Hakkar (Wip) by Da Huuuuuudge

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Hakkar (Wip)

By: Da Huuuuuudge
Last Updated: Jun 28, 2019
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Hakkar (Wip)

Loa of Blood

Melee Support who softens up opponents while encouraging his damage deals to go in for the kill.
Concept dedicated to the Hakkar concept created by Lebreris, which sadly may never be truly completed.

Strengths:
-Self+Ally Sustain
-Group Damage
-Wave Clear

Weaknesses:
-Low Damage
-Heal Prevention
-Low Mobility

Comments, criticism and ideas all welcome!

Combat Trait

1
Blood Siphon
Whenever an enemy unit dies or Corrupted Blood is triggered near Hakkar he gains 2% of his Total Hp and 1% of his Total Mana. This effect is Tripled against Heroes.

Primary Abilities

1
Corrupted Blood
Cooldown: 14 seconds
Mana:

Curse an enemy with Corrupted Blood for 3 seconds. If the target receives ? damage while Cursed they will receive an additional ? damage and ? damage to enemies around the target. Enemies hit by the explosion will be Cursed with Corrupted Blood. This effect can spread back and forth indefinitely. Cannot effect structures.
2
Constrict
Cooldown: 12 seconds
Mana:

Send out a wave that chains enemy Heroes to you for 5 seconds. Chained enemies recieve ? damage and are slowed by 30% and cannot use Movement Abilities. Moving far enough away from you will break the chain and end the effect.
3
Bloodcraze
Cooldown: 10 seconds
Mana:

Empower an allied Hero for 4 seconds, increasing their Attack Speed by 20% and giving them 25% Life Steal. Every Attack against an enemy Hero while empowered will reduce your Cooldowns by 0.5 seconds.

Heroic Abilities

1
Killing Grounds
Cooldown: 110 seconds
Mana:

Defile a large area, healing Allies in the area for ?% of their total Hp every second for ? second. Every enemy unit killed in the area refunds its duration by 1 second and increases the Heal by 1% of Total Hp. Enemy Hero Takedowns will completely refund the duration and increase the heal by 5% of Total Hp.
2
Effigy of Blood
Cooldown: 90 seconds
Mana:

Summon an effigy of Hakkar at any location you have vision of. The effigy has ? Hp, grants vision over the surrounding area and acts as a conduit for Blood Siphon. Your Basic Abilities can be cast from the Effigy. Can have one effigy active at a time.

Talents (Unsorted)

Spawn of Hakkar[Q]
If an enemy Hero dies under Corrupted Blood a Blood Serpent spawns from their corpse. Blood Serpent has ? Hp and attacks enemies for ? damage per second. Lasts 7 seconds.

Touch of Pain [Q]
Hakkar's Basic Attack refunds the duration Corrupted Blood by 0.25 seconds. Landing 3 consecutive Attacks against effected targets will cause Corrupted Blood to trigger manually.

Weaken Flesh [Q]
Corrupted Blood reduces Physical Armor by 10. If a target contracts Corrupted Blood within 3 seconds of being infected the Armor Reduction will be increased by 10. This effect can stack up to 5 times.

Hematic Rupture [Q]
Increase the Area and Damage Requirement of Corrupted Blood by 40%.

Tetanus [W]
Corrupted Blood will not decay on chained enemies.

Vampiric Acolyte [E]
Allies gain the effect of Blood Siphon while empowered by Bloodcraze.

Marked for Sacrifice [E]
Double the Cooldown Reduction against enemies effected by Corrupted Blood or Constrict.

level 1

Trial of the Faceless God [Q]
Quest: Detonate 100 Corrupted Blood's. Heroic Detonations count as 2.
Reward:

level 4

level 7

level 10

HEROICS

level 13

level 16

Alter of Blood [Passive]
When Hakkar dies, he drops an alter at his location. Allied heroes can channel the alter for 1.5 seconds, sacrificing 30% of their Current Hp in exchange for a 40% Damage Buff for 60 seconds. Remove 1 second off of Hakkar's death timer for every ? Health sacrificed. Allies can only channel an Alter once per cast and Damage Buff is lost on death.

Plague of Blood [Active]
Activate to trigger a Corrupted Blood eruption on an enemy that had been effected by Corrupted Blood within the last 120 seconds. This ability can be cast on any enemy you have vision on and while your dead. Has a 90 second Cooldown.

level 20

[R1]


Presence of the Blood God[R2]
Effigies now benefit from half the value of Blood Siphon and will periodically fire ranged attacks at enemies, prioritizing low Hp Heroes. Attack deals ? damage in small radius.

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lucky-tiger (2) | June 29, 2019 7:11am
Interesting concept! Corrupted Blood sounds unique, and the "criple" effect of constrict is nice. Also there are many really cool talents!
I do have some suggestions I think would make it more solid.

General suggestions: Bloodcraze on basic alone doesnt bring enough support compare to other support heroes. If you still want him to be classifiesld as support he should have another basic way to help his team, maybe with his trait- making it heal nearby allies for some % of the healing when enemy heroes are affected.

[Q] Corrupted blood: As the main damage tool, it isnt really reliable, maybe make it explode and deal damage regardless, but only curse otger enemies or deal additional damage if # damage was done to the target.

[E] Bloodcraze: If it reduces your cd based on the ally aa, it can be really problematic with a hero like tracer. To solve that, you can make it increase basic abilities cd recharge rate by #% for ~0.5 sec after the ally aa.

[R1] Talent idea- Apply untalented Bloodcraze on all allies in the aoe.
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