health 1960
health regen 4.08 mana 500
mana regen 3 attack speed 1
attack range 5.5
attack dmg 66
Tor'Baalos, the Lord of Destruction, more commonly referred to as Baal, is one of the three Prime Evils.
"Enough of your idle speculation, Mephisto! I breached the fortress and saw it firsthand. The Worldstone is gone! The angels I killed knew nothing about it. But since you are so perceptive, maybe you remember who else has been missing: Lilith. We must find her, rip her limb from limb, take the Worldstone back!"
— Baal
Combat Trait
1
Lord of Destruction
Passive: Increase all damage done by 10% per 1 range closer to targets. Maxium damage at or below 1.5(50%) and minium at 5.5 or above (0%)
Active: 20 seconds cooldown
gain traint passive effect with full power at any range for 3 seconds.
Primary Abilities
1
Inferno (Q)
cooldown: 5 seconds cost: 35 mana
Sends cone of seven firebolts toward each bolt dealing 73 damage to first enemy it hits.
2
Oblivion (W)
cooldown: 14 seconds per charge 2 charges cost: 45 mana
Launch bolt foward to point reaching point or hitting hero will explode it dealing 200 damage to all nearby heroes and explode to 5 small sparks each deals 82 damage to small area and slow movement by 25% for 1.5 seconds.
3
Touch of Destruction (E)
cooldown: 11 seconds cost: 50 mana
Teleport to target point dealing damage to all heroes equal to 7% of their max health and you gain 30 armor for 2.5 seconds.
Heroic Abilities
1
Hoarfrost (R)
cooldown: 80 seconds cost 70 mana
Creates hoarfrost that moves forward and pushing slightly enemies back dealing 260 damage to all who touches it also reduce their movement speed by 60% for 2 second.
2
Festering appendage (R)
cooldown: 80 seconds cost: 70 mana
Root all heroes in area for 0.75 seconds and summon festering appendage at point of each hero. Festerin appendages deals 56 damage per second to nearest hero for 10 seconds.
Level 1 talent
Infernal wave
Quest(!): hit 40 times to enemy heroes with inferno Rewards: Inferno fire bolts pierces all enemies
Lord of annihilation
Quest(!): each hero takedown increase lord of destrucion passive dmg by 0.25% per 1 range maxium bonus 2.5%.
Doom bolt
Quest(!): Bolt of oblivion direct hit increase its damage by 2 permanently.
Level 4 talents
Inspiration of davstation
15% of your ablility dmg dealt heals you.
Touch of Worldpillars
after cast touch of destruction that deals damage gain shield 16% equal of your maxium health.
Inevitable Destruction
lord of destrucion now give unstopable for duration of effect and restore 25% hp of missing hp.
level 7 talents
World in Fire
30% of damage dealt by inferno deals damage over 3 second
Disaster
Oblivion spark explosion radius is increased by 30% increase number of sparks to 7.
Touch of the Devil
Touch of destrucion deals 192 additional damage to all nearby enemies.
level 10 talents
Hoarfrost (R)
cooldown: 80 seconds cost 70 mana
Creates hoarfrost that moves forward and pushing slightly enemies back dealing 260 damage to all who touches it also reduce their movement speed by 60% for 2 second.
Festering appendages
cooldown: 80 seconds cost: 70 mana
Root all heroes in area for 0.75 seconds and summon festering appendage at point of each hero. Festerin appendages deals 53 damage per second to nearest hero for 10 seconds.
level 13 talents
Fragility
60 seconds cooldown
reduce target maxium health by 20% and healing revive by 60% for 3 seconds.
Decrepi
60 seconds cooldown
reduce target auto attack damage by 70% and movement speed by 50% for 4 seconds.
Blood curse
60 seconds cooldown
Each time target use ability steal 2% health equal to target max health for 6 seconds.
level 16 talents
Shattering bolt
Oblivion sparks jump once and jumped sparks deals 75% damage.
Wave of Destruction
Current inferno dmg is increased by 15% for each time it deals damage to hero up to 60% dmg.
Double Touch
you can use touch of destrucion second time without any cost for 2 seconds.
level 20 talents
Unacceptable terms
cooldowns recharge 15% faster.
Double frost (Hoarfrost)
Hoarfrost cast second hoarfrost after 1.5 second witch dosen't deal any damage.
Doom of Appendages (Festering appendage)
Increase duration of festering appendage to 15 seconds and increase radius by 25%
Implosion
cooldown: 90 seconds cost: 60 mana
Dealing 75 x (enemy missing life percent x 0.04) damage to all enemies in line if target dies before skill expire it explodes dealing 110 damage to all nearby enemies.
Hey there, are you interested to add your hero into my custom wc3-map, where im working at the moment? Im a little bad in triggering and search for motivated helpers. And i see it in your video, thats you can use triggers better then me. Im also searched for new content for my new youtube-canal, where i can presentate heroconcepts via this mod. I can cutting/editing a video(with a presentation like my Feugen-Video) with full credits to you when you want.
Man Baal really must be hating Jaina for some reason
Here's the thing though = I like Q, E, and R1, don't quite like W and R2 because they're practically the same thing, furthermore he has TWO waveclear spells making him a BEAST overwhelming/overperforming even specialists
I'm not sure what the synergy is between the spells but I kinda like the passive, overall I'd suggest W to be something like attach charges of some type of weakness to target and then have Q deal damage proportionate to it. Perhaps give a slight stacking slow temporarily of W to make it differ from the Q spell which is I assume a sheer pure damage i.e. burn/aoe
R1 is awesome, I'm like pretty sure it's called "Hoarfrost" in the Diablo 2 original version (correct if I'm wrong at this), as for R2 feels too much "meh" TBH in terms of all those calculations and stuff and overall the relatively short range. I'm maybe "kinda" worried about his R1 overlapping with Gust of Falstad though, I'm guessing this will be more about slowing and damaging than about moving targets all the way back but can still be, IDK, somewhat similar at times I'm guessing
P.S. = if you lack ideas for R2 I'd say you lack quite a few iconic abilities of his, first of all the Festering Appendages, second maybe being the Illusion he creates to share taken damage, third might be the "global trap" ability that not necessarily in "World Stone Chamber" occurs but occurs elsewhere in Worldstone Keep in D2 where if you stand in place for a few seconds then a trap occurs hitting you "out of thin air" damaging with random ability (firebolt, lightning, poison DoT AoE on the ground, e.t.c.). I assume this last one would be the hardest to balance out cause there are heroes like Abathur that stand in place for nearly the whole game :D
Kudos for making the videos though, again, I'm jealous, would like to know such a skill :)
Festering Appendages was my first idea as w ability but it skill cap was so low and it wasn't enough "destructive" but as heroic it's considerable. I think damage share heroic is more like warrior skill. Global trap sounds like apocalypse. Q is good wave clear only if use Infernal wave talent and now i have removed W ability impact damage to npc's but sparks still damages npc's so it won't clear all minions one shot.
thx for your comment
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if you want test hero or study triggers.
Here's the thing though = I like Q, E, and R1, don't quite like W and R2 because they're practically the same thing, furthermore he has TWO waveclear spells making him a BEAST overwhelming/overperforming even specialists
I'm not sure what the synergy is between the spells but I kinda like the passive, overall I'd suggest W to be something like attach charges of some type of weakness to target and then have Q deal damage proportionate to it. Perhaps give a slight stacking slow temporarily of W to make it differ from the Q spell which is I assume a sheer pure damage i.e. burn/aoe
R1 is awesome, I'm like pretty sure it's called "Hoarfrost" in the Diablo 2 original version (correct if I'm wrong at this), as for R2 feels too much "meh" TBH in terms of all those calculations and stuff and overall the relatively short range. I'm maybe "kinda" worried about his R1 overlapping with Gust of Falstad though, I'm guessing this will be more about slowing and damaging than about moving targets all the way back but can still be, IDK, somewhat similar at times I'm guessing
P.S. = if you lack ideas for R2 I'd say you lack quite a few iconic abilities of his, first of all the Festering Appendages, second maybe being the Illusion he creates to share taken damage, third might be the "global trap" ability that not necessarily in "World Stone Chamber" occurs but occurs elsewhere in Worldstone Keep in D2 where if you stand in place for a few seconds then a trap occurs hitting you "out of thin air" damaging with random ability (firebolt, lightning, poison DoT AoE on the ground, e.t.c.). I assume this last one would be the hardest to balance out cause there are heroes like Abathur that stand in place for nearly the whole game :D
Kudos for making the videos though, again, I'm jealous, would like to know such a skill :)
thx for your comment