reserve-
Passive: Gain a mana reserve that will fill your mana bar after you deplete your mana bar.
Collecting regeneration globe fill the reserve with 30 mana.
Reserve can hold 80 mana
Quest: Collect 20 regeneration globes.
Reward: Increase Reserve by 80, and while at full mana add 25 mana to reserve a second.
(once quest is complete the reserve will hold 160 mana).

Staff of Magus-
Activate to increase mana regen by 50% for 8 seconds. Then halve base regen for 8 seconds.
This becomes you 1 ability. 30 second cooldown.

Activate to channel for 3 seconds. While channeling you do not regen mana (and can not move). After channeling instantly gain 170 mana. This becomes your 1 ability. 12 second cooldown.

Longer study-
Increase the casting range of all basic abilities by 10%. Scorpions gain a casting range of 2.5.
Passive: Regeneration Globes restore 100% more mana.

Tier 2:

Damage Specialization-
Increase basic ability damage by 10%.

Scorpion Specialization-
If only one scorpion is summoned gain control over it, and it gains 15% more damage. (i.e like jaina's water elemental)

Cloud Specialization-
If only one poison cloud is summoned, you can direct it, and increase its radius by 10%.

Fire Specialization-
Gain one addition wave of fire, to Rain of Fire, that only does base damage (80 damage). The Conjurer does not need to channel for the additional wave.

Tier 3:

Crush Weaklings-
Quest: Deal damage to minions and mercenaries.
Reward: Increase damage to non-Heroic targets by 30%.

Prove your power-
Quest: Takedown each enemy hero. The Conjurer's first Takedown against each enemy Hero increases his basic ability damage to heroes by 2%.
Reward: Increase the conjurer's basic ability damage to Heroes by 5%. (making it a total of 15%)

Mage Armor-
Activate to gain 15 armor for 6 seconds. 30 second cooldown.
Passive: While at 0 mana or 100% mana gain 15 armor

Enchanted Staff-
Increase attack range of the Conjurer by 2 and his attack speed by 14%.

Tier 4:

Summon Water Elemental See above
Summon Daemon See above

Tier 5:

Controlled Anger-
When the Conjurer is below 85% heath, passively gain 1% spell power for each additional 5% of HP missing.

Increase Reserve-
Regeneration Globles now add 50 mana to reserve, and increase maximum reserve amount by 15.
Passive: Fill the reserve with 2 mana a second.

Ice Block-
Activate to place yourself in Stasis and gain Invulnerability for 7 seconds. 40 Second cooldown. 30 Mana.
Note: The Conjurer does not regenerate mana in stasis.

A clear mind
Reduce Concentrate's channeling by 1, and its cooldown by 3 second. Increase the mana gain to 200.

Tier 6:

Spell Drain-
Enemies that the Conjurer attacks have there spell power reduced by 20% for 1.7 seconds.
When the Conjurer attacks gain 10 mana.

Enhanced Scorpions-
Enemies the scorpions attack have there physical armor lowered by 20 for 3 seconds. The reduction of armor does not stack. But each time they are damaged by a scorpion it refreshes the duration.

Deep Sinking Poison-
Enemies in the Poison Cloud have the spell armor reduced by 20 for 3 seconds. The reduction of armor does not stack. But each time they are damaged by Poison Cloud it refreshes the duration.

Fire Drain-
Enemies hit by Rain of Fire are slowed by 20% for 4 seconds. The slow does not stack. But each time they are damaged by Rain of Fire it refreshes the duration.

Tier 7:

Smart Elemental-
The Water Elemental lasts for 5 seconds longer, has 10% increased attack power, 100 more HP, and attacks enemies that are with in 5 range of the Conjurer. As well as attacking with the Conjurer. The Elemental will attack on its own every 2 seconds if a target is in range. The elemental does not prioritize heroes. It will attack the closest enemy.

Bigger Daemon-
The Daemon can now be controlled. The Daemon has 150 more HP, lasts for 5 more seconds, and deals 5% more damage. When the Daemon is killed the Conjurer's mana regeneration is doubled for 8 seconds.

Elemental Channel-
Elemental Blast now only halves Mana Regeneration, instead of stops it (Globes, fountains, and Malfurion's trait work normaly).

What do you call a high level Mage? What ever he wants-
Increase the casting range of all abilities by 35% (giving the Scorpions a cast range of 3 or increasing it to 4.5 if Longer Study was chosen). And Increase the duration of all spells by 50% (adding 2 more waves to Rain of Fire). Rain of Fire no longer needs to be Channeled. Increase the attack range of the Conjurer by 1, and his attack speed by 50%.

Activate to teleport a good distance (similar to the old Bolt of the Storm). 100 mana 12 second cooldown.

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Sort Comments By
Meemaster | March 16, 2018 9:42am
i want this
Tife (1) | December 5, 2017 8:27am
I like the diversity in the talent choices. I think he could have several different builds.
Elganesin (6) | December 5, 2017 8:30am
Tife (1) | December 11, 2017 12:26pm
Though we would also need a Warcraft 1 Warlock skin for him (Because the spells are a mix of the Conjurer's and Warlock's). And Instead of summoning Scorpions he would summon Spiders.
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Thinhead (2) | November 24, 2017 11:46am
Cool talent choices!
Intero (2) | November 10, 2017 1:29pm
This is cool! I would love to see him in the game.
Elganesin (6) | November 13, 2017 7:44am
Thanks. I would too.
Korthrax (6) | October 18, 2017 11:28pm
Cool idea, i like the concept of spending all your mana at once, very interesting. Any chance of you doing talents as well? Kit is great, could be enhanced by talents.
Elganesin (6) | October 23, 2017 11:53am
Yes, I have been thinking of what his talents should be for some time.
Thanks for the comment.
Elganesin (6) | October 6, 2017 2:10pm
Back to the old days of Warcraft 1 Orcs and Humans!
Elganesin (6) | October 6, 2017 2:17pm
I love Warcraft 1. I have thought for a long time we should have a hero from Warcraft 1 (Medivh is sort of War 1 but he is more War 3).
I think this hero captures what it was like to play the Conjurer/Warlock from Warcraft 1, as well as brings a new element to the game.
No cooldowns, using all of his mana for one spell, and having the spells being more powerful with more mana.
I think this is a cool idea.
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