Cort by vonBoomslang

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Cort

By: vonBoomslang
Last Updated: Jun 1, 2015
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Cort

Demon Hunter

Demons took his home. Despair took his family. Discipline gave him a purpose. Taken in and taught to fight by demon hunters, Cort hunted evil throughout Sanctuary, ever careful not to give in to blind hatred. And when the evil came to Nexus, he followed.

Where Valla showers her enemies with hails of small bolts, Cort relies on few, carefully placed shots from a heavy crossbow. He has slow (<1.0) attack speed, but high damage.

Combat Trait

1
Discipline
All abilities refund 50% of their mana cost over 150% of their cooldown. If the same ability is used again, Discipline resets and mana not yet refunded is lost.

Primary Abilities

1
Bola Shot
Fire a straight-line projectile that, if it hits an enemy, the bola wraps around them and explodes after a 1s delay, dealing Q (medium-high) damage to the target and 0.5 Q damage to all nearby enemies. Long range.

Cooldown: 8s.
Mana: 120
2
Elemental Arrow
Fires a rapid projectile that pierces all targets in a straight line, dealing W (medium) damage.

Cooldown: 6s
Mana: 100
3
Evasive Fire
Fire a spread of bolts covering a small cone area, dealing E (medium-low) damage and slowing all targets hit by 35% for 1s, then backflip a short distance in the opposite (targeted) direction.

Cooldown: 8s
Mana: 140

Heroic Abilities

1
Cluster Arrow
After a 0.2s delay, fire an arrow that travels a long distance in a straight line. At maximum distance or when reactivated, the arrow explodes for R1 (very high) damage and scatters three grenades that explode for 0.5 R1 damage after a 0.6s delay.

Cooldown: 40s.
Mana: 150.
2
Sentry
Places down a Sentry in the targeted location. The Sentry has moderate hit points (but a 40% resistance to ability damage) and lasts 21s or until destroyed. The Sentry will attack enemies within its considerable range for R2 (medium-high) damage per shot, prioritizing Cort's current target, then other heroes.

Charges: 2.
Charge Cooldown: 20s.
Cooldown: 6s.
Mana: 80.

Compared to Gazlowe's turrets, Sentries are slightly more vulnerable to basic attacks, slightly more resistant to abilities, deal more damage and have much better range.

Lvl 1 Talents

> Focused Mind (Discipline): Discipline now refunds 50% more mana over a 50% longer duration (so, 75% mana over 225% cooldown)
> Nether Tentacles (Elemental Arrow): Elemental Arrow now heals for 40% of damage dealt.
> Immolation Arrow (Elemental Arrow): Elemental Arrow leaves a fiery wall in its wake, dealing 100% of its damage over 3s.
> Tactical Advantage (Evasive Fire): If Evasive Shot slows a target, also gain 20% move speed for the slow's duration.
> Sharpshooter (Passive): For every 5 enemy Minion or Mercenary kills near your Hero, gain 1 Basic Attack damage. Hero Takedowns count as 2 Minion kills.

Lvl 4 Talents

> Vampiric Assault (Passive): Basic attacks gain 15% lifesteal.
> Explosive Arrow (Elemental Arrow): Elemental Arrow no longer pierces; now explodes on first target hit, dealing full damage to them and half damage in a medium-large area.
> Surge (Evasive Fire): If Evasive Fire hits a target, backflip twice as far.
> Calamity (Active): Activate to make your next basic attack apply Marked For Death to your primary target for 5s. You deal 20% more damage to a Marked target. Cooldown: 30s.

Lvl 7 Talents

> Battle Momentum (Passive): Basic Attacks reduce Ability cooldowns by 0.5 seconds.
> Bladed Chain (Bola Shot): Bola Shot now pierces through minions and pets (instead of attaching to them), dealing 0.35 Q damage.
> Parting Gift (Evasive Fire): Evasive Fire leaves behind a bomb that explodes after a 1.2s delay, dealing 2.0 E damage in a small area.
> Buriza-do Kyanon (Passive): Basic Attacks now pierce, dealing full damage to primary target and 20% damage to all other targets out to maximum range.
> Searing Attacks (Active): Activate to increase Basic Attack damage by 50% for 5s. Each attack costs 15 Mana. Cooldown: 60s.

Lvl 13 Talents

> Single Out (Passive): Basic Attacks against enemy Heroes deal bonus damage equal to 1.5% of the Hero's max Health. This bonus increases to 2.5% if the target is not near to any other allied heroes.
> Impending Death (Bola Shot): Bola Shot damage increases to 1.20 Q on primary target and 0.85 Q on all targets within a 35% larger radius, but the delay before exploding increases to 2s.
> Kridershot (Elemental Arrow): Elemental Arrow refunds 5 mana and 0.5s cooldown for each enemy it hits.
> Lapse Into Hatred (Discipline): Using an ability before Discipline has refunded all of its mana increases its damage by 20% but does not refund mana.

Lvl 16 Talents

> Ambush (Passive): Deal 25% more damage to enemies above 75% health.
> Barbed Chain (Bola Shot): Enemies damaged or entangled by Bola Shot are slowed by 35% for 1s.
> Piercing Bola (Bola Shot): Bola Shot pierces through the first target it attaches to. The second explosion deals 60% damage.
> Blood for Blood (Active): Activate to steal 15% of target enemy's Max Health and slow its Movement Speed by 30% for 3s.

Lvl 20 Talents

> Loaded For Bear (Cluster Arrow): The arrow now leaves a trail of bomblets, and the grenades scatter three of them each after detonation. The bomblets explode for 0.35 R1 damage each in a small area after a 0.4s delay. Also, reduces cooldown to 30s.
> Embodiment of the Marauder (Sentry): Whenever you use Bola Shot or Elemental Arrow, your active Sentries will replace their next attack with a half damage version of it.
> Nexus Frenzy (Passive): Increases Attack Speed by 20% and Attack Range by 20% .
> Bolt of the Storm (Active):
Activate to teleport to a nearby location. Cooldown: 40s.

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[-]
shigad | June 26, 2015 3:14am
Nice concept!
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sw1tchCZ (2) | June 2, 2015 3:32am
Wow M6 in HoTS. Sounds interesting. Maybe there it will be more funny to play than in D3. But Evasive Fire doesn't go with your statement that Cort have few but harder shots. Maybe Grenade will fit better. Or Impale which u can use with Embodiment of Marauder. Generators are useless here, since u have mana, u can focus only on damage :)
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