Draw a random combat trait. Combat Trait resets upon death.
2
Armour Up
Activate: Gain a shield which absorbs 15% of your maximum health in damage for 10 seconds. 30 second cooldown.
Passive: Gain 20% increased health as long as you have this combat trait.
Wild Magic: Stun a nearby enemy for 1 second. 12 second cooldown.
3
Steady Shot
Activate: Deal 25% of a heroic targets total health in damage. 30 second cooldown.
Passive: Increase all damage you deal to enemy heroes by 20%.
Wild Magic: Mark a target, increasing all damage they take by 25% for 3 seconds. 12 second cooldown.
4
Reinforce
Activate: Summon a silver hand recruit with 15% of your total health to assist in a lane. 15 second cooldown.
Passive: Nearby non heroic allies deal 20% more damage and have 20% more health.
Wild Magic: Summon a quarter master which increases the damage and health of all friendly minions by 20%. 15 second cooldown.
5
Lesser Heal
Activate: Heal a friendly player for 20% of their health. 10 second cooldown.
Passive: Heal all friendly players for 2% of their health every 6 seconds.
Wild Magic: Heal a friendly player for 80% of their health over 20 seconds. 1 minute cooldown.
6
Dagger Mastery
Activate: Your next two basic attacks deals 100% more damage. 30 second cooldown.
Passive: Gain stealth whenever you leave combat.
Wild Magic: Deal 7.5% of a targets health in damage. If you use this ability while in stealth, double this damage. If you use this ability while a target is at full health, reset wild magics cooldown. 20 second cooldown.
7
Shapeshift
Activate: Gain 50% movement speed for 5 seconds. 30 seconds cooldown.
Passive: Your auto attacks cleave for 100% damage and your attack speed is increased by 10%.
Wild Magic: Remove all crowd control and movement impairing effects from your character and become immune to them for 2 seconds. Can cast while silenced or stunned. 30 second cooldown.
Primary Abilities
1
Crackle
Deal X damage to target enemy, this damage effect will jump to anywhere between 3-12 enemies. This jump effect has global range. 8 second cooldown.
2
Goldshire Footman
Summon a Goldshire Footman and become immune until the goldshire footman is slain. Goldshire footman has 10% of your total health and lasts for 10 seconds. 15 second cooldown.
3
Wild Magic
This ability will change based on what your combat trait is.
Secondary Abilities
1
Mulligan
Redraw your combat traits. May only be used once per life. (Level 16 talent.)
Heroic Abilities
1
Unstable Portal
Summon a random minion, mercenary, or heroic minion to fight for you. (Can be literally any NPC unit in the game.) 20 second cooldown.
2
Life Tap
You may draw a second combat trait. (You will also get a second Wild Magic hotkey.)
Interesting idea. Crackle however is OP as hell if you consider that the jump has global range, and can potentially jump 12 times at "X" damage. The way you make it sound with "X" damage is that the damage is pretty random as well. So think about having only an 8 second cooldown on your global jumping lightning strike that can hit for 500 damage.... I know its a gamble but as you have it written it seems really OP to me.
Although I LOVE this idea. I dont think it will ever work in heroes. Mobas tend to be not random. Set Bonuses and Set moves, Nothing can be random, The trait is extremely random. But maybe since Blizzard is different from other Companies they may add this as a idea. Love the idea though, Keep it up.
Little suggestion : to avoid suicide to get the wanted trait, maybe as long we are on the spawn, our trait is temporary (i.e. until we leave the spawn) replaced with draw, allowing us to draw an other trait if we want (maybe with a cooldown).
I decided to give the class a mulligan ability as a late game talent, as allowing it too early would be game breaking as all the abilities are stronger than average at the cost consistency. Does level 16 seem late enough to be balanced?
Little suggestion : to avoid suicide to get the wanted trait, maybe as long we are on the spawn, our trait is temporary (i.e. until we leave the spawn) replaced with draw, allowing us to draw an other trait if we want (maybe with a cooldown).
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Nice idea, I like this heroe.
Little suggestion : to avoid suicide to get the wanted trait, maybe as long we are on the spawn, our trait is temporary (i.e. until we leave the spawn) replaced with draw, allowing us to draw an other trait if we want (maybe with a cooldown).
I decided to give the class a mulligan ability as a late game talent, as allowing it too early would be game breaking as all the abilities are stronger than average at the cost consistency. Does level 16 seem late enough to be balanced?
Little suggestion : to avoid suicide to get the wanted trait, maybe as long we are on the spawn, our trait is temporary (i.e. until we leave the spawn) replaced with draw, allowing us to draw an other trait if we want (maybe with a cooldown).