In the following two sections I'll be discussing Hir'eek's lore and how his abilities and talents are based on what is known about him. You can skip these if you don't have time and only want to read the concept. Additionally, after each ability and some talents you'd find grey text explaining some small details for better understanding but can also be skipped for fast reading. Hope you enjoy the concept as much as I did writing it. Feedback is always welcome!
Lore:
"Hir'eek guards de weak,
He can find de things you seek.
He be blind, and so kind.
He brings clarity of mind.
His screech dat you hear,
Can dispel your every fear.
Softest wings glide through de night.
Taste and sound bring different sight.
When ya lost and all alone,
In de darkness where you roam,
His voice will guide ya home."
~ Tales of the Loa.
----
Hir'eek, Loa of Night and Lord of Midnight Sky, is a wild Bat Loa, worshiped by Darkspear and Gurubashi alike. Although Hir'eek is as kind as his tales tell, he had a grim fate following the events of the war between Blood Trolls and Zandalari Empire. G'huun, the Blood God, successfully corrupted Hir'eek into his servant and as such was then also worshiped by the Blood Trolls. Adventurers eventually had to kill him, putting an end to his corrupted state.
As a Wild God, Hir'eek never truly dies. His spirit is bound to the ethereal Emerald Dream. It's very possible, we'd witness Hir'eek's return, to redeem himself and become the protector of the weak he once was!
HotS Concept Idea:
Even before his corruption, Hir'eek was always a symbol for blood, night, revenge, sky and fire. He believed that sacrifices are the right way of worshiping the Loa as he once showed Vol'jin in a vision. I tried to tie all that in the concept. Blood is what his Q stands for. He heals small amount of health when standing on enemies' blood and gains increased Movement Speed because of his increasing insatiable hunger. Night and Sky can be seen in his second heroic, his E, and many other talents and upgrades that take use of his status as Lord of Midnight Sky. As a Bat Loa, he can also command his bat pets to attack enemies [W]. Revenge and Sacrifice are also mentioned in his first heroic.
This concept also still represents the good side of Hir'eek just as mentioned in the Tales of the Loa:
"Hir'eek guards de weak"
He can peel for his allies by Slowing enemies and putting them to Sleep. He can upgrade one of his heroics into flying into a current team fight and granting armor to all allies. He can also protect the weak by providing a Shield to all nearby allies.
"He can find de things you seek"
He can talent his E ability to reveal enemies when catching their reflected wave.
"He be blind, and so kind.
He brings clarity of mind."
He brings clarity in that he can buff allies through trait. He is kind that when you give Hir'eek sacrifices, he gives back. Deal damage or heal, he'll increase your damage and healing. Work hard and Hir'eek will reward you.
"His screech dat you hear,
Can dispel your every fear...
When ya lost and all alone,
In de darkness where you roam,
His voice will guide ya home."
He can talent His E to make his Screech remove all Disabling Effects on allies when he catches their echo, guiding them home and dispelling their every fear!.
In-Game Description:
Hir'eek is a sustain Bruiser that can shot down enemies and deal high damage if not interrupted. He can also buff and protect his teammates.
Base Stats:
Role: Melee Bruiser (Melee Assassin?, since he can buff allies Melee Support?, Bruiser seems to me the right fit as I intended him to be...)
Universe: World of Warcraft Health: 1950 (4% per level)
Health Regeneration: 4.06 per second (4% per level) Mana: 490 (+10 per level)
Mana Regeneration: 3 Mana per second (+0.975 per level) Basic Attack Range: 1.5 (Melee)
Basic Attack Damage: 100 (4% per level)
Basic Attack Speed: 1.0
Pros and Cons:
+ Strong Crowd Control
+ Can stick to fleeing targets via [E] and [Q]
+ High damage if not interrupted [W]
+ can buff allies
+ Sustain and high health - Weak to poke
- His damage potential can be interrupted
- Low PvE damage
- Requires coordination and team-play
- Requires comboing abilities and good ability timing for max trait usage
Combat Trait
1
(Passive) Midnight Sky
After casting a Basic Ability, Midnight falls in an area around Hir'eek for 3 seconds.
Each successful consecutive damage and healing dealt by Hir'eek and allies within the area to Heroic targets increases their damage and healing by 1%. This bonus stacks and is calculated separately for each ally. Type: Damage Modifier/Healing Modifier
Scaling: -
Affects: Allies/Self
Targeting: No target
Properties: Area of Effect (Circle)
Radius: 5 - Time abilities wisely to maintain its bonuses. [Q] and [W] can give you many stacks.
- [Q] can provide 10% bonus damage when hitting an enemy Hero with both slashes over 2 seconds.
- [W] can provide 36% bonus damage over the first 2 seconds during the channel time if at least one enemy Hero stays within its effect. If Midnight extends for additional 2 seconds, [W] grants additional 64%!. Note this bonus is built up over [W] duration and not instant.
- Bonus for each ally resets once they leave Midnight area or when Midnight expires.
- Midnight duration refreshes after each ability cast and doesn't stack.
Primary Abilities
1
[Q] Bloodletting
Cooldown: 7 seconds
Cost: 40 Mana Launch a short distance forward and slash in two side arcs with both claws, each dealing 80 damage. Enemies in the center can be hit by both slashes. Each slash wounds their targets, causing them to take 10 damage every 0.25 seconds and leave a Blood Trail behind them when moving for 2 seconds. Blood Trail lasts 2 seconds and damage over time can stack twice.
While on the Blood Trail, gain 15% increased Movement Speed and heal for 1% of maximum Health every 0.5 seconds.Type: Damage/Healing/Movement Speed Modifier/Movement: Launch
Scaling: 4%
Affects: Enemies/Self
Targeting: Point Target
Properties: Area of Effect/Damage over time/Movement Speed buff
Area of Effect: Two thick arcs, right and left, crossing in the middle.
Launch range: 3
Range of the furthest point of each slash after the leap: 3 - 4
Arc Degree: 130°
Blood Trail radius: 1.5 - You can control the leap distance same how you can control the travel distance of Orphea's Dread.
- Use Blood Trail Movement Speed buff to catch fleeing enemies and combo it with E to lock them down for good.
- Even if the target wasn't moving, they drop Blood Trail beneath them. Each drop has 1.5 radius, doesn't accumulate on the top of another one and lasts 2 second. However its duration refreshes if the enemy is still standing on it when the damage ticks.
2
[W] Loa of Bats
Cooldown: 10 seconds
Cost: 60 ManaChannel to open your wings and command legions of small Bats to swarm a rectangle area in-front of Hir'eek for 2 seconds. Every 0.25 seconds an enemy Hero is within the target area, a small Bat sticks to them and attacks them for 6 damage every 0.25 seconds. Bats continue to attack their targets for additional 2 seconds after leaving the ability's area of effect, then they fly back to Hir'eek and heal him for 20% of their overall dealt damage.Type: Damage/Healing
Scaling 4%
Affects: Enemy Heroes/Self
Targeting: Point Target
Properties: Area of Effect (rectangle)/Stationary Channel/Lifesteal
Range: 4? - If not interrupted and the enemy Hero stays within its area for full duration, they take ~552 over 4 seconds without counting Trait bonuses.
- It should be comboed with the Sleep of [E] for maximizing damage. Otherwise they can just step out of it, taking little damage (see next point) and interrupt you.
- Ability's damage also start low then gets higher over time as more Bats stick to their targets (The first 2 seconds while channeling it only deals ~168 damage, that is if the enemy stays within the ability radius)
- Balance-wise: Really hard to calculate and balance this ability number and even harder with his trait. The Melee nature of the character, the easy counter-play to this ability and its hard set up should justify a high damage potential. Additionally, all of Hir'eek's damage is centered on his [Q] and [W].
3
[E] Lamenting Screech
Cooldown: 13 seconds
Cost: 50 ManaScreech and send unbearable sound wave every 0.5 seconds for 2 seconds that slowly expands in a cone area in-front of Hir'eek. Those waves pass through enemies and upon hitting an enemy Hero, a second opposing wave reflects from their position. Each wave deals 40 damage and Slows enemies' Movement Speed by 25% for 1 second, stacking up to 4 times. Upon reaching 100% Slow amount, the target is put to Sleep for 2 seconds. Sleep duration is refreshed with each consecutive wave hit.
Hir'eek and Allies' damage from within Midnight area does not wake them up. Type: Damage/Slow/Crowd Control
Scaling: 4%
Affects: Enemies
Targeting: Point Target
Properties: Area of Effect/Sleep
Area Of Effect: More like a "coffee filter". The wave is arc-like expanding within.
Range: 7 - Try to hit multiple Heroes to create reflective waves and sleep targets sooner.
- It can be activated while Channeling Loa of Bats or casting Bloodletting.
- Hir'eek can also move backwards when this ability is active (Same how Orphea can do it...)
Heroic Abilities
1
Hir'eek's Hunger
Cooldown: 60 seconds
Cost: 60 ManaCreate a Sacrifice Altar in the target location for 10 seconds. If allies and Hir'eek within its area deal 750 damage or achieve a Takedown, Hir'eek blesses the Altar, refreshing its duration and causing it to grant all allies within its radius 25% increased damage and 25% Lifesteal.
Additional Takedowns increases its duration by 5 seconds, its area of effect radius by 50% and its bonuses by an additional 5%.Type: Damage Modifier/Healing
Scaling: 4%
Affects: Allies
Targeting: Point Target
Properties: Area of Effect (Circle)/Lifesteal
Range: 5
Radius: 9 - Also damage versus non-Heroes can trigger its effect.
2
Lord of Midnight Sky
Cooldown: 100 seconds
Cost: 80 ManaAfter 0.75 seconds, take off to the air and activate Midnight Sky. While in the air, Midnight Sky reduces the Vision Radius of enemy Heroes within by 75% and burns them for 40 damage every 0.5 seconds. Additionally, Hir'eek gains 40% increased Movement Speed.
For the next 5 seconds, Lord of Midnight Sky can be reactivated to instantly land and Fear all nearby enemy Heroes for 1.25 seconds. After landing Midnight Sky continue to be active for 2 seconds.Type: Crowd Control
Scaling: 4%
Affects: Enemies
Targeting: No Target
Properties: Area of Effect/Fear
Radius: 4- While in the air, Hir'eek can move at 140% base Movement Speed and he cannot be damaged.
- Vision Radius reduction from 12 to 3.
- It can be used for ambushing enemies or starting up a fight, as it can travel long distances and above obstacles.
- After 5 seconds, he automatically lands where he is. Midnight stays active but it no longer deals damage or reduces vision.
Special Mount
1
Bat Wings
Cooldown: 4 secondsIncrease your Movement Speed by 30%. - It does not grant additional bonuses. Just a Hero-specific mount.
Talents:
Level 1
[Q] Weak Spot: Hitting an enemy Hero with both slashes causes them to lose 10 Armor and take 20% more damage from Hir'eek's Basic Attacks as long as they are bleeding. [E] I See You!: Catching a reflected wave from an enemy Hero Reveals them for 10 seconds. Hir'eek deals 15% more damage to those Revealed Heroes.[Trait] Blood Moon: Midnight Sky grants additional 1% bonus healing or damage if they are dealt to targets below 50% Health.
Level 4
[Q] Hunger Rush: Increase the Movement Speed bonus of Blood Trail by 10%.
Additionally, Hir'eek cannot be Slowed below base Movement Speed or Rooted while on Blood Trail. [W] Steady Ground And Air: While Channeling Loa of Bats, Hir'eek is immune to the first Stun or Silence.
If the Channel lasts its full duration, Hir'eek gains one stack of Steady Ground And Air, causing the next Stun or Silence against Hir'eek to be reduced by 75%. [E] Guiding Screech: Waves can now also reflect from allied Heroes. If Hir'eek catches their reflected waves, any Disabling Effect is removed from them.
Level 7
[Q] Blooddrinker: Increase Blood Trail's healing amount by an extra 0.5% of maximum Health.
Additionally, Basic Attacks against wounded enemy Heroes heal Hir'eek for 10% of their damage per one stack. [W] Vampyric Bats: Bats heal Hir'eek for additional 40% of their overall dealt damage, if Hir'eek is below 50% Health or under any Disabling Effect. [E] Echoed Shield: When catching a reflected wave, Hir'eek gains 100 (4% per level) Shield Points for 4 seconds. Shield can stack and its duration refreshes with each reflected wave.
Level 10
[R1] Hir'eek's Hunger: Cooldown: 60 seconds
Cost: 60 Mana
Create a Sacrifice Altar in the target location for 10 seconds. If allies and Hir'eek within its area deal 750 (4% per level) damage or achieve a Takedown, Hir'eek blesses the Altar, refreshing its duration and causing it to grant all allies within its radius 25% increased damage and 25% Lifesteal.
Additional Takedowns increases its duration by 5 seconds, its area of effect radius by 50% and its bonuses by an additional 5%.[R2] Lord of Midnight Sky: Cooldown: 100 seconds
Cost: 80 Mana
After 0.75 seconds, take off to the air and activate Midnight Sky. While in the air, Midnight Sky reduces the Vision Radius of enemy Heroes within by 75% and burns them for 40 damage every 0.5 seconds. Additionally, Hir'eek gains 40% increased Movement Speed.
For the next 5 seconds, Lord of Midnight Sky can be reactivated to instantly land and Fear all nearby enemy Heroes for 1.25 seconds. After landing Midnight Sky continue to be active for 2 seconds.
Level 13
[Q] G'huun's Corruption: Bleeding Heroes transfer 20% per stack of their healing received to Hir'eek.
Additionally, enemy Heroes cannot leech Health from Hir'eek, instead they heal him for 100% of the leech amount. [W] Flesh Shield: After flying back to Hir'eek, up to 3 Bats fly in a circle around him, each dealing 40 (4% per level) damage to enemies in their way.
Each one of those Bats absorbs the next damage instance against Hir'eek, killing the Bat in the process.
It can trigger multiple times per one [W] cast, however there cannot be more than 3 bats at once. [E/Trait] Essence Drain: Upon waking up, Sleep targets take bonus damage equal to 10% of taken damage from Hir'eek and allies within Midnight while asleep.
Hir'eek and allied Heroes heal for 100% of that bonus damage, if they are nearby.
Level 16:
[Q] For the Blood God!: Hitting an enemy Hero with both slashes refunds 50% of its cooldown and Mana cost, and causes the target enemy to bleed for additional 1.5 seconds. [W] Finish 'em Off!: After flying back to Hir'eek, up to 4 Bats fly again to their main target and attack them for additional 2 seconds. This effect triggers before Flesh Shield's effect.
After those additional 2 seconds, they fly again to Hir'eek and heal him. They also can trigger Flesh Shield effect if there are not currently 3 Bats flying around Hir'eek.[E/Trait] Nightmare: Hir'eek deals 20% more damage to Sleeping targets.
Additionally, each consecutive damage against Sleeping targets provides 0.5% extra bonus damage from Midnight Sky.
Level 20:
[R1] Hir'eek Watches Over You!: The Sacrifice Altar remains indefinitely and only has a duration when activated. Upon expiration, it can be reactivated again if its conditions are met. Up to 3 Sacrifice Altars can exist at once, but their bonuses don't overlap.
Additionally, the Trait button [D] can be activated to fly to an active Sacrifice Altar after 0.5 seconds, causing it to grant all allies within its radius 25 Armor over its duration. 50 seconds cooldown.[R2] Ruler of All Midnight Skies: Reduce Lord of Midnight Sky cooldown by 60 seconds and increase its duration in the air by 100%. While in the air, cause all enemy Heroes in the air to lose all vision on the battlefield.
With the increase of Heroes that can jump to the air, maybe it's about time to have some counter to them. This includes; Alex, Johanna, Imperious, ETC and now Deathwing. Thinking if this should also include Heroes mid-air like Medivh and Falstad. [Q] Feast!: Gain 5% increased Attack Speed for 3 seconds when Basic Attacking wounded enemies per one stack, up to 40%.
Additionally, every 5th Basic Attack Hir'eek takes a bite from his target, stealing 5% of their maximum Health. [W] Long Night: Each Bat reduces the Vision Radius of its target by 10%. Upon reaching 80% reduced Vision Radius, they are Silenced for 1.5 seconds. [Active] Sanctum Of Midnight: Activate to grant self and all nearby ally Heroes 200 (4% per level) Shield Points for 4 seconds. This Shield is affected by both Midnight Sky's healing and damage bonuses of Hir'eek and each nearby ally. 45 seconds cooldown.
End Comments:
I'd like to thank you for stopping by and reading the concept. Any feedback is always welcome whether it is about the concept itself, or the formatting. I can always use some improvement.
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