Grommash Hellscream by DoctorFoxman

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Grommash Hellscream

By: DoctorFoxman
Last Updated: Oct 25, 2017
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Grommash Hellscream

Warsong Chieftain

A Melee Hero who brings versatility and support to his team.

No matter the timeline or universe, Grom Hellscream was regarded as a fearsome warrior and leader. His Warsong was one of legends and his legacy was one that inspired many of Azeroth's greatest heroes.

Combat Trait

1
Blood Pact
Cooldown: 10 seconds

Toggle to enter or leave a blood rage, increasing Basic Attack damage by 30% and empowering Basic Abilities. Basic Abilities drain 3% of your maximum Health. Not dealing damage for 3 seconds causes your Health to drain by 1% per second.
2
Iron Will
Cooldown: 30 seconds

For 6 seconds, taking damage increases your Armor by 4, up to 20. Damage against Grommash that would deal 5% or more of his maximum Health instantly grants Iron Will's maximum bonus.

Primary Abilities

1
Blood Rush
Cooldown: 10 seconds

Charge forward, dealing 50 (+4%) damage to enemies along the way and knocking them aside. Enemies at the end of the charge are:
-dealt 200 (+4%) damage and slowed by 30% for 2 seconds. Increase the damage and slow by 33% if empowered.
-dealt 150 (+4%) damage and are stunned for .75 seconds.
2
War Cry
Cooldown: 12 seconds

Shout a battle cry, increasing the Attack and Movement speed of you and nearby allies by 20% for 5 seconds.
-This deals 80 (+4%) damage to nearby enemies as well. Increase the Movement and Attack speed bonuses by 50% if empowered.
-Enemies within this area are slowed by 20% for 5 seconds.
3
Execute
Cooldown: 15 seconds

Strike to attempt to finish an enemy Hero off, dealing 175 (+4%) damage plus:
-additional damage based on how low your Health is (1% per 2% missing Health), up to 50%. Increase this to 1% per 1% missing, up to 100%, if empowered.
-additional damage based on low their Health is (1% per 2% missing Health), up to 50%. Double this bonus if the target is stunned, rooted, or slowed.

Heroic Abilities

1
Wrath of Hellscream
Cooldown: 80 seconds

Attack an enemy for 250 (+4%) damage and lower their Armor by 25 and increase the duration of stuns, slows, and roots against them by 50% for 5 seconds.


Passive: Blood Rush and Execute now stun for .5 seconds when empowered, but you lose 10% maximum Health.
2
Chieftain's Crush
Cooldown: 80 seconds

Leap at an enemy Hero, dealing 150 (+4%) damage and stunning them for 1 second. Chieftain's Crush can be cast again within 3 seconds of the previous one on a Hero not previously hit in a chain, dealing 25% more damage and stunning for .25 seconds longer, up to 4 additional casts.


Passive: Dealing damage with Basic Abilities gives 25 Armor for 3 seconds, but your Basic Attack damage is reduced by 15%.
3
Orcish Frenzy
Cooldown: 60 seconds

For 10 seconds, Basic Attacks against the same Hero increase your Basic Attack damage by 25% against them, up to 200%, and Basic Attacks heal Grommash for 50% of the damage dealt. Attacking another Hero resets the damage bonus.


Passive: Increase your Basic Attack speed by 50%.
4
Iron Lord
Cooldown: 120 seconds

Defend your allies in an area, granting you and them Protected for 3 seconds. Taking damage from Heroic sources reduces Iron Lord's cooldown by 1 second.




Passive: Increase Iron Will's Armor bonus by 50%, up to 30 Armor and increase your maximum Health by 20%.

Talents to Come!

This is my biggest concept yet and I'd like some feedback on what I have so far before moving forward. The idea behind Grom is the ability to be anything the team needs more specifically than Varian by choosing a trait at lvl 1, but still having Warrior or Assassin choices at lvl10 no matter the trait choice.

Abilities in this color only effect or are available to Blood Pact Grom. Talents for him would be for a burst damage based Assassin or a CC chaining Bruiser.

Abilities in this color only effect or are available to Iron Will Grom. Talents for him would be for a sustained damage Assassin or a main tank Warrior.

There would be multiple Talents at each tier available only to one trait or the other (2 of each usually, maybe 1 for each and a generic choice for either). I want to make this an interesting concept and will be sure to take time and listen to feedback on Talents or Abilities. Thanks in advance!

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Korthrax (6) | October 18, 2017 11:40pm
I really love this concept, the traits are both cool and offer two completely different play styles too, and you could certainly mix and mash the two ult choices to make some really diverse builds. I really like Wrath of Hellscream, there isn't an ability in game that increases overall slow / stun / roots, which makes it a neat idea. Can't wait to see the talents. Only thing i'd say is if you're a going for the Blood pact talent then the knockback on Q doesn't seem like the best idea if you're trying to kill them? Not too sure, maybe it could have something to do with doing more damage to them or something? Although on the other side, the knockback would be good if you flanked an enemy.
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