Deathwing by beboptimusprime

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Deathwing

By: beboptimusprime
Last Updated: Mar 23, 2018
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Deathwing

The Destroyer

"Though believed dead by many, Deathwing made his return in World of Warcraft: Cataclysm, the third expansion to World of Warcraft, and his wrath constituted a pre-release event known as the Shattering, which changed the world of Azeroth permanently. The world continues to reel from the effects of Deathwing's return as he flies over Azeroth to randomly cast his flame. He is the final raid encounter of Cataclysm, appearing as the last two encounters of the Dragon Soul raid." -WoW Wiki

Every Warcraft fan knows Deathwing, and he's always at or near the top of most-requested concepts. The challenge of importing him to HOTS is always described the same way, though. He's huge - massive, really. It's a defining feature of him. There's almost no way to make him look normal if his whole body is in frame without him blotting out the screen.

So, in my concept, I took a different approach. Deathwing, as a dragon, is the former aspect of the Earth, and lay buried beneath it until the events of Cataclysm. So that's how he is in my concept. Most of Deathwing is under the map. When he casts an ability, part of him becomes visible - for example, a Claw shoots out of the ground and begins swiping at nearby enemies, or his Head digs up from below and begins breathing fire. In this way he can have a head as large or larger than Azmodan's entire body without dominating the map, and capture his appropriate scale.

From a gameplay standpoint, this makes him a challenging character to design. He has the ability to avoid conflict almost entirely, similar to Medivh - though I decided to give him 75 Armor while buried but let him bodyblock, to make him distinct and able to serve as an offtank in a way in fights. He has no mana and no basic attack (although his claws are, essentially, a basic attack). His appendages, though powerful, are all totally immobile, making him vulnerable to powerful skillshots, but he has high HP and sustain, and can talent into other defensive options. Deathwing excels at controlling a space and putting pressure on the map, but I designed him to have options to allow high-skilled players to really shine and get more out of him. Many talents allow for interplay between his abilities/appendages (for example, one ability extends the duration of another, that ability increases the damage of another, etc.) This allows a talented player to output extremely high damage if they can arrange the situation correctly, similar to Kel'Thuzad.

Statistics

Health: 3,100
Health Regen: 6.1
Armor: 75 (Buried)

Combat Trait

1
Tunneling Wyrm
Deathwing's true form lies buried beneath the earth, large beyond the scale of mortal comprehension. Most of the Dragon Lord's abilities cause an appendage to appear above ground, which takes damage normally. While fully buried, the dragon appears as a disturbance in the earth that can be hit with AOE effects but not directly targeted, and has 75 Armor. While buried, the cast range of Deathwing's abilities are increased considerably. This form has collision.

When Deathwing activates an ability that creates an appendage, his buried form retreats into the earth and does not return until there are no active appendages. In this state, his abilities have a smaller cast range, considered to be centered on the first appendage created.

Primary Abilities

1
Destroyer's Grip
Deathwing reaches a mighty claw out from the earth, dealing 100 damage in a large AOE. Heroes caught in the initial swipe are rooted for 1 seconds.

Regardless of whether or not it roots a target, the claw lingers for 5 seconds or until destroyed, performing cleaving autoattacks. If the claw does not root a target, it begins to attack immediately. Although they can be destroyed, damage to claws is still damage to Deathwing.

The ability holds 2 charges which cooldown separately. Only 2 Claws can be active at once, regardless of CD.

(Deathwing's Claws are considered Summons, but damage that effects them is still taken by Deathwing)

Cooldown: 6 Seconds

Deathwing's Claw:

Health: 500 (+5%)
Attack Damage: 75 (+5%)
Attack Speed: .9 per second
Attack Range: 1.75
2
Dragonmaw
Deathwing's head emerges from the earth and emits a wide cone of flame up to a range of 5 units, dealing 175 (+4%) damage. Over the course of 4 seconds, breathes 3 more times, each dealing 75 damage.

Deathwing's head has 15 armor.

Cooldown: 12 seconds

(Cooldown begins on cast, not when the Maw is finished)
3
Worldbreaker
Deals 20 damage per second for 3 seconds to all targets in a large aoe centered on Deathwing. This damage heals Deathwing for the same amount.

Cooldown: 10 Seconds

Heroic Abilities

1
Cataclysm
Deathwing gains 2 charges of Worldbreaker. Damage and healing effects stack.

Deathwing also gains 3 Charges of Fissure which last for 10 seconds and can be cast with R.

Fissure creates a small chunk of collidable terrain that seeps lava, dealing 100 Damage per second over 2 seconds.

Cooldown: 60 seconds
2
Destroyer's Spine
The ground falls away around a portion of the destroyer's spine. Once cast, Deathwing is exposed for 6 seconds.
The exposed area deals 30 damage per second to nearby enemies.

Gains 3 charges of Corrupt Swarm which last for 6 seconds and can be cast with R from the Spine's location.

Corrupt Swarm shoots a thin skillshot outward to a range of 4 units. Heroes hit are dealt 90 damage, Rooted, and dragged towards the spine over 2 seconds.

Cooldown: 12 seconds

Special Mount

1
Burrow Down
Bury all active appendages. Deathwing moves at 125% Movement Speed for 5 seconds. Cannot be interrupted.

Talents

Level 1:



Scatter, Mortals:



Destroyer's Grip deals 150% more damage to non-heroic targets.

Power Incarnate::



Deathwing takes 25% Reduced Damage from non-heroic sources.

Stood in the Fire:



Worldbreaker deals 100% more damage to minions, monsters, and mercenaries. (Increased damage heals Deathwing)

Level 4:



Sadistic Flames:



Rooting targets with Destroyer's Grip extends the duration of Worldbreaker by 1 second.

Path of Embers:



Dragonmaw leaves behind a trail of scorched earth that deals 20 damage(+4%) per second and lasts for 3 seconds

Neltharion's Gift:



Reduce the cooldown on Burrow Down by 10 seconds.

Level 7:



Helpless Victim:



Rooted targets take 50% increased damage from Dragonmaw

Dragon's Pride:



Each time Worldbreaker damages a hero, extend the duration of Dragonmaw by .5 seconds. Total duration extension cannot exceed 3 seconds.

Rending Grasp:



Whenever a hero is hit by one of Deathwing's Claws, increase the damage of the next attack it receives from the other claw by 20%. This effect stacks indefinitely.

Level 10:



Cataclysm

Destroyer's Spine

Level 13:



Black Plate:

Deathwing's head gains 15 armor.

Destroyer's Blood:

Worldbreaker's healing increases by 15% for each active appendage

Choked Out:

Heroes rooted by Destroyer's Grip have their damage reduced by 40% for 3 seconds.

Level 16:



Aura of Corruption:

Deathwing's buried form deals 20 damage per second to nearby enemies, as do all of his appendages.

Impending Doom:

Each tick of Worldbreaker's damage slows enemies by 10%. Stacks indefinitely.

Vengeful Dragon:

While below 50% Health, Deathwing's damage is increased by 25%.

Level 20:



Night of the Dragon:


Lava bursts out of appendages when Cataclysm is cast, doing 200 damage to nearby heroes.

Fragile Life:

Targets pulled by Corrupt Swarm take 50% increased damage from Deathwing's appendages

Stood in the Fire:

Gain an untalented version of Worldbreaker that deals its damage globally as a Secondary Ability. This has a cooldown of 60 seconds.

Dragon Soul:

Deathwing gains 5 Armor for each destroyed Fort or Keep. If only the Core remains, his death timer is reduced by 30 Seconds.

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