Crowbot by Lahharl

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Crowbot

By: Lahharl
Last Updated: May 4, 2018
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Crowbot

The defect

The crowbot was long forgotten until just recently when he suddenly woke up. His journey to ascend the spire has somehow ended up in the nexus today.

Combat Trait

1
Orb channeler
Cooldown: 10 seconds

The defect can channel up to 3 orbs, allowing him to obtain passive effects. Using this ability will consume the rightmost orb and trigger it's active ability

Lightning orb: Deals 60(+4%) damage to a random enemy close to him every 2 seconds, prioritizes heroes. If the orb is activated, it deals 300(+4%) damage.

Frost orb: Grants 5 passive armor. Activate it to obtain 15 armor for 5 seconds.

Darkness orb: Contains 60(+4%) damage that will passively increase deppending on how much time the defect stays into combat up to 10 seconds, up to a maximum of 600(+4%) damage. If the orb is activated, it deals it's current damage. This orb needs to target an enemy and can only be used in melee range.

Plasma orb: Grants 10(+4%)hp regeneration per second and 20% cooldown reduction to his abilities. If the orb is activated, instantly heal 200(+4%)hp and obtain triple the cooldown reduction to one of your basic abilities at random for 1 second.

Primary Abilities

1
Ball lightning
Cooldown: 10 seconds

Channel a lightning ball for up to 1 second before releasing and casting the ability; the ball leaves a trail behind (range, speed and size equal to ming's arcane orb for refference, size goes from ming's orb just cast to it's maximum size at the end of it's travel deppending on channeled time) penetrating up to 3 enemies doing 120/180/240(+4%) damage. The trail deals 30(+4%) damage per second up to 3 seconds. Obtain a lightning orb.
2
Cold snap
Cooldown: 8 seconds

Cast a targeted spike on an enemy target, dealing 130(+4%) damage and exploding around the targeted enemy dealing 50(+4%) damage in a small area around him. Channel 1 frost orb.
3
Flux capacitor
Cooldown: 15 seconds

After 0.5 seconds knockback enemies, dealing 100(+4%) damage on every enemy slammed against a wall, change all your current orbs to plasma orbs, producing the active effect of all your current orbs at half their power.

Heroic Abilities

1
Rainbow
Cooldown: 40 seconds

Cast 1 lightning, frost, darkness and plasma orb in that order. Any orbs that are activated deal 1.5 times their effect. Preserve any darkness orbs and instead set them to their maximum damage.
2
Multi colored tempest
Cooldown: 80 seconds

Create a huge area in front of you that deals different effects deppending on which orbs do you currently posses the most. Lasts 5 seconds.

Lightning: Creates a tempest that drops lightning every 0.5 second, targeting a random person inside the area, doing 200(+4%) damage. Enemies inside at the end of the ability get hit by an extra lightning.

Frost: Creates a huge frozen area that reduces enemy vision (like dehaka's ultimate ability) and slows enemies by 40%. Enemies inside at the end of the ability keep reduced vision and slow for 2 seconds after it ends

Darkness: Creates a huge void that reduces enemy armor by 25. Attracts enemies to the center. Enemies inside at the end of the ability get inmediately pulled to the center.

Plasma: Creates an area that heals up any ally inside by 120(+4%) every second. Allies inside at the end of the ability get healed an extra 200(+4%).

If the biggest amount of orbs is the same for various types of orbs, cast the rightmost orb effect.

Talents

Level 1

(Trait) Zap
-Quest: Hit 30 heroes with the active effect of lightning orbs.
Hit 60 heroes with the passive effect of lightning orbs.
Reward: +25% damage on both active and passive lightning orb for each quest completed.

(Trait) Cool headed
-Quest: Reduce 3000 damage with the active effect of frost orbs.
Reward: Frost orb now grants 2 extra passive armor.

(E) Flux capacitor 2.0
-Whenever you cast flux capacitor, if at least an enemy hits a wall, produce the full effect of all activated orbs.

Level 4

(Q) Thunder in a ball
-Quest: Hit 3 enemy heroes 3 times with lightning ball.
Reward: Increase the AoE radius of your ball lightning by 30% and whenever it hits an enemy hero generate 2 lightning orbs instead of 1.

(Active) Sweeping Beam Cooldown 30 seconds
After a 0.5 delay, creates a line in the floor that lasts for 2.5 seconds, any enemy that touches the line will be hit by an automatic laser that deals 220(+4%) damage. Can only happen once per hero. Aditionally gain an extra orb slot.

(Trait) Plasma sinergy
Every plasma orb will passively empower other orbs by 10% in all active and passive effects. Grants an extra orb slot.

(Q) Darkness begins
Your ball lightning will become ball darkness, dealing extra an extra 30% damage to enemies whose HP is below 50%. This ability will now generate darkness orbs.

Level 7

(Passive) Static discharge
Every 10 seconds you are hit by a melee attack, you will discharge 150(+4%) damage to whoever hit you. If you melee attack them in return for the next 3 seconds you will gather their electricity obtaining a lightning orb.

(W) Ice leap
After you hit an enemy with Cold snap, you can reactivate it to jump onto the main target and basic attack them instantly for the next 3 seconds.

(E) Hello world
Every hero that you knockback will reduce the cooldowns on your abilities for 1 seconds up to a maximum of 3. Every hero slammed against a wall counts as 2 seconds and increases the maximum reduction by 1.

(W) Embrace darkness
Your Cold snap will now become a Dark snap. Generates a darkness orb and increase the "being in combat" bonus for all darkness orbs currently present for 1 second per each secondary target hit.

Level 13

(W) Melt and assimilate
Take all armor away from targets hit by your W and get that much armor for yourself. Lasts 3 seconds.

(E) Rebound
You can now use Flux capacitor to nullify projectiles. Every nullified projectile will grant you a spell shield stack that will grant you 50 spell armor, reducing damage taken by the next magical ability by 50%.

(Trait) Genetic algorythm
-Quest: Whenever you use a frost orb, obtain an extra armor point. If you get hit 7 times while the active effect lasts, you will obtain an extra point of armor, quest progression can happen up to 3 times per use. If you die, you will lose 5 armor from your quest progression. Stacks up to 25 armor.

Level 16
(Q) Thunder strike
Ball lightning now travels twice as far and can bounce of walls also granting a lightning orb per each person hit. Benefits from previous talents. Aditionally gain an extra orb slot.

(W) Blizzard
Cold snap now creates 2 extra attacks that appear left and right where your original cold snap happened (position deppends on your own point of view at the moment of the cast). Each new cold snap will explode and create the areas. Every enemy hero hit by the extra explosions will recieve half the damage and grant you an aditional frost orb. Benefits from previous talents. Aditionally grants an orb slot.

(Trait) Advanced capacitor
If you activate a lightning, frost or plasma orb, duplicate it's effect. This effect can only happen once every 30 seconds. If the activated orb is a darkness orb, then apply it's effect as if it was already maxed. Aditionally grants an orb slot.

(E) Darkness, madness!
Your flux capacitor will now attract all the enemies instead of pushing them back, dealing 40(+4%) damage. You will get a darkness orb per enemy attracted and fill the rest of the slots with plasma orbs. Any already existing darkness orbs won't be changed to plasma orbs. Aditionally grants an orb slot.

Level 20
(R) Multicoloured effects
Rainbow will now activate orbs for 2 times their effects. Cooldown reduced to 30 seconds.

(R) Rainbow tempest
Multi colored tempest will now activate all effects for each orb of which you have 2 or more. If you have 5 orbs of the same element, the area generated will instead double its original effects.

(Trait) The madness of Neow
Darkness orbs damage is increased by an extra 50% if there are no other orb types in the rest of your slots.

(Trait) True orb potential
Lightning orbs: Now also grant an aditional 10% AA damage to the closest ally per orb.
Frost orbs: Now also passively slow enemies close to you by 25%. Slow remains for up to 1 second after the enemy leaves the area.
Plasma orbs: Will now grant ability power to the closest ally.
Effects can't happen if you have darkness orbs.

Stats

HP: 1743
Damage: 180.5
Attacks per second: 1

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