Ares by Evershade

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Ares

By: Evershade
Last Updated: Dec 10, 2015
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Ares

The Spatial Wizard

Reigning from the Diablo universe, the versatile and all-mighty Wizard of the franchise joins the Nexus to reign fire, frost, lightning or arcane to his enemies.

Ares fulfulls the role of a ranged assassin with

Strenghts:

  Strong Crowd Control
  Very High Damage Output
  Very High Versatility and Customisability of Skills
  High Mobility by having Teleport from Level 1

and

Weaknesses

  Does not feature any classic defensive cooldowns from HotS.
  Has to stand still to channel his damaging ability.
  His damage is highly dependent on Archon.


All in all, Ares is a very potent damage dealer who excels in contesting objectives and delaying their capture by the enemy.  Beware of their Muradin though.

Combat Trait

1
(D) Archon
The Wizard generates arcane energy by hitting enemy heroes with spells and auto-attacks.  When he reaches 100 energy he can press D to enter Archon form.  Archon lasts for 10 seconds and increases all damage dealt by 20% for the duration.

Note 1:  The ability's cooldown is only limited by the time the Wizard takes to generate the energy cost.

Note 2:  Energy starts to diminish when out of combat for more than 3 seconds at a rate of 2 energy points per 1.5 seconds, doubling every interval.  The Wizard generates 5 energy for every instance of damage he deals against heroes.

Note 3:  The Wizard does not use mana as a resource.

Primary Abilities

1
(Q) Disintegrate
Cooldown:  0 seconds.
Cost: No Cost.

By standing still, channel a beam of arcane energy in front of you hitting the 1st enemy hit for 35+12 per level damage every second for as long as channeled.

Note:  Ability's range is the same as Jaina's Frostbolt (Q).  The spell continues to channel and does not stop channeling if you activate Archon while channeling it.
2
(W) Black Hole
Cooldown:  15 seconds.
Cost: No Cost.

Create an implosion of energy that draws in to its centre and damages enemies caught in the radius for 52+22 per level damage.  Enemies float for the duration and cannot auto-attack.  The spell lasts for 2 seconds.

Note: This damage only comes in a burst at the end of the spell's duration.  Range is the same as Uther's Holy Light (Q).  Width is just enough to trap all 5 members of the enemy team that try to take a tribute from all angles.
3
(E) Teleport
Cooldown: 20 seconds.
Cost: No Cost.

Instantly warp to your cursor.

Note:  Same range and function as Bolt of the Storm level 20 talent.

Heroic Abilities

1
(R1) Meteor
Cooldown: 70 seconds.
Cost: No Cost.

Call down a meteor to strike an area after 1.5 seconds, dealing 50+40 damage per level to all enemies in it.
2
(R2) Slow Time
Cooldown: 40 seconds.
Cost: No Cost.

Create a field of energy on your cursor.  The field slows time down making all projectiles move much slower (to a near halt) for the duration of the spell.  The field lasts for 6 seconds.

Note:  Projectiles are slowed just enough for them to move through the diameter of the globe during the full duration of "Slow Time".

Stats

Level 1 Stats:

Health: 880
Health Regen: 2.8
Mana: N/A
Mana Regen: N/A
Arcane Energy: 0/100
Speed: same as everyone
Attack Speed: 1
Attack Damage: 55

Stats per level:
Max Health: 170
Health Regen: 0.32
Ranged Damage: 13
Splash Damage: 13
Max Mana: N/A
Mana Regen: N/A

Level 1, Tier 1

Entropy

Disintegrate's damage turns to cold, is halved, ticks 50% faster, and slows enemy heroes for 15% for every tick.  If they are to be slowed by 100%, they instead become deep frozen, suffering a root & stun for 2.5 seconds.

Convergence

Disintegrate's damage turns to fire and its width is increased by 50%.

Intensify

Disintegrate's damage remains arcane and the Wizard gains a buff for every tick that he hits against enemy heroes that increases his damage with Disintegrate by 10% per stack.  Missing a tick removes a stack.  No stack limit.  The buff lasts for 5 seconds and is refreshed every time you gain a stack.

Chaos Nexus

Disintegrate's damage turns to lightning and for every 2 ticks, the beam strikes the nearest enemy of your beam's target (but never your original target, under any circumstance) for a tick's worth of damage.

Level 4, Tier 2

Gathering Power

Hero takedowns increase ability power by 2% to a maximum of 30.  This bonus is lost on death.

Power Overwhelming

Disintegrate now pierce's through minions and through 1 enemy hero.

Unwavering Will

Standing still for more than 1.5 seconds, increases all of your damage by 15%.

Thundering Games

Disintegrate ignores collision and objects.

Level 7, Tier 3

Wormhole

After teleporting, you have a 3 second window to teleport again with a 50% reduced radius.

Safe Passage

After teleporting, you're immune to damage for 1.5 seconds.

Reversal

For 3 seconds after teleporting, you can activate the ability again to return to your original location.

Calamity

Upon teleporting, deal 75% of a Black Hole's damage to the area around you and stun all enemies in the radius for 1.5 seconds.

Level 13, Tier 5

Absolute Zero

Black Hole's damage becomes frost, and enemies caught in the radius are frozen and stunned in place for 1 second after the effect of Black Hole ends.

Blazar

Black Hole's damage becomes Fire, and 1.5 secs after the end of its effect, it explodes for its original tooltip damage.

Event Horizon

Catching 2 or less enemies with Black Hole turns it to a projectile-eating hole for the duration.

Supermassive

Black Hole's damage becomes lightning, its width is increased by 25% and its damage is increased by 50%.

Level 16, Tier 6

Sparks!

Disintegrating enemies trapped in a Black Hole causes an explosion of Gravity from Disintegrate's ticks that hit the target and enemies nearby the target for 20% of the tick's damage.

Eruption!

Casting Black Hole 2 seconds after teleporting causes it to instantly explode for 33% of its damage.

Glass Cannon 

Passive.  Increases all damage dealt and taken by 25%.  You are immune to Weakened debuffs.

Illusionist

Taking 25% of your maximum health as damage within a period of 2 seconds, resets the cooldown on Teleport.

Level 20, Tier 7

Galactic Meteor.

Reduces the cooldown of Meteor by 20 seconds.  Increases Meteor damage by 50%.  After landing, the meteor will slowly continue rolling to the direction it was sent for 5 seconds damaging all enemies for the same amount and leaving behind a trail of fire damaging all enemies standing in the path for 20% of its original damage every sec for 5 seconds.

Time Stop

Reduces the cooldown of Slow Time to 20 seconds.  Projectiles are completely halted for the duration and are destroyed when Slow Time ends.

I become Stronger!

Archon's damage bonus is increased to 35% and it lasts for an additional 2 seconds.

If only they could see me now!

Activating Archon resets the cooldown on Black Hole and Teleport.

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