Kalimos by Streber

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Kalimos

By: Streber
Last Updated: Aug 15, 2018
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Kalimos

Primal Lord [Hearthstone Hero]

Background:

Kalimos is a powerful Elemental, made out of all four elements and unique to Hearthstone. He resides in a wild, jungle-filled place called “Un'Goro Crater”, which is an existing place in WoW that lies at the central part of Southern Kalimdor. In Hearthstone he is a legendary shaman card, from the "Journey to Un'Goro" set.

Strategy:

In Hearthstone Kalimos Battlecry effect only triggers if you have played an Elemental last turn. Otherwise he has low value for his mana cost. I tried to translate this into the heroes of the storm version of him. He needs to be active in the battlefield and obtain Elemental points for him to be any effective.

General Stats:


Class: Ranged Multiclass (Assassin/Support/Warrior)
Health: 1880
Health Regen: 3.6 per second
Mana: 500
Attack Range: 5
Attack Damage: 90
Attack Speed: 1.0

Notes:

A detailed concept explanation you will find at the end. If you still have any questions please feel free to ask. This is my first contribution here, so I hope I didn't disappoint :D. Let me know your thoughts about the concept :)

Combat Trait

1
By the Elements Combined!
Kalimos spends Elemental Points alongside mana. He can store up to 3 maximum points for each one of the four Elements. Talents can increase and reduce this maximum. Elemental Points are gained passively or through basic abilities and are spent to enhance his abilities. While being stored, they grant different passive bonuses:

Air: Gain 5% increased movement speed per Air point.

Earth: Gain 5 armor per Earth point. Whenever Kalimos misses a total of 10% of his maximum health, he gains one Earth point.

Water: Kalimos and nearby allies regenerate 25% more health per Water point.

Fire: While Kalimos controls at least one Fire point, his basic attacks shoot fireballs instead. They deal 20% more damage over 3 seconds and also have 1 more range per Fire point. The damage over time stacks.

Primary Abilities

1
Lightning Arc (Q)
Cooldown: 4 seconds
Cost: 10 mana per Air point
Fire a lightning bolt that deals 120 damage to the first enemy hit. If it hits a hero, the lightning strikes again another hero from the initial target after 0.5 seconds.

Passive: Each Air point spent increases Lightning Arc damage by 25% and the number of strikes by 1. These strikes bounce between heroes every 0.5 seconds. Each enemy hero hit by Lightning Arc grants one Air point.
2
Tidal Surge (W)
Cooldown: 9 seconds
Cost: 15 mana per Water point
Deal 60 damage and push enemies away in front of Kalimos.

Passive: Each Water point spent makes Tidal Surge heal allies in its area effect for 100% of its damage amount. Gain a Water point for each enemy hero hit.
3
Volcano (E)
Cooldown: 12 seconds
Cost: 15 mana per Fire point
After 0.5 seconds summon a Volcano that knocks enemies aside, slowing their movement speed by 15% for 3 seconds. After another 0.5 seconds the Volcano erupts, dealing 250 damage to the surrounding area.

Passive: Each Fire point spent reduces eruption time by 0.1 seconds and increases its damage by 10%. Gain a Fire point for each enemy hero hit with Volcano eruption.
4
Summon Stone Elemental (1)
Cooldown: 10 seconds
Cost: 1 Earth point
Summon a Stone Elemental that has 200 health and deals 10 damage per attack. It lasts 10 seconds.

Passive: 10% of damage taken is redirected to the Stone Elemental per Earth point stored.

Heroic Abilities

1
Lightning Storm
Cooldown: 100 seconds
Cost: 3 Air points
Rain down Lightning bolts to an area that deal 120 damage to enemies inside every 0.5 seconds and Shock them. It lasts 8 seconds. Unlimited Range.
2
Healing Rain
Cooldown: 100 seconds
cost: 3 Water points
Heal allies in an area for 55 health every 0.5 seconds and increase their health regeneration by 150%. It lasts 8 seconds. Unlimited Range.
3
Meteor
Cooldown: 100 seconds
Cost: 3 Fire points
Hit a target area with a meteor after 1.5 seconds, dealing 600 damage to enemies in the centre and 300 damage to the outer area. Meteor leaves behind burning ground that deals 68 damage every 0.5 seconds to enemies standing on it and lasts 6 seconds. Unlimited Range.
4
Earthen Might
cooldown: 100 seconds
Activate to gain the maximum number of Earth points.

Passive: Gain 10% increased Health.

Passive: Gain one maximum Earth point.

Level 1 Talents:

Invocation of Air: Trait/Q:

Lightning Arc applies Shock to enemy heroes for 4 seconds. Shocked heroes take 5% more damage from all sources and have their armor nullified. (It has a downside: it nullifies negative armor as well)
Passive: Gain one permanent Air point and increase the maximum of Air points by 1, but lose two maximum points from each other Element.

Invocation of Earth: Trait:

Activate the Trait button (D) to spend all Earth points and gain double the armor bonuses. The gained armor lasts 1 second for each Earth point spent.
Passive: Gain one permanent Earth point and increase the maximum of Earth points by 1, but lose two maximum points from each other Element.

Invocation of Water: Trait/W:

Hitting 2 allied heroes with Tidal Surge grants one Water point.
Passive: Gain one permanent Water point and increase the maximum of Water points by 1, but lose two maximum points from each other Element.

Invocation of Fire: Trait:

Every 4th basic attack against the same enemy hero grants one Fire point.
Passive: Gain one permanent Fire point and increase the maximum of Fire points by 1, but lose two maximum points from each other Element.

Level 4 Talents:

Lightning Shield: Q:

If the initial lightning bolt hit a hero, gain 150 point shield. Any damage absorbed by this shield causes Lightning Shield to launch lightning bolt to the one who dealt the damage, dealing 15 damage per Air point. This shield doesn

Level 7 Talents:

Static Blows: Trait:

Basic attacks against a Shocked hero chain to other nearby Shocked heroes, reducing their spell power by 15% for 3 seconds.
Passive: Increase the maximum of Air points by 1.

Cleansing Waters: Active:

cooldown: 60 seconds, cost: 3 Water points: Activate to make your next Tidal Surge remove all negative effects from allies, granting them Unstoppable for 1 second.
Passive: Increase the maximum of Water points by 1.

Explosive Impact: Trait:

Every 4th Fireball against the same enemy explodes, dealing its damage in an area around the target and slowing their movement speed by 15% for 3 seconds.
Passive: Increase the maximum of Fire points by 1.

Earthen Spikes: Trait:

Upon gaining a new Earth point, summon Earthen Spikes around Kalimos that deal 15 damage per stored Earth point and stun enemies for 0.25 seconds per Earth point.
Passive: Increase the maximum of Earth points by 1.

Level 13 Talents:

Resurgence: W:

Each new gained Water point restores 10 mana and reduces Tidal Surge cooldown by 1 second.

Lava: E:

Volcano leaves behind lava that deals 20 damage per Fire point spent every 0.5 seconds. Lava lasts 2.5 seconds.

Vaporize: W/E:

Pushing enemies with Tidal Surge to a Volcano explosion makes them take additional 3% of their maximum health as damage.

Electrocute: Q/W:

Hitting an enemy hero with Lightning Arc while being pushed by Tidal Surge causes Lightning Arc to bounce instantly between heroes and Tidal Surge to deal 50% increased damage.

Earth Shock: Trait/Q:

Gaining a new Earth point causes the next Lightning Arc to silence its initial target for 0.75 seconds. Every additional newly gained Earth point causes the next Lightning Arc to silence an additional secondary target.

Level 16 Talents:

Elemental Equilibrium: Trait:

Upon gaining a new Elemental Point, increase other Elemental Points passive and ability bonuses by 25% for 4 seconds.

Elemental Focus: Trait:

Other Elemental Points now contribute to the Element with highest maximum points, but they lose their own bonuses.

Elemental Overload: Trait:

Gain one maximum point for each Element.

Level 20 Talents:

Summon Air Elemental: Active:

cooldown: 30 seconds, cost: 3 Air points:
It has 500 health and 50 spell armor, and deals 40 damage per attack. The Air Elemental can be targeted by Lightning Arc. After 0.5 seconds the Air Elemental strikes all nearby enemies with lightning bolts, dealing 120 damage. Each Air point spent increases this damage by 25% and number of strikes by 1. If 2 enemy heroes are hit at once, gain one Air point. It can be reactivated to retarget the Elemental. Lasts 20 seconds.

Summon Earth Elemental: Active:

cooldown: 30 seconds, cost: 3 Earth points:
It has 1000 health and deals 100 damage per attack. The Earth Elemental can taunt nearby enemy heroes for 1.5 seconds. This effect triggers only once for each enemy hero. Each taunted enemy hero grants one Earth point. It can be reactivated to retarget the Elemental. Lasts 20 seconds.

Summon Water Elemental: Active:

cooldown: 30 seconds, cost: 3 Water points:
It has 700 health, deals 40 damage per attack and slows enemies movement speed by 15% for 2 seconds. It has an aura that restores 1% of maximum health every second to nearby allies. Every 2 seconds an ally is healed by the aura, gain one Water point. It can be reactivated to retarget the Elemental. Lasts 20 seconds.

Summon Fire Elemental: Active:

cooldown: 30 seconds, cost: 3 Fire points:
It has 700 health, and shoots Fireballs. These Fireballs share the same bonuses from talents and trait as Kalimos. Fire Elemental also has same attack damage and range as Kalimos. It can be reactivated to retarget the Elemental. Lasts 20 seconds.

Abilities and Talents Explanation:

Trait: By the Elements Combined:

Kalimos Trait represents everything about him. Through talents he has to specialize in one element/one role. In order to do so he has to sacrifice some power.
When I first started making this concept, passive elemental bonuses were based on health percentage, but that proved very unpractical for a 3 role multiclass hero. After figuring Elemental Points system out, I made them have a limited duration, but then found out it would be best if they can be spent instead. what remains open to change are the passive bonuses. They might still prove to be too strong for a Water Kalimos for example to still have access to 5% movement speed and 5 armor.

Lightning Arc:

Let

Ending Notes:

I hope you had fun reading this concept as I did creating it. As I mentioned before, numbers might still need some adjustments, however this system of Elemental points is going to help with balancing a lot, preventing for example a Water Kalimos to deal too much damage or a Fire Kalimos to heal or tank too much. I have to admit creating a 3 roles multiclass character wasn't entirely easy and faced many obstacles, so any feedback is much appreciated :)

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