Deckard Cain by Leidiriv

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Deckard Cain

By: Leidiriv
Last Updated: Oct 31, 2017
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Deckard Cain

The Last Horadrim

A quest-focused Healer with powerful buffs and utility, who can complete his quests much faster with skillful play.




Designed as an alternative to Uther, with powerful utility and strong single-target healing


Works well with Cho'gall, Greymane, and Probius


Excels against Tychus, Leoric, and Rexxar


Struggles against Malthael, Lunara, and Zeratul


Favors Towers of Doom, Tomb of the Spider Queen, and Hanamura


Damage: 3/10
Survivability: 5/10
Utility: 10/10
Difficulty: 7/10

Combat Trait

1
Stay Awhile and Listen
Mana: N/A
Cooldown: 20 seconds
Deckard Cain moves at 75% speed naturally, but cannot be slowed, and moves at normal mounted speed while mounted. When activated, places a campfire down with a large AoE that slows enemies in the radius by 35% for as long as they stay in the radius. The campfire lasts for 20 seconds.

If Deckard Cain leaves the campfire, it vanishes. 

Primary Abilities

1
Heal
Mana: 80
Cooldown: 10 seconds
Heal an allied hero for 24% of their health pool.
2
Identify
Mana: 55
Cooldown: 10 seconds
Has varying effects based on your Level 1 talent choice
3
Arcane Bolt
Mana: 45
Cooldown: 6 seconds
Send forth a blast of arcane energy, which deals 130(+4%) damage to the first target hit. If it hits a Heroic target, gain one point toward completion of all your active Quests.

Heroic Abilities

1
Horadric Cube
Mana: 60
Cooldown: 60 seconds
Deckard Cain sets the Horadric Cube out on the ground, and allies who click on it are able to repick one talent between levels 1 and 7. The Cube lasts 15 seconds, and can only be used once by each player per cast. The Horadric Cube has collision capabilities similar to that of a Hero.
2
Legacy of Tristram
Pasive: Stay Awhile and Listen now also heals allies in its AoE for 35 (+4%) per second.
Mana: 50
Cooldown: 90 seconds
Stun all nearby enemy heroes under the effect of Stay Awhile and Listen for 2 seconds. Range is comparable to Divine Storm.

Stats

Health: 1550 (+4%)
Health Regeneration: 4.3 (+0.5)


Attack Damage: 77 (+4%)
Attacks per Second: 1.0
Attack Range: 5.5 (Ranged)


Mana: 500 (+4%)
Mana Regeneration: 3(+0.1)

Talents

Level 1-
Identify Armor (W)- Identify now grants its target 8 Armor for 30 seconds.
Identify Weapon (W)- Identify now increases allied Basic Attack damage by 10% for 30 seconds.
Identify Jewelry(W)- Identify now grants 12% increased movement speed for 30 seconds.


Level 4-
Back, Hellspawn! (E): Arcane Bolt now knocks the affected target back a fair distance.
Quest: Hit 30 targets with Arcane Bolt.
Reward: Hitting with Arcane Bolt reduces the cost of your next Heal by 25
Memorized Lore (W):
Quest: Gather Regen Globes to reduce the cooldown of Identify by 0.15 seconds each, up to 3 seconds.
Reward: After gathering 20 Regen Globes, Identify also heals the target for 200(+4%).
From All Walks (E): Arcane Bolt now deals 200% additional damage to non-Heroic targets.
Quest: Take 15 Mercenary Camps
Reward: Identify increases the damage of your next Arcane Bolt by 100%


Level 7-
Calming Words (Active): Activate to make all nearby allied heroes Unstoppable for 1 second. 90 second cooldown.
Quest: Make allied heroes Unstoppable for a total of 45 seconds.
Reward: Identify now removes Slows and Roots from its target.
Swift Healing (Q): Heal now has two charges, but only heals for 19% of your target's health pool per cast and its mana cost is reduced by 30.
Quest: Use Heal on 40 heroes
Reward: Identify reduces Heal's cooldown by 4 seconds.
Rare Loot (W):
Quest: Kill 66 minions (Arcane Bolt hits count as 2 minions)
Reward: Increase the effect of Identify by 80% and its cooldown by 4 seconds.


Level 10-
Horadric Cube (R1)
Legacy of Tristram (R2)


Level 13-
Tales of Steadfastness (Trait)- Allies within the radius of Stay Awhile and Listen gain 10 Armor.
Quest: Absorb 5000 damage via Tales of Steadfastness (Arcane Bolt hits on Heroic targets count as 150 damage absorbed)
Reward: Identify now grants 15 Armor (for a total of 23 with Identify Armor) for the first 10 seconds of its duration.
Tales of Might (Trait)- Allies within the radius of Stay Awhile and Listen deal 10% additional Basic Attack damage.
Quest: Enhance 90 allied Basic Attacks with Tales of Might.
Reward: Identify grants 25% lifesteal on Basic Attacks for the first 10 seconds.
Tales of Opulence (Trait)- Allies within the radius of Stay Awhile and Listen gain 15% additional EXP from all sources.
Quest: Soak 3000 EXP with Tales of Opulence (Arcane Bolt hits count as 250 EXP)
Reward: Identify grants 20% movement speed for the first 10 seconds.
Tales of Magic (Trait)- Allies within the radius of Stay Awhile and Listen gain 10% Ability Power.
Quest: Identify 20 Heroes
Reward: allies affected by Tales of Magic gain a charge of Spell Block every time they deal Ability Damage, up to 3 charges.


Level 16-
Memories of Yore (Trait)-
Quest: Takedowns increase both your movement speed and the Slow from Stay Awhile and Listen by 1%, up to 10%. Arcane Bolt hits cannot progress this quest.
In Loving Memory (Q)-
Quest: Every time an allied hero dies, Heal heals for an additional 5% of its target's health pool, up to an additional 20%. Arcane Bolt hits cannot progress this quest. The bonus from this quest resets on death.
Memory of the Last (E)-
Quest: Hit 20 Heroes with Arcane Bolt
Reward: Arcane Bolt Silences its target for 1 second.

Level 20-
Kanai's Cube (R1)- Also allows allies to repick a talent from levels 13 to 20 in addition to the talent they could repick before.
Legacy of the Horadrim (R2)- Allies within the AoE of Stay a While and Listen gain an additional 30(+4%) health per second and their Ability Power is increased by 5%.
Tome of Town Portal (Active)- Teleport a medium-long distance and open a Town Portal that connects the two endpoints of the teleport. Your allies can use this portal in both directions for up to 20 seconds. 70 second cooldown.
Prophecy of the End Times (Trait)- Enemies within the radius of Stay Awhile and Listen are spooked by your tale of darkness and deal 10% less damage as long as they stay within the radius of Stay Awhile and Listen. For 10 seconds after using your Heroic ability, the damage reduction of Prophecy of the End Times is increased to 25%.

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1
[-]
Tarurb (2) | November 25, 2016 2:39pm
How about this: http://www.heroesfire.com/hots/concept/deckard-cain-6154

Could that be an upgraded version of how you see and wish to play Deckard Cain?
1
[-]
Leidiriv (14) | November 28, 2016 12:29pm
Ehhh, it's a completely different hero from what I've created. I can't really see many parallels between the two aside from the character itself, so I'm not considering either one to be an "upgrade" to the other in any way. It's a good concept, though.
1
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Tarurb (2) | November 28, 2016 2:51pm
Ah ok. I tried to intergrate some of your genius ideas there so it could be a Deckard Cain that we would all love to play with!
1
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IlikeItFunny (6) | November 16, 2016 2:09am
Quoted:
Identify Jewelry (W)- Identify now grants small role-specific bonuses for 30 seconds and has a 10 second cooldown. ... (Specialist: 8% additional damage to non-Heroic targets)
8% more damage against non heroic units for 30 seconds with the cost of 55 mana are really really less in my opinion. No specialist need this weak buff. Should at least 25%.

Heal with 40% of max. life of the target as basicability with 12 seconds cooldown and 40 Manacosts is too strong.
1
[-]
Solk | August 28, 2016 11:51am
I wish Blizzard was reading these and actually put out a Deckard like this (and some other heroes like others created in these forums).
1
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Vic1ouS (1) | July 6, 2016 1:45pm
I see you made him a support but made him a very boring healbot with no utility other than his "Tent" thingy on D

He's basically Uther + Tassadar all in one and too tooo strong and outright direct boringly impactful

I'd say he's a perfect hero for adding wacky functionality/utility to the hero, kinda wasted the opportunity IMO

I like the idea of Horadric cube though, might do some cool stuff with it within a gamespan (depending on the CD) overall. Other than that = too simple for my taste, more like too too blunt and unimaginative overall
1
[-]
Leidiriv (14) | July 7, 2016 7:45am
Thank you for the feedback. What would you change to make him more engaging, less overpowered, and still true to the character?
1
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Vic1ouS (1) | July 17, 2016 3:04pm
Great, I'm all into it :D [sorry for the late reply cause kinda forgot until another concept of Cain popped and reminded me on this one]

Here are some ideas I've had for a while:

Q : Identify spell = take control of any basic (non-heroic) spell from any of your allies and you get to control that spell's cast but cast two instances of the spell when done (one at your position, one at host's relative position) and with affixes of empower/enchant

The basic (by default without talents) empowering effect would be 25% increased cast range (greater safety)

For talented choices (all on lvl1) I consider the following three:

Identification of power: 10% increased ability power
Identification of simplicity: 20% reduced CD
Identification of quality: Echo the same casted spell with 40% of it's original power 2 seconds after 1st finished cast
Identification of protection: Until the control-taken spell gets casted by Cain the original "host" hero gains a single Dampen Magic charge

[Yeah = this one is a potential heaven for being super trolled but could, (and should) be very powerful when entrusted in good hands]

W or E = would be cool if Cain himself could become "Gall to someone's Cho" temporary for a while = i.e... Similar to the "Piggyback" mechanic I had in a Colossus's awhile ago (i.e. special mount in this one: http://www.heroesfire.com/hots/concept/colossus-5033) which was "Cho to anyone's Gall", this should work in a reverse fashion:

Assist the elder : Climb onto an ally, give both to you and the ally 30% damage taken reduction, while on top of that ally = gain a small Ranged attack (slingshot similar to Erik, lol), BUT as a penalty the two on you (piggybacked in motion) can move 10-15% slower

[cannot climb on a mounted ally, perhaps have a talent that allows that later]

One "fitting" heroic that would perhaps make sense is the R2 Heroic from my "Zoltun'Kulle's concept" I have here: http://www.heroesfire.com/hots/concept/zoltunkulle-5379

i.e.

R1 = Horadric Seal = make a selected ground area become a rotating seal that rotates all units on it and silences opponents that stand on it for the duration of the Ground-Seal rotation (2.5 seconds or that much around)

(Ofcourse they can see it coming and get out of the area, but those that are "unlucky ones" will suffer the "rotated by ground" i.e. Circular CC motion and silence effects combined, or maybe slow + rotate on lvl10, but silence as addition on lvl20 ?, I assume pretty strong this one)

Carbot's W could could be a good heroic as well (https://www.youtube.com/watch?v=Ka1Q9DVKPLg&list=PL0QrZvg7QIgoJBl9K48x8qHF9IJumJyk9)

Still = guess there's some "bunched up ideas" you just got, just need to complete the "complete concept" now :D

I'd kinda go with the following combined at the very end rather:

Your Trait + Carbot's Trait combined as a passive
Campfire = D
Q = Identify Spell
W = Healing potion (but make it droppable/pickable like a globe, reduce Heal amount, can maybe give some Attack/Defense talented buffs baked into this one)
E = Elder's assistance

R1 = Kinda prefer Carbot's version of the Cube, yours sounds fine but IMO perhaps not impactful enough for a heroic TBH, Carbot's version of Horadric cube sounds like quite an impactful one :)
R2 = Horadric seal (the one I used on Zoltun'Kulle, after all Cain's a member of "last of Horadrim" as well)

I think there's some more ideas you could come up with but this "combined effort" kit IMO should feel deeper in diversity and playstyle, probably less boring and more creative, and (hopefully) overall more fun :D

Overall I think we're quite close to what Cain should be, I'm kinda not happy/satisfied about that E skill TBH but could be fresh/fine/fun, not sure..
1
[-]
Rexigon | June 20, 2016 1:27pm
I like it, but i'm not sure about the Identify Armor / Weapon ability... Deckard doesnt have mana, and on only a 10 second cooldown until someone dies, can't you just keep buffing someone higher and higher until they're unkillable. Otherwise, i really like this idea.
1
[-]
Leidiriv (14) | June 20, 2016 3:59pm
I apologize for not clarifying earlier. The Identify abilities are unable to accrue multiple stacks on the same target, so upon fully buffing someone, there's no more Deckard can do to increase their performance beyond tossing potions at them. I'm considering having Identify Armor/Weapon share a cooldown so that it takes Deckard 100 seconds to fully buff his team instead of 50, but I'm not precisely sure yet.
1
[-]
Leidiriv (14) | June 4, 2016 4:31pm
Any comments, questions, or suggestions are very welcome. Feel free to give as much or as little feedback as you want.
1
[-]
Crs Grim (33) | May 27, 2016 9:01pm
neat he doesn't use mana! I like it.
1
[-]
Solk | May 27, 2016 5:37pm
Finally , a Deckard Cain that actually feels like the real Deckard! He walks slow, he makes people listen, he identifies your armor and weapons for you... epic!
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