Hans’gar and Franzok are twin brothers raised and trained as masterful brawlers of their clan. Both carved paths of glory as warriors, but destiny had other plans. The brothers, each unwilling to slay the other in the rite of mak’gora, were banished from their clan and left for dead. They survived as outcasts in the savage wilds of Draenor and when the Iron Horde called, these powerful warriors found a new home in the massive war machine. Here is a video of the fight to give an idea of how they operate in WoW. And here are two more videosso you can hear what they sound like and why they're so entertaining: Hans'gar's voice & Franzok's voice.
Hans'gar is the tankier of the two. He is the default front man. He deals very low damage but can take a beating.
Franzok is the damage dealer and has less health than Hans'gar, but hits much harder.
Hans'gar and Franzok move together single file. Unlike The Lost Vikings they can not be moved seperately; you simply toggle between them.
Hans'gar is the tankier of the two. His abilities deal low damage, but he has higher health than Franzok. His role is to buy Franzok time to generate "slabs" (the molten metal plates that travel along the floor in the raid fight these two characters originated from), which are essentially ammo that increase the potency of Franzok's damaging abilities. Their health is low relative to other Warriors to compensate for the fact that you can effectively choose which one is receiving damage at any given time.
Combat Trait
1
(D) Tag Team
Toggle between controlling either Hans'gar or Franzok, causing them to trade places. The one in the front is active and the one in the back is passive. The passive brother is invulnerable. 10 second cooldown.
Primary Abilities
1
(Q) Crippling Suplex
Hans'gar picks up the target, slamming them into the ground and stunning them for 1 second, dealing low damage. 12 second cooldown.
2
(W) Disrupting Roar
Hans'garroars, dealing low damage and slowing nearby heroes by 30%, decaying quickly over 2 seconds. 8 second cooldown.
3
(E) Cauterize (Passive)
WhenHans'garis tagged out his health regeneration is increased by 200%.
Secondary Abilities
1
(Q) Slab Slam
Franzokslams the target, dealing medium damage. 4 second cooldown.
Deals an extra 100% damage if wielding a slab and consumes 1 slab.
2
(W) Smelt
Franzokoverheats the target, causing them to immediately take medium damage. 8 second cooldown.
Deals an extra 100% damage over 4 seconds if wielding a slab and consumes 1 slab.
3
(E) Forge (Passive)
WhenFranzokis tagged out he generates 1 slab every 2 seconds, to a maximum of 5 slabs.
Heroic Abilities
1
(R1) Pin
Pin a target enemy hero, rooting yourself in place on top of them and stunning them for 3 seconds. 2 charges (one for each brother). 80 second cooldown.
If only one charge is used the player will be in control of the brother who is not currently pinning a target. Pin is always cast by the active brother first.
BothHans'garandFranzok can be damaged while Pin is active.
2
(R2) Unjammed Stampers
A pattern of rectangles appear in the area around Hans'gar & Franzok. After a short delay Stampers come down and crush anything beneath them, dealing damage and stunning enemies for 0.5 seconds. 70 second cooldown.
Three waves in random patterns, can be dodged if you manage to move into a safe spot.
Regarding Death...
If the active brother's health reaches zero they are automatically sent into the passive (back) slot where they will follow the other in a daze. They will not regenerate health and will contribute in no way to a fight. A rez timer will appear above them with half the length of a normal character's respawn time. If the active brother is still alive when the respawn time has passed the "dead" brother will come to and be able to fight normally. If the active brother is killed while the passive brother is in a daze then they will both be sent to the respawn point as normal with their rez time beginning when the second brother was killed.
I feel it is fair to have the dead brother revive right beside the living one since the living one will be decidedly weaker until his brother respawns. It also seems necessary from a logistics point of view simply because the brothers can't be moved independently.
Talent Tree
Level 1: -Block:Hans'gar periodically reduces the damage received from Hero basic attacks by 50%. Stores up to 2 charges. -Spillage:Franzok's initial Smelt damage splashes to nearby enemies. -Hey Hermano: Reduces cooldown of Tag Team by 2 seconds. -Regeneration Master:Collecting Regeneration Globes permanently increases health regeneration by 1.5 per second.
Level 4: -War Machine: Abilities used by Franzok after being tagged in will not consume a Slab for 3 seconds -Turnbuckler: Damage dealt to Hans'gar after being tagged in is reduced by 30% for 2 seconds. -Fraternal, Eternal: 25% of healing received by the active brother is redirected to the passive brother. -Quit Hitting Yourselves: Basic attacks against Hans'gar deflect 10% of that damage against the attacker.
Level 7: -If It Bleeds...: Enemies below 50% health take an addition 20% damage from Franzok's abilities. -Pulverize & Incinerate: Basic attacks by Franzok increase the damage bonus of the next slab by 10%, to a maximum of 50%. -Superplex: Enemies stunned by Hans'gar's Crippling Suplex are slowed by 30% for 2 seconds after the stun ends. -I Unjammed It Last Time: Time Hans'gar spends in the passive slot generates a shield. (Shield is equal to 2% of his health per second, maximum 20%)
Level 10: See above section.
Level 13: -Pump It Up To 'Overdrive': Increases the rate at which Franzok forges a slab by 50%. -Off The Ropes!: Gain 30% movement speed for 3 seconds after using Tag Team. -From The Same Mother:
Really great concept. It's something that I would completely love to see in game. It also looks innovative compared to what we have seen in MOBAs so far.
Which makes it a shame that it's very unlikely Blizzard will be taking their concepts from this place. This hero looks like it could be helluva fan to play. Oh well, one can dream.
I don't think they're important, or unimportant enough to receive a champion. They're just a raid boss with cool mechanics, nest expansion nobody will care about them-similar to Atramedes.
Really fun concept, the tag system sounds like it'd be interesting to play with.
I never would have considered these guys as heroes, but the two of them fit the HotS atmosphere perfectly, being very lighthearted and animated.
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Which makes it a shame that it's very unlikely Blizzard will be taking their concepts from this place. This hero looks like it could be helluva fan to play. Oh well, one can dream.
I never would have considered these guys as heroes, but the two of them fit the HotS atmosphere perfectly, being very lighthearted and animated.