Firebat by Yhvo

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Firebat

By: Yhvo
Last Updated: Jul 17, 2015
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Firebat

Close range, heavy armored Terran unit from Starcraft universe.

Role: PUSHER
Resource 1: HEALTH

Same health value as Azmodan.

Resource 2: FUEL
Base FUEL is 100 units at the beginning of the match up.

Combat Trait

1
Auto Attack
Auto attacks would be a short range but areal (triangle shape in front of Firebat). Every AA needs 1 FUEL resource to work, so it may happened that Firebat won’t be able to attack due to lack of FUEL.

Character has dedicated talent to refuel his tanks (E).

Primary Abilities

1
Need a light?
Cost: 15 FUEL
CD: 4 seconds

Choose your target and pour a wave of fire over it and surrounding area. Firebat keeps the beam on the target for 3 seconds or until it stops / target get out of range. Every second damage is increased and can't be avoided by an evasion. A bit similar to Tychus Q. Breaks Ice Block skill.

Talent proposals:
Inscreased time, damage, range, lower cost. Possible activation just in front of firebat (guy just walks with beams on).
2
Nozzles
Cost: 1 FUEL per second
CD: N/A

Fire up your nozzles to surround yourself with smoke and fire. Firebat deals 15 dmg/s (+2 per lvl) around him and smoke gives him 25% chance to avoid auto attacks. This is his only “escape mechanism”.

Talent proposals:
Increased dmg, increased evasion percentage, lover cost, avoiding also skills and areal attacks.
3
Fuel pump
Refuels 12 FUEL per second

Firebat needs 1 second to position his pump on the ground and start pumping fuel. During this time he can’t attack or move. This skill can be interrupted by any damage. Character needs 1 second to pack the equipment. W skill can be used during this skill to avoid aggression.

Talent proposals:
Increased number of fuel pumped every second, can’t be interrupted by attacks (still can be by stun), can attack dealing 50% of the damage in surrounding area, increasing tanks capacity (50 more fuel), decreasing time of positioning and packing up.

Secondary Abilities

1
Napalm mixture
Cost: 15 FUEL
CD: 10 seconds

After activation for 5 seconds Firebat enchances his auto attacks and all skills with some napalm mixture. Every attack and skill used when D is activated deals extra over-time damage for 10 seconds dealing 10 damage per second (+2 per level). Everything just burns for a while. Effect can be removed by drinking from well or when enemy character enters starting area.

Talent proposals:
Shorter cooldown, damage increasing, can’t be removed, longer duration, ignition (nearest area).

Heroic Abilities

1
Fight fire with fire!
Firebat shoots a ball of fire dealing damage in the amount of remaining FUEL x 10. Range is medium, area is large. Can be enhanced with Napalm Mixture. Unfortunately Firebat become unarmed as he has no more FUEL and needs to use his pumps (E) to refuel his tanks.
2
Let's burn!
Firebat overheats he’s tanks and gets 200% auto attack damage, 15% extra movement speed. After 5 seconds tanks explodes dealing damage in amount of 10 x remaining FUEL to all enemy targets in a large area also stunning every character (minions and allied characters also) for 1,5 seconds. Skill can be enhanced with NAPALM MIXTURE. Unfortunately Firebat dies within the explosion.

Special Mount

1
Burning steps
Firebat gets immediately mounted by using Z. The cost is 1 FUEL per second, with no cooldown. There is no mount, only extra animation (like Azmodan's mount)

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EVB2 | July 22, 2015 8:00am
I like this concept. Confirm that the special mount is a jet pack, because that is really boss.

I'd like it better if this guy was more tanky and less damage focused. I think it could be a good counter to Jaina and Arthas if his abilities ended the roots and slows from cold spells on friendlies.
1
[-]
Yhvo | July 18, 2015 5:09am
Thank you for an above explenation. I am not a native speaker, thats why it sounds so strange.

Basic fuel would be 100 units with possibility to increase using talent to 130 fuel (approx).

Need a light I think it would be fine becouse of short range, it would be viable in close range combat only, and a lot of characters can avoid it by leavig its range. It would be strong against buildings or defending against golems etc. Cost is pretty high also.

Why heroic's don't do dmg depending on its lvl?
I wantedo to base them on the fuel amount so player has to calculate what he can and should do, if to save the fuel and don't attack anyone just to engage fast and hit with ultimate or be a suicidial killer. I think that this dmg is very high but it comes with a cost either character is left unarmed or dies. If we increase dmg with levels, it would be to strong. Now both are strong enough to wipe opponent' team if casted in a proper moment. Moreover, for sure it will be ehnaced with napalm mixture and this skill's damage increases within levels.
1
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Masterjojojo (2) | July 18, 2015 2:26am
Some of the language you used isn't convencional, so I'm going to translate a few things...

Passive- Basic attacks deal an AoE in a frontal cone and use 1 Fuel (Firebat's Mana)
Passive [D]- Activate to add a damage overtime in every ability and basic attacks. The duration of the passive is 5 seconds, but the damag overtime stays for 10 seconds.
Need a Light? [Q]- Azmodan "All Shall Burn", but Firebat can move at 100% speed and can stop Iceblock.
Nozzles [W]- An AoE that deals damage and gives Firebat 25% chance of blocking attacks (can be used as an escape)
Fuel Pump [E]- Firebat starts channeling. During this, he regens 12 Fuel per second and can only use W.

Fight Fire With Fire [R1]- Firebat shoots a fireball in targetted direction. It explodes on impact with enemy Hero or once it gets out of range. It deals damage on an AoE equal to (amount of Fuel)x10

Let's Burn [R2]- Firebat gets 200% bonus basic attack damage and 15% movement speed boost. After 5 seconds he explodes for (amount of fuel)x10 damage in a large AoE stunning nearby units for 1.5 seconds.



What would be the max. fuel?
Don't you think Need a Light? is OP?
His heroics' damage doesn't depend on his lvl. Why?

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