DraculaTitan of Blood
StatsMain Attribute:
STR: 64 + 22
AGI: 58 + 16
INT: 30 + 25
Damage: 100
Armor: 20
Movement Speed: 300
Attack Speed: 2.00
SkillsBlood Claws - Innate Heal
Dracula's claws have been drenched with the blood of creatures, allowing him to transfer 50% of the damage dealt towards his life, restoring his soul and cold corpse. Although clearly mechanical, Dracula's claws will restore only 25% of the damage dealt to the structure while restoring mana equal to 50% of the damage. Passive
Bat Swarm - Windwalk Defense
Dracula summons a horde of bats to act as his shield, temporarily reducing damage done to him by 75% and rendering him invisible for 30 seconds. Costs 350 mana with a 120 second cooldown. Active
Bat Wave - Triggered Nuke
Dracula releases a swarm of vampire bats out of his rotting flesh flying every 30 degrees, dealing 100/125/150 damage to any unit hit by a bat. Costs 250 mana and has a 15 second cooldown. Active
Hardened Skin - Passive Defense
Because of his vampire herritage, Dracula's skin is harder than iron, reducing all damage done to him by 20/25/30/35. Passive
Life Conversion - Life to Mana Conversion
Dracula converts part of his rotting body to fuel his soul, restoring 50/100 mana per second while dealing 200/100 damage to Dracula every second. Life Conversion will end will Dracula's life is lower than 25%. Active
Shadow Slam
Dracula converts his rotting body into a battering ram and rams the target point, causing any unit in his way to take 150 damage and causing any building in his way to detonate. Dracula will stop dashing when he hits his target point or when he hits a loction that is unwalkable. Costs 400 mana and has a 60 second cooldown. Target Point
Vampire

Fang Missiles - Cluster Rockets Nuke
The Vampire launches a cluster of missiles towards the target location, causing any unit hit by a fang to take 50/75/100 damage for every wave they are hit and suffer 1/2/3 seconds of stun. Costs 100 mana and has a 10 second cooldown. Target Point
Blood Generation - Triggered Passive Heal
Because of his still running blood circulation, the Vampire restores the life of all units in a 150 area of effect by 125/250/375/500 hit points every 5 seconds. Passive
Vampirism - Scout
The Vampire infects a target critter, causing it to turn into a vampiric version of its formar self. The vampiric critter can scout the area and is ignored by towers. Costs 150 mana and has a 30 second cooldown. Target Unit
Blood Charge - Double Edged Sword Charge
The Vampire charges to the target location, causing any unit hit by him to become stunned for 2 seconds while dealing 500 damage to the Vampire and stopping him in his tracks. Costs 150 mana and has a 60 second cooldown. Target Point
Vampiric Horrers - Split Ultimate
The Vampire splits the 3 vampiric horrers of the world, the Gargoyle, the Fiend, and the Skeleton. The Vampire will restore to its formar self after 120 seconds if the horrers are still alive. Costs 300 mana and has a 360 second cooldown. Active
The Gargoyle

StatsHit Points: 500
Armor: 5
Movement Speed: 350
Type: Flying
Attack Speed: .50
The Fiend

StatsHit Points: 1000
Armor: 10
Movement Speed: 250
Type: Ground
Attack Speed: 1.00
The Fiend

StatsHit Points: 1500
Armor: 15
Movement Speed: 150
Type: Ground
Attack Speed: 1.50
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Titan Pros Cons
+Has a strong defensive ability
+Can restore alot of damage with high damage
+Has a strong ultimate
+Can exchange life for mana
+Has a defense bonus during wind walk
-Cannot heal with low attack speed
-No Heal
-Low mana on lower levels
-Abilities costs high mana
Minion Pro Cons
+Has a strong healing ability
+Uses little mana
+Is a great support
+Has a great scout
+Has a great nuke
+Has a life saving ultimate
+Scouts are cute and funny
+Scouts have truesight
+Heal is awsome late game
+Heal stacks with other heals
+Has an early game stun
-Has no windwalk
-Nuke is weak if it doesnt hit multiple times
-Has no active heal
-Ult costs high mana
-Ult can be killed quickly in bases
-Scout is weak
-Has very low mana
-Charge deals high damage to the minion
-Charge can kill the minion
-Charge cannot escape building blocks
-Charge cannot go up hills
-Heal takes a long time
-Heal is useless on its low levels
-Cannot solo a siege
-Does not have high hit points
-Does not have the same strength as other minions
-Scouts are slow
-Scouts are identifiable with alt and mouse hover