Despite his interesting design, Arthas is extremely weak and outdated compared to newer characters.
The idea behind this rework is to make the Lich King great again, improving the mechanics and depth of his kit.
Stats
Health decreased from 2980 to 2880
Health Regen decreased from 6.208 to 6
Attack Damage increased from 95 to 100
Combat Trait
1
Frozen Tempest (New Trait)
Arthas deals 8 damage per second to nearby enemies, reducing their Movement Speed and Attack Speed by 6% for 1.5 seconds with each hit, up to 30%.
When a Hero reaches the maximum Slow, Frozen Tempest Frostbites them. Frostbite lasts 3 seconds, deals 16 damage per second, reduces Movement Speed and Attack Speed by 30%, and grants immunity to Frozen Tempest.
Radius: 4
Frozen Tempest is disabled while mounted.
2
Frostmourne Hungers (Reworked D)
Cooldown: 10 seconds
Arthas's next Basic Attack strikes immediately and restores Mana equal to 25% of the damage dealt. Passive: Basic Attacks against Frostbitten enemies deal 25% more damage.
Primary Abilities
1
Death Coil (Reworked Q)
Mana: 60 Cooldown: 12 seconds
Deal 164 damage to target enemy, increased by 50% against Frostbitten targets, or restore 164 Health to target ally, increased by 50% if self-cast.
Range: 8
Missile speed: 18
2
Howling Blast (Reworked W)
Mana: 60 Cooldown: 12 seconds
Deal 40 damage to enemies within the target area and Root them for 1.25 seconds. Frostbitten enemies are Stunned for 1.25 seconds instead.
Range: 10
Radius: 2
Missile speed: 20
3
Summon Ghouls (NEW E)
Mana: 60 Cooldown: 30 seconds
Summon three Ghouls that follow Arthas and can be sacrificed to restore 250 Health. Ghouls last 10 seconds.
Ghoul
Health decreased from 1060 to 450
Damage increased from 20 to 45
Secondary Abilities
1
Sacrifice (NEW 1)
Cooldown: 2 seconds
Sacrifice a Ghoul to heal for 250.
Heroic Abilities
1
Defile (NEW R1)
Mana: 60 Cooldown: 60 seconds
After 0.75 seconds, become Unstoppable and channel to defile the area around you for 6 seconds, dealing 100 damage every 0.5 seconds to enemies within. The area grows over 3 seconds. Cannot be cancelled.
Initial Radius: 2
Maximum Radius: 8
Cooldown starts once Defile ends.
Interrupting the initial cast puts Defile on a 10 second cooldown.
2
Summon Sindragosa (R2)
Mana increased from 100 to 120
Cooldown increased from 100 to 120
Damage increased from 230 to 240
Range increased from 38 to 40
LEVEL 1
Frost Presence (Reworked)
Reduce the cooldown of Howling Blast by 2 seconds. ❢Quest: After hitting 20 enemy Heroes with Howling Blast, Howling Blast affects all enemies in its path.
Eternal Hunger (Reworked) ❢Quest: Basic Attacks against Frostbitten enemies permanently increase the bonus damage against them by an additional 1%.
Remorseless Winter (Moved from Level 16)(Reworked)
Frozen Tempest deals 100% more damage to Minions, Mercenaries, and Monsters.
LEVEL 4
Deathlord (Reworked)
Increase the range of Death Coil by 25%.
If an enemy dies within 2 seconds of being hit by Death Coil, summon a Ghoul.
Eternal Servitude (New) Ghouls last 2 seconds longer and have 25% more Health. Passive: Every 5th enemy Minion that dies within Frozen Tempest summons a Ghoul.
Immortal Coil (Reworked)
Reduce the cooldown of Death Coil by 2 seconds. Using Death Coil on an enemy heals Arthas for 164.
Necrotic Plague (New)
Heroes hit by Ghouls receive 40% less healing for 2 seconds.
Icebound Fortitude (Reworked)
Each time Frozen Tempest damages a Hero, gain 1 Armor and reduce the duration of Stuns, Slows, and Roots against you by 1%. Stacks up to 25 times. Lasts 3 seconds.
LEVEL 13
Shattered Armor (Reworked)
Howling Blast reduces the Armor of Heroes hit by 15 for 3 seconds. Frostbitten Heroes have their Armor reduced by 25 for 3 seconds instead.
Frost Strike (Reworked)
Frostmourne Hungers also Slows the target by 30% for 2 seconds. Frostbitten targets are Stunned for 1 second instead.
Icy Talons
Moved from Level 4.
Ice Prison (New) Cooldown: 60 seconds Passive: Gain 10% Movement Speed. Active: Root enemies within Frozen Tempest for 2 seconds.
LEVEL 16
Embrace Death
Unchanged.
Lord of The Scourge (New)
Summon Ghouls summons an additional Ghoul.
Sacrifice restores 50% more Health.
Frostmourne Feeds (Reworked)
Frostmourne Hungers heals Arthas for 25% of the damage dealt.
Basic Attacks reduce the cooldown of Frostmourne Hungers by 1 second.
Rune Tap (Moved from Level 7)(Reworked)
Basic Attacks heal Arthas for 2% of his maximum Health, increased to 6% against Frostbitten Heroes.
LEVEL 20
Soul Reaper (New)
Defile curses enemy Heroes hit for 3 seconds.
If an enemy Hero dies while cursed, Arthas gains 25% of their maximum Health for 30 seconds and heals for that amount.
Absolute Zero (Reworked)
Sindragosa flies twice as far and Frostbites enemy Heroes hit.
Army of the Dead (New)
Takedowns summon a Ghoul and reset the cooldown of Summon Ghouls.
I love the changes you made! though i love how arthas is played now, I think your ideas are interesting and looks fun!
I have some suggestions for your already great ones!
Ghouls have the same problem as they have now- they are used mostly as health packs. i think it would be a good idea to improve it like you did with the rest of the abilities and make it have some synergy with the new Frostbites mechanism- having them apply an additional effect on frostbitten enemies like more damage or some other benefit that will make you think more before sacrificing them.
Defile sounds neat! But, it is a bit busted for a character like Arthas- 6 seconds of unstoppable on top of the great damage.
if i'm understanding correctly the area follows you right? I suggest it should be more similar to yrel's Sacred Ground- create an aoe beneath you (that does not follow you) for 6 seconds that deals damage to enemies. while Arthas is in the aoe he gains unstoppable. so now it's more counter-able.
Also i think there can be some cool talents for SACRIFICE (now that its a basic) adding additional effects after you use it like- cd reduction for some ability, increase aa damage or frozen tempest damage, making you time the sacrifice not only to heal.
>if i'm understanding correctly the area follows you right?
Defile needs to be channeled, meaning you can't move while casting it, so there is no movement happening at all.
Great rework. Love the idea of making ghouls baseline. Good job making a slightly weaker FrozenTempest passive as it should be, but to compensate for this I would also make his other mana costs higher as he no longer has the passive drain from tempest. Not to mention that they have all been buffed by Frostbite.
The weakest point here I see is Defile(R1): perhaps add some soft CC to it maybe damage/spellpower reduction to enemies in the area? Especially if he has to channel it. Most tanks usually have a CC/peel ult, and Sindragosa is usually relegated for siege
>I would also make his other mana costs higher as he no longer has the passive drain from tempest
His abilities cost more and his trait restores much less mana.
>The weakest point here I see is Defile(R1): perhaps add some soft CC to it maybe damage/spellpower reduction to enemies in the area
Defile is all about dealing damage. Sindragosa is the CC ult.
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I have some suggestions for your already great ones!
Ghouls have the same problem as they have now- they are used mostly as health packs. i think it would be a good idea to improve it like you did with the rest of the abilities and make it have some synergy with the new Frostbites mechanism- having them apply an additional effect on frostbitten enemies like more damage or some other benefit that will make you think more before sacrificing them.
Defile sounds neat! But, it is a bit busted for a character like Arthas- 6 seconds of unstoppable on top of the great damage.
if i'm understanding correctly the area follows you right? I suggest it should be more similar to yrel's Sacred Ground- create an aoe beneath you (that does not follow you) for 6 seconds that deals damage to enemies. while Arthas is in the aoe he gains unstoppable. so now it's more counter-able.
Also i think there can be some cool talents for SACRIFICE (now that its a basic) adding additional effects after you use it like- cd reduction for some ability, increase aa damage or frozen tempest damage, making you time the sacrifice not only to heal.
Defile needs to be channeled, meaning you can't move while casting it, so there is no movement happening at all.
The weakest point here I see is Defile(R1): perhaps add some soft CC to it maybe damage/spellpower reduction to enemies in the area? Especially if he has to channel it. Most tanks usually have a CC/peel ult, and Sindragosa is usually relegated for siege
His abilities cost more and his trait restores much less mana.
>The weakest point here I see is Defile(R1): perhaps add some soft CC to it maybe damage/spellpower reduction to enemies in the area
Defile is all about dealing damage. Sindragosa is the CC ult.