35% of damage from melee basic attacks is reflected. 20% of the basic range attacks is reflected to the enemies near to Grunkk.
Primary Abilities
1
Ground Pound
Pound the ground with its claws, dealing great damage. It will do this 3 times per use of this move. If it hits the 3 times to the same objective, it restarts the cooldown.
Heal for 10% of damage dealt. Healing tripled versus Heroes.
Cooldown: 9 seconds.
2
Trample
The Siegebreaker will rise menacingly before hitting the ground with its sheer mass. This causes knockback and moderate damage to all nearby foes.
Cooldown: 12 seconds.
3
Threatening cry
Cause fear in their enemies to be slowed by 20% for 2.5 seconds. Every additional application increases the reduction by 5%, up to a maximum of 30% and his third use cause fear by 0.5 seconds too.
Cooldown: 8 seconds.
Heroic Abilities
1
Tear
Grab a hero and lift him up in the air for 2 seconds. He rips it to do moderate damage and recover the same amount of life. If the enemy hero has less than 20% of its maximum life, it will die.
Cooldown: 60 seconds.
2
Assault beast
Charge in a direction until it hits something(no minions) or until you cancel the ability. The damage increases depending on the distance traveled and and stuns for 1 second. Move minion knockback.
The direction changes with your mouse cursor position.
Cooldown: 70 seconds.
Special Mount
1
Charge
Activate to gain an additional 25% Movement Speed for 4 seconds. Becomes unstoppable for first 2 seconds and move minion knockback.
Interesting concept, although I think his abilities have a lot of hard CC. Too much in fact. I'd make a few changes:
(Q) Ground Pound - remove knockback. Perhaps a nerf to healing.
(w) Trample - it's solid. The delay makes it good and will require timing to land.
(E) Threatening Cry - it would be OP to fear every time someone gets slowed. Instead you could make it stack with itself 3 times!
Example: 1st stack = slows, 2nd stack = greater slow, 3rd stack = fear. After 3rd stack, you start to apply stacks from 1.
(R1) Tear - Solid.
(R2) Charge - Here I would add the effect from (Z) Assault Beast to knockback minions.
(Z) Assault Beast - You could make him unstoppable for first 3 seconds and move minion knockback to (R2) Charge. I'd remove the penalty for attacking a hero or structure.
Note: you could also swap names Charge and Assault Beast. I think Assault Beast is more suitable and sounds more badass for an ultimate ability.
(D) Agony - Cool. Wouldn't change the effect.
I could imagine how everything would look with talents and some numbers buffed/nerfed. I believe this is kinda how Blizzard would develop Grunkk!
Thanks for your comment!
You're right, i will change some things :D
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(Q) Ground Pound - remove knockback. Perhaps a nerf to healing.
(w) Trample - it's solid. The delay makes it good and will require timing to land.
(E) Threatening Cry - it would be OP to fear every time someone gets slowed. Instead you could make it stack with itself 3 times!
Example: 1st stack = slows, 2nd stack = greater slow, 3rd stack = fear. After 3rd stack, you start to apply stacks from 1.
(R1) Tear - Solid.
(R2) Charge - Here I would add the effect from (Z) Assault Beast to knockback minions.
(Z) Assault Beast - You could make him unstoppable for first 3 seconds and move minion knockback to (R2) Charge. I'd remove the penalty for attacking a hero or structure.
Note: you could also swap names Charge and Assault Beast. I think Assault Beast is more suitable and sounds more badass for an ultimate ability.
(D) Agony - Cool. Wouldn't change the effect.
I could imagine how everything would look with talents and some numbers buffed/nerfed. I believe this is kinda how Blizzard would develop Grunkk!
You're right, i will change some things :D