Deathwing by HaranBanjo

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Deathwing

By: HaranBanjo
Last Updated: Apr 3, 2016
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Deathwing

The Worldbreaker

Combat Trait

1
Death looms in the sky
Deathwing has a permanent -20% movement speed debuff, and can only benefit from temporary movement speed buffs. Deathwing is permanently high in the sky, and projects a Destroyer's Presence on the area below him. Friendly spells can only affect him as long as the inner circle of Destroyer's Presence is in range of their abilities. As long as he's in flight, Deathwing cannot use Basic Attacks. The enemy core is immune to every ability of Deathwing, except his ultimates.

Once every 0.5 seconds, a small flow of Deathwing's scorching blood drips randomly inside the area of the Destroyer's Presence, dealing damage to every enemy caught on the falling point.

Primary Abilities

1
Q - Destroyer's Breath
Cooldown: 4s

After a 1 second delay, Deathwing channels his molten breath in a medium-sized area inside his Destroyer's Presence, dealing high damage to all enemies caught within. Lasts 1.5 seconds. Deals 50% damage to structures.

If Deathwing is using Dragon Rush, this ability will gain a maximum range and root him in place for its duration.

Heroes channeling objectives become immune to Destroyer's Breath if they've been hit by it in the last 30 seconds.
2
W - Corrupted Blood
Cooldown: 3s

On the next passive trait activation, an ooze will rise where Deathwing's blood fell. The ooze will attack any close target, preferring enemy heroes, and giving priority to heroes recently hit by Destroyer's Breath. Lasts 10 seconds. When the ooze dies, it leaves behind a Pool of Blood that lasts for 3 minutes.

If there are 4 Pools of Blood inside the Destroyer's Presence, they will coalesce, forming an Hideous Amalgamation. Hideous Amalgamation follows the same behaviour as the oozes, but lasts 100% longer and has an innate Burning Rage ability.

Oozes and Amalgamations will not target a hero who's channeling an objective if there are other heroic targets in their range. Hideous Amalgamation's Burning Rage ability can still deal damage to them.
3
E - Meteor Stomp
Cooldown: 14 seconds

After a 1.5 seconds cast time and a 1.5 seconds descent time, Deathwing swoops on a medium area inside his Destroyer's Presence, dealing moderate damage and stunning every enemy hero caught for 2 seconds. He remains grounded for 1.5 seconds, then takes flight again, taking 1.5 seconds to return to his original position. During this time, Destroyer's Presence shrinks, and droplets of blood can fall on a tighter area. Destroyer's Breath cannot be used while Deathwing is performing this ability.

Heroes that are channeling objectives are immune to this ability. Only 1 hero can gain this immunity at once.
4
E - Tail Sweep
Cooldown: 8s

Deathwing's tail lashes, dealing moderate damage and pushing away every enemy unit hit.

Heroic Abilities

1
Dragon Rush
Cooldown: 100s

Deathwing descends on a lane and starts to push it. While on the ground he ignores collision with units, gains a new E ability and also receives a full health bar, which will terminate the ability if exhausted by damage. During this time, Destroyer's Breath deals full damage to buildings. While rushing, Deathwing gains a stacking movement speed debuff from being attacked by enemy heroes, although he cannot fall under 20% of his basic movement speed. Deathwing gains a cleaving Basic Attack while this ability is active.

Deathwing is immune to fort's movement and attack speed debuff, and also receives 50% less damage from structures while this ability is active.

Lasts 18 seconds.
2
Cataclysm
Cooldown: 180s

After a 3.5 seconds cast time and a 1.5 seconds descent time, Deathwing plummets into a large area, dealing MASSIVE damage to all units caught within and sacrificing himself in the process. After that, he is put on a 30 seconds death counter and respawns at the Hall of the Storms.

Deals 50% damage to structures, and 80% damage on a core whose shield is active.

Special Mount

1
Beneath the shadow of my wings
Cooldown: 30s

Deathwing can fly to anywhere on the battlefield.

I'll make this short.
So the devs have no idea how to implement Deathwing without sacrificing his bulk. Several ideas have been proposed, and the most common are...
1 - Use his human form, then have him switch to dragon with his ult;
2 - Use his Madness of Deathwing encounter appereance, and have him fight through tentacles or emanations;
3 - Have him stay in his dragon form all game long, while confining him to a lane-only presence;
4 - Greatly reduce Deathwing's size;
5 - Don't have him as a hero at all, but rather as a map.

I came up with this alternative concept, which is heavily inspired by Raynor's Hyperion ultimate.

Basically, you're playing Deathwing not as a fully fledged hero, but rather as a shadow on the battlefield. Just like in the Cataclysm expansion, he is mostly unattackable, serving as a constantly threatening presence which can deal massive amounts of damage on an area, granted you are incapacitated or too slow to avoid what he can throw at you.

His trait lets him project a large aura on the ground (I was thinking something like the old Illidan Metamorphosis size) with a circle at its center roughly the size of Stitches.

His playstyle is all about timing: most of his abilities have a cast time and/or a delay, making him similar to Li Ming or Kael'Thas. He is intended to be a very high skill cap hero.

Of course, when designing a hero like this, you have to think of all possible shortcomings. Would a hero that cannot be killed be as annoying as Murky was on his release weeks? Would a hero that can't be targeted by towers be too much of a nuisance to those who seek shelter behind allied gates?

I have tried to find a solution to every problem that arose with a concept like this. It's probably very complicated, but in a way, it's also self-explanatory.

1 - But he's going to need constant babysitting like Murky used to!

Yes, it's very likely that Deathwing would be going to be as annoying as Murky. Unlike Murky, however, you can do nothing to deny him from constantly smiting your base. To prevent Deathwing from sitting in one lane and do nothing else but push (although I doubt that would be a viable strategy nowadays), I considered greatly reducing his ability damage towards structures. He should be balanced in a way that discourages him from attacking structures, keeping his push potential for his Dragon Rush ult.

2 - Deathwing in this form is going to make it impossible to gather objectives!

I won't deny that balancing this part will require an overcomplication of his tooltips, but I believe the reward is worth the effort. I made it so that Deathwing can deny an objective with his Q only once every 30 seconds, and even then, only if he hasn't hit that target with Q before. W is a different matter: it makes it so Deathwing CAN deny a tribute if there is only him and one enemy alive... granted you're lucky enough to drop an ooze close to your enemy, which should be common anyways. About E, it is completely incapable of being used to deny a tribute, but there's no reason why the tribute itself should be used by other people to avoid Deathwing's E, either.

3 - But I wanna play as a giant **********in' dragon, not as a stupid shadow on the field!

That's already been proved to be impossible without either having some shortcomings on his size, or not having his size represented in the game at all. In my concept, to avoid that you feel like you're not playing Deathwing, I ripped a page off Greymane's book and decided to design his E to have him join the fight every once in a while in addition to his ult. He won't be cleaving faces with his claws, maybe, but I believe that the prospect of a giant dragon dropping on your skull and stunning you for 2 seconds is threatening enough.

4 - Though not explicitly stated in the concept, I assume that, since he is always flying, he can pass through walls and enemy structures and, since he can't be attacked, there is no way structures can repel him. My question is: how do you avoid backdoors? Also, he can deny enemy heroes safe places to hearth with extreme ease and little to no consequences.

A 20% reduction on movement speed should be enough to avoid scenarios where he keeps denying the enemy from hearthing... that amount can also be increased, if necessary. Remember, however, that his abilities' range is limited by his Destroyer's Presence area. Also, Deathwing can already use a Falstad Z on roids, so he doesnt need to be extremely mobile. About backdooring... unless you combo him with people like Zagara and Abathur (which already sounds awful per se) he shouldn't be able to destroy forts without his team suffering the consequences of his action over the period of time it would take.

5 - A suicide ult? Seriously? That's just troll material...

Yeah, I considered that too, but then I thought of heroes like Murky and Leoric, whose basic concept can already be exploited by feeders and trolls, so why give a damn now? Anyway, a high damage potential and an important cooldown should keep this ult from being used unwisely. If there's any hero where it would make sense to have a suicide ult, it is my version of Deathwing, which cannot be killed in any scenario. Also, can you think of anything else that would fit Deathwing's crazyness so well?

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