I liked the version by W3LFAR3 on Cabot Animations, So I decided to do exactly as they asked and W.I.B.'d it into oblivion! May not match initial concept completely.
Dr. Boom is a Single Laner Ranged Assassin who's capable of spreading a lot of damage to a lot of targets.
Hp: 1430
Mana: 500
Attack Speed: 1.2 Per Second
Attack Damage: 85
Attack Range: 5.5
Combat Trait
1
Defense Mechanism
Whenever you take up to 20% of your total Hp in damage within a 4 second time frame, automatically deploy a free cast of one of your Basic Abilities. This effect has a 10 second Cooldown. Activating this ability will cycle through which ability will activate.
Seeker Missile: Fires a Seeker Missile that targets the nearest enemy, priority on Heroes.
Boom Bots: Deploys a single Boom Bot.
Freeze Ray: Deploy a circular Freeze Ray patch below your feet.
Primary Abilities
1
Seeker Missile
Cooldown: 4 seconds
Mana: 20
Charges: 1
Lock-on to a target for 1 second, then fire a seeking missile at them, dealing 120 damage on impact. Can only target a unit with one charge at a time. Can be cast without interrupting other attacks or ability channels.
Quest: Every 10 heroes directly damaged by Seeker Missile increases the base number of charges by 1, to a maximum of 4. Protected states and Shields can block quest progress.
2
Boom Bots
Cooldown: 10 seconds
Mana: 30
Deploy 2 Boom Bots beside you that will march toward nearby enemies, prioritizing groups of targets. Upon contacting a target, they will explode dealing ? damage in an area. Boom bots have 200 Hp.
3
Freeze Ray
Cooldown: 12 seconds
Mana: 40
Vector Targeting
Draw a line of ice at a target location, dealing ? damage and slowing enemies hit by 30% for 3 seconds. After 1 second the line will erupt, rooting enemies on it for 0.75 seconds.
Heroic Abilities
1
Supply and Demand
Cooldown: 110 seconds
Mana: 100
Activate to Prime the ability. The next Basic Ability you use while Supply and Demand is Primed can be cast free of Mana cost or charge and with a 0.5 second cooldown for 5 seconds. However, all other abilities will be unusable for this time.
2
Big Bad BOOM Bomb
Cooldown: 80 seconds
Mana: 80
Lob a giant bomb toward a target location. The Bomb counts as a Heroic Unit of both teams and remains for 10 seconds. The Bomb can be damaged by both teams, and will perform differently based on who does the most damage. If the enemy fully damages The Bomb it will fizzle out and vanish. If the Bomb survives or gets full damage from your team it will explode in a large area, dealing 800 damage plus bonus damage equal to the percentage of damage your team did to it. The Bomb has 2000 Hp and damage from either team can supersede the other.
Special Mount
1
Hover Module
Mech shoots jets out of its feet to fly. Acts like a normal mount.
Talents
level 1
Arsenal Advancement [Q]
Each stack of your quest increases Seeker Missiles damage by 1, up to 30. Upon Completing your quest gain an additional charge (5 Total).
Armorbreaker Compound [Q]
Reduces Armor by 10 for 2.5 seconds. Effect does not stack.
Volatile Charge[Passive]
Basic Attack chains to 2 nearby targets, dealing 60% damage and leaving enemies Charged for 3 seconds. Hitting a Charged enemy with an Ability will consume the charge and deal 30% more Spell Damage to them.
level 4
Bunker Busters [Q]
Missiles deal 50% splash damage in a short radius.
Suicide Hustle [W]
Boom Bots gain Movement Speed equal to half their missing Hp percentage.
Production Cycle [W]
Now produces 1 Boom Bot, adding an additional Bot on cast, up to 5, then reverting to 1.
level 7
Lighten the Load [D]
Gain 30% Movement Speed for 4 seconds whenever Defense Mechanism activates.
Air-Cooled Vents [E]
Applies a Freeze Ray area beneath your feet when casting.
Subzero Cannon [E]
Increase the width of the beam by 50%.
level 10
HEROICS
level 13
Blinded With Science [W]
Boom Bots blind enemies for 2.5 seconds.
Pressurized Contents [W]
Boom Bots now explode after a 0.75 second delay, but also gain 20 Armor and Stun enemies for 1 second.
Preserved Specimens [E]
Increase the Root on slowed Heroes to 1.5 seconds.
level 16
FIRE EVERYTHING! [Q][Active]
Activate to fire the remainder of your Seeker Missile charges at a single target, with a 0.5 second delay between shots.
Cryogenic Nano-Thingy's [E]
Freeze Ray area remains for up to 5 seconds, instead rooting upon ability reactivation. Does not apply to Defense Mechanism cast.
Automated Maintenance[Active]
Activate to begin repairing yourself, restoring 50% of your Total Hp and Mana over 5 seconds, and increasing cooldown speed by 100%. Cannot move, attack or use abilities while this is in effect. Has a 60 second Cooldown.
level 20
Remote Detonation [R2]
Big Bad BOOM Bomb gains 10 Armor against Enemy attacks. Can reactivate the ability to detonate the bomb early.
Plan B [D][Active]
Defense Mechanism will also activate if you are Stunned or Rooted. This has it's own ability wheel and 10 second cooldown separate from the original.
Hailfire Module [Q]
Increase the Cooldown by 2 seconds, but refund all charges of Seeker Missile at once.
Emergency Eject[Passive]
Eject from your mech instead of dying. While out of your mech all your abilities are disabled and you have half your normal Hp, half your normal Attack damage, and a new Q ability that throws a flask at a target location, slowing enemies by 40% for 2 seconds (5 second cooldown). If you survive for 10 seconds in this state, activate your W ability to Summon a new mech and return to Full Hp and Mana. This effect has a 100 second cooldown.
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