Clolarion by beboptimusprime

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Clolarion

By: beboptimusprime
Last Updated: Jan 14, 2018
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Clolarion

Purified Carrier

"Clolarion appears in Co-op Missions as a hero fielded by Fenix. He possesses the ability to inhabit Fenix's carriers. It is equipped with a solar beam weapon, which allows it to increase in damage the longer it stays on a single target. If Cloloarian's carrier is destroyed, he will instantly inhabit a nearby carrier. Clolorian's carrier is able to build interdictors that can drop area of effect bombs, as well as an anti-air auto attack."

I wanted to design a Carrier hero, and rather than call it 'Carrius' I named it after the Purifier AI that is part of Fenix's co-op squad.

Clolarion, while listed as a specialist, is essentially a Zarya-esque bruiser. His shield makes him hard to kill, particularly if talented, and his ult choices enhance either his survivability or his teams. He also excels at siege, with above-average waveclear and flexibility in building to the objective. Clolarion has potential to excel in the solo lane, where his Interceptors and powerful auto-attack can bully melee heroes out lane, while his shield allows him to shrug off poke. In teamfights, Clolarion can build for a balance between anchoring his team with zone control centered on himself or the ability to zone away backline targets with Strike Formation.

His weaknesses are a lack of crowd control and mobility. If he becomes the target of serious burst, his shield may not protect him in time. Similarly, maps that do not force skirmishes on key points will find his enemies simply walking away from his zone of influence.

STATISTICS
HEALTH 1,875 (+4.0%)
REGEN 3.85 (+4.0%)
MANA 490 (+10)
REGEN 2.95 (+0.098)
ATK SPEED .75 PER SECOND
DAMAGE 175 (+4.0%)
ATK RANGE 5.5

Combat Trait

1
Shield Matrix
Every 8 seconds, Clolarion gains a shield equal to 5% of his Maximum Life. This shield does not fade over time, but cannot stack beyond 15% of his Maximum Life.

Primary Abilities

1
Solarite Mortar
Clolarion selects a small AOE (about 2 times the size of Lunara's W), and begins to Bombard that area. Over the next 3 seconds, he launches 6 Mortar Shells, each doing 75 damage.

This is a moving channel. W and R cannot be used while active, but D and Secondary abilities can.. Can be cancelled and interrupted following normal rules. Cooldown begins when channel stops.

Cooldown: 8 Seconds
Mana Cost: 40 Mana
2
Interdictors
This Ability holds 2 Charges with separate cooldowns.

Clolarion launches an Interdictor from his fleet in a strafing run. The area of the run is a 1 unit wide 4 unit long line drawn with vector targeting, within a range of 4 units. The Interdictor travels to the location of the run and bombs it, dealing 110 damage in 4 separate locations.

Interdictors can be destroyed, stopping their run.

Cooldown: 10 Seconds
Mana Cost: 30 Mana

Interdictors:

Health: 200(+4%)
3
Interceptor Fleet
Clolarion's Carrier can produce up to 6 Interceptors, small vessels that fly in formation within Clolarion's influence. By default, this range is 6 units.

The Interceptor Fleet's behavior can be toggled between two formations: a Spread Formation in which each available Interceptor chooses a different target (in the event that there are not enough targets, multiple Interceptors will attack each target), and a Strike Formation in which all Interceptors will attack a single target. Strike Formation can only last 6 seconds, before returning to Spread.

Toggle with [D].

Build Cooldown: 12 Seconds
Strike Cooldown: 15 Seconds
Strike Mana Cost: 60 Mana

Interceptors:

Health: 250 (+4%)
Damage: 20 (+4%) per second

Secondary Abilities

1
Defensive Formation
Clolarion gains 10 Armor and his Interceptors circle him tightly. They do 50% increased damage but can only fire in melee range. Lasts 6 seconds or until canceled.

Cooldown: 35 Seconds
2
Scouting Formation
1 Interdictor separates from the fleet to park in a targeted location, increasing its vision range to 5 Units. Once parked, this Interdictor no longer counts towards maximum deployed. Lasts 70 seconds or until destroyed.

Cooldown: 30 Seconds
3
Suicide Formation
Command all Interceptors to divebomb a target location, exploding for 125 damage(+4%) each.

Cooldown: 80 Seconds
4
Target Void Ray
Choose a lane for Void Ray to spawn.

Cooldown: 30 seconds

Heroic Abilities

1
Repair Drones
Clolarion adds Repair Drones to his fleet.

(PASSIVE:) Clolarion and his Interceptors regenerate an additional .75% of their maximum health per second.

(ACTIVE:) Clolarion targets an area of effect that he has vision of, globally. Allied minions, structures, and heroes regenerate 250 health over 5 seconds. While this is happening, Clolarion and his fleet lose their passive regeneration.

Cooldown: 50 Seconds
Mana Cost: 50 Mana
2
Stargate
Construct a Stargate within the Allied Fountain. This Stargate can construct a new Carrier Shell, which takes 150 Seconds. Spawns with a shell already constructed (EG: when selected at 10).

Clolarion can activate this ability to transfer his AI to the new Shell. This requires a 3 second channel.

When he enters the new shell, the previous Shell self-destructs, doing 500 damage to enemies within a range of 2 units, and 350 to enemies between 2 and 4 units.

Cooldown: 150 Seconds (build time)
Mana Cost: 75 Mana

Talents

Level 1:



Psionic Resilience:



While Clolarion has a shield active, he takes 50% reduced damage from non-heroic sources.

Bombing Runs::



Interdictors
deal 100% increased damage to non-heroic targets.

Evasive Maneuvers:



If a minion, monster or non-boss mercenary is the target of Strike Formation it is stunned for the duration. Structures are stunned, but only for only 3 Seconds.

Level 4:



Defensive Formation:



Gain the Secondary Ability, Defensive Formation

Scouting Formation:



Gain the Secondary Ability, Scouting Formation

Suicide Formation:



Gain the Secondary Ability, Suicide Formation


Shelled into Oblivion:



Heroes hit with at least 5 of the 6 explosions of Solarite Mortar are stunned for 1 Second.

Level 7:



Orbital Bombardment:



Solarite Mortar deals 15% Increased damage each time it hits a target during a single cast.

Rapid Deployment:



Interdictors
have their cooldown reduced by 3 seconds if they return without being destroyed

Purifier Admiral:(Quest:)



(Objective:)

Deal 5,000 damage to heroes during Strike Formation

(Reward:)

Increase the maximum capacity of the Interceptor fleet by 2.


Level 10:



Repair Drones:



Stargate:



Level 13:



Psionic Furnace:

Clolarion deals 20 damage per second in an AOE around himself. At 5% Maximum Health Shield, this effect is doubled. At 10%, it is tripled.

Dogfighters:

Reduce the damage output of heroes targeted by Strike Formation by 75%, decaying to 15% over the duration. Returns to normal afterward.

Coordinated Assault:

Interceptors deal 50% increased damage to enemies that have been hit by Interdictors within the last 2 seconds.

Level 16:



Empathetic Shielding:

25% of Interceptor damage is returned to Clolarion's shields.

Autonomous Targeting:

Solarite Mortar
is no longer a channel

Fleet Beacon:

Interdictors gain an additional charge, 100 health, and 10% range.

Level 20:



Shield Drones:


Repair Drones now grant a shield equal to 5% of their targets' Maximum Life at the beginning and end of their healing process. These shields each last 3 seconds.

Void Rush:

Stargate now deploys a Void Ray on a selected lane with each wave of minions. (Gain Secondary Ability to Select Lane)

Void Rays behave similarly to catapults as far as their targeting priorities. They attack with a beam whose damage increases the longer it is channeled, up to 200%. Void Rays outrange structures, but will not attack heroes unless there is no other target.

VOID RAY:

Health: 750 Health
Damage: 30 per Second

Mothership:

Build Interceptor now takes 8 seconds. Clolarion's AA deals 50% increased damage to Strike Formation's target.

Purifier Armada:

Interdictors
have the AOE of their explosion increased by 30%. Clolarion's AA now splashes for 50% of its damage in a small AOE.

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