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.
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!
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.
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. :)
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Aside from that, this looks very well done!
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!
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. :)