Archbishop Lazarus - 2018 by beargeist

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Archbishop Lazarus - 2018

By: beargeist
Last Updated: Mar 25, 2018
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Archbishop Lazarus - 2018

Advisor of king Leoric, Warden of the Prime evil

No Basic attack
HP: 1350
Mana: 500 (+0%) Does not receive Mana scaling
Mana regen: 14 (-3 per 20% of reserve, -6 mana shield)

Combat Trait

1
Arcane Blades (D)
Passive: Lazurus has a permanent Arcane blade at no cost.

No cooldown
Cost: Reserves 100 mana with each summoned blade, upon expiration 50 mana is returned = 50 mana cost.
Duration 15s, Up to 2 additional active blades. separate duration
slight control delay between casts, holding (D) creates dual blades.

Creates an orbiting blade crafted of arcane energy, that periodically attacks nearby enemies for 75(+4%) ability DMG. But reduces your mana regen by 3 per blade

Targeting hero preference, potential 3 blades including passive blade
2
Command Blades (A)
Cooldown: 5s, 1 charge per active Blade, all charges return at once
No cost
range 6

Arcane Blade launches itself at an enemy target dealing 150(+4%) dmg, before returning to its orbit.
slight delay between charge use, holding (A) sends all blades

Primary Abilities

1
Blade Storm (Q)
Cooldown: 4s per active blade
Cost: 20 mana per active blade

Active Arcane Blades in orbit, whirl around you dealing 110(+4%) dmg per blade to all enemies in a radius of 4.
There is a slight delay for Blades to return between using "Command Blades (A)"
2
Mana Shield (W)
Cooldown: 10s, starts after duration
Cost: 25 mana
Duration 10s

Creates a shield equal to 150%(+4% scaling) of your active maximum mana, regenerates 6.5% of shield max hp per second. Reduces mana regen by 6 for duration and 5s after duration.

see Mechanical notes for scaling and blade charge interactions
3
Cursed Hold (E)
Cooldown: 5s
Cost 40 mana

Lazarus enters a "counter state" for 2s. In that time, If he takes 225 dmg from heroic sources he gains 30% spell power for 3s. If Mana shield absorbs 80% of the dmg trigger, nearby enemy heroes have their movement slowed by 80% for 1s.

Secondary Abilities

1
Destroy blade (1)
Destroys 1 stack of Arcane blade, returning mana reserves and adding to the active Mana shield bonus.

Heroic Abilities

1
Golem (R1)
Cooldown: 25s
No cost

After a slight delay, Create a golem under a target's feet rooting them for 1.25s. After the root is broken, the golem emerges from the ground to pursue the target for 6s, dealing 80 dmg per attack with 700(+4%) HP
2
Fire Wall (R2)
Cooldown: 20s, starts on deactivation
no cost
Duration 8s

Draw a straight line of Fire (range of 4-ish long) that deals 50 dmg a second and 150 dmg over 3s. Does not deal structural dmg, only deals dot dmg to minions. Standing in the fire reapplies the dot (rather then stacking), effectively dealing 100 dmg a second

fire will conform to terrain. the width and graphic will be lesser then the original spell. Primarily used to punish in choke points with dot dmg

Notes

_________________________
CALCULATION AND MECHANICS

Arcane Blade Cost ratios
Reserve is 20% of your total mana (10). 10% of the your total mana is returned (50). 10% total mana cost (50).

Mana shield and Arcane blade interactions
destroying Blade charges will immediately add to the current and max mana shield's HP
like wise summoning charges will draw from the current and max shield's HP.

If you overdraw the shield into negative health, your shield's regen will be consumed by the deficit. Mana shield Duration cannot end until the deficit is gone.
You would overdraw by summoning a blade charge while you don't have 100 mana worth of shields on your mana shield.

Mana shield scaling & reserve calculations
the shield percent is exponentially scaled as a regular stat would be; 150% at lv 10 is 223%
Not 150 + (4x10) which would be simply adding the %

100 max mana at lv 1 = 150 shield

40% shield strength variable
500 x 1.50 = 750 shield
500 - 40% = 300 x 1.5 = 450 shield

_________________________
DESIGN DIRECTION

Lazurus's Base kit is very good in hero to hero poke; With the Option to Focus Mana regen, with a cost efficient (A) ability, and Mana shield Regen properties

"Cursed Hold" is designed counter balance his kit. As a High tempo Team fight ability with a skill based proc, its useless in the downtime.

Cursed Hold (E)
Mana cost and cooldown isn't typical of a standard ability. Part of the power is meant to be a mana dump, hence the oddly low cooldown and high mana cost ratio.

But a lot of the power's value is tied into the mana shield. Making it periodically more powerful on the added condition of a longer cooldown power... offseting the low cooldown and bringing full mana value.

Blade Storm (Q)

While it is good clear, not properly timing the clear or being patient to sync with "Cursed Hold" spell power bonus, severely hurts his scrappyness.

Talents

Drake's blood (passive) - Takedowns improve your active maximum mana by 50, up to 175, stacks lost on death. (does not count against reserve)

Twin blades (D,A,Q) - The first arcane charge used, spawns a second blade that acts in tandem with the first.(does not effect charges)

Familiar edge(D) - Permanently gain your first charge of arcane blade for free. But increases the cost and reserve of the first charge used by 100%

Living blade (D) - all reserved mana is returned, Destroy Blade(1) can restore up to 3 charges per Arcane blade duration.








T1

T2
Energy armor (E) - If Cursed Hold counter state is triggered by Mana shield, shield hp recharges at 12% for 5s.

Blade of the bat (D,A,Q) - Arcane blades and blade powers restore 20hp every time they hit an enemy hero.


T3

Mana Rift (E) - If Cursed Hold counter state is triggered by Mana shield, it knocks back all nearby enemies and deals 175 dmg.

Lethargy (D,A,Q) - Arcane blades & blade powers slow enemy heroes by 5% a hit for 3s, stacking up to 25%, stacks refresh duration.


T5

Arch blades (D,A,Q) - Arcane blades deal an additional 0.5% damage equal to targets max health.

Serpents Hold (E) - Increases Cursed Hold's spell power to 40% and duration to 4s.

T6

T7

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