As a Titan Watcher and the leader of the Valarjar Val'kyr - It is Eyir's job to make sure that only the most glorious of combatants are allowed entry into the Halls of Valor. She is also charged with observing then skills of ascended vrykul shieldmaidens in order to only select the most prominent ones which then will become Val'kyr which will be allowed to serve the Halls of Valor for all eternity.
Much of Eyir's backstory is unknown however - and as for the most recent years; the only thing that can be sure is that Eyir's view on the mortal races is a unstable one at best. While the Banshee Queen tried to imprison and enslave Eyir; a good deal of mortal champions did prove to Eyir and the inhabitants of the Halls of Valor that not only were they talented enough in combat to beat Eyir herself and even the mighty Odyn and Helya - But a certain group of adventurers also saved the Halls of Valor when Sigryn - The daughter of God-King Skovald went mad with fel power and sought to lay the Halls of Valor to ruin.
As the Nexus called upon Eyir; she answered the call gladly, knowing that there were capable Valkyr she trusted left behind in the Halls of Valor which could take on her responsibilities as Eyir for the first time in a good while picked up her weapons to fight within a new realm filled with new allies and foes.
Role description:
Eyir takes up the role as a Bruiser which holds the means to defend herself from damage while being able to dish out damage of her own - Yet unlike most direct bruisers, Eyir mainly dishes out poke damage or needs to be overly aggressive to get the most out of her core damaging abilities.
Baste stats:
- Base Health: 2574 (+4 % per level)
- Health regen: 5.28 (+4 % per level)
- Mana: 500 (+ 4% per level)
- Mana regen: 3.68 (+ 4% per level)
- Movement speed: 100%
Basic attack:
Eyir attacks by stabbing opponents with her spear.
- Base damage 133 (+4 % per level)
- Attack speed 0.79
- Attack range 2
Combat Trait
1
D - Charge of the Val'kyr
Passive: Wielding a Holy Buckler on her right arm causes for Eyir to take 50% reduced damage from skill-shots which hits her from the front.
Activate: Charge forward a short distance, causing you to deal 115 (+ 4% per level) damage to anything hostile you charge past. The Charge makes you bypass minions and mercenaries but it will end after a set distance or when you collide with a hostile hero / structure. Colliding with a hostile hero will push them back. This push back does not count as a stun and will not interrupt any channels. During the charge, Eyir negates 100% of any skill-shot damage taken from the front.
Mana: 0 Cooldown: 15 Seconds.
Charge Distance: 7.5
Primary Abilities
1
Q - Orbs of Light
Focus your gaze toward your chosen location - Should a hostile hero be caught by Eyir's gaze, she will instantly raise her spear and over a 1 second channel; fire off 4 Orbs of Light from her spear which will travel toward the hero her gaze was fixed upon. The Orbs will deal 55 (+ 4% per level) damage to anything hostile hit and they will pierce trough other heroes, minions and mercenaries. Should no hero be caught by the initial cast; 4 Orbs of Light will simply be fired toward the location of your mouse cursor - But this ability will always lock onto a hero should one be within the vision of Eyir's gaze when fist cast.
Mana: 35 Cooldown: 7 Seconds.
Range: 14
Missile Speed: 15
2
W - Holy Counter
Root yourself in place and enter a 1,5 second Protected stance. Any damage taken from hostile heroes during the 1,5 seconds will refresh the duration of the Protected stance and this can go on indefinitely. Once the Protected state is over; All Basic Attack damage taken while protected will be lashed out as damage within 2 range of Eyir and be evenly distributed among all hostile units within range. Any ability damage taken during the Protected stance will be reflected back as a wave of holy damage which will emit from in front of Eyir.
Eyir can turn around while Protected but can not move.
Cause for the Light of the Heavens to shine down around Eyir. While Heaven's Wrath is active - hostile units around Eyir will take 60 (+ 4% per level) damage each second they remain within the light. Eyir heals for 25% of the damage done by Heaven's Wrath. This is increased to 75% versus hostile heroes. Each hostile hero within the damage zone of Heaven's Wrathwill cause for Eyir to gain 3 Armor.
Mana - Activation: 0
Mana - Per Second to maintain Heaven's Wrath: 9 Cooldown: 1 Second.
Radius: 4.5
Heroic Abilities
1
R - Ray of Valor
Select an area on the battlefield where a orb of holy light will spawn. Once the orb has spawned, it will begin to slowly suck inn nearby hostile units with an increase in pull power over 1.5 seconds. Once the 1.5 seconds are over; Eyir will stop in her tracks and spread her wings to fire of a wide Ray of holy light which will travel from Eyir toward the location of the orb. The Ray lasts for 6 seconds and deals 75 (+ 4% per level) damage each 0.25 seconds to anything hostile hit by the Ray. Once the Ray is active - Eyir can slowly move to the left or right in order to rotate the Ray but Eyir's movement speed is heavily limited while the Ray is active.
This ability can be re-activated in order to cancel it.
Mana: 100 Cooldown: 95 Seconds.
Range: Global.
Ray width: 4.5
2
R - Army of Odyn
Call down a group of Val'kyr from the Halls of Valor. A Val'kyr will automatically be deployed and spawn next to all of your allied heroes. The Val'kyr will assist your allied heroes in combat and empower them, granting them 10 Armor and a 20% increase too Attack Speed, Damage dealt and movement speed for as long as the Val'kyr remains alive. The Val'kyr's will also attack alongside the hero they protect, making them rather strike with their spear or toss a light-spear whenever the hero they are assigned too basic attacks or uses an ability.
Upon dying or expiring - The Val'kyr will emit a burst of light which will heal their assigned allied hero for an amount equal to the damage they dealt when alive.
Val'kyr sats:
Health: 992 (+ 4% per level) Movement speed: Adjusted to match the hero they follow. Attack damage: 68 (+ 4% per level)
Attack speed: Attacks whenever their assigned hero basic attacks / uses an ability. Duration: 15 Seconds.
Mana: 120 Cooldown: 120 Seconds.
Talents
Level 1
Endurance of the Titans - Quest:
Striking hostile heroes with Charge of the Val'kyr will reduce it's cooldown by 0.1 Seconds up to a maximum of 4 seconds reduced cooldown.
Reward - 2 Seconds shorter cooldown: Increase the Charge distance by 25% Reward -4 Seconds shorter cooldown: Hitting a hostile hero with the Charge will cause you to restore 45 Mana.
Heaven's Flames:
If all orbs from Orbs of Light impacts the same hero - A ball of holy fire will instantly form at the end point of the Orb's travle-path. This ball of holy fire will burn for 87 (+ 4% per level) damage each second as it grows for 2 seconds before exploding, dealing 198 (+ 4% per level) damage to anything hostile within range.
Blessed Weaponry:
Your basic attacks heals you for 108 (+ 4% per level) health. This effect is quadrupled for 4 secondsafter being crowd controlled.
Level 4
Fury of the Heavens - Quest:
Damage enemy heroes with Heaven's Wrath:
Reward: 90 Seconds of damage up time on hostile heroes: Increase the radius onHeaven's Wrathby 25%
Reward: 180 Seconds of damage up time on hostile heroes: Increase the armor gained per hostile hero to 5 and increase the amount healed too 100% of the damage dealt.
Speed of Light:
Gain 15% increased basic attack speed per 3 Armor granted by Heaven's Wrath. Armor effects granted outside of Heaven's Wrath does not grant bonus attack speed.
Blessing of the Val'kyr:
Active: Grant an allied hero 15% increased damage for 4 seconds and give yourself 20 Armor for 4 seconds. Each tick of damage Eyir and her blessed target takes during this time will increase their movement speed by 4% up to a maximum of 40% increased movement speed over the 4 seconds.
Cooldown: 30 Seconds.
Level 7
Swift Vengeance:
Whenever Eyir absorbs damage equal to 4% of her health or more during Holy Counter - Reduce it's cooldown by 1 second. This effect can ramp up to a maximum of 8 seconds reduced cooldown.
Crusader Aura:
Whenever you and allies near you dismount - Be it from taking damage or manually dismounting; you will retain mounted movement speed for 3 seconds.
Presence of the Val'kyr:
Your basic attackswill now strike an additional nearby hostile unit - This prioritizes heroes.
Level 10 - ( Heroic Abilities )
Ray of Valor.
Army of Odyn.
Level 13
Precise Defense:
Blocking a Skill shot during the charge part of Charge of the Val'kyr will grant Eyir 10 armor until the trait comes off cooldown.
Melting Light:
Each Orb from Orbs of Light can reduce a hostile hero's armor by 5 per Orb. This effect lasts for 5 seconds and is refreshed per Orb that strikes the affected hostile hero.
Replenishing Glow:
Hostile heroes being stricken by Orbs of Light will reduce the cooldown onOrbs of Lightby 0.5 seconds perOrb.
Level 16
Repelling the Greedy:
Enemy heroes that remain within Heaven's Wrath for 3 seconds will become blinded for 1.5 seconds. This effect can only happen once every 6 seconds.
Irreversible Justice:
Damage returned from Holy Counter ignores armor and shields and will pierce trough / ignore immunity type effects.
Restorative Defense:
Eyir will heal for 33% of the damage absorbed duringHoly Counter and will additionally heal for 33% of any damage she successfully reflects onto hostile heroes over 4 seconds.
Level 20 - ( Storm Talents )
Pull of the Heavens:
Increase the effective initial pull effect and width ofRay of Valorby 20% and cause for any hostile hero who remains within the pull area of the orb from it's activation until the Ray is fired to become rooted for 1.5 seconds.
Eternal Servitude:
Each time a Val'kyr dies. Reduce the cooldownonArmy of Odyn by 20 seconds. This only counts upon Val'kyr death; not if their time runs out.
Gate to the Halls:
Eyir respawns 50% faster. When Eyir is alive. This effect applies to dead allied heroesbut is split evenly among any dead allied hero.
Sendt from the Heavens:
Teleport to a select targeted location and deal 81 (+ 4% per level) damage to anything hostile within melee range. Once teleported; Eyir will remain unstoppable for 2.5 seconds and will be granted 50 Armor for the duration.
Cooldown: 40 Seconds.
Skin suggestions
Eyir with her base appearance: (Without Weapons)
As her base Appearance is that of a somewhat "Holy" look - I figured optional skins could include a "Shadowy" one and perhaps one that had her look more burning / on fire / A Molten Val'kyr.
As for alternative appearances; I figured she could have one where she does not sport wings and her "ascended" look but instead takes on (Ironically) a mortal appearance as one of the Shieldmaidens who looks to become a Val'kyr in their after life.
(This example image is an image of Lagertha - A Fallen Valkyra)
Other concepts & more
I will list here once more of my concepts is made. Some of these concepts may also look familiar but that is because I am also "Rexx" whom has posted some hero concepts on the EU and US side forums for Heroes of the Storm.
This Eyir concept was originally started during December 2018 but was scrapped due to Imperius ariving with a good deal in common with my original id
Changelog
22.04.2019: Concept taken from Notepad format and created / published on Heroesfire. Concept has been around since December 2018 but went trough several re-touches before being put into a propper concept.
23.04:2019: Altered the level 13 talent Precise Defense from being CD oriented to being Armor oriented.
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