Acolyte by Evildrake

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Acolyte

By: Evildrake
Last Updated: Jun 12, 2016
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Acolyte

An Acolyte of the Scourge

He is capable of summoning structures of the undead and weaken enemy structures.
Note: I wasn't creative enough to find a good name for him.

Hero characteristics:
hit points: 1150 base (even lower than Li-Ming, but has great ways for mitigation)
mana, regen(life and mana): standard values
basic attacks: ~90 damage
attacks per second: 1
attack range: 5.5
difficulty: hard

strong characteristics:
- timeable mitigation/evasion against both, basic attacks and abilities
- annoyance, even if he dies first still a threat
- fortifiying defences/depushing

weak characteristics:
- low hit points, which makes him vulnarable if his protective skills are on cooldown
- low attack power
- vulnarable to any form of stuns and silences
- low mobility since his only speed booster is having a cooldown(like Hammer's Thrusters)

Combat Trait

1
Haunt (D)
30s cooldown
Allows you to haunt enemy structures, which disables the ammo usage and makes the structure more vulnarable to damage by 25% for 10 seconds.

Notes:
- The Core still can shoot

Primary Abilities

1
Shadow Orb/Shadow Bolt (Q)
40 Mana, 5s cooldown
Shoots an orb of dark power to the targeted enemy, dealing 240(+4%/lv) damage and also makes the next basic attack of the attacked enemy in the next 2 seconds automatically miss.

Notes:
- Shadow Bolt may be an alternative ability name, but I will refer to Shadow Orb for further usage in descriptions
2
Deflect Magic, passive
8s charge cooldown, 2 charges
Lowers the next incoming ability damage by 50%. Also reduces the duration of slowing effects(not counting other effects like root or stun) by 50%.

Notes:
- the talent at lv 7 allows to make this ability beeing used active and changing it to "Counterspell" which costs 70 Mana and has an 18s cooldown, also losing the base effect of this ability(check secondary abilities for further information)
3
Summon Ziggurat (E)
80 Mana, 30 seconds charge cooldown, 2 charges
Transforms a tower after 8 seconds to a Ziggurat or summons on ruins of a tower a Ziggurat which is ready after 8 seconds summoning. Ziggurats don't consume ammo and ensure constantly shooting at enemies without having recharging times.

Notes:
- damage and hit points oriented on tower values
- A Ziggurat grants the full tower experience if used on a functioning tower
- this ability doesn't need be channeled
- summoning a Ziggurat slowly builds up hit points during the 8 seconds, means it could be destroyed easier when it is about beeing summoned

Secondary Abilities

1
Counterspell (W)
70 Mana, 18s cooldown
Negates any abilitydamage of the next incoming spell within 2 seconds and cleanses yourself when successfully countered an ability. The countered ability has for the next usage a 50% increased cooldown(25% for heroics) and the user of this ability gets silenced for 3 seconds after triggering this effect.

Notes:
- an impactful ability which is very powerful when timed correctly against the right abilities
- as example: When Butcher uses "Ruthless Onslaugh" or Illidan "The Hunt" the ability gets cancelled(cleansed) and punishs this hero with a higher cooldown on this particular skill
2
Dark Infusion (1)
talent lv 4, 30s cooldown
Infuses a small group of minions with dark power, friend or foe, which increases their damage dealt but also their damake taken to 250%(+150%) for 30 seconds.

Notes:
- can be used as pushing tool for the own minions when used on vulnarable archers for example
- can be used on enemies strong backline to make them push harder and run into your Ziggurats to ensure the experience and kills by them, also allowing to not stay long on that lane for clearing the wave

Heroic Abilities

1
Raging Spirits (R)
90 mana, 90s cooldown
Channel to summon raging spirits around yourself. Channels 3 seconds to summon up to 12 spirits every 0.25 seconds each, attacking the nearest enemy for 100 damage(+4%/lv) each. The spirits persist for up to 5 seconds after beeing summoned and move with you.

Notes:
- each spirit dissappears after applying the damage, making it an up to 12x 100 damage ability
- the damage they do is easier to disrupt since just sb else has to go into the closer range, also working similarly to Gall's "Shadow Volley"
- beeing stunned while channeling means he can't summon all 12 spirits, reducing the possible damage greatly
2
Summon Hall of the Dead (R)
125 mana, 90s cooldown
Summons a Hall of the Dead at any fort ruins over 15 seconds. The Hall of the Death is able to attack with 2 attacks at 2 different targets at the same time. The 1st attack damages only and the 2nd damages and snares the enemy like the forts normally do, also priorizing heroes as targets.

Notes:
- hit points scale like the 1st forts on the front
- the double attack is slightly weaker than the original fort attack, but in total more than a single fort can do as long 2 targets can be attacked simultaneously
- they can be build on the enemies forts ruins, but need to be covered for the 15s duration, when beeing summoned since they are unprotected during this time
- can be used together with the Ziggurats as a depushing tool but also as a tool for fortifying the influence of the own team on the enemies side

Special Mount

1
Shadow Shift (Y)
30s cooldown
Allows you to shift into a Shade for 2 seconds, increasing movementspeed by 40% and making any autoattacks made against yourself automatically miss. You can't use your basic attacks and abilities while beeing in this form.

Talents

Lv. 1:
1) Shadow Kill (Q): Landing the Death Blow with Shadow Orb makes the target explode and damage nearby non-heroic minions by 50% of the max. hit points of the killed target.
2) Endless Nightmare (D): Haunt duration is increased by 2 seconds. Also increases the damage taken from 25% to 35%.
3) Unleashed Shade (Y): Increases the duration of the shade to 4 seconds and you can use Shadow Orb while beeing in Shade form.
4) Shadow Focus: Enemies which were attacked by you with basic attacks take 20% more damage from your Shadow Orb. This effect lasts up to 3 seconds.

Lv. 4:
1) Dark Infusion (1): See secondary abilities
2) "The Nightmare is not over yet", passive: Upon dying you transform into a Shade for 8 seconds, allowing you to scout the area to give vision for your team(also allowing to use up to 2 more times the Shadow Orb with the Lv. 1 talent "Unleashed Shade")
3) Blinding Ziggurats: Ziggurats get 25% damage reduction against non-heroic targets and also causes the hit ranged non-heroic targets to move at close combat range.
4) Mercenary Lord
5)

References

Another hero concepts of me:
- Kachinsky
http://www.heroesfire.com/hots/concept/kachinsky-4234

Updates:

6/12/2016:
- Added Quest talent "Possessed by Darkness" at lvl. 4

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schtruklyn (1) | July 20, 2016 1:59pm
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