Kachinsky by Evildrake

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Kachinsky

By: Evildrake
Last Updated: Mar 19, 2016
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Kachinsky

Constructor of the Hyperion

Kachinsky is member of the Hyperion which is lead by Raynor. Like many SCVs he got the skill in which he does excel compared to many other regular SCVs. His presence on the battlefield might be highly valueable to tighten the own defences or take control of the enemies ones.

HP: 900 +4%/lvl
Mana: none
Autoattacks: 80 +4%/lvl, 1 Aps
Attack range: close combat

strong characteristics:
- fortifying defences
- using structures as zoning tool
- very specializable structures

weak characteristics:
- very low hit points, making him not a strong combatant without his Vulture ultimate
- low mobility without his Vulture ultimate
- usually longer construction times which forces him to sometimes stay longer on the same place
- ultimate specilization makes him either a weak figther or a weak constructor without the planetary fortress.

Combat Trait

1
SCV Tools
(D) Allows the hero to use his repair arm for construction process or his drill to damage enemy buildings.

Repair arm: Restores 100 (+4%/lvl) hitpoints to an allied structure per second channeling this ability

Drill: Damages an enemy building by 150 (+4%/lvl) per second while channeling this ability.

Primary Abilities

1
(Q) Deploy Gun Turret
Quickly deploys a Gun Turret which automatically shoots at enemies closeby dealing 80 damage (+4%/lvl) with each shot. While channelling the SCV Tools ability on the turret it can be controlled to focus enemies. Lasts until gets destroyed or salvaged, but you can have only 2 Turrets active at the same time.

Salvage: Can be used on this building to destroy it.

Details:
Hit points: 600 +4%/lvl
Attack damage: 80 +4%/lvl
Attack range: 4
Fire rate: 1 attack per second
Salvage time: 2 seconds
2
(W) Construct Barracks
(W) Construct Barracks
Allows you to construct a Barrack over 20 seconds which trains up to 3 Space Marines every 10 seconds each which can be send to support the allied minions and attack for 25 damage (+4%/lvl). Two commands can be used at the barracks: (1) Wait for minionwave to join, (2) Go, when fully grouped. You can have only 1 barracks active at the same time.

Salvage: Can be used on this building to destroy it.

Details:
Hit points: 900 +4%/lvl

Lvl 4 talent determines trained units
- Marines: (hit points, damage, attack rate, attack range, training time, max. units active, special)
300 hp, 25 dmg, 1.25 aps, 4 range, 10 sec, 3 units, when talented controlable and +50% hp
- Marauders:
450 hp, 40 dmg, 1 aps, 5 range, 15 sec, 2 units, 25% attack- and movementspeedslow in 1 splashrange
- Reaper:
300 hp, 25 dmg, 1.25 aps x2 attacks, 15 sec, 2 units, focuses vulnarable backline
- Ghost:
500 hp, 100 dmg non-heroic/ 50 dmg heroic, 0.5 aps, 7 range, 30 sec, 1 unit, stealthed while not attacking and has "Snipe" ability which priors mercenaries and heroic targets

Salvage time: 3 seconds
3
(E) Construct Sensor Tower
(Talent lvl. 7 1st choice)
You can construct a Sensor Tower in 10 seconds which can locate enemies even in the fog of war over a wide range. Also the Sensor Tower is capable of transferring Mana to a single hero, channeling for 10 mana each second. Stores up to a maximum of 200 mana and can be redirected on another hero. You can have only 1 Sensor Tower active at the same time.

Salvage: Can be used on this building to destroy it.

Details:
Hit points: 300 +4%/lvl
Sensor range: 20
Mana recharge ability (targetable):
- 5 range, 10 mana/sec, max amount of 200 mana, regens 2 mana/sec
Salvage time: 2 seconds
4
(E) Construct Missile Turret
(Talent lvl 7 2nd choice)
You can construct a Missile Turret over 8 seconds which shoots salves of rockets on the enemies. Stores up to 20 shots dealing 80 damage (+4%/lvl) each while shooting salves of 4 rockets. While inactive 1 shot is restocked every 2 seconds. You can have a maximum of 2 Missile Turrets active.

Salvage: Can be used on this building to destroy it.

Details:
Hit points: 500 +4%/lvl
Attack damage: 80 +4%/lvl x4
Attack range: 6
Fire rate: 0.5 attacks per second x4
Stockable ammo: 20 missiles
Ammo recharge time: 1 missile/2 sec when inactive
not controllable
Salvage time: 2 seconds
5
(E) Construct Psi-Disruptor
(lvl 7 3rd talent choice)
You can construct a Psi-Disrupter over 10 seconds which is capable of debilitating enemies closeby slowing their attackspeed by 30% and their movementspeed by 15%. Lasts 1 second and each pulse refreshes duration. Also has the ability to channel a beam on an enemy which makes it vulnarable to damage by 25% as long as this ability can be channeled. Field effect and channeled beam has a range of 3. You can have only 1 Psi-Disruptor active at the same time:

Salvage: Can be used on this building to destroy it.

Details:
Hit points: 600 +4%/lvl
Slowing effect: 30% attack- and 15% movementspeed slow for 1 second(refreshable)
Pulse rate: 1 Pulse/sec
Pulse range: 3

Beam ability(targetable):
Beam effect: +25% vulnarability to damage
Beam range: 3

Salvage time: 2 seconds

Secondary Abilities

1
(1) Calldown: Mule 2.0
(Talent lvl 13) 75 seconds cooldown
Repairs 100 HP each second to an allied structure and refills ammo for every 3 seconds beeing repaired. Lasts until it gets destroyed. Can only have one mule active at the same time. Cooldown starts right after using this ability.
2
(1-2) Calldown a SCV?
(talent lvl 20) 60 seconds cooldown
You can load yourself into a capsule which gets shoot into space while landing with your capsule on another targeted location on the map. Takes 3 seconds to load yourself into the capsule and takes another 3 seconds to land at another location.
3
(1) Neosteel Frame
(Talent lvl 13) 45 seconds cooldown
You can upgrade a building with Neosteel Frames which makes them +25% more resistent to damage. Lasts until building gets destroyed.

Heroic Abilities

1
(R) Construct Vulture
60 seconds cooldown
Allows you to construct a Vulture with 1200 hitpoints (+4%/lvl) over 20 seconds which can be entered by yourself and be used to participate at combat. Using the Vulture replaces your basic abilities while beeing inside. It has ranged(cannon) basic attacks which deal 80 damage each. Lasts until it gets destroyed. Only 1 Vulture may be active at the same time and can be repaired. Cooldown starts when Vulture is beeing destroyed.

Abilities:
Passive Mountability: Instable engines
Gives you +50% movementspeed which lowers by 5% for each 5% of hit points loss, up to -50% when it gets destroyed.

(Y) Mountability: Emergency Thrusters - 45 seconds cooldown, costs 10% hit points of the Vulture
Overheating the engines to push the capacity of the Vulture to the max with the risk of damaging the Vulture. For 2 seconds the Vulture can move at a max of 50% movementspeed.

(Q) Vulture Rockets - 8 seconds cooldown
Shoots a rocket flying forward which hits the 1st target on its way, dealing 240 damage(+4%/lvl), 5 max. range.

(W) Vulture Spider Mines - 5 seconds charge cooldown
The Vulture can store up to 3 charges of Spider Mines. Each burrows on target location while beeing invisible when burrowed and each does 100 damage(+4%/lvl) in a small area whenevery an enemy gets closeby. Lasts up to 45 seconds.

(E) Leave the Vulture - 3 seconds global CD when entering
You can leave the Vulture to either abandon or repairing it. Also allowing you to reenter it whenever you want to.
2
(R) Planetary Fortification
90 seconds cooldown
You can upgrade a fort to a planetary fortress which deals splashdamage but also reducing the firerate by 50%. A planetary fortress can be be entered by yourself to take control of the gun. Lasts until getting destroyed. Can be build unlimited times, but can only be positioned on destroyed forts/keeps. Using Planetary Fortification to upgrade takes 20 seconds of construction time. Rebuilding a Planetary Fortress takes 40 seconds of construction time.

Details:
Hit points: Like a fort
Attack damage: Like a fort
Attack range: Like a fort
Fire rate: Like a fort but 50% slower
Splash range: 1
Gives 0.25x of the experience to the enemy team like a fort would give when reconstructed.
Gives 1.00x of the experience when it was used on a fort which still functions.
Salvage time: 6 seconds

Special Mount

1
(Y) Active: Quick construction
45 seconds cooldown
Doubles the construction speed for the next building process. Lasts until construction is finished or aborted. Cooldown starts when the effect is worn off.

Passively grants +10% increased movementspeed.

Talents

Talents lvl 1
- (D) Quick Repair: Increases the repaired ammount by 50%.
- (D) Vespine powered Drills: Increases the damage done to buildings by 75%, also destroying 1 ammo every 1 second channeling.
- (Y) Salvaging buildings instantly resets your Quick Construction. Only works once every 20 seconds.
- (Y) Quick construction allows you to build 3-times faster, but increasing its cooldown to 60 seconds.

Talents lvl 4
- (W) Combat Shields: Your trained Marines get Combat Shields which increase their life by 50%. In addition you can manually control the marines. You can have only 3 Marines active at the same time.
- (W) Train Marauders: Instead of training Marines you can train Marauders every 15 seconds which are capable of slowing enemies in an area by 25% attack- and movementspeed. Slow lasts 5 seconds and 1.5 seconds on heroic units. Targetting priorizes targets which aren't already slowed. You can have only 2 Marauders active at the same time.
- (W) Train Reaper: Instead of training Marines you can train Reaper which priorize to kill the easy killable backline minions. Reaper are also capable to dodge slow moving ranged projectiles(like from Giants or Catapults) with their high speed. You can have only 2 Reaper active at the same time.
- (W) Train Ghosts: Instead of training Marines you can train a Ghost every 30 seconds which deal high single target damage while reloading more slowly. Has a Snipe ability which he uses automatically every 8 seconds on mercenaries, catapults or heroic targets, dealing 300 damage(+4%/lvl) to non-heroic and 100 damage(+4%/lvl) on heroic targets. Ghosts are invisible when not attacking for a while. You can have only 1 Ghost active at the same time.

Talents lvl 7
- (E) Construct Sensor Tower: See basic abilities (3)
- (E) Construct Missile Turret: See basic abilities (4)
- (E) Construct Psi-Disruptor: See basic abilities (5)

Talents lvl 13

- (1) Calldown: Mule 2.0 - see secondary abilties (1)
- (1) Neosteel Frame - see secondary abilities (3)
- (W) Amplified Weapons
Increases the damage done by your units trained in the Barracks by 40%.
- (D) Rocketeer Gun Turret
Your Gun Turrets can store up to 3 rockets which can be shot at enemies randomly or manually while controlling it. Those rockets deal 150 splash damage(+4%/lvl) and restock 1 rocket every 4 seconds while beeing inactive.

Talents lvl 16
- (Q)

References

Another hero concepts of me:
- Acolyte
http://www.heroesfire.com/hots/concept/acolyte-4416

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