When Endugu is killed the "minion" carrying him stays at the place of his death, still able to move at normal speed (unaffected by any CC), granting normal vision, but not having any damage or abilities, except the ritual. Endugu can choose where to respawn by having the minion be there, but the minion can speed the process up by casting the revival ritual. The minion is not targetable by default, unless he starts channeling the ritual, where as any attack from minions/buildings/heroes stops him (not doing any damage) and adding a 2-3 second cooldown before the ritual can be cast again. Every second the ritual is being channeled Endugu's death timer is reduced by 2 seconds with it increasing to 3 after 5-6 seconds of constant channeling the ritual. The minion is not committed to single location to channel the ritual and can channel the ritual for 4 seconds in one place only to move to another and channel it there for another 5 and so on until Endugu is revived.
Primary Abilities
1
Inferno
Shoots fire in a line until it drains mana. Endugu can't move, but can freely rotate without canceling the skill, possibly applying some damage over time to structures.
2
Hex
A small area of effect increasing enemy heroes' mana costs. If the hero has no mana their cooldowns recharge slower.
3
Bad Mojo
Creates a pool on the ground (around the same size as each of Gul'dan's corruption circles) that lasts for 9 secons, dealing damage to anything in its range and erupts every 3 seconds for increased damage. Has 2-3 charges and you can place all of them in the same spot.
Secondary Abilities
1
Raise Bone Fetish
Has 2 charges, each on a bout 30-45 cooldown and it would turn a fallen minion into a bone fetish with a bit greater damage and speed than Xul's skeletons that would explode upon dying deal some area damage. This skill could be in Endugu's skill by default.
2
Grim Ward
Creates a ward that blocks an area for 3-4 seconds with a 30-45 second cooldown (talent at level 16).
Heroic Abilities
1
Big Bad Voodoo
Endugu starts channeling a ritual that increases damage of allies in the area.
2
Spirit Trance
Forces a single target to the spirit world, making them a ghost, preventing them from using basic attacks and slowing. The target can still take damage, and makes them take more vulnerable spells.
[Can't really decide if this or BBV is better, so I'm including both as an option.]
3
Fetish Ambush
An area of effect that summons 6-8 fetishes with blow darts that spread out and go into stealth. Then as an enemy hero walks through the center of the ambush they reveal themselves and start shooting at any hero (you can focus them on any target you want). Lasts for about 4-5 seconds once activated and stays on the map for 20 seconds after the fetishes enter stealth.
Special Mount
1
Mad Dash
After a 0.5-1 second start-up move in a straight line at greatly increased speed, moving through terrain obstacles (possibly requiring a talent). During this you become invulnerable and can stop before reaching the maximum distance. This would work similar to Falstad's flight, but on the ground and making the hero somewhat global.
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