A ranged anti-siege specialist that excels in maintaining and protecting lanes. |
HEALTH 2075 (+0.04) REGEN 4.32 (+0.040) MANA 500 (+10) REGEN 3 (+0.098) ATK SPEED 1.00 PER SECOND DAMAGE 120 (+0.04) | |||
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Soul of the Forest provides Cenarius with a self buff allowing him to maintain an aggressive play style outside of a lane. Due to the ability not having a cool down and needing regeneration globes Cenarius' strength lies in controlling the lane but once pushed out beyond safety he becomes weaker. His mount Wild Run then comes into play as a prime escape from ganks. | ||||
Nature's Wrath is his primary offesive ability to clearing waves and poking enemies. The charge effect gives the ability flexibility in being able to use small rapid skill shots or larger AOE's to take advantage of different situations. | ||||
Force of Nature provides Cenarius with the tools to protect his lane from pushes and can act as temporary wards to ganks. Due to their long cool down they are weaker at providing steady pressure to a lane but the ability to hold charges can create impactful moments to winning a lane or fight. | ||||
Gale Wind provides hard control over a lane and the unique nature of knocking back only non-hero units can create interesting scenarios. It's design goal shines during an enemy push when other units can be pushed back and slowed. Refocusing towers and forts onto enemy Heroes still left around. This can help deflate momentum out of an enemy push. | ||||
Call the Spirits is more offensive and can be used for disrupting and disabling groups. Wisps are summoned from the enemy backline and move forward toward Cenarius, changing direction as he does. | Ancient Protector is meant to act as a mini molten core for towers. The Ancients main strength is defensive play and meant to be the capstone on the defensive play style that Cenarius wields. |
Strengths |
Weaknesses | |||||||||||||
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Lane Protection | Sustain | Poke Damage | Support | Split Pushing | Initiation | Outside Lane Mobility |
Natures Grasp: | Every third basic attack against the same heroic target roots them for 1 second and deals 30% bonus damage, but Cenarius' attack range is reduced by 3.5. |
Wellspring: | Reduce the cool down of Healing Fountains by 30 seconds and using a Healing Fountain actives Soul of the Forest. |
Protector of the Grove: | While Soul of the Forest is active each time Cenarius deals damage to a Heroic target he gains 5% Spell Power for 6 seconds, stacking up to 20%. |
Verdeant Growth: | Regeneration globes grant 1 charge of Force of Nature and refresh the duration of all active Treants. |
Storm Gale: |
Quest: Hit enemy Heroes with Gale Wind. Reward: After Hitting 15 Heroes increase the damage by 50%. Reward: After Hitting 30 Heroes increase the width by 30%. |
Thorns Aura: |
Upon taking basic attack damage Cenarius and all nearby treants deal 30 damage around them. This effect has a 30 second cooldown. Whenever Cenarius takes Heroic basic attack damage reduce this cooldown by 3 seconds. |
Spring Breeze: | Reduces the cooldown by 2 seconds for every Allied Hero hit and increases |
Call the Spirits: | After 0.5 seconds summon waves of wisps that travel toward you for 7 seconds. Each wisp detonates when hitting an Enemy dealing 160 (88 + 4% per level) Damage in a small area and silencing Enemy Heroes for 1 second. |
Ancient Protector: | Summon an Ancient Protector to guard an area or replace a tower for 20 seconds. The Ancient Protector hurls boulders for 397 (189 + 4% per level) area damage and gains 50 armor if used to replace a tower. The Ability can be reactivated to retarget the Ancient Protecter. |
Earthwarden: | While Soul of the Forest is active each Heroic basic attack against Cenarius grants him 5 Physical Armor up to 50. |
Faerie Swarm: | Activate to cause your next Wrath to reduce enemies damage by 20% for 3 seconds. Cooldown 10 seconds. |
Cyclone: | Knockback now affects all enemies and increases the movement speed slow to 40%. |
Natural Affinity: | Increase the radius and damage of Natures Wrath by an additional 25% when fully charged. |
Cenarius' Wrath: | Hitting an enemy Hero with Natures Wrath increases the damage of your next basic attack by 60%. |
March of the Treants: | Reduce the Mana cost of Force of Nature by 10 for each active Treant. While Cenarius has an active summon Force of Nature cool down refreshes 30% faster. |
Ancestral Spirits: | Call the Spirits lasts 3 seconds longer and increases the movement speed and silence duration of wisps by 50%. |
Sacred Grove: | Ancient Protector Heals Allies around it for 200 Health every 5 seconds. The next Ancient Protector's cool down and Mana cost is reduced by 10 for every Treant summoned. |
Horn of Cenarius: |
Passively summon a wisp to circle Cenarius' Core every 4 seconds. Wisp's deal 306 (146 + 4% per level) damage in an area when contacting an enemy or dieing. Maximum 10 wisps. Activate to send all summoned wisps down the target lane. |
Dream State: | Upon taking fatal Damage become |
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sidenote: do u imagine him as a ranged hero or melee? dont think its mentioned anywhere
This was really born from the M.U.L.E talent as I saw the mechanic as a potential Hero trait. I gave it to someone I really really want to see in the game and this concept was born. There are several things I see Blizz not copying over this concept but I hope that some of the mechanics give them inspiration, namely Nature's Wrath.
This concept is too old and perfect for me to try and modify it to more realistic blizzard standards. However the main theme of the concept (a lane protector) is something I really hope they do put into the game. I can see them making it a Starcraft Hero instead though like Karax.
P.S. I just updated it again. I really like this Horn of Cenarius!
Only thing I miss is Cyclone. Maybe you could change trait to be Cyclone.
Or it could be ability from talent, however it would be very powerful for talent.
(Cyclone is ability which stuns enemy and makes him/her immune to damage, pretty much like stasis)