We know Fenix should be in HoTS. It’s very likely he will be and is planned to arrive at some point (The SC universe desperately needs a warrior hero). This post is my idea of how Fenix could be implemented to serve the role as a defensive tank, ideal at absorbing bursts of damage and reducing the opponent’s mobility and offensive potential upon your team.
Numbers are by no means statistically perfect, so please bear that in mind. Overall I’d be looking for revision on them, and perhaps how well you feel my suggestions fit with the theme of Fenix.
I have incorporated other “core” Protoss abilities and tech into Fenix, as Zealots themselves lack many abilities and I didn’t want to extrapolate too much from his roots.
Statistics
Statistic
Level 1 Value
Growth
Level 25 Value
Health
925
+190
5485
Health Regen (HPS)
1.7432
+0.375
10.7432
Mana
500
+10
740
Attack Speed (APS)
1.05
-
1.05
Attack Damage
40
+9
256
Combat Trait
1
Personal Shield Generator
“Fenix has a personal absorption shield equal to 10% of his maximum health.
Upon not taking damage for 5 seconds, the shield will recover up to the full amount over 3 seconds. Taking damage during this time resets the recovery cooldown.”
Primary Abilities
1
Lambaste
Mana: 50
Cooldown: 6 seconds Melee cone of up to 2.5 range
“Deals 36 (+10 per hero level, including level 1) damage to all targets in a cone in front of you and causes additional effects based upon the direction they are facing. Targets facing you have their damage dealt reduced by 25% for 1.5 seconds. Targets facing away from you have their movement speed reduced by 25% for 1.5 seconds.”
2
Graviton Beam
Mana: 70
Cooldown: 14 seconds 4.5 range
“Channel a Graviton beam on the target, lifting them into the air rendering them unable to move but also unable to be targeted by any abilities or attacks. You may channel the beam for a duration of up to 3 seconds. Reactivate to cancel early. If Fenix moves or performs any other actions whilst channeling, the ability is cancelled early”
3
Charge
Mana: 60
Cooldown: 12 seconds 4.5 range
“Charge towards the target, pushing aside minions and mercenaries as you travel. The final effect varies depending on whether an allied or enemy unit is your target. Enemy targets take 50 (+13 per hero level, including level 1) damage once you reach them. Allied targets have the damage of the next basic attack or ability used against them within 4 seconds reduced by 50%. If you connect with a hero who is not your target during your charge, the charge will stop at this hero and the effect will apply to them instead”
Heroic Abilities
1
Immortal
Mana: none
Cooldown: 90 seconds
“When taking fatal damage that kills you, an Immortal walker is warped in over your location over 2 seconds. Once summoned, the rift closes, exploding and knocking back enemies dealing 40 (+15 per hero level, including level 1) damage to targets hit. You can control the Immortal for up to 20 seconds. It has health equivalent to your own, an enhanced basic attack and trait and has new abilities. The cooldown for Immortal does not begin until the Immortal is no longer alive. You are considered dead whilst Immortal is active, and as such your death timer will time down during this ability.”
Basic Attack: Becomes ranged attack of range 5, basic attack damage enhanced by 75%.
Trait: Becomes Hardened Shield. In additional to the regular benefits of Personal Shield, whenever you take damage that is absorbed by any of your shields, any attack or ability that deals more than 2.5% of your maximum health is reduced to an amount equal to 2.5% of your maximum health. Talents that apply to your ordinary personal shield all apply to Hardened Shield too.
Q – Pulse Blast: Blasts enemies in a 4.5 range cone in front of you for 63 (+18 per hero level, including level 1) damage, any targets struck have the damage they deal reduced by 50% for 1.5 seconds. 5 second cooldown, no mana cost.
W – Stasis: Traps the target in a stasis field, rendering them invulnerable to all abilities and attacks but leaving them unable to move. Can be cast on allies or enemies. Lasts 3 seconds. 12 seconds cooldown, no mana cost.
E - Suppressive Fire: Channel a rapid barrage of blasts at a target location over 4 seconds. Any targets within the target area or caught in the barrage between you and the targeted area receive 25 (+9 per hero level, including level 1) damage a second and have their movement speed slowed by 20% per second, stacking up to 60% so long as they are taking damage and for up to 1.5 seconds afterwards. You can move whilst channeling this ability, but you will always turn to face the targeted location. Reactivate to cancel early. 10 second cooldown, no mana cost.
2
Guardian Shield
Mana: 75
Cooldown: 50 seconds
“Activate to grant a defensive aura in a large radius around you. So long as Fenix is alive, you and allies within the aura have all damage they take reduced by 20%. This damage reduction is increased to 30% so long as Fenix’s Personal Shield remains intact. Lasts 10 seconds.”
Talents - Level 1
Block - [Generic Passive] “Once every 8 seconds you will block an enemy basic attack, reducing it by 50%. Can hold 2 charges.”
Recalibrating Psi-Blades - [Lambaste Augment] “Lambaste grants 7 mana for each target damaged, up to a maximum of 35 mana returned in total per Lambaste use.”
Graviton Catapult Engine – [Graviton Beam Augment] “Increases the range of Graviton Beam by 33% and reduces the cooldown by 2 seconds.”
Plasmic Revival Cells – [Personal Shield Generator Augment] “Your personal shield will now begin to recover after 3.5 seconds of not taking damage, and will recover to its full capacity in half the original time required.”
Regeneration Master – [Generic Passive] “Increases health regeneration by 4 per seconds. Every 3 regeneration globes gathered increases this bonus by 4”
Talents - Level 4
Initiation – [Charge Augment]
“When you collide with a hostile target upon finishing Charge, the cooldown of Charge is reduced by 3 seconds and the damage of your next 2 basic attacks made within 5 seconds is increased by 75% and they occur 50% faster.”
Interception – [Charge Augment] “When colliding with a friendly target upon finishing Charge, the cooldown of Charge is reduced by 3 seconds and yours and the target’s movement speeds are increased by 30% for 3 seconds.”
Atomic Trauma – [Graviton Beam Augment] “Graviton Beam now deals 40 (+9 per hero level, including level 1) damage per second to the target.”
Amplified Healing – [Generic Passive] “Increases all healing and regeneration effects on you by 30%.”
Riposte – [Lambaste Augment] “Increase the damage reduction of your front-facing Lambaste effect up to 40% reduced damage. Additionally for each target you afflict with this damage reduction effect, your next basic attack within 3 seconds deals an additional 25% damage up to a maximum of 125% increased damage.”
Talents - Level 7
Anchoring Mass – [Graviton Beam Augment]
“Once Graviton Beam ends on the target, their movement speed is reduced by 40% for 2.5 seconds.”
Instant Field Generation – [Personal Shield Generator Augment] “You may now activate your trait to instantly recharge your personal shield to its maximum capacity. This has a 25 second cooldown.”
Battle Momentum – [Generic Passive] “Basic attacks reduce your ability cooldowns by 0.5 seconds”
Cybernetic Efficiency – [Charge Augment] “You may now cast Charge at an area instead of a target, causing Fenix to dash towards the area. Your charge can still be intercepted by heroes of any alignment when used in this way. The cooldown of Charge is reduced by 3 seconds if used in this way and if not intercepted by the time you reach your target destination.”
Sanctity of Battle – [Lambaste Augment] “Lambaste heals you for 5 (+3 per hero level, including level 1) health per target hit. Heroes struck generate twice as much healing.”
“When taking damage that would reduce you to 20% health or less, a shield equal to your personal shield is erected upon you after the damage is dealt. If an attack would kill you, you are instead reduced to 1 health if Emergency Shield is available. For each second this shield persists, you are healed for 6% of your maximum health. The shield lasts up to 5 seconds, and does not share a cooldown with your other personal shield traits. Internal cooldown of 60 seconds.”
Phasing Blades – [Lambaste Augment] “Lambaste’s original slow effect now applies to targets facing you as well, and the slow is increased to 40% for targets with their back turned. Additionally the duration of slowing effects caused by Lambaste is increased by 0.75 seconds.”
Airlift – [Graviton Beam Augment] “Graviton Beam now warps in a Phoenix ship above the target, which applies a Graviton beam of its own, enabling you to move, attack and use abilities whilst the beam is in effect. The maximum duration of Graviton Beam is now reduced to 2 seconds. The Phoenix cannot be interrupted, but can be destroyed by 4 basic attacks or 2 ability casts. Reactivate Graviton Beam to dismiss the Phoenix early.”
Spell Shield – [Generic Passive] "Upon taking ability damage, reduce that damage and all ability damage by 50% for 2 seconds. Has a recharge time of 30 seconds."
“Your personal shield’s maximum capacity is increased to 17.5% of your maximum health.”
Zeal of the Khalai – [Lambaste Augment] “Casting Lambaste reduces the cooldown of subsequent Lambastes by 1 second and increases the damage dealt by Lambaste by 15%. Stacks up to 3 times and lasts 8 seconds.”
Imposing Presence – [Generic Passive] “Enemies that attack you have their attack speed reduced by 50%.”
Blood for Blood – [Generic Active] “Activate to steal 15% of target enemy’s max health and slow movement speed by 30% for 3 seconds. 60 second cooldown”
Personal Warp Drive – [Charge Augment] “Charge now warps you to the target or area, allowing you to bypass walls and terrain and making the ability impossible to intercept. Additionally the range of the ability is increased by 20%”
Talents - Level 20
The Undying – [Immortal Augment]
“Immortal no longer has a duration, lasting as long as your death timer’s duration unless it is destroyed beforehand. Once your death timer has expired the Immortal is destroyed and you are revived at your nexus. Additionally now the cooldown for Immortal will begin as soon as the Immortal activates, rather than when it dies. Once the original 20 second duration has expired, the Immortal will begin to take 5% additional damage for every 4 seconds it is alive, up to a maximum of 25% additional damage.”
Strength in Unity – [Guardian Shield Augment] “When casting Guardian Shield all affected allied heroes gain a shield equal to your personal shield and your own shield is immediately refreshed (this shield does not affect any other cooldowns related to your personal shield). The cooldown of this ability will now refresh by 1 second each time you take damage of any kind (maximum of at least 3 seconds refresh per actual second). Allied shields last as long as this ability is active and up to 3 seconds after it ends.” Hero of the First Born – [Personal Shield Generator Augment] “Every fourth basic attack, and each time you use an ability you are granted a shield equal to 25% of your personal shield that lasts up to 4 seconds. These shields can stack up to a maximum of 100% of your personal shield value. These shields are considered separate from your personal shield in respect of cooldowns. Additionally so long as any of your shields is active your health regenerates 300% faster.”
Hardened Shield – [Generic Active] “Reduce all damage taken by 75% for 4 seconds. 60 second cooldown.”
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