Daniel Fortesque by Lahharl

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Daniel Fortesque

By: Lahharl
Last Updated: Nov 9, 2018
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Daniel Fortesque

Forgotten captain of the royal guard

Sir Daniel Fortesque, longI time dead, was resurrected by a powerful spell casted by his mortal enemy Zarok, and while this was not intended, Dan decided to raise against him a second time.
Now, he has arrived into the nexus, most likely due to some of Zarok's maquinations.

He's kind of a bruiser.

Combat Trait

1
Shield, my loyal protector
Dan always has his bronze shield by his side. This shield will add to his maximum HP. If depleted, Dan will recover it after 7 seconds. It will also autorepair at a rate of 25% of its durability per second after 3 seconds of not taking damage. It has 250hp(+4%). It can't be broken by shieldbreaking abilities.
2
Mechanics change
This is just mechanics explanation.

After using bomb's out! Dan changes to ranged mode where his dps becomes a bit lower but ranged. His normal abilities also change to ones he can use until he runs out of ammo. His AA range is 5.5 in ranged mode. Blunderbuss allows you to go back to melee mode.

Primary Abilities

1
Spin that steel
Cooldown: 10 seconds

Dan channels for up to 0.75 second and then does a big spin with his sword, dealing 250(+4%) damage. If the casting is not complete, the damage will be halved. Even when stunned the attack will happen and damage will be dealt regardless
2
Shield charge
Cooldown: 8 seconds

Dan charges up at high speed and stuns the first target he collides into, dealing 120(+4%) damage and stunning him for 1 second and pushes him back, if it collides with another target they recieve 60(+4%) damage and are pushed to the side. Your shield does not need to be active to work.
3
Bomb's out!
Cooldown: 20 seconds

Dan puts down a bomb in the floor that explodes after 1 second. Inmediately then jumps in the opposite direction to where he was aiming.

Deals 220(+4%) damage after 1 seconds in a small radius and changes to ranged mode. Cooldown starts regardless of your current stance.
4
Canny's crossbow rocks!
Ammo: 20
Time between shots: 0.2 seconds.

Canny's crossbow rocks! allows you to shoot quickly up to 20 shots before running out of ammo. Every shot deals 30(+4%) damage and twice the damage if it bounces on a wall first (it can bounce up to 2 times). It can be fired at quick succesion like the triglav's gatling.
5
SkullCleave'm!
Cooldown: 4 seconds

Dan throws his boomerang arm in a specific direction, then it returns after a travel of 9 range. Deals 120(+4%) damage. This is the only weapon that doesn't consume any ammo.
6
BlunderBuss
Ammo: 1

Dan uses his loyal BlunderBuss to shoot in a cone in front of him (range of 4) and knockback enemies effectively pushing them from 2 to 6 deppending on the distance to Dan. Then Dan equips his sword and changes to melee stance and abilities. Deals 100-380 damage deppending on distance to the enemy. Enemies take 1.5 seconds to stand up between the 1 second push and 0.5 second standing up action.

Secondary Abilities

1
Machine gun
Cooldown: 60 seconds

Activate to pull out the machine gun

Level 20 talent
2
Spreading that burning sensation
Cooldown: 50 seconds

Activate to use your dragon armor

Level 13 talent
3
Hands down!
Cooldown: 30 seconds

Activate to put your head on a hand

Level 1 talent

Heroic Abilities

1
Hero's march!
Cooldown: 100 seconds

Dan surrounds himself of his soldiers who aid him in battle. His 4 archers have 300 HP and shoot arrows at a rate of 1 per second to the closest enemy that deal 30(+4%) damage. His 2 Big frontal soldiers have 700 HP and deal 56(+4%) damage on a melee attack. Dan and his archers can't take damage while the frontal soldiers are alive unless they are hit by an AoE.
2
My body! My rules!
Cooldown: 100 seconds

Dan throws his head. If it hits an enemy hero you take control of that enemy hero for 3 seconds. As that hero you can bump into other people as your melee attack, dealing 130(+4%) damage. After the duration ends the head will be returned to your body. Your usual body can not take damage but your head can through autoattacks made by the enemy team, enemy abilities will just pass you as if you were a friendly unit. Allies can still attack the stolen body and if it dies before the duration of this ability ends, your head will return to your body.

Your AAs in this form have a cooldown of 1 second.

Talents

Level 1

(Active) Hands down!

Cooldown: 30 seconds

- Activate to put your head on a hand and control it as a movable ward like a second body (you can still control your normal body). You can take damage while you are in hand form and die from it. You also move at 120% move speed. If you return to your body you still recover 75% of the HP you lost in the last 10 seconds. You can still attack with your normal body but can't use abilities. Hand and body share HP.

(Q: ranged)(Quest) I need more ammo!

- Every 10 shots you hit after hitting a wall first will grant you an extra arrow for your crossbow whenever you change into ranged mode. This quest can be repeated indefinetely.

(E: ranged) Too much powder!

- You also are knockedbacked but are not stunned by your blunderbuss (can't attack while midair though but can use abilities).

Level 4

(Passive) Silver shield

- If your bronze shield is at maximum HP and doesn't take any damage for 5 seconds, it will get extra 150(+4%) HP. Shield offers 10 armor regardless of the version you have in your hands as long as it has HP.

(W: melee) My arm!

- Doing a shield charge also sends your Skullcleave'm! arm flying in the same direction of the person that you pushed. The stun lasts 0.25 seconds longer if it lands.

(E: melee) Filled up bombs!

- Your bombs also throw some small projectiles in all directions (like xul's poison nova) that deal 70(+4%) damage on impact.

Level 7

(W) Change of strategy

- Your Skullcleave'm now throws a boomerang axe instead that deals the same damage but also does damage in its way back.
Your Shield charge now does extra 40% damage if you slam the target against a wall and an extra 20% per each enemy hero that the target bumps against.

Cooldown of SkullCleave'm increased by 1 second.

(Q) Basic weapons upgrade

- You change your normal sword for a broad sword which has 3 range instead of 2. When using your Spin that steelyour range is also increased accordingly. If you AA an enemy for the next 5 seconds after they were hit by Spin That Steel, they also take 30% extra AA damage.
Canny's crossbow rocks! now can bounce in heroes as well.

(E) No delicacy

- Your bomb's out! can now be cast from a range of 4.
Blunderbuss's range is increased by 1 and its damage distributed. After the initial cast, you can use it again over the next 2 seconds before changing to melee stance.

Level 13

(Passive) Gold shield

- Your shield obtains +200(+4%)HP shield baseline and your AA damage increases by 20% as long as it's not broken.

(Active) Spreading that burning sensation

Cooldown: 50 seconds

- Activate to drink your dragon elixir. You obtain 25 armor for 6 seconds and enemies close to you take 32(+4%) damage every second for its duration.

(Q: ranged) Slurping ammo

- Recover 25% of the damage you do to enemies with your Canny's crossbow rocks!, doubled against heroes. Additionally you get another 100% damage increase if there is a second bounce before hitting the target. You can't get additional damage on minions.

Level 16

(Q: melee) Behold! The magic sword!

- Your basic attacks now always have the 20% extra damage (no need to hit with your Spin that steel) and also ignore armor. Your AAs also slow enemies for 25% for 1 second. This talent can only be taken if you took the broadsword (Basic weapons upgrade).

(W: ranged) And heads will roll...

- SkullCleave'm now also goes through enemies and does an extra 10% damage per enemy hit on the next enemy. This bonus damage increase is only of 5% on non heroic units.

(E) It's Showtime!

- Your bombs now blind enemies for 3 seconds.
Blunderbuss also cripples enemies and slows them by 70% decaying over 2 seconds after they stand up.
Any abilities on blinded, slowed or stunned enemies also heal Dan for 50% of the damage dealt (only applies to heroes).

Level 20

(R1)Heroic march

- Your archers now deal +70% damage and the big frontal soldiers have +300(+4%)HP and 5 armor per every other soldier alive.
Cooldown goes twice as fast if your shield HP is max.

(R2) New tricks!

- Now you also stun enemies you bump into for 0.5 seconds. You can't take damage anymore while using this ultimate ability and will steal 50% of the healing enemies do on the stolen body of the enemy hero. Duration increased by 1 second.

(Passive) Golden armor

- Dan obtains 100 maximum HP and 5HP regen per enemy hero killed up to this point in the game (and a cool ****ing golden armor).

(Active) Machine gun annihilation

Cooldown: 60 seconds

- Activate to pull out your machine gun with 999 bullets, you can shoot at a rate of 30 bullets per second in a huge cone that reaches the entire map. Each bullet does 10(+4%) damage. The bullets directions are randomized over the entire cone. This substitutes all your other abilities. Whenever you decide to pull the trigger there's a 1 second windup that does a loud noise. Can be cancelled any time. Machinegun bullets can only hit minions and enemy heroes. The cooldown doesn't start until you unequip it.

Stats

HP: 2253
AA damage(melee): 120
AA per second(melee): 1'3
AA damage(ranged): 138
AA per second(ranged): 0.7

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