Bishibosh and Rakanishu by beazzlebub

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Bishibosh and Rakanishu

By: beazzlebub
Last Updated: May 18, 2017
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Bishibosh and Rakanishu

The Fallen Lords

Believed to once be powerful servants of Azmodan, the Lord of Sin, the Fallen Ones were a race of demon imps serving on the front lines in the army of the Burning Hells. Although they are primitive and fight in packs, rarely heroes can rise among their ranks. Bishibosh and Rakanishu were two such heroes, so famous among the Fallen that their kin scream their names as battle cries.

In the Nexus, Bishibosh and Rakanishu act as melee specialists, whose lane pushing and team fighting potential comes from their ability to overwhelm the enemy with superior numbers. Primary control of the hero is centered on Bishibosh, with Rakanishu and two fallen warriors being controlled simultaneously - similar to Rexxar and Misha**. Bishibosh has the highest health pool, followed by Rakanishu, and then the two Fallen Warriors that accompany them. Bishibosh has a very weak basic attack, though, and must depend on the Fallen warriors to deal basic attack damage, while he resurrects them if they die and launches Fire Balls from the back lines.

Although Rakanishu may seem similar to the two Fallen warriors that fight beside him, his basic attack speed and damage is higher than theirs, and many talents pertaining to the Fallen warriors depend on Rakanishu to be alive in order for it to be active. Because of this, the Fallen Warriors are low priority targets. They give the same amount of experiences upon death as a catapult minion would, and do not count as a hero kill. Rakanishu and Bishibosh both count has half a kill and grant half experience. If Bishibosh dies, the player can continue to control Rakanishu and the Fallen warriors, although Bishibosh will be on a regular hero cooldown and cannot be resurrected early. This makes Rakanishu and the Fallen warriors incredibly vulnerable. If both Bishibosh and Rakanishu die, the Fallen warriors die as well and the cooldown before the two heroes are resurrected is increased slightly.

**If this is confusing, another good comparison would be Captain Olimar from the game Pikmin or, more specifically, how he is controlled in Super Smash Bros, which actually did inspire this idea slightly.

Combat Trait

1
Fallen Pack
Passive: Rakanishu is accompanied by two Fallen warriors that fight alongside him. When Bishibosh, Rakanishu, or one of the warriors dies, all remaining Fallen become unstoppable for one second. Each time this effect is triggered it resets, the time does not stack.

Active: Cooldown 15 seconds. Bishibosh can activate this ability to resurrect Rakanishu or one of the Fallen warriors within range. If none are within range, this ability will instead resurrect one Fallen warrior at Bishibosh's location, prioritizing Rakanishu. If Rakanishu and the Fallen Warriors have all been dead for at least five seconds, using the Hearthstone or stepping into the *Hearth area* in your base will resurrect them.

*What is this called?*

Primary Abilities

1
Fire Ball
Cooldown 5 seconds.

Bishibosh launches a Fire Ball forward, that does medium damage to a single target and light damage to nearby enemies.
2
Fallen Frenzy
Cooldown 10 seconds.

Bishibosh and Rakanishu let out a rallying cry, increasing the attack speed of Rakanishu, the Fallen Warriors, and all nearby minions by 50% for 5 seconds. If Rakanishu is dead the speed buff is only 25%. If Bishibosh is dead the speed buff only affects Rakanishu and the Fallen warriors.
3
RE...CHARGE!*
*I'm not particularly attached to this name I'm just not sure what else to call this right now.

Cooldown 10 seconds, begins when channeling ends.
Channeled (5 seconds).

Bishibosh restores 3% of his maximum mana every second for five seconds. Cannot move or use abilities while channeling, and Fallen Pack's passive trait is inactive. Rakanishu and the Fallen warriors become uncontrollable. They movement, attack speed, and attack damage are doubled, and they will automatically pursue and attack any nearby enemies or structures. If there are no enemies or structures in range of Bishibosh, they will run around in the area until an enemy enters.

Secondary Abilities

1
Fallen Flight (Level 1 Talent)
Cooldown 20 seconds.

The level 1 talent Fight or Flee grants this ability. Rakanishu and the Fallen Warriors no longer have Fallen Pack's passive. Instead, this ability can be activated to grant them unstoppable for 3 seconds. If this talent is selected, all talents that would normally relate to Fallen Pack also apply to Fallen Flight.
2
Lunatic Self-destruct (Level 16 Talent)
Cooldown 30 seconds.

The level 16 talent Fallen Lunatics grants this ability. When activated, this ability causes both Fallen Lunatics to charge the nearest enemy and explode, dealing massive damage. They are killed in the process, and this death does not trigger Fallen Pack's passive.

Heroic Abilities

1
Fallen Swarm
Cooldown: 120 seconds.

Bishibosh summons two Fallen Shaman and six more Fallen Warriors for 30 seconds. They will autoattack nearby enemies and structures, prioritizing heroes. The Fallen Shaman use a weaker, untalented version of Bishibosh's Fire Ball, and can resurrect Fallen Warriors. The summoned Fallen Warrior's are weaker than Rakanishu's, but benefit from Fallen Frenzy the same way. They do not benefit from or contribute to the Fallen Pack trait, but can still be resurrected by it. Fallen Shaman can also be resurrected. If Bishibosh and Rakanishu are killed the summoned units die as well.
2
Lords of the Fallen
Passive

Rakanishu's attack speed and damage are increased by 15%. Also, when he is hit with a basic attack, lightning bolts spread out along the ground from him, damaging the first enemy they contact. This effect can only be triggered once every second.

Bishibosh gains 25 armor, reducing all damage he takes by 25%. His basic attack is replaced by a ranged Fire Bolt attack.

The Fallen Warriors gain 10% increased attack speed.

Talents

Level 1
  • Fight for Flee (D)(#) - Rakanishu and the Fallen Warriors no longer have the Fallen Pack passive benefit. Instead they gain the Fallen Flight ability, which can be activated to grant them unstoppable for 20 seconds. All talents after this that would affect Fallen Pack's passive now affect Fallen Flight.
  • Flee First (D) - The Fallen Pack passive trait is also activated when allied heroes are killed.
  • Lesser Demon Anxiety (D) - The Fallen Pack passive is now activated when nearby allied minions and mercenaries are killed. This passive now has two charges, each charge having a two second cooldown.
  • Pack Tactics (Passive) - Rakanishu and the Fallen warriors gain 5% increased attack speed for each one of them alive, up to 15%. Rakanishu must be alive for this bonus to be in effect.
Level 4
  • Even Heat (Q) - Fire Ball's damage to the initial target hit is reduced slightly, but its splash damage is increased so they are now the same.
  • Precise Fire (Q) - Fire Ball now does 300% increased damage, but deals no splash damage.
  • Lord of Flame (Q) - Minions, Mercenaries and Structures now take 200% increased damage from being hit directly by Bishibosh's Fire Ball, and 100% increased damage from Fire Ball's splash damage. Enemy heroes now only take 50% damage from Fire Ball.
  • Part of the Pack (D) - Bishibosh is now affected by Fallen Pack's passive benefits.
Level 7
  • Greater Frenzy (W) - When Fallen Frenzy is activated, Bishibosh, Rakanishu, and the Fallen Warriors also gain 10% movement speed. Fallen Frenzy now affects nearby allied Mercenaries.
  • Demon Magic (E) - Re...CHARGE! now restores only 2.5% of Bishibosh's mana per second, but can be channeled for 10 seconds. Also its cooldown is reduced by 1 second for every 2 seconds the ability is active.
  • Resurrection Frenzy (W)(D) - While Fallen Frenzy is active, Bishibosh's Resurrection mana cost is reduced by 50%. The first time Resurrect is used while Fallen Frenzy is active, the cooldown is 1 second. The second time it is used the cooldown is 5 seconds.
  • Mercenary Lords (Passive) - Friendly non-boss mercenaries near Bishibosh deal 50% more damage. Rakanishu and the Fallen gain 50 armor against minions and mercenaries.
Level 13
  • Hellfire Body (Q) - When Bishibosh casts Fire Ball, Rakanishu passively deals damage to nearby enemies for 2.5 seconds.
  • Heroic Frenzy (W) - Fallen Frenzy now affects nearby allied heroes. Bishibosh, Rakanishu, and allied heroes also gain the bonus for an additional 0.5 seconds for each hero affected.
  • Focused Charge (E) - Re...CHARGE! no longer needs to be channeled, and Rakanishu and the Fallen Warriors are only uncontrollable for half the duration. The cooldown is also increased by 5 seconds, and still does not begin until the ability's duration completes.
  • Two for One (D) - Fallen Pack's active trait can now be used to resurrect two units at a time instead of one. The ability will resurrect the target and one other dead Fallen, placing both at the target's location. This will prioritize Rakanishu first, Fallen Shaman second, and Fallen Warriors third.
Level 16
  • Warning Shot (Q)(D) - When Bishibosh casts Fire Ball, it activates Fallen Pack's passive ability or reduces the cooldown of Fallen Flight by 2 seconds.
  • Thicker Skin (D) - Fallen Pack's passive also grants 50 Armor.
  • Fallen Hounds (D) - Rakanishu's Fallen warriors become Fallen Hounds. They have lowered movement speed and significantly increased health and attack damage. They are no longer affect by Fallen Pack's passive, although still contribute to activating it for other units.
  • Fallen Lunatics (D)(#) - Rakanishu's Fallen warriors becomes Fallen Lunatics, granting the Lunatic Self-destruct ability. When activated, this ability causes both Fallen Lunatics to charge the nearest enemy and explode, dealing massive damage. They are killed in the process, and this death does not trigger Fallen Pack's passive.
Level 20
  • Nightmare Swarm (R1)(D)(#) - Fallen Swarm now lasts for 60 seconds. Fallen Shaman will now benefit from any talents given to Fire Ball, although they will still be weaker than Bishibosh. Summoned Fallen Warriors still do not benefit from Fallen Pack's passive trait but can now contribute to it. Alternatively, each time Rakanishu, a Fallen Shaman, or a Fallen Warrior is resurrected while Fallen Swarm is active, Fallen Flight's cooldown is reduced by 0.25 seconds.
  • Super Unique Power (R2)(W) - The lightning bolts cast when Rakanishu is hit with a basic attack now pierce through enemies. When they hit an enemy, they also fork, splitting into two. This effect can now only be activated once ever 0.75 seconds. When Fallen Frenzy is activated while Rakanishu is alive, Bishibosh is granted invulnerable for its duration. The Fallen Warriors (or Hounds/Lunatics) are now upgraded to Carvers. They will appear a similar color as Rakanishu, and their health, attack speed, and attack damage are all increased.
  • Frenzied Flee (W)(D)(#) - When Fallen Frenzy is activated, it also grants Fallen Pack's passive or casts Fallen Flight without resetting or refreshing its cooldown.
  • Fury of the Storm (Passive) - Every 5 seconds, Bishibosh and Rakanishu's basic attacks will deal a small amount of additional damage, and a medium amount of bonus damage to all nearby minions, mercenaries, and structures. Both have a separate cooldown for this.

Notes

I am open to any and all feedback for my idea. I saw a few hero concepts for Bishibosh and Rakanishu floating around, but none of them seemed to be complete, fleshed out concepts. Admittedly, I don't know how to crunch all of the numbers, which is why you will notice damage values and mana costs for abilities are absent. If anyone has any suggestions for that, I would definitely be open to them. I hope that the idea is still conveyed well regardless. I am also going to continue to review the idea for possible imbalances, and if anyone notices any I would appreciate it being brought to my attention.

My goal here was to capture both the feeling of playing as two super unique enemies in Diablo, but also to give the player the feeling of leading a Fallen swarm. In doing so I definitely combined some elements from other heroes, but I hope I have done so in a way that makes them feel fresh. I also thought a lot about potential build diversity and the different roles these heroes would play, with my two main thoughts being lane pushing and team fight potential.

Thank you for taking a look at my concept!

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Mermeoth | May 19, 2017 9:38pm
I love the idea of Bishibosh and Rakanishu as one hero.
Imho fireball should explode after some fixed range if it doesn't hit anything.
Also I would give 0,25 kill for Rakanushu and 0,75 kill for Bishibosh
And to be honest I don't recharge. I would replace it with some lighting ability for Rakanishu.
1
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beazzlebub | May 20, 2017 2:21pm
Oooh I do love the idea of Fire Ball exploding even if it doesn't hit a target! I will definitely incorporate that. Not sure about the experience/kill thing though - I really want both Bishibosh and Rakanishu to feel like they hold the same weight, so that the hero isn't just "Bishibosh with a strong minion follower". Like I want them to both feel like they matter.

The lightning thing is interesting! Maybe what it could be is like... an ability where, when you activate it Rakanishu's basic attacks cause a lightning bolt to spread from behind the initial target, hitting the first enemy it reaches. Then of course talents would be included that make it do splash damage to minions/mercenaries/structures, or a talent that makes it 3 bolts instead of 1, etc. That could be interesting in a team fight, where suddenly Rakanishu's basic attack is spreading to heroes on the back lines through the lightning.
1
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Mermeoth | May 22, 2017 12:46pm
Yeah, lighting bolt spreading behind targets sounds like nice idea. It's something fresh and unique. Also it would suite him well, since he is not exactly good for diving and attacking just front line isn't very effective.

I understand you want them have same weight. However Rakanishu is low health melee dmg dealer while Bishibosh is ranged caster with slightly better health pool. Considering Rakanishu is not Misha and his "survivability" is dependant on ressurection unlike Misha who is getting heal all the time, you can expect die him A LOT. This is more thing of balance rather than equality.
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