Once the Ranger-captain of Silvermoon, Alleria Windrunner's masterful archery and leadership helped the alliance in countless victories. As Head Scout she lead their expedition to Draenor, disappearing when the planet got torn apart. After years of wandering in the void she finally finds herself in the Nexus, where she'll need her cunning and stealth more than ever!
A ranged Assasin who uses a strong combination of Physical and Magical attacks to ambush and burst enemies.
Alleria utilizes temporary Stealth and Traps to set up Ambushes. Her basic Attacks combine with her 'Q' to create a steady flow of damage. Depending on her enemies' resistance she can be built to focus on one over the other. Her versatile Talents also allow her to focues more on map control, using her Traps, or if her enemies demand it she can opt for more disruption mostly in the form of silences, or extra damage against high Health tanks. With the right build she can become an integral part of team fights, but a focus on constant harrases is also viable. Alleria has a lower base Mana pool, which frequent casting can drain quickly, so utilising the extra Mana regeneration from her trait and from various talents can be the key to using her effectively.
Combat Trait
1
Silent Steps
While Stealthed increase your speed by 25% and double your mana regeneration. (You can get Stealthed in bushes, by your 'E' Camouflage and by other heroes' abilities, like Tyrande's Shadowstalk)
Primary Abilities
1
Steady Shot
Cooldown: 6 sec. Fire an arrow in target direction, which damages the first enemy hit. Basic Attacking lowers the cooldown of Steady Shot by 1 second. Usable while moving.
2
Trap
Cooldown: 12 sec.Charge Cooldown: 2 sec. Place a Trap that arms and Stealths after 2 seconds. When an enemy hero walks into a trap, it springs, rooting them for 1 second and dealing damage.
Maximum of 2 traps active at a time. Placing traps does not break Stealth. Stores up to 2 charges.
3
Camouflage
Cooldown: 18 sec. Gain Stealth for 6 seconds. Your next Steady shot in 6 seconds deals 50% more damage.
Remaining stationary for at least 1.5 seconds while Stealthed grants Invisible.
Heroic Abilities
1
Enchanted Arrow
Cooldown: 75 sec. Fire an enchanted arrow. It damages the first enemy hero hit, and silences and makes them vulnerable for 1.5 seconds.
2
Forest Calls
Cooldown: 45 sec. Create Bushes in a large area (Like Artanis's Suppression Pulse) for 8 seconds. Enemies in these bushes are revealed and slowed by 50%.
Talents
Tier 1 Counter Shot: Steady Shot Silences enemies for 0.5 seconds. Focus Fire:
Quest: Hit enemies with your traps to increase the damage of your basic Attacks every time your trap hits an enemy by 10% for 6 seconds.
Reward: After hitting 10 heroes increase the charges and maximum active traps to 4, and reduce its cooldown by 6 seconds. Survivalist:
Quest: Gathering a Regeneration Globe increases your maximum mana.
Reward: After gathering 20 globes increase your Attack Speed and Spell Power by 15% while above 80% of your maximum Mana.
Tier 2 Kill Shot:
Quest: Hit the same enemy with Steady Shot two times in a row in 4 seconds, to increase your next Steady Shot's damage in 4 seconds by 20%.
Reward: After 12 times, gain the 20% increase permanently, doubled against heroes who lost at least 20% of their maximum Health in the last 2 seconds. Easy To
Ambush and Exhilaration are incredibly UP, as is her mana regen trait... A 25% bonus to damage every 18 seconds is pretty lackluster, and 25% health or mana regen is very weak (especially if its only 1/3 of the time). I'd bump up the health + mana regen to 75% at a minimum (and maybe Camouflage gives 100% bonus damage), but you could probably get away with as high as 150%. After all, the main issue with crazy regen is laning, and her abilities wouldn't contribute to that at all.
I really love the "grow bush" concept, though you can't actually use it to hide: "hm, I wonder what this bush is doing here. I bet Alleria put it there so somebody can hide- let's just throw an AOE onto it and find out!" Though it would make for some really fun Dehaka plays...
I revisited the things you've mentioned, and made a few changes. Thanks for the feedback, it helps to make my concept more balanced.
The point of Grow Bush is not to hide, bute to use her trait.
hi nice concept
one question, what do the Bushes do? just hide you and your team or have a secondary efect? because just "create bushes" is a bit to vague for me
I think you should re think or further detail the second ult. If all it does is create a giant bush the size of artanis's pulse for only 10 seconds isn't going to be viable at all even with her passive. Unless she does ungodly damage and thus letting her maintain a high end regen would be detrimental, though even bushes can't hide you if damage is being applied thus rendering her passive useless. This is especially true since your first ult is completely overpowered. A silence and vulnerability for 3 seconds? Combined with Sylv and Jaina it's practically a guaranteed wipe for the other team.
Sorry almost got sidetracked with the first ult, that would be one hell of a comp..the sisters and crazy mage lady. Anyways maybe having it more like Zagara's creep tumors. This would obviously increase her team's control since they would have a lot more room to manuever unnoticed or at least force the other team be aware of the jungle a little more.
here are my examples:
1) (Teamfight utility focused) Creates a small forest (size of Artanis's Pulse) at a target location for 10 seconds slowing all enemies who enter and buffs allies movement speed in it as well. 50 sec cd (Also remember that Artanis's Pulse can pretty much go through objects such as walls and stuff, iono how the game would react with objects like bushes interacting with walls and stuff so maybe having it the width of a lane and the length of Nova's triple tap which is about from one teams first gate to the other teams first gate.)
-or-
2) (Self sustain focused) Place a seed at a target location in which over 3 seconds if left untouched will grow into a bush that lasts for 60 seconds. Semi global range, grants vision, holds 3 charges, cd 60 sec (20 sec per charge), cannot be placed in location in which a bush already exists.
the first one obviously is meant to control 5 v 5 teamfights by making it easier for your team to zone and limit the disengage routes the other team can make.
the second one is more strategic as with it's semi global range can be placed to help hide and prevent last hits, or be used as another version of Zagara's creep so she's no longer the only one that provides map vision. Would also be cooler if it adapts to the map so it's not weird on the diablo maps and stuff.
I did not really compared the two heroics in teamfigths. The first one is OP, while the second one is weak. I reduce enchanted arrow's debuffs duration by 1 sec.
I like the idea of giving the enemy team a debuff in bushes. I guess it'll slow and reveal the enemies. I want to keep the original aoe bushes, so I don't like your second idea.
Thanks for the suggestion, any feedbback helps a lot :)
Np! I know it's a concept so I always try to remember to not be "too realistic" when I read these, and the idea is really good! :D
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I really love the "grow bush" concept, though you can't actually use it to hide: "hm, I wonder what this bush is doing here. I bet Alleria put it there so somebody can hide- let's just throw an AOE onto it and find out!" Though it would make for some really fun Dehaka plays...
The point of Grow Bush is not to hide, bute to use her trait.
it's totally broken but it looks really awesome!
one question, what do the Bushes do? just hide you and your team or have a secondary efect? because just "create bushes" is a bit to vague for me
You know:
If any suggestions, tell it to me!
Sorry almost got sidetracked with the first ult, that would be one hell of a comp..the sisters and crazy mage lady. Anyways maybe having it more like Zagara's creep tumors. This would obviously increase her team's control since they would have a lot more room to manuever unnoticed or at least force the other team be aware of the jungle a little more.
here are my examples:
1) (Teamfight utility focused) Creates a small forest (size of Artanis's Pulse) at a target location for 10 seconds slowing all enemies who enter and buffs allies movement speed in it as well. 50 sec cd (Also remember that Artanis's Pulse can pretty much go through objects such as walls and stuff, iono how the game would react with objects like bushes interacting with walls and stuff so maybe having it the width of a lane and the length of Nova's triple tap which is about from one teams first gate to the other teams first gate.)
-or-
2) (Self sustain focused) Place a seed at a target location in which over 3 seconds if left untouched will grow into a bush that lasts for 60 seconds. Semi global range, grants vision, holds 3 charges, cd 60 sec (20 sec per charge), cannot be placed in location in which a bush already exists.
the first one obviously is meant to control 5 v 5 teamfights by making it easier for your team to zone and limit the disengage routes the other team can make.
the second one is more strategic as with it's semi global range can be placed to help hide and prevent last hits, or be used as another version of Zagara's creep so she's no longer the only one that provides map vision. Would also be cooler if it adapts to the map so it's not weird on the diablo maps and stuff.
I like the idea of giving the enemy team a debuff in bushes. I guess it'll slow and reveal the enemies. I want to keep the original aoe bushes, so I don't like your second idea.
Thanks for the suggestion, any feedbback helps a lot :)