Col. Nero by Wersus

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Col. Nero

By: Wersus
Last Updated: Jul 1, 2019
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Col. Nero

Psycho Repaer

Colonel Nero was an extremely violent Dominion reaper and rogue military agent.

Any suggestion or criticism is Welcome.

Stats

Health: 1500
Health Regeneration: 5 per Second
Attack Damage: 80
Attack Speed: 2 per Second

Combat Trait

1
Ultra Capacitors
Passive

Every Second of Basic Attacking Heroes Increases your Basic Ability Cooldown Recovery Speed by 5% Stacking up to 50%. This Effect is lost if you are not Basic Attacking any enemy Heroes for more than 1 Second.

Primary Abilities

1
Pulse Blast
Active
Cooldown: 6 Seconds


Deal 220 ( +4% per Second) Damage to all enemies in a line. Damage is proportionally Increased to enemie's current Health %. This Ability does not Interrupt your Movement.
2
Jet Out
Active
Cooldown: 12 Seconds


Leave Burning Ground beneath you for next 4 Seconds. Any enemy standing in Burning Ground will take
80 ( +4% per Level) Damage a Second. Burning Ground lasts for 4 Seconds.
3
Nitro Boost
Active
Cooldown: 9 Seconds


Quickly Dash towards nearby chosen location and Deal 120 ( +4% per Level) Damage to all enemies on your path, slightly pushing them away from you. This ability cannot be used to go over Structures and Terrain.

Heroic Abilities

1
KD8-Charge
Active
Cooldown: 40 Seconds


Throw out a Charged Bomb, after 1.5 Seconds it will be set on chosen nearby location. After 5 Seconds, bomb will detonate, Dealing 800 ( +4% per Level) Damage and Knocking Back all nearby Enemies for 5 Units from its Center. Bomb will automatically detonate if an enemy stands on it.
2
Overdrive
Active
Cooldown: 60 Seconds


Enter Overdrive for 10 Seconds in which your Basic Abilities are Empowered.
[D]Ultra Capacitors and [Z]Jet Momentum are active all the time.
[Q]Pulse Blast is now a Two Line Skillshot.
[W]Jet Out's Duration of both Leaving Burning Ground and Burning Ground are Increased by 50%.
[E]Nitro Boost can now go over Terrain and Structures.

Special Mount

1
Jet Momentum
Passive

Your Movement Increases your Movement Speed by 5% per Second, Stacking up to 25% Bonus Movement Speed. This Effect is lost if you do not move for more than 1 Second.

Talents

Level 1

[Passive]Capacitor Resistance-
Quest: Keep [Passive]Ultra Capacitors at 50% for 50 Seconds.
Reward: Increase [Passive]Ultra Capacitor's Cooldown Recovery Speed % to a new maximum of 75%.

[Q]Disrupting Strike-
Quest: Hit 20 Enemy Heroes with [Q]Pulse Blast.
Reward: [Q]Pulse Blast will now Slow enemies hit by 40% for 2 Seconds.

[Active]Combat Drugs-
Activate to Regenerate 10% of your Full Health over 5 Seconds. Cooldown is 30 Seconds.
Quest: Collecting Regeneration Orbs now Increases Health Regenerated by 0.5%.

[Passive]Elusive-
You gain 25% Armor while you are at Maximum Speed of [Z]Jet Momentum.

Level 4

[Q]Combined Force-
Damage of [Q]Pulse Blast is Increased by 10% per Enemy Hit in a line.

[W]Extended Fire-
Increase the Size and Duration of Burning Ground by 50%.

[E]Fuel Savings-
If [E]Nitro Boost doesn't collide with any enemies on its path, reduce its Cooldown by 50%.

Level 7

[Passive]Laser Targeting System-
Your Basic Attacks now Deal Additional Damage to Enemy Heroes, equal to 0.5% of their Full Health. Also, your Basic Attack Range is Increased by 20%.


[Q]Reflective Blast-
[Q]Pulse Blast can now bounce of the Structures and Terrain one time and its Range is Increased by 50%.


[E]Nitro Thrusters-
Increase [E]Nitro Boost's Range and Knockback Distance by 50%.

Level 10

[R]KD8-Charge-
Throw out a Charged Bomb, after 1.5 Seconds it will be set on chosen nearby location. After 5 Seconds, bomb will detonate, Dealing 800 ( +4% per Level) Damage and Knocking Back all nearby Enemies for 5 Units from its Center. Bomb will automatically detonate if an enemy stands on it. Cooldown is 40 Seconds.

[R]Overdrive-
Enter Overdrive for 10 Seconds in which your Basic Abilities are Empowered.
[D]Ultra Capacitors and [Z]Jet Momentum are active all the time.
[Q]Pulse Blast is now a Two Line Skillshot.
[W]Jet Out's Duration of both Leaving Burning Ground and Burning Ground are Increased by 50%.
[E]Nitro Boost can now go over Terrain and Structures.
Cooldown is 60 Seconds.

Level 13

[Passive]Reactive Charge-
While [Passive]Ultra Capacitors are on their Maximum, your Ability Power is Increased by 25%.


[Q]Blinding Beam-
[Q]Pulse Blast now Blinds enemies hit for 2 Seconds.

[W]Instant Speed-
Using [W]Jet Out now Instantly grants Full Stack of [Z]Jet Momentum.

Level 16

[Q]Death Ray-
Quest: Every Consecutive hit on Enemy Heroes Increases the Damage of [Q]Pulse Blast by an Additional 1% of enemy Heroes' Health. This can Stack up to 10 Times and Stacks are lost if you don't hit any enemies or when you Die.

[W]Consuming Flame-
[W]Jet Out now Deals Additional Damage equal to 1.5% of Heroe's Full Health per Second.

[E]Bull Force-
Increase [E]Nitro Boost's Damage by 50% and make it Stun enemies hit for 1 Second.

Level 20

[R]Super Charge-
[R]KD8-Charge's Damage Increases by 20% for Every Second of being Charged Up.

[R]Power Overwhelming-
[R]Overdrive's Duration is Extended by 0.5 Seconds every time you Damage Enemy Hero.

[D]Energy Release-
[D]Ultra Capacitors can now be activated to instantly Reset all Basic Ability Cooldowns but at cost of loosing all [D]Ultra Capacitor Stacks. Can only be used when on Maximum Stacks. Cooldown is 15 Seconds.

[Z]Jet Pack-
Gain Ability to Fly over all Terrain and Structures for 5 Seconds. Using any other Abilities will get you back on the ground. Cooldown is 60 Seconds.

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2
[-]
Maximus Ultima | June 30, 2019 7:01pm
No Combat Drugs? That's a pretty central part of the SC2 Reaper's Kit, second only to their mobility.

Aside from that, this looks very well done!
1
[-]
Wersus (1) | July 1, 2019 3:28pm
Thank you for your suggestion!
I added more ,,active'' version of Combat Drugs for Col.Nero in his Level 1 Talent tier. I made it active to make it more unique compared to other Regeneration Orbs talents. Any additional suggestion for Combat Drugs or other parts of concept is welcome!
2
[-]
Ponyboy | May 20, 2018 7:41pm
Love the design of this, but i do have one suggestion. I would increase the cool down of Pulse Blast, possibly doubling it. With its possibly high damage with the increase to health percent ( also to make sure I have that clear, does it add 100 damage if the target is at full health, 75 at 75% and so on) and it possibly having a 2 second cool down if you can keep your trait active would be way too hard hitting for that fast. And the rest of the damage boosts possible with talents, including a possibly 10% health damage, its just way to hard hitting for a couple of seconds in between shots.
1
[-]
Wersus (1) | May 24, 2018 5:09pm
Thanks for feedback!
I completely agree with your suggestion and it will be changed. The actual way [Q]Pulse Blast would work is next:

Let's say we have Enemy with 100% HP and 50% HP, let's say you hit both with Pulse Blast, on Level 1, you will Deal 440 ( 220 + 100%(220)) to First Enemy and 330 ( 220 + 50%(220)) to Second one.

I know it still might be too hard hitting, this guys is intended to be Tank Killer in one way ( I dream of Reaper Trinity in game one day ( Reaper(OW), Malthael(D3) and Reaper(SC)) and I would like all 3 of them to be tank killers. That said, his damage should probably be a little lower but I will let you decide. Again thanks for great feedback and if there is anything else you would like to add or suggest, feel free to do so. :)
2
[-]
nerdcraft (1) | February 19, 2018 9:40am
This guy seems like he would be a pain in the *** to deal with. Nice job.
2
[-]
Wersus (1) | February 22, 2018 10:52am
Exactly what Reaper should be! :D
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