Alright, so here's my idea. I didn't put mana costs because I couldn't decide what would be balanced.
Name: The Lancer
Type: General
Appearance: Mounted knight with a lance
Strengths: High movement, high attack
Weaknesses: Low health, low armor
Abilities
Active Power 1: Call to Arms
Level: 1/4/7/10
Cast time: 1 sec.
Cooldown: 7 sec.
Summons 2/2/4/4 mounted knights to his side. The Lancer can support 2/4/6/8 knights at a time.
Active Power 2: Charge
Level : 2/5/8
Range: 15 yd radius
Cast time: 2 sec.
Cooldown: 15 sec.
The Lancer charges to the target location, dealing 250/500/750 damage to all who stand in his way. Any mounted knights within the 15 yd radius anlo charge to the target location, dealing 50/100/150 damage each. This ability cannot be used to cross gaps like Erebus' batswarm.
Active Power 3: Piercing Strike
Level: 1/4/7/10
Cast time: 1.5 sec.
Cooldown: 15 sec.
The Lancer strikes with all his might, dealing 300/600/900/1200 damage and reducing the target's armor by
8.25%/16.5%/24.75%/33% for 3/4.5/6/7.5 seconds.
Active Power 4: Raise the Standard
Level: 5/10
Cast time: 2 sec.
Cooldown: 30 sec.
The Lancer unfurls a flag and carries it into battle. All friendly units withing 15 yds. recieve a 10%/20% boost to all stats for 15 seconds.
Passive Power 1: Battle Hymn
Level: 2/5/8
The Lancer and his knights sing a rousing battle hymn, raising morale. All friendly units within 15 yds. recieve a
5%/10%/15% boost to their attack speed. All friendly units within 5 yds. of a knight recieves an aditional 1%/1.5%/2% per knight.
Passive Power 2: Hard Hitting
Level: 1/4/7/10
The Lancer has a 1% chance to hit for 1.5X/2X/3X/4X his normal damage.
Level 15 Powers:
Fight On
Requires Call to Arms IV
If The Lancer falls in battle, his knights continue to fight for 10 seconds before falling.
Trample
Requires Charge III
Enemy units caught in the charge who survive are stunned for 5 seconds. Demigods are stunned for 1.5 seconds.
Bleeder
Requires Piercing Strike IV
Enemies hit with Piercing Strike also suffer a deep wound, losing 50 health a second for 10 seconds.
Glorious Standard
Requires Raise the Standard II
The Flag The Lancer carries is of such magnificance that enemy units are demoralized, suffering a 10% drop in all stats.
Carrying Voice
Requires Battle Hymn III
Raises the Battle Hymn Range to 20 yds for The Lancer and 7.5 yds for the knights.
Adrenalin
Raquires Hard Hitting
When The Lancer lands a hard hit, his attack speed increases 15%