Cenarius by Argent

7 Votes

Cenarius

By: Argent
Last Updated: Jun 3, 2019
Quick Share

Cenarius

Lord of the Forest

Cenarius is a powerful demigod who rules over nature as its eternal guardian. Whenever someone threatens the balance of nature, Cenarius is sure to appear in order to defend his lands. As a powerful demigod with control over nature itself, he has taught many races how to also harness the power of nature, and join him in his protection over the land. With his druids by his side and nature itself answering his call, Cenarius now intends to protect the wilds of the nexus.

Cenarius is a ranged supportive specialist who can quickly turn any area into a very advantageous territory, and making it dangerous to attack his allies. It can also be very difficult to push/siege lanes against him, as his ability to control and area is much greater while he is on his side of the map. His ability to defend and control objectives is very powerful, so trying to contest an objective against him can be risky.

Stats:
Health: 2000 (+4% per level)
Health Regen: 3.6 (+4% per level)
Mana: 500 (+10 per level)
Attack Speed: 1.1 Attacks per Second
Attack Damage: 115 (+4% per level)

Combat Trait

1
Heart of the Land
Cenarius gains bonuses based on where he is on the map.

While on his teams side of the map, he gains 20% faster cooldown speed.
While on his enemies side of the map, he gains 10% ability power and attack damage.
If he is not in a lane, or near an allied/enemy structure, he gains 4 mana per second, regardless of the side of the map he is on.

If you are contesting an objective, or are within a range of 7 of a capturable map objective, you gain all of these bonuses.
(Feel free to comment asking for clarity about certain objectives)

Disabled while mounted

Primary Abilities

1
Cyclone
Cost: 60 Mana
Cooldown: 12 Seconds

Create a vortex of wind at a target location for 4 seconds. Enemies in the outer ring of the vortex take 120 (+4% per level) damage per second, and if they try to leave the vortex, they will get pulled back into the center.

(Enemies can only be pulled back into the center once per cast.)
2
Strangling Vines
Cost: 60 Mana
Cooldown between charges: 4 Seconds
Cooldown per Charge: 20 Seconds
Max Charges: 2

Vines sprout from the ground over an area, covering it with strangling vines for 6 seconds. Enemies within this area are slowed for 25% and take 150 (+4% per level) damage per second

You cannot place multiple strangling vines over a single area, attempting to do so will place one directly next to an affected area.
3
Thorns
Cost: 30 Mana
Cooldown: 8 Seconds

Cover an ally with magical thorns for 3 seconds. Damage done to the affected ally will also deal damage back to any attackers, equal to 20% of the damage taken.

Damage dealt by Thorns ignores armor

Heroic Abilities

1
Guide Through the Dream
Cost: 80 Mana
Cooldown: 60 Seconds

After a brief delay, draw all allies around you into the Emerald Dream, making them untargetable, invulnerable, and able to move through units and buildings. As long as they remain near you, they can remain in this state for up to 3 seconds. Once they leave this effect they cannot reenter it. While under the effects of the Emerald Dream, allies are unable to attack or cast spells
2
Solar Beam
Cost: 100 Mana
Cooldown: 70 Seconds

Call down a beam of solar energy over a target location, silencing all enemies in range. The beam last 6 seconds.

Enemies may leave the area of effect to remove the silence. It is best to use solar beam in conjunction with other Crowd Control effects or Cyclone so they must remain inside for an extended period of time.

Special Mount

1
Dream Walking
Cooldown: 4 seconds

Cenarius is able to run faster by attuning himself with the Emerald Dream, increasing his movement speed by 40%.

Can only be used while out of Combat


(Basically a normal mount, can still use normal magical mounts (like Anub'arak for example), but using his special mount makes his hooves glow green while he is 'mounted'.

Theoretical Talent Tree

Level 1


Typhoon
Quest!: Pull Enemy heroes with Cyclone.
Pull 10 enemy heroes with Cyclone
Reward: Every enemy hero pulled by Cyclone reduces Cyclones Cooldown by 2 Seconds
Pull 20 Enemy heroes with Cyclone
Reward: Enemy heroes can now be pulled by Cyclone twice

Nature's Grasp
Quest!: Slow Enemies with Strangling Vines
Slow enemy heroes for 30 seconds with Strangling Vines
Reward: Every time strangling vines does damage, reduce the cooldown of a charge of Strangling Vines by .5 seconds.
Slow enemy heroes for 60 seconds with strangling Vines
Reward: Increase the slow of Strangling Vines to 45% and increase the damage by 20%.

Sharpened Thorns
Increase the damage dealt back by Thorns to 30% of damage taken.

Level 4



Patron of the Wilds
Friendly non-Boss Mercenaries near Cenarius deal 50% more damage, and gain 50 Armor against Minions and Mercenaries, reducing damage taken by 50%.

Protective Nature
Strangling Vines grants allies 15 armor while standing in its affected area.

Prickly Thorns
Every time Thorns deals damage, it also deals an additional 1% of the heroes max health as damage.

Against heroes that do lots of small amounts of damage very quickly, such as poison damage or Tychus's Auto attacks, this can allow for a very strong defense, on top of being effective against tanks.

Level 7



Gale Force Winds
The outer damaging ring of Cyclone now also slows for 30%. This slow lingers for 1 second upon leaving the outer ring.

Mentor of the Wilds
Your trait is now activatable while all three bonuses are active, allowing you to grant an ally these bonuses for 5 seconds.
30 Second Cooldown

Tailwind
Every time an enemy hero is pulled by Cyclone, Cenarius gains 10% movement speed for 4 seconds, stacking up to 5 times.



Level 10 - Heroics



Level 13



Natural Defenses
Allies standing within Strangling Vines area of effect gain an untalented Thorns for as long as they remain in the area.

Soul of the Forest
Increase the range and area of effect of all basic abilities by 30%.

Guardian of the Forest
Increase the duration of all basic abilities by 2 seconds.

Level 16



Blessing of Malorne
Enemies affected by Strangling Vines have their damage reduced by 20%

Blessing of Aviana
Enemies who are pulled by Cyclone are also stunned for 1 second

Blessing of Aessina
Damage done by Thorns heals the affected ally for 50% of the damage done.

Level 20



Ysera's Gift
While allies are in the Dream, they heal for 8% of their max health every .5 seconds.

Wrath of An'she
Increase the duration of Solar Beam by 1 second, and every second Solar Beam will deal 200(+4% per Level) damage to all enemies inside its radius.

Lunar Beam
Calls down a beam of Elune's moonlight at your location, healing all allies withing the beam for 10% of their max health per second. Lasts 6 Seconds.
45 Second Cooldown
Cannot be cast while Solar Beam is active

Demigod of Nature
While all three bonuses of Heart of the Land are active, increase its effectiveness by 100%
The increased bonuses are not given to allies with the Mentor of the Wilds Talent

Emerald Dreamway
Activate to walk through the Emerald Dream and appear at any target location that is visible.
1.5 Second Cast Time
30 Second Cooldown

Thanks!!!

I really appreciate anybody who looks into my hero concept! Please comment and give your suggestions, I promise i will reply to any comments as soon as I can.

All stats and numbers are just approximations, I do not try to say that whatever numbers I write down are completely balanced, and I am open to suggestions to increasing/decreasing any numbers that may need adjusting. Thank you for checking this out and commenting!

Changelog Since Publishing

October 14th: Published from drafts
October 18th: Nerfed Strangling Vines (W) slow and talents that empower this slow.
    40% base slow > 25% base slow
    Nature's Grasp final Completion slow from 60% slow > 45% slow
Reduced Guide Through the Dream's Cooldown from 80 Seconds > 60 Seconds
Increased Duration of Guide Though the Dream from 2.5 Seconds > 3 Seconds

There are plans to remake a second ultimate to replace 'The Forest is Coming Alive'; Will update in future with a new ultimate concept

October 21st: Replaced Second Heroic, 'The Forest is Coming Alive' with 'Solar Beam'.
Level 20 Talents adjusted accordingly.
If Lunar Beam is Talented, only Solar or Lunar Beam may be active at one time, not both.

November 1st: slight buffs to cooldowns and mana costs of strangling Vines and Thorns
Nerfed his theoretical base stats. Just cause hes a Demigod doesnt mean he should be OP.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
1
[-]
Arraya | June 3, 2019 6:17pm
I really like this. The abilities seem very fun!
1
[-]
chubra (1) | October 18, 2017 2:34pm
This is one interesting concept. I especially like his trait. It's quite unique and immediately confirms Cenarius' role as a Specialist. Numbers can be worked around (in theory of course, obviously we can't tell whether he is too OP or not strong enough for he is not in the game). I'd only swap the name of level 20 talent Forces of Nature with its level 10 spell.
1
[-]
Argent (1) | October 18, 2017 2:50pm
Yeah I thought the same thing when I was making the level 20, but I decided to keep it the way it was and to be perfectly honest I'm not sure why
2
[-]
Challenge (8) | October 17, 2017 12:20am
First off, you have one of the best concepts I've left feedback off in a while. Ignoring the numbers, your ideas are pretty solid and one of the best interpretations of Cenarius I've seen.

D- Really cool. Love it. Something I can totally see as feasible and unique

Q and W- Both of them are neat, I like the Q especially because pulling to the center is the reward but the damage comes from the outside, meaning enemies have to choose between standing in the middle to avoid it entirely or just suck it up and run through. Sort of an Eye of the storm feel.

I have 2 minor quips though. The first is they seem out of order. The Q and W feels like they should be reversed in button order since the Q is more akin to Zombie Wall, and Warp Rift.

The second is the slow on the W is kinda insanely high. Probius's slow is only with Warp Rift is only 20% and it has a delay on even spawning (Assuming yours doesnt since it didnt say that) and heroes like Jaina who is entirely designed around slows only has a 25% baseline slow. Arthas has a 40% slow but it has to ramp up over time. Assuming that the slow is more of a secondary benefit compared to the actual damage the vines do, I'd only suggest nerfing the slow %.

E- Not entirely a new concept but its a good one nonetheless

R1- Basically an AoE wide tassadar E? I can get behind that, cooldown seems a tad high for the short duration though. A longer duration would make it more for aggresive openings and a shorter CD would make it more defensive orientated. Not sure which you'd prefer but I would imagine one of those 2. or a combination

R2- This is the only part I dont really like and reason is mainly because of the sense of me thinking concepts should be realistic. And to this end, blizzard refuses to give non summoner heroes, abilities that summon non hero units that deal damage and clutter the screen. Its a conscious design decision they make. And 14 units is a LOT of screen clutters.

Look back at recent heroes. The last hero who summons non hero units that can attack things is probius, who is a summoner. Before that was Xul, another summoner. Before that was Azmodan and Anubarak, both summoners. The only exception so far is Jaina with her welly but thats more thematic and moreso just to apply her trait continuously rather than the unit itself (which even then, is still just one unit).

Aside from that, its a great concept overall, good job, got my upvote
1
[-]
Argent (1) | October 18, 2017 11:14am
Thank you so much for your input, ive seen your comments on other heroes quite often and i love the feedback you give. I was going to add/update this soon so i will take another look at your concerns. Looking back at the slow on W I see that it is rather high when you compare it. I will say my original idea was because the damage isnt like probius where it can come all at once, i thought a higher slow was okay, since you would be able to get out of its max damage, but the slow should definitly be slower, especially with some of the talents for it.

On the topic of his second ult, when i was originally making Cenarius, i always thought back to one of my favorite Warcraft 3 campaign missions where you have to kill him. I always loved how he was able to summon the forest itself to come and attack invaders, so i wanted to incorporate that idea into his kit. I will admit i was not aware that Blizzard was fully against trying to make a mass summoner hero, so this was my mistake. I will work on a new ultimate that i think may work in his kit. I hope to see your thoughts on it when I get an update out!
Thank you very much!!!!
2
[-]
miyari (11) | October 15, 2017 11:17pm
Love the idea of Cenarius as a Specialist; such creative ideas! Thanks for sharing your concept.
1
[-]
Argent (1) | October 16, 2017 10:37pm
Thank you so much!! I'm glad you like my idea!
2
[-]
Fash | October 15, 2017 7:32pm
Really cool and creative idea. Never seen buffs depending on what side of the battlefield you're on.
1
[-]
Argent (1) | October 16, 2017 10:40pm
Yeah I liked the idea that since he's the 'heart of the land', he should get something based on location. And thanks I appreciate the awesome comments!
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved