Deckard Cain by Vic1ouS

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Deckard Cain

By: Vic1ouS
Last Updated: Feb 1, 2017
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Deckard Cain

Last of the Horadrim

Deckard Cain is a mystical character (old man trying to understand ancient Horadric powers), with lots of lore knowledge for useful yet not necessarily harmful spells

His presence although not necessarily most-combat efficient can turn the outcomes of the battlefield quite efficiently when used well. His "original" or "main" role should probably be around being a non-combat specialist and global utility, but he can alternatively be used as a combat-utility or support

His main strength is GLOBAL intervention and global awareness on the map as he has quite a few ways to act semi/globally when needed to, but at the cost of his own fragile nature

Combat Trait

1
Beam of Light
[D] Deckard Cain's basic attacks are rather weak so in order to defend himself he has a "secret weapon" that uses to "shoo away" opponents by using a pendant that emits a beam of focused light in a certain direction rendering opponents facing the "blast" of this rather strange artifact blind for as long as facing Cain and Cain directs it directly at them. Cain's can't move while the Beam of Light is channeled though

[No CD, does not require mana, can use indefinitely but cannot move]

[Look/feel = same as Li Ming's Disintegrate but this beam is a bit shorter, does not deal damage (not directly), instead just blinds heroes hit that are faced toward the beam but the blind persists the duration as long as the target doesn't face different direction or Cain stops the channel]

[Usage = as mentioned before = acting as a self-defense mechanism and a rather potentially impactful tool for greater combat clashes if Cain's safe-guarded and well positioned to still hit some opponents to have them perma-blinded during those]

Primary Abilities

1
Mystic Pillars
[Q] Cain can put down a couple of pillars (one next to him, other on a long range semi-globally on the map) that he or other allies can use as a "transmitter" of magical effects accross a longer distance. Additionally Cain can use his "Beam of Light" in order to transmit the light beam's emission across greater distances in order to aid in a more remote manner. The Mystic Pillars emit spells from other allies also

[CD = 12, duration = 5 seconds, emits spells both ways, indestructible]

[Usage = Global intervention or global assistance, can choose to help allies on a different lane with the light beam from his pendant, or call upon a waveclear or extra defense from a different lane for extra bit of "unexpected aid" by the direct lane opponent by having a well-aimed skillshot from a different lane to be transmitted via the one placed nearby Cain's position]
2
Horadric Cube
[W] Deckard Cain places a Horadric Cube on the ground rendering nearby allies a mild spellpower increase. Can be passed physically, doesn't do body-block but can be used to prevent a spell/skillshot. In addition, the Cube enchants/empowers light beam into a damaging one that passes through all targets hit (useful for waveclear) and "reset" it's range as if the beam originated from the Cube's current location

[CD = 10, Spellpower increase = 15%, duration = up to 4 sec, Damage of beam = 54+4% per tick per level, 4 ticks a second]

[Usage 1 = primary source of Cain's damage output and waveclear, can be combined with Sand Dunes to make the damaging effect persist longer]

[Usage 2 = block a Pyroblast mid-path, or 1 shot from Nova 3 tap, cannot be used as a body-block tool cause blocks only spells]

[Usage 3 = empower ability damage of nearby allies, similar to Dalaran Banner]
3
Conjure sand
[R1] Cain uses bits of Horadric knowledge to draw a dune/path on the ground in any shape/form for up to 2.5 seconds. After the 2.5 seconds of drawing = that area will be covered with a Sand-dune that will slow movement of opponent heroes that are trying to move over. Additionally you can use your Cube-empowered beam to cause an effect of "heating up" the sand on the top of the dune rendering it do some DoT

[CD = 10, Dune duration = 2.5 sec, DoT = 75% of beam from HC]

[Usage = Main usage is to give Cain a small grasp of safe retreat/survival, but when done more carefully can be used for engage/disengage on a larger event scale]

[Usage 2 = Combined with the Cube and Pendant of Light can be used for some bit of additional damage or extra bit of waveclear]

Secondary Abilities

1
Enchant spell (pick at lvl4)
[1] Cain can "enchant" an ally with ancient Horadric Scroll powers to have 1 charge of a single ability they choose to cast next have it's cast range doubled. Does NOT enchant Heroic abilities however

[CD = 20]

[Usage = gain unfair advantage in a fight (usually effective on mages), or have it used as an advantage of engagement tool (usually effective on warrior)]

[ROLE = COMBAT UTILITY]
2
Horadric Scroll (pick at lvl4)
[1] Cain can use Horadric scrolls to give a chosen ally a shield that reverses all ability damage taken into 75% heal for a small duration

[CD = 30, duration = 2 seconds]

[Usage = save an ally in a cruicial moment (usually effective on tanks)]

[ROLE = SUPPORT]

Heroic Abilities

1
Bag of Regen Globes
[R1] Regen Globes aren't consumed by Cain, instead he uses his Satchell to pick them up and have them stack/stored. The Satchell stores up to 10 globes and for each Globe in it there's a small ticking Aura effect that rejuvenates nearby allies with Mana and HP. However with each new Globe in the Satchell Cain loses a portion of his movement speed due to the burden carried becoming heavier.

Additionally = Cain can drop the bag to ease up his movement but the bag disappears as a regular drop, or have another ally have it picked up temporarily for continuing the effect and carrying it (temporarily) and doing a somewhat safer transfer without penalty of movement speed for a duration. This effect of "prolongued" healing is halved when carried by any other than Cain though

[Heal effect = 8% of globe, Cain's movement speed reduction = 4% per globe, ally transfer duration = up to 5 seconds, pick-up expiration = 10 seconds, can be picked only once per Cain drop]

[Usage = self-explanatory, using this you might become a main support/healbot for your team but if too optimistic can be at the cost of your own survival. You could drop the Satchell at dire times, or have it picked by an ally right after to carry safer, but there's a duration to how long they can carry it and it's dropped. Cain has to either pick it up again or start gathering the globes all over]

[ROLE = SUPPORT]
2
Stay awhile and listen
[R2] Cain starts a campfire story rendering all nearby allies immobile and shielded for 75% of incomming damage for a small duration. After the effect ends all allies have their basic abilities' reset, i.e. off CD

[CD = 25 sec, AoE radius = 3.5, effect duration = 2 sec]

[Used as a mid-AoE massive Rewind to turn the tides of a battle back, additionally can block some of the incomming cruicial damage from nearby opponents. Try "catch" as much as possible allies with the effect cause those that aren't affected will likely have to run away further complicating things for your team possible]

[ROLE = COMBAT UTILITY]
3
Levitation
[R3] Cain gets a grasp of the ancient powers of the Horadric Scrolls. The Mystic Pillars and Horadric Cubes last forever (No CD) and are indestructible (last while Cain is alive ofcourse). The Pendant of Light's beam range is increased by 50%, and Cain now has the ability to levitate/move these objects (Pillars and Cube) according to his own will at all times possible

[No CD, use left click on each of those objects of yours and drag to move]


[Usage = you're your own master now, using the indestructability and permanent existance of the Horadric Cube and the Mystic Pillars you're in power to endlessly push the limits out on the map in order to do things that you haven't previously even dreamed of. This is a serious temptation though, doing so you'd probably lose a lot of the assisting powers to aid your allies in favor of messing around with a greater remote assistance overall]

[ROLE = GLOBAL UTILITY]

Special Mount

1
Town Portal
[Z] Cain does not use regular mounts, however he can open a portal that will bring 1 ally (or himself) to the nearest alive "town" (i.e. Fort/Keep/Core)

[CD = 45 seconds]

[Usage = Not exactly like Medivh's portal, requires bit more of pre-planning potentially but can be used to TP an ally to the nearest Town i.e. Fort/Keep, have them tap the well (replenish) or even better = if your nearest fountain has been killed then can be used to transport the Cain's Bag (if chosen to) back to safety faster]

Talents

Tier1

[D]Acumulated Emission Beam of Light continues emission from the last location for 1.25 seconds even after Cain stops the channel
[D]Intensive Flash Beam of Light also slows targets hit by 5% per tick up to 30%, this effect fades over 1 second
[W]Difractive Beam Horadric Cube now emits 2 sideline beams (30% degrees offset from both sides respectively) dealing full damage but these supporting beams reach only half the distance

Tier2 see secondary

Tier3

[Q]Ancient Pillars Mythic pillars also heal the casters of spells that go through for 50% of damage done by the other pillar
[Q]Solid foundation Mystic Pillars also increase the reach of emitted spells by 50%
[W]Enchanted Cube Quest: (!) Killing targets with the beam from Horadric Cube increases it's damage by 0.5% per minion killed and 5% per hero killed up to 50%.
(reward) Horadric Cube's amplify magic bonus is increased by another 10% (up to 25% from 15%)
[E]Deep slopes Increses the width and slow of Conjured Sand by 25%

Tier4 see heroics

Tier5

[Q]Magnetic wall If conjured or levitated nearby each other the Pillars also create a small destructible wall between them
[W]Solid Exterior Horadric Cube now becomes unpathable and it's cast range is Increased by 40%
[E]Sandstorm Conjured Sands now reduce the casting and attack range of opponents in it for 25%

Tier6

[Z]Double Portal Gain 2 charges of Town Portal but increases CD by 15 seconds
[E]Wastelands Increases the casting range of Conjuring Sands by 40%, in addition Cain's Beams can "heat up" the Conjured Sands directly (without usage of the Cube)
[E]With a grain of salt Conjured Sands in Bushes and Vents last for 50 seconds and grant Cain vision1

Tier7

[1]Horadric Mastery (Available if taken Enchant Spell) Enchant spell now gives Global cast instead of having range increased by 100%
[1]Horadric Protection (Available if taken Horadric Scroll) Reduce the CD of "Horadric Scroll" by 10 seconds and whenever Cain uses Horadric Scroll onto an ally he has a nearby aura that affects nearby allies for half the % amount.
[R1]Kamehamehaa Cain's gathered Regen Globes also grant 1% ability power. When completely full with 10 globes = the Bag/Satchell can also be thrown from one ally onto another
[R2]The Complete Lore "Stay awhile and Listen"'s refresh effect now also heals all allies by double the damage taken in the duration
[R3]Unlimited Bonds The Horadric Cube now emits beam of light toward the pillars at any given time, and when Cain uses his Light Beam onto the Cube, the beam's transmitted toward the pillars too

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