Hello everyone! Here's Cooler39140 - a kind-of veteran "League of Legends" character creator. I decided to venture beyond my actual limits, entering the depths of HotS champion creating. Today we'll be focusing about Deckard Cain, the last of Horadim. Just don't think I'll showcase Gnar!
Combat Trait
1
Cabalist's Tome
Deckard Cain has +0,5% Ability Power at the start of the match, and it's increased by an additional 0,5% each time your team levels up.
Primary Abilities
1
Arcane Torrent
Active: Deckard Cain calls down an Arcane Crystal at target location in 680 range which will land after a 0.5 delay. Each Crystal deals 120 damage (+5% per level) magic damage in 250 range radius. You can hold up to four stacks.
(10 CD for each stack, 1 CD for the delay between firing multiple Crystals, 20 mana for each stack)
2
Force Wave
Active: Deckard Cain releases a shockwave around him in a 500 range, dealing 120 (+0.5 per level) magic damage to all enemies in the radius and slowing them by 15% for 0.75 second. You can hold up to two stacks.
(10 CD for each stack, 1 CD for the delay between firing multiple shockwaves, 30 mana for each stack)
3
Spectral Blades
Active: Deckard Cain summons a ghost blade to support him for 6 seconds or 3 stabs. During that time, whenever the enemy hero is hit by your spell, the blades stab them, increasing the damage of the spell by 20%. Each blade can only stab one hero. You can hold up to two stacks.
(10 CD for each stack, 1 CD for the delay between firing multiple Crystals, 30 mana for each stack)
Secondary Abilities
1
Prodigy
Quest:Regeneration Globes reduce the mana cost of the next spell you'll cast by 15.
2
Hunger for Might
Your spells deal 10% more damage when you have only one stack of them at the moment.
Heroic Abilities
1
Energy Field
Active: Deckard Cain calls down an electric field after 1,5 seconds delay in a 1000 range. In a 350 range, the field deals 440 (+4% per level) magic damage to all enemies in. You can hold up to two stacks.
(60 CD for each stack, 1,5 CD for the delay between firing multiple fields, 60 mana for each stack)
2
Famillar Spirit
Active: Deckard Cain casts a spirit in a 600 range. Each spirit deals 330 (+7 per level) magic damage to each enemy hit. When any spirit hits an enemy hero, the spirit copies one of his abilities as it was casted by the enemy.
Note: About the copied abilities, I'll say an example. For example, the spirit hits Arthas. Because of that, Arthas will for example cast his Q on himself as it was casted by you, so he'll take damage instead of healing. All abilities copied don't count talents.
(100 CD, 100 mana)
Talents
IN CONSTRUCTION
Tier 1
[Q]Arcane Crystals - Quest: Regeneration Globes increase the damage of Arcane Torrent by 4. [W]Disturbing Waves - Quest: Regeneration Globes increase the slow duration of Force Wave by 0,075 second. [E]Purifying Blades - Quest: Regeneration Globes increase the duration of Spectral Blades by 0,2. [Passive]Prodigy
Tier 2
[E]Energized Blades - After one of your blades hits an enemy hero, it deals 10% to another random nearby enemy hero. [E]Buzzer Blades - After one of your blades hits an enemy hero, they're slowed by 8% for a second. [W]Sonic Waves - Increases the slow duration by 0,5 seconds. [Passive]Hunger for Might
Tier 3
[W]Power Wave - Decreases the cooldown of the Force Wave's stack by 1 for each hero hit. [W]Refrshing Wave - 5% of the damage dealt to enemies by Force wave is restored as health. [Q]Mighty Crystals - Increases the radius your Crystals deal damage in by 25%.
Tier 4
[R]Energy Field [R]Famillar Spirit
Tier 5
[Q]Falling Stars - Decreases the delay between casting multiple Crystals by 75%. [Q]Shattering Crystals - Crystals now release six smaller ones around them. The smaller Crystals deal 75% of the normal Crystal's damage in 100 radius. [E]Stabs of Energy - Blades now deal AoE damage in a 250 radius. [HoM]More Power - Increases the bonus damage by 10%. Now also grants 5% ability power.
Tier 6
[W]Waves of Might - After releasing a shockwave, you release a smaller one in a 250 range that slows by 5% for a second. [W]Gathering Wits - Now you can hold up the release of your shockwave up to 3 seconds. Shockwaves deal 10% damage and slow for 15% more for each second you've spent to hold your shockwave. [E]Spectral Worshippers - Your blades now can hit one of heroes at once. You also gain an additional stack, and each stack now 20 mana.
Tier 7
[R]Static Field - The fields now last for 3 seconds after casting, dealing 220 (+2% per level) damage each second. [R]Signularity - You can hold up to two stacks of Famillar Spirit. Each costs 60 mana and has a 60 CD. [Q]Shifting Stars - You can hold now up to 12 stacks. Each costs 5 mana.
OK, sry for that, decided to "honor" you separately friend :)
Let's assume suppose we keep the Trait intact, that means we can mess up with Abilities right ?, so seems that "Identify spell" is fitting somewhat, gonna repost it here again:
Q : Identify Spell = Copy and steal a spell from an ally but whenever you cast double-cast it = one instance of spell "originates" from your own body/position, and the other is casted from the original host i.e. - the ally whose spell you stole from. The spell taken by default has a cast range increased by 20% and CD decreased by 15%
[Copy Jaina's Blizzard or Chromie's W = instead of 1 instance you can cast 2 (in parallel for both heroes), each with 20% increased cast range]
Still = another "cool" trait that could be fitting for (someone like) him IMO is:
Trait = "Knowledge is trouble" = When Cain is above 40% HP he gives nearby allies buffs of 10% ability power and healing amount, BUT when he's BELOW that threshold then those bonuses become 20% reduction instead
W : Wooden shack : Cain can create quite a few a wooden shacks (with books inside = from his "researches"). The shack lasts up to 60 seconds, 5 seconds after any hero uses it, or until destroyed from attacks by opponents [Shack HP = 500 + 4.5% per level]
Any hero that enters the shack will have the following (dis)advantages:
Pros: 5% bonus ability power (there are books inside, so Mages use for AP increase)
Immune to melee: melee heroes cannot attack the hero inside - have to destroy the shack first before attacking the hero inside
Downsides:
Can't move while inside (obvious lol)
Has ONLY ONE WINDOW which means the hero that entered in the shack can only cast spells or AA only in some arc/direction the window is faced
Another thing I thought of is perhaps the following (more fitting for a heroic) lol:
R1 : Trauma of Tristram : Cain gets into "his" wooden cage and a few Skeletal commanders [i.e. Skeletal executioners] appear nearby attacking BOTH opponents and allies with their giant/long swords (whoever is closest to them, but opponents when attacked will have vulnerability debuff added from the executioners as well). Opponents however can attack the wooden cage of Cain [and release him] = and when actually happens = then the Royal executioners turn towards Cain and chase him instead [lasts up to 10 sec]
There ya go.. It's not finished (sorry, kinda getting out of ideas myself as well, could also refer to the other thread to see something there), but could be something to work with (maybe).
IMO the "play with things he cannot cope with" double-edged-sword aura/feel of the hero and empower ally mages fits nice on him. The Q is just taken for both = the lulz/troll factor, and fitting the lore as well :D
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Carbot has a good few good abilities you could use, and I have some in mind (if you'd like :D)
But yah = he's not a D3 wizard, more like a non-combatant battlefield controller (similar to Abathur/Medivh but not global)
Unfortunately, I don't read D3 bios etc. So it's sure that there will be some mistakes.
Let's assume suppose we keep the Trait intact, that means we can mess up with Abilities right ?, so seems that "Identify spell" is fitting somewhat, gonna repost it here again:
Q : Identify Spell = Copy and steal a spell from an ally but whenever you cast double-cast it = one instance of spell "originates" from your own body/position, and the other is casted from the original host i.e. - the ally whose spell you stole from. The spell taken by default has a cast range increased by 20% and CD decreased by 15%
[Copy Jaina's Blizzard or Chromie's W = instead of 1 instance you can cast 2 (in parallel for both heroes), each with 20% increased cast range]
Still = another "cool" trait that could be fitting for (someone like) him IMO is:
Trait = "Knowledge is trouble" = When Cain is above 40% HP he gives nearby allies buffs of 10% ability power and healing amount, BUT when he's BELOW that threshold then those bonuses become 20% reduction instead
W : Wooden shack : Cain can create quite a few a wooden shacks (with books inside = from his "researches"). The shack lasts up to 60 seconds, 5 seconds after any hero uses it, or until destroyed from attacks by opponents [Shack HP = 500 + 4.5% per level]
Any hero that enters the shack will have the following (dis)advantages:
Pros: 5% bonus ability power (there are books inside, so Mages use for AP increase)
Immune to melee: melee heroes cannot attack the hero inside - have to destroy the shack first before attacking the hero inside
Downsides:
Can't move while inside (obvious lol)
Has ONLY ONE WINDOW which means the hero that entered in the shack can only cast spells or AA only in some arc/direction the window is faced
Another thing I thought of is perhaps the following (more fitting for a heroic) lol:
R1 : Trauma of Tristram : Cain gets into "his" wooden cage and a few Skeletal commanders [i.e. Skeletal executioners] appear nearby attacking BOTH opponents and allies with their giant/long swords (whoever is closest to them, but opponents when attacked will have vulnerability debuff added from the executioners as well). Opponents however can attack the wooden cage of Cain [and release him] = and when actually happens = then the Royal executioners turn towards Cain and chase him instead [lasts up to 10 sec]
There ya go.. It's not finished (sorry, kinda getting out of ideas myself as well, could also refer to the other thread to see something there), but could be something to work with (maybe).
IMO the "play with things he cannot cope with" double-edged-sword aura/feel of the hero and empower ally mages fits nice on him. The Q is just taken for both = the lulz/troll factor, and fitting the lore as well :D
Can hopefully read some of it there and get some inspiration (if you'd like): http://www.heroesfire.com/hots/concept/deckard-cain-5086