Deckard Cain by DoctorFoxman

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Deckard Cain

By: DoctorFoxman
Last Updated: Mar 15, 2018
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Deckard Cain

Last of the Horadrim

A frail Support who can provide his team with greater power by cooperating.

As a Horadric scholar, it is Cain's duty to fight the Prime Evils using his ancient and obscure knowledge of the arcane. Along the way, he has always found those who will stay awhile and listen.

Tips:
-Identify can keep you safe near an objective or be used spy on enemy activities. Use it effectively and frequently.
-Horadric Cube is weak by itself, but can become dangerous when combined with allied abilities. Time and aim it correctly and it can turn team fights.
-Be careful of your positioning. Even when you have an Escort to help, damage you take can get them killed.
-Choose Town Portal on larger maps or with teams that have trouble in a fight. It can be used to bring revived teammates in for a gank or allow wounded allies to save themselves and return quickly.
-Choose Stay Awhile and Listen on maps with channeled objectives or with teams lacking crowd control. It can effectively provide area denial or turn a team fight in your favor.
-Make use of Protection of the Order by sneaking up to enemy structures when enemy Heroes are preoccupied. Be sure to keep an eye out if you do though, Cain has few ways to defend himself.


Strengths:
+Good utility
+Horadric Cube amplifies teammates greatly
+Versatile talent options
+Unique Heroic Abilities


Weaknesses:
-Low health pool and damage
-Requires aid to be effective
-Horadric Cube, can easily be avoided


(This Hero Concept is based on a similar one described by Carbot. I give credit to them for this concept and recommend you check out their Youtube channel for more Hero Concepts and great content.)
Link: https://www.youtube.com/user/CarbotAnimations/featured

Combat Trait

1
Protection of the Order
Deckard Cain cannot be targeted by Minions, Mercenaries, or Structures.

Primary Abilities

1
Identify
Mana Cost: 20
Cooldown: 10 seconds

Identify an enemy Hero or the area surrounding Cain. If an enemy is identified, reveal them and their vision for 5 seconds. If the area is identified, reveal the area and enemies within it for 5 seconds.
2
Horadric Cube
Mana Cost: 80
Cooldown: 10 seconds

Throw out an alchemic cube, exploding after a 1.5 second delay and dealing 120 (+4% per level) damage to enemies around it and healing allies for 120 (+4% per level) Health. Allies can use Basic Abilities on the cube to apply their damage, roots, stuns, silences, slows, and blinds to enemies and healing and buffs to allies when the cube explodes.
3
Escort
Cooldown: 1 second
Name a nearby ally as Cain's escort. While they remain near Cain, the escort has 50% increased Health and Mana Regeneration and recieves 33% more healing, but 33% of the damage Cain takes is transferred to them.

Secondary Abilities

1
Cain's Lost Satchel
Cooldown: 45 seconds

Active to leave behind a satchel that can be picked up by allies to restore 12% of their maximum Health and 10% of their maximum Mana over 5 seconds. Cain cannot pick up his satchel. Up to 3 satchels can be active at once.

Heroic Abilities

1
Town Portal
Mana Cost: 100
Cooldown: 100 seconds

After a 1 second delay, summon a Town Portal with 500 (+4% per level) Health from your Hall of Storms to Cain. Allies can teleport between both ends. Lasts for 10 seconds or until the portal is destroyed.
2
Stay Awhile and Listen
Mana Cost: 80
Cooldown: 80 seconds

Cain tells a story, channeling to silence enemies in an area for 5 seconds. Enemy Heroes that remain in range for 3 seconds are put to sleep for 3 seconds. Cain can move at 50% Movement Speed while channeling.

Level 1 Talents

Beyond Understanding (W): Horadric Cube deals double damage to non-Heroic enemies.

Tutor Arms (E): Cain's escort gains 15% Attack Speed.

Tutor Mind (E): Cain's escort gains 15% Spell Power.

Level 4 Talents

Tome of Identify (Q): If cast on an area, Identify's range is increased by 50% and cooldown is decreased by 5 seconds.

Watchful Eye (Q): If cast on an enemy, Identify's duration is increased by 50% and enemy Heroes that enter their vision are also revealed for 3 seconds.

Equivalent Exchange (W): If Horadric Cube hits both an allied and an enemy Hero, refund its Mana and reduce its cooldown by 5 seconds.

Extra Bag Space (1): Increase the number of maximum active satchels to 5. Satchels heal 50% more Health and Mana.

Level 7 Talents

Identify Path (Q): Identify increases the Movement Speed of Allied Heroes in its area by 15% for its duration.

Horadric Guard (E): Cain's Escort gains 20 Armor, reducing damage they take by 20%.

Swift Aide (E): Cain and his escort gain 20% Movement Speed.

Calldown: Haedrig (Active): Cooldown: 60 seconds
Activate to call down a Blacksmith that repairs Structures, one at a time, near target point for 40 seconds, healing for 100 Health every 1 second.

Level 13 Talents

Arcane Power (W): Increase Horadric Cube's basic damage and healing by 50%.

Protected Escort (E): After not taking damage for 5 seconds, Cain's escort generates shields equal to 15% of their maximum Health over 3 seconds.

Empowered Escort (E): Cain's escort's Basic Ability cooldowns are reduced by 30%.

How did that get There? (1): Cain's Lost Satchel has global range.

Level 16 Talents

Identify Weakness (Q): Enemy Heroes affected by Identify lose 15 Armor for its duration, taking 15% more damage.

Master Transmuter (W): Reduce Horadric Cube's delay by 33% and increase its radius by 50%.

Honorary Member (E): Protection of the Order applies to Cain's escort, giving them 50 Armor against Non-Heroic sources, reducing damage they take by 50%.

Inventory Full (1): Cain's Lost Satchel gains a second charge and its cooldown is reduced by 15 seconds.

Level 20 Talents

Unwelcome Guest (R): Town Portal can now be cast on enemy Heroes. A Hero targeted is instantly teleported back to their Hall of Storms.

Hello My Friend! (R): Increase Stay Awhile and Listen's radius by 33%. Allied Heroes within range are healed for 500 (+4% per level) Health over Stay Awhile and Listen's duration.

Embrace the Unknown (W): Damage, healing, and effect duration of Basic Abilities used on Horadric Cube are doubled.

Help me! (Passive): When Cain dies, he is placed in a cage at the location of his death. Allied Heroes can try to release him for 15 seconds. If they do, Cain is revived instantly at that location with 50% of his maximum Health and Mana and the Hero that revives Cain counts as an additional escort until Cain dies. If they don't, Cain revives normally at the Hall of Storms. This effect has a 180 second Cooldown.

Horadric Cube Explained

For more clarification, here are some examples and explanations for how Horadric Cube works.

Damage Added:
Muradin casts Storm Bolt, which deals 110 damage, at the Cube. The Cube eats the Bolt, hitting no other targets without its piercing talent. When the Cube explodes, it deals 120 + 110 damage in its area, equaling 230 damage.

Healing Added:
Malfurion casts Regrowth, which heals 150 Health and 465 Health over 15 seconds, on the Cube. The Cube eats the Regrowth. When the Cube explodes, it heals 120 + 150 Health in its area, equaling 270 healing.

Effects Added:
For the Muradin example, Storm Bolt also stuns for 1 second. When the Cube explodes, it will also stun all enemies in its area for 1 second. For the Malfurion example, Regrowth also applies 465 healing over 15 seconds. When the Cube explodes, that over time healing is also applied to all allies in its area.

Embrace the Unknown:
If Muradin's Storm Bolt is eaten by an EtU Cube, the Cube will explode for 120 + (110 x 2) damage, equaling 340 and stunning enemies for 2 seconds. If Malfurion's Regrowth is cast on an EtU Cube, the Cube will explode for 120 + (150 x 2) healing, equaling 420 and applying a 930 healing over 30 seconds to allies.

The Cube is only effected by Skillshot or targeted abilities, so AoE effects like Frozen Tempest and Entangling Roots aren't applied to the Cube.

The idea behind the Cube is to create a risk/reward system. Do you aim your skillshot to stun an enemy now, or add it to the Cube for a larger effect as long as they stay in range?

Extra Information

-Cain's Health and Basic Attack damage/speed are very low, comparable to Abathur's damage and Tracer or Junkrat's Health.
-Identify's area range is similar to Tassadar's Oracle.
-Horadric Cube's cast range and AoE are similar to Kael'thas's normal Flamestrike.
-Stay Awhile and Listen's radius is similar to Kael'thas's Phoenix.

This concept is reviewed and updated as frequently as feedback is given. Feedback is appreciated, numbers are subject to debate, and thanks for looking!

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Challenge (8) | June 1, 2017 7:09pm
Trait is odd. if you cant be targeted by non heroic units, many ultimates dont work outright. Banshees from Rayonr for example literally cant touch Cain. What about say, Nazeebo's spiders? They are a summoned unit despite being also untargetable. Zagara couldnt use Hunter kill aswell. What about channeling a temple on sky temple. does cain literally just afk while he caps it and the guardians just stand around?

His Q just seems like a weaker version of Tassadar's Oracle.

W is worded very poorly, specifically the second part. Why exactly does an exploding cube heal also? needs to be explained better.

Town Portal seems broken unless the enemy team can target it and kill it, which prevents just opening a portal in the middle of team figths and continously reseting

Escort doesnt seem that bad but on heroes who deal with % its a nightmare. Also basically making leoric unstoppable from the amount of self healing he would do

Second ult seems pretty good with a larger cooldown. 60 seconds too short for an aoe silence (which then prevents stopping the channel because you are silenced.
1
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DoctorFoxman (1) | June 1, 2017 7:33pm
Thanks for all that feedback, I'll try to fix what I can from. that. Not bad on the first draft!
1
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Challenge (8) | June 1, 2017 7:55pm
I agree. Cain is a very hard character to do because hes never had an actual kit, so its mainly up to the imagination.
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