Harth Stonebrew by Forks

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Harth Stonebrew

By: Forks
Last Updated: Feb 25, 2020
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Harth Stonebrew

The Innkeeper

Busy night... but there's always room for another!


The second multi-class hero, Harth Stonebrew, joins the Nexus.


Quoted:
Oh, sure, the inn gets rowdy from time to time; there's no debating that. When two salty types sit down at a Hearthstone table, it's not uncommon to see a few punches traded once the match ends. Ask any dwarf: a night of fun isn't done without a brawl or two. But stick to your fists. Don't pull out any weapons—no blades, no clubs, no axes, no magic with ill intent. Cross that line… well, don't say you weren't warned. The innkeeper is stronger than he looks. You'd probably find yourself flying out of the front door before you landed a single blow, and if you were very, very lucky, you'd end up on a street in a city you recognized.

Harth is the first hero of the Nexus to offer more than two choices of Heroic Abilities at level 10. Be sure to consider your team, the enemy team, the map, the game so far, and your personal preference! Ideally, Harth would have a custom UI shown instead of the basic ability bar, where cards in hand could more easily be seen and/or examined.


Play style is primarily melee (though this might be affected by card draw). Has choice between dropping lots of cheaper cards quickly or playing fewer but stronger cards. Has to deal with randomness and some luck.


Created for the Hero Creation Contest.

Combat Trait

1
Draw a Card
4 charges. Regains a charge every 20 seconds.

Harth draws a card providing a basic ability that lasts until used, prioritizing the first unused card slot. If your hand is full (all 6 slots filled), becomes Mulligan.
2
Mulligan
Channel for 2 seconds to discard all the cards in your hand, then becomes Draw a Card.

Primary Abilities

1
Card Slot 1
2
Card Slot 2
3
Card Slot 3

Secondary Abilities

1
Card Slot 4
2
Card Slot 5
3
Card Slot 6

Heroic Abilities

1
Druid - Shapeshift
2 Mana Crystals ❂❂

Gain 30 Armor and 50% Attack Speed for 6 seconds.
2
Hunter - Steady Shot
2 Mana Crystals ❂❂

Deal 170 (+4% per level) damage to the nearest enemy Hero.
3
Mage - FIreblast
2 Mana Crystals ❂❂

Deal 95 (+4% per level) damage in a small area.
4
Paladin - Reinforce
2 Mana Crystals ❂❂

Summon a Melee Minion that joins the closest lane to fight. These minions take 50% increased damage from enemy Heroes and reward no experience.
5
Priest - Lesser Heal
2 Mana Crystals ❂❂

Heal an ally Hero for 175 (+4% per level) Health.
6
Warlock - Life Tap
2 Mana Crystals ❂❂

Take 10% of your Maximum Health in damage and draw a card.
7
Warrior - Armor Up!
2 Mana Crystals ❂❂

Gain 10% of your Maximum Health as Shields.

Mana

Harth begins the game with 1 Mana Crystal and gains additional Mana Crystals at each talent tier.

  • Levels 1-3: 1 Mana Crystal ?
  • Levels 4-6: 2 Mana Crystals ??
  • Levels 7-9: 3 Mana Crystals ???
  • Levels 10-12: 5 Mana Crystals ?????
  • Levels 13-15: 6 Mana Crystals ??????
  • Levels 16-19: 8 Mana Crystals ????????
  • Level 20+: 10 Mana Crystals ??????????

Using basic abilities expends Mana Crystals depending on the card. Every 8 seconds, Harth refills his empty Mana Crystals. Regeneration Globe speed up this cooldown by 100% while active.

Cards

It would be best if the player were incentivized to not just draw quickly hoping for a specific card but instead was made to control the randomness as it comes up and react depending on what they draw. Mulligan-ing should be somewhat uncommon, and used more as a last resort or long shot. There will be some draws of high-cost (and thus unplayable-for-now) high-value cards that the player may want to hold on to for late game. This kind of goal-setting should provide a similar though different anticipation of rewards as quest talents.

There might be a "meme" build where a player tries to go for a very specific card but this should not be the common playstyle.

Cards will be one of:
  • Minion: summon an ally to help you fight (e.g. Raptor)
  • Weapon: provide a temporary buff to Harth
  • Spell: effect allies, enemies, Harth, or an area
Cards may have abilities, including:
  • Taunt: enemy towers and minions target this minion with priority, often tankier
  • Poison: add a stacking % max hp poison to target
  • Inspire: get stronger when hero power used
  • Immune: maybe just a stealth/vision ward?
They may also have Battlecry or Deathrattle causing further effects.

Levels 1-9


Card drawn will be neutral cards with generally low power levels. Max cost should scale with level, with most should costing 1-3 mana at Level 1. There should be a small chance that a high-cost/high-power neutral card is drawn.

Level 10-15


Cards of the chosen class will have a higher likelihood of being drawn than neutral cards. Increased chance of drawing high-power cards, though not too many as to overwhelm the hand.

Levels 16-19


Card costs should keep skewing higher, though depending on class choice might still be low or mostly upper end.

Level 20


Most draws should be powerful cards that would make an impact on the game. Still a few mediocre draws here and there.

Talents

Level 1

  • Minions summoned by Hath take 25% reduced damage from enemy Minions and Mercenaries.
  • Quest: Play 30/60 Cards. Reward (30): Gain a maximum charge of Draw a Card. Reward (60): Gain an additional maximum charge of Draw a Card.
  • Quest: Play cards costing 8 or more Mana Crystals. Reward: Playing a card that costs 8+ permanently increases Harth's Maximum Health by 50.

Level 4

  • Minions summoned by Hath deal 25% increased damage to enemy Structures.
  • Drawing a card refills a Mana Crystal.
  • Each Basic Attack against an enemy Hero refills 1 Mana Crystal.
  • Casting a spell increases Spell Power by 5% (up to 30%) for 4 seconds.

Level 7

  • Greatly increase the chance that weapon cards are drawn
  • Greatly increase the chance that spell cards are drawn
  • Greatly increase the chance that minion cards are drawn

Level 10

  • Druid: Shuffle Druid cards into your deck. Gain the Heroic Ability Shapeshift.
  • Hunter: Shuffle Hunter cards into your deck. Gain the Heroic Ability Steady Shot.
  • Mage: Shuffle Mage cards into your deck. Gain the Heroic Ability Fireblast.
  • Paladin: Shuffle Paladin cards into your deck. Gain the Heroic Ability Reinforce.
  • Priest: Shuffle Priest cards into your deck. Gain the Heroic Ability Lesser Heal.
  • Warlock: Shuffle Warlock cards into your deck. Gain the Heroic Ability Life Tap.
  • Warrior: Shuffle Warrior cards into your deck. Gain the Heroic Ability Armor Up!.

Level 13

  • Harth has 5 (up to 20) Armor for each summoned Minion alive and nearby.
  • Playing a card gives Harth 6% movement speed (up to 30%) for 3 seconds.
  • Harth has 15% increased Movement Speed while he has 4 or more cards in hand.

Level 16

  • Greatly increase the chance that low-cost cards are drawn
  • Greatly increase the chance that high-cost cards are drawn

Level 20

  • Upgrade your Heroic Ability (upgraded version of the hero power)
  • Draw a Card now draws 2 cards and the cooldown of Draw a Card is reduced to 10 seconds.
  • Your Mana Crystals now refill every 2 seconds.
  • Every other card you draw will be a Legendary card.
Some build ideas/inspirations:
  • Summoner / split laner / fort pusher
  • Self-empowerment melee bruiser
  • Team support and buffs
  • DPS ranged mage

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