Ability Breakdown
Trait - "Scram" Jets
When I was designing this hero I was thinking about how to make him play like the quick, darting hero that I wanted him to be. This passive I think is exactly what was needed. Because Nero takes a 15% movement speed penalty at 0 "Momentum" it is necessary that he is constantly moving and attacking, and enemies can capitalize on hard CC to remove his stacks and weaken him severely.
Z - Nitro Boost
Because of the dependance on his trait, I felt that Nero needed a way to reliably get stacks of momentum. This way, if he gets caught during a teamfight, he has a way to rebuild momentum.
Q - G-4 Cluster Grenade
This is a straightforward ability. Just a decent Nuke that provides some minor zoning pressure. I basically took Tychus' Frag Grenade as the base for this and decided that it needed to to damage instead of CC. Not much more to this ability really.
W - "Special" Sauce
Taken from the Combat Drugs that many of the Terran foot soldiers use, this ability is sort of a twist on the actual ability Combat Drugs from the SC2 Reaper unit. The activated portion of this is designed as a straight forward steroid to Nero's attack speed and movement speed. While the passive is meant to give him some small form of sustain. The increased damage taken portion is meant to make the player really think about when to use the ability, as its strengths do come with a cost.
E - Strafing Run
This idea came from needing to give Nero an initiation/escape if he really needs it. There are three situations that I had in mind for using this ability.
1.) A hero you were 1v1 against begins to run away, using this ability you can jump to where they will be and push them away from safety just slightly so you can get the kill.
2.) An enemy hero is beating on your face, so you activate your jump jets to spring away to reengage on your terms.
3.) A teamfight has broken out and you jump across the mosh pit, if aimed right you can separate 1-2 members from the rest and get serious damage on them.
HEROICS
Fear the Reaper.
Since reapers rarely work alone, this ability is aimed to give Nero a potentially deadly team fight ability. The bombing area is roughly half again as big as Nova's Precision strike, while the damage is potentially more. The math works out that, assuming you get hit by both grenades, it takes two waves of bombs to deal more damage than Nova's Precision strike. If you can combo it nicely and get 3 waves on an enemy they you can deal tons of damage.
Burnout
This ability is the more single target focused ult compared to "Fear the Reaper". The idea of applying the health drain option is one that comes to create synergy with healers. Would you rather bring a healer like Malfurion to pad your health bar so you aren't draining effective health? Or would you bring Uther to pop your health up quickly and then get a bubble so you can continue fighting without the worry of your health.
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