Deckard Cain by LordDreadman

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Deckard Cain

By: LordDreadman
Last Updated: May 29, 2015
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Deckard Cain

The Last of the Horadrim

Though the three Prime Evils were defeated, something did not sit right with Deckard Cain. He felt that the Eternal Conflict continued, but where and how ... he could not tell. Until he could find the answer, he would search anywhere he could - even on other worlds, if necessary.

Combat Trait

1
Stay Awhile And Listen
Passive

Enemy heroes take longer to capture map objectives near you.

Enemies within a long range take 100% longer to interact with map objectives. In addition, enemies within a long range deal 50% damage to creeps and bosses associated with map objectives.

Primary Abilities

1
Identify
Cooldown: 5 seconds

You bestow a nearby ally with the health and regeneration of a warrior.

Cain identifies a trinket on another hero within moderate range which protects his ally. The targeted friendly hero's total health becomes 1050 (+250/level) for 6 seconds. The targeted hero's current health is converted as a percentage, and all healing on the target hero is doubled during this time. (Cannot target Cain.)
2
Gossip
Cooldown: 20 seconds

You gain vision of map objectives and enemies cannot interact with objectives.

For 5 seconds, you gain vision of every point, creep, and boss associated with an objective on the map. In addition, during this time enemies cannot interact with map objectives in any way.
3
Below Notice
Cooldown: 10 seconds

You become immune to all damage and stuns.

Cain attempts to appear frail and useless, making him unstoppable and immune to all damage for 2.5 seconds.

Heroic Abilities

1
The Book of Cain
Passive

Identify becomes more powerful and can be used anywhere at any time.

Identify's range becomes global and grants the target 2 charges of block. In addition, Cain may use Identify even while he is defeated.
2
Last of the Horadrim
Cooldown: Varies

You gain a powerful advantage with the objective on any map.

Cain calls on his considerable knowledge of the map and his enemies to turn the tide of battle in his favor. Cain affects a map objective within moderate range. This effect changes depending on the map.

Dragon Shire. Cooldown: 150 seconds. Cain instantly captures a shrine or the Dragon Knight (if both shrines are under allied control).

Cursed Hollow. Cooldown: 150 seconds. Cain empowers a tribute. If his team captures it, it is worth 2 tributes.

Sky Temple. Cooldown: 90 seconds. Cain instantly captures a Temple, and it fires for him for a minimum of 5 seconds.

Haunted Mines. Cooldown: 45 seconds. Cain instantly siphons half of the skulls in a given cluster of skeletons or the skull boss itself.

Garden of Terror. Cooldown: 45 seconds. Cain instantly siphons half of the seeds in a given cluster of terrors or one of the boss terrors.

Blackheart's Bay. Cooldown: 90 seconds. Cain instantly steals all of the coins from target player.

Tomb of the Spider Queen. Cooldown: 90 seconds. Cain instantly steals (and converts) all the gems from target player.

Special Mount

1
Town Portal
Replaces Hearthstone

Cooldown: 20 seconds

Quickly teleports to any safe town on the map.

Cain channels for 1 second and opens a town portal to any allied fortress or Altar of Storms and instantly moves to that location. Cain may also target the rubble of any fortress with this ability - even the rubble of enemy fortresses. Cain may also target himself with this ability to return to the Altar of Storms.

Hero Statistics

_________________________________________

HEALTH. 710 (+90)

REGEN. 4.5 (+1.9)

ATTACK SPEED. 1.00 per second.

DAMAGE. 45 (+8)

MANA. N/A (Cain does not use Mana. His abilities are cooldown based.)

MOVE SPEED. Permanently 20% slowed. (Cain's mount speed is identical to that of other mounted heroes.)



.

Hero Notes

_____________________________________________

Deckard Cain is a versatile hero who manages the warrior role within a team. Cain has the ability to choose an allied hero to fill the warrior role for a brief time through Identify and alter this choice quickly over the course of battle. This versatility comes at a price, however. Cain requires a large amount of coordination with his team, and is often vulnerable to deep diving enemies - particularly considering his slow speed and low hit points.

Cain's trait allows him to control map objectives better than any other hero in the game. By reducing enemy effectiveness with objectives, he forces enemy teams to deal with him before capturing key objectives, and his map awareness (through Gossip) and mobility (through Town Portal) allows him to be in position whenever needed.

Also of note is Deckard Cain's lack of damage in his basic and heroic abilities. This is meant to be an innate weakness of the hero, forcing players to sacrifice talents in order to gain damage, if desired.

Please feel free to provide constructive feedback, so I can improve the concept and make it a good addition to Heroes of the Storm. Thank you for reading!




.

Notable Talents

__________________________________________________________

Note: This is not a comprehensive list of talents - it simply comprises the most noteworthy talents.


Level 1

Horadric Cube: Enemies that attack you have their attack speed slowed by 4%. Every 3 Regeneration Globes gathered increases this penalty by 4. Allies you target with Identify gain half of this bonus.

Sole Survivor: Reduce the cooldown of Below Notice by 2 seconds.

Town Elder: You deal 100% more damage to creeps and bosses associated with map objectives, and map objectives activate twice as fast for you.



Level 4

Faaaar Below Notice: After standing still near a map objective for 3 seconds, you become cloaked. You may attack while cloaked, but moving or activating abilities ends the cloak.

Khalim's Will: The target of Identify gains 10% attack speed and regains health and mana equal to 10% of damage dealt by the target.

Sticks and Stones ... : Gossip now deals 30 (+9 per level) damage to all enemy heroes.



Level 7

Cain's Sandals: Cain is no longer permanently slowed.

Horadric Staff: Increases your attack speed and attack range by 10%.

Old Man's Walking Stick: When Below Notice expires, knock all enemy heroes back a moderate distance and deal 70 (+15) damage to each.



Level 10

The Book of Cain: (Passive) Identify's range becomes global and grants the target 2 charges of block. In addition, Cain may use Identify even while he is defeated.

Last of the Horadrim: Cooldown: 60 seconds. Cain calls on his considerable knowledge of the map and his enemies to turn the tide of battle in his favor. Cain affects a map objective within moderate range. This effect changes depending on the map.



Level 13

Cain's Tent: Cooldown: 45 seconds. Activate to pitch a tent. Cain may target a tent with his Town Portal ability. May only have 2 tents active at a time.

Stone of Jordan: Cooldown: 60 seconds. Activate this ability to increase your basic attack damage by 200% for 5 seconds. Enemies hit by your basic attacks while this ability is active are silenced for 0.5 seconds.

World Traveler: You mount twice as quickly and cannot be dismounted by taking damage or using Gossip.



Level 16

Cain's Lost Satchel: Cooldown: 45 seconds. Activate to drop a satchel at your location, which persists for 5 seconds. Any allied hero that clicks on your satchel gains the benefit of Identify for 3 seconds. This ability activates automatically if you are defeated.

Town Crier: The range and effect of Stay Awhile And Listen are increased by 50%.



Level 20

Author's Notes: The cooldown for Gossip is reduced by 5 seconds, and you can use Gossip even while you are defeated.

Horadric Sage: The cooldown of Last of the Horadrim is reduced to 30 seconds. In addition, when you use Last of the Horadrim, the cooldown of Gossip is reset.

The New Horadrim: Cooldown: 30 seconds. Activate to call a horadric guard to follow and defend you until the guard dies. The guard attempts to block damaging abilities from enemy heroes, and slows nearby enemy heroes by 10%.



.

Pro's and Con's

___________________________________________________________________________________

PRO'S
___________________________________________

* Strong map objective control.
* Ability to create dual-role heroes. (e.g. Giving Illidan, Valla, or Murky warrior-like HP.)
* High adaptability.
* High survivability and map-wide mobility.
* Extremely effective escapes (Below Notice + Mount or Town Portal).
* Cooldown based abilities - rather than resource based.
____________________________________________


CON'S
___________________________________________

* Extremely poor dueling or solo capabilities.
* Low immediate mobility.
* Team and communication reliant.
* Low damage output.
* Easy to kill when out of position or without abilities.
* Fairly unforgiving to learn - extremely difficult to master.

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1
[-]
Tarurb (2) | November 28, 2016 1:00pm
Really awesome hero concept. I've made an updated version of it here (if you agree that some of my inspiration came from your ideas): http://www.heroesfire.com/hots/concept/deckard-cain-6154

I do think that it's worth looking at it once ;P
1
[-]
Siperos (9) | June 11, 2015 5:47pm
This looks like a hero Blizzard would announce as an April's Fools joke if you ask me. Plus the second ultimate is simply ridiculously overpowered. Actually, this whole hero is OP as hell.
1
[-]
LordDreadman (1) | May 29, 2015 6:08pm
So I've been thinking over what each of you said, because I want to make this hero as awesome as possible, and I don't want to change Cain unless the changes will improve him. Now, I think you all made some excellent points, but I'm going to ultimately agree in some instances and disagree in others. Feel free to give additional feedback on these decisions. This is just where I've landed for now.

1) Cain's Objective Control - Too Strong?

Most of Silcore's worries seem to be centered on Last of the Horadrim, but I want to touch on Stay Awhile And Listen for a moment. The ultimate effect of this ability is simply to make objectives take roughly twice as long for enemies when Cain is nearby. Since Cain is somewhat difficult to position and reliant on party support, I felt that a strong effect would be appropriate. On the other hand, with the long range, it might be affecting play too much on maps like Tomb of the Spider Queen, if Cain is positioned Mid, as he should be. Anyone have any thoughts on this? Should I nerf Stay Awhile And Listen? If so, by how much, and in what way?

Last of the Horadrim, I agree is a bit too powerful, but not in terms of effect - at least, in my opinion. The drawbacks of this ult are pretty hefty. It can't contribute to a team fight, most of the effects are fairly conditional, and it often puts Cain in danger. For example, capturing the Dragon Knight means that Cain will be inside the DK and in a fairly vulnerable position when it ends - not to mention, the other two shrines have to be captured previously. The tribute on Cursed Hollow is probably the biggest risk/reward example, since Cain must make the decision to use this ability while the objective is still available to the enemy team. While enemies can't gain the double tributes, they can utterly waste Cain's Heroic Ability.

On the other hand, the cooldown for this ability makes it pretty overpowered, since it can effectively buff EVERY tribute and steal coins/gems WAY too often. I think that making the cooldown vary by battleground (and increasing the cooldown substantially) will be essential to making this work. I hope this will make LotH into a more strategic decision that can make or break a team during the late game.

2) Cain's Role - Warrior or Specialist?

2a. Does Specialist Work?

Both matrix123mko and ChaosOS had some issues with Cain being a Warrior - and who can blame them? Cain does NOT fit the mold of the classic Warrior, and I did realize that while making him. I actually didn't plan on making him a warrior at the start, and I went back and forth between Warrior and Support for some time - so it was a bit strange to see ChaosOS suggest the Specialist role for Cain. I think this may be because Specialists are so difficult to define, so we usually assume that, if they do something weird, they're a Specialist. Map control, however, is a pretty broad strength, and comprises Assassins (Falstad, Nova, and Zeratul come to mind for their mobility and stealth paranoia), Supports (Brightwing with her mobility), and Specialists (such as Zagara for her vision and Nydus Worm).

I considered making Cain a Specialist for a bit after seeing your remarks, but I kept coming back to the three things we see Specialists do in HotS: 1) strongly push lanes, 2) provide XP advantage (aka split push), and 3) affect battles at long distance. Needless to say, other than with The Book of Cain at level 10, Cain has none of these abilities. Generally, Cain needs to be near his party, protecting them and locking up objectives.

2b. Do Cain's Abilities Make Him A Warrior?

Now, I will admit, other than Identify, Cain's ability set does not seem very Warrior-ish, and that may actually be a problem. My reasoning was that Identify is already walking a razor's edge near overpowered territory by giving Warrior-like HP to Kael'thas or Illidan. Thus, giving Cain stuns or ways to additionally protect allies might be a bit much. (Also, I didn't really want to give Cain "magical" abilities. He's plenty awesome as a brilliant scholar without additional trinkets.)

Thus, my question is: If I drop Identify on Illidan and he's healing himself and using Evasion among other abilities, should Cain really have additional ways to make him a powerhouse other than giving a crazy amount of hit points?

2c. Still ... Why A Warrior?

In the end, the decision to make Cain a Warrior revolves around the purpose of roles in HotS. They really do just one thing: help people understand party composition. Well, that, and helping the Match Maker do the same thing. So what other roles does Cain play well with? The answer to that is simple - Assassins and Supports. Cain's main ability is wasted on Warriors, making him most happy when that role is already filled. This means that, if you build a party around Cain, you want strong, mobile Assassins and a Support, and maybe a Specialist as well.

To me, that made the decision clear.

Still what does everyone else think? I love the comments, and I'm going to start reworking the cooldown on LotH right away. Thanks for looking at my hero through new eyes and forcing me to think through my decisions a bit more thoroughly. Let me know if you agree or disagree and why.

Thanks!
Lord Dreadman
1
[-]
ChaosOS | May 24, 2015 12:15pm
Seems like a lot closer to a specialist, I get that you want the "Lol old man is a warrior" but outside of identify he's 100% a specialist. I love the idea though behind the kit, I'm just inclined to say that you should rework identify under the assumption that he's a map control based specialist
1
[-]
matrix123mko (8) | May 23, 2015 5:21am
Why he's warrior?
1
[-]
Silcore | May 22, 2015 9:45pm
Seems like he would have too much of an affect on objectives. His ultimate, especially, is profoundly overpowered. Double tributes, instant-caps on dragons, instantly stealing coins, etc? Way too strong, in my opinion.
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