Karax by Vitali

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Karax

By: Vitali
Last Updated: Oct 3, 2022
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Karax

Master Phase Smith

Karax the Master Phase Smith was born to the Khalai caste. Relegated to the scholarly duties of an engineer and a scientist, he never expected he would ever stand in the front lines against the enemy of the Firstborn. That changed when Amon corrupted most of the Daelaam during the reclamation attempt of Aiur, he was forced into mastering the arts of war. Serving his Hierarch, Artanis, aboard the mighty Arkship, the Spear of Adun, he helped in the war efforts against Amon. Upgrading, maintaining, and developing the Arkship's vast array of weapons to aid in combat against the Dark God. However, he showed his true strength in the time of crisis when Artanis and his closest advisors were forced to leave the Spear of Adun against an ambush by Amon. During this hour of need, he rose above his birth and took a stand as a proud Templar, the caste of warriors in the Khalai society, thus showing that all Protoss, regardless of their caste, can rise and take a stand as honorable warriors. Karax eventually went and helped Artanis reclaim Aiur and banish Amon back into the Void. Furthermore, he also assisted the Swarm and the Terrans in killing the Fallen Xel'Naga once and for all.

Now Karax has warped into the Nexus, bringing with him unrivaled expertise of Protoss weaponry. With the Solar Forge at his disposal and an array of technology to boost his allies' powers, Karax will prove that he is a Templar by heart... and by blade.

Karax is a Support that uses advanced Protoss technology to protect his allies and enhance their Abilities. Karax uses Solarite to upgrade his Basic Abilities.

Vitals
Health: 1560
Resource: 500 Mana
Attack Damage per Servitor: 20
Leash Range: 2.2
Attack Speed: 5.00
Attack Range: 5.8

Combat Trait

1
D - Solar Forge
Cooldown: 15 seconds
Karax uses 2 Servitors to attack enemies which channel a continuous beam of laser towards the target. Each Servitor has its own beam and deals its own Basic Attack damage. Karax can use the Servitor Beam ability to command one of his Servitor to attack a different target. Every 2 seconds of channeling his Basic Attack, Karax gains 10% Attack Damage, stacking up to 10 times, and 1 Solarite, doubled against heroes.

Upgrading a Basic Ability consumes 50 Solarite. To upgrade a Basic Ability, click Karax's Trait key and then click the intended Basic Ability key to upgrade them. To cancel, recast the trait key.

Karax uses Solarite to permanently upgrade and empower his basic abilities. Karax can store more than 50 Solarite, up to a maximum of 200 Solarite.

Primary Abilities

1
Q - Orbital Strike
Cooldown: 8 seconds
Mana: 30
Target a small area on the ground and after 0.5 seconds, bombard all enemies within to deal 88 damage and Slow them by 5% for 1.25 seconds, stacking up to 4 times. Store up to 4 charges.

Each time Karax upgrades this ability using Solar Forge, consumes 50 Solarite to permanently increase Orbital Strike's damage by 5%.

Range is 6.5. Radius of impact area is 1.2 (a little bit smaller than Tyrande's Stun). Orbital Strike looks similar to the one from SC2 Coop, but less visual noise. There is a 0.5 second cooldown in between charges
2
W - Unity Barrier
Cooldown: 12 seconds
Mana: 45
Activate to grant all allied Heroes within Karax's Power Field a 250 point Shield for 4 seconds. Each allied Hero affected increases this amount by 10%.

Each time Karax upgrades this ability using Solar Forge, consumes 50 Solarite to permanently increase Unity Barrier's duration by 0.5 seconds.

Self explanatory and simple ability. You grant all allied hero in your Power Field a Shield that increases based on how many allied Heroes affected. Cooldown starts after cast. Upgrading this ability increases the duration, allowing Karax's team to survive longer.
3
E - Power Field
Cooldown: 6 seconds
Mana: 50
Karax generates a Power Field around himself. Activate to switch between Attack Matrix and Energy Matrix. While in Attack Matrix, Karax's Power Field grants all allied Heroes within 15% Attack Damage and Attack Speed. While in Energy Matrix, Karax grants all allied Heroes within 15% Spell Power.

Each time Karax upgrades this ability using Solar Forge, consumes 50 Solarite to permanently increase Power Field's radius by 10%.

Radius of Power Field is 6.5. Cooldown starts once cast. This ability's CD and mana cost means that Karax has to make a decision prior a team fight on which aspect of his team he wants to empower more. However, the Cd is short enough that he can switch it during the middle of a fight.

Secondary Abilities

1
1 - Servitor Beam
Cooldown: 0.5 seconds
Karax uses Servitors to attack enemies that channel a continuous laser beam towards the target. Activate to command one of Karax's Servitors to attack a secondary target.

Karax's basic attack animation uses his servitors that channel a continuous beam, similar to Tassadar's AA. Baseline, Karax has 2 Servitors that float beside him. Each Servitor deals its own AA damage. Servitors are invulnerable, but status effects that affect Karax's Basic attack will also affect them. They have a 2.2 leash range (Karax can basic attack a target and move away a little bit before the Servitors stop attacking and follow him)

Heroic Abilities

1
R1 - Temporal Field
Cooldown: 80 seconds
Mana: 60
Target an area on the ground and after 1 second, put everything hit in a Time Stop for 2.5 seconds. After this ends, enemy Heroes caught are Slowed by 25% and Silenced for 1.5 seconds.

A Time Stop ability with a short delay. The cast range is 9.0 and the radius is 3.5. The Time Stop only affects enemies initially caught. Enemies who come in contact after are unaffected. After the Time Stop ends, they are Slowed and Silenced.
2
R2 - Guardian Shell
Cooldown: 80 seconds
Mana: 75
After 0.25 seconds, make all allied Heroes within Karax's Power Field Unkillable for 3 seconds. If they take fatal damage during this time, they gain a 500 point Shield for 4 seconds after the Unkillable ends.

Instant cast, immediately granting all allied Heroes within Power Field Unkillable for a few seconds. If during this time the target takes Fatal Damage, they gain a considerable amount of shield for a short duration.

Level 1

Trait - Khalai Ingenuity
Reduce the cost to upgrade Abilities using Solar Forge by 25% and Solar Forge now upgrades 2 abilities with the second one gaining 50% effectiveness.

Trait - Solar Master
Increase the duration of Regeneration Globes on Karax by 100% and Karax gains 20% Movement Speed while under its effect. Basic Attacks against Heroes grant 1 additional Solarite per second and refreshes Regeneration Globe duration.

E - Architect of War
Increase Basic Attack damage channel bonus from 10% to 20% per stack.
?Quest: Channel Basic Attack for 150 seconds.
?Reward: After channeling for 75 seconds, gain another Servitor that always attacks Karax's primary target.
?Reward: After channeling for 150 seconds, Servitor's Basic Attacks Slows enemies by 7.5%, stacking up to 3 times.

Level 4

Q - Puri-Fire
Increase Orbital Strike's radius by 20%. The center radius of Orbital Strike deals 30% more damage and returns 5 Mana per Hero hit..

W - Force Barrier
Allied Heroes affected by Unity Barrier's Shield gain 10 Spell Armor. Increased by 5 up to 25 per allied Hero Shielded.

E - Speed Matrix
Activating Power Field grants allied Heroes affected 30% Movement Speed, for 4 seconds.

Level 7

Q - Advanced Weapons Array
Reduce the cooldown of Orbital Strike by 4 seconds and they now hit the ground 3 times. However, lose 2 charges

Q/W - Resonant Blast
Hitting allied Heroes affected by Unity Barrier with Orbital Strike grants them 45 additional Shield and causes them to explode to deal 128 damage to nearby enemies.

W - Hardened Shields
Unity Barrier's Shield cannot take more than 100 damage for the first 8 instances of damage within 12 seconds.

Level 13

Active - Khaydarin Monolith
Cooldown: 40 seconds
Warp in a Khaydarin Monolith that attacks nearby enemies, prioritizing Heroes and Structures. Khaydarin Monolith has 1200 Health and 9.0 Attack Range and deals 175 damage every 2 seconds. While in Karax's Power Field, it gains 50% Attack Speed. Lasts indefinitely but only 1 may be active at a time.

Active - Solarite Core
Cooldown: 40 seconds
Warp in a Solarite Core that grants Karax 1 Solarite every second. Solarite Core has 1200 Health and 6.0 range. Nearby allied Heroes in range are granted a burning aura every 6 seconds that deals 34 damage every 0.5 seconds for 4 seconds. While in Karax's Power Field, it lashes out at 2 nearby enemies, prioritizing Heroes, dealing 34 damage every 1 second. Lasts indefinitely but only 1 can be active at a time.

Active - Shield Battery
Cooldown: 40 seconds
Warp in a Shield Battery that grants nearby allied Heroes a Shield equal to 5% of their maximum Health for 4 seconds every 6 seconds. Shield Battery has 1200 Health and 6.0 range. While in Karax's Power Field, the Shield also grants 25 Physical Armor while active. Lasts indefinitely but only 1 may be active at a time.

Level 16

Q - Phase Detonation
After upgrading Orbital Strike 7 times, it now causes each consecutive hit on the same enemy to deal 25% increased damage.
Passive: Enemies hit by at 4 hits take 75 additional damage. Each past and future upgrade increases this additional damage amount by 10.

W - Life Barrier
After upgrading Unity Barrier 7 times, activating Unity Barrier heals allied Heroes for 300 Health.
Passive: Each past and future upgrade also increases Unity Barrier's Shield amount by 5%.

E - Matrix Overload
After upgrading Power Field 7 times, activating it grants nearby allied Heroes Unstoppable for 2 seconds.
Passive: Each past and future upgrades increases Attack Matrix and Energy Matrix bonuses by 3.5% per upgrade.

Level 20

R2 - Repair Drone
Reduce the cooldown of Guardian Shell by 30 seconds. Increase the duration of Guardian Shell's Unkillable by 1 second and allied Heroes affected by Guardian Shell gains a Repair Drone for 8 seconds which heals them for 2.5% of their maximum Health every 0.5 seconds.

Active - Templar's Pledge
Cooldown: 30 seconds
Activate to reset the cooldown of Unity Barrier. If Unity Barrier is cast within 1.5 seconds of resetting it, grant an additional Shield equal to 8% of allied Heroes' maximum Health. Basic Attacks reduce this cooldown by 0.125 seconds, doubled against Heroes.

Active - Reclamation
Cooldown: 60 seconds
Target an enemy Fort or Keep to temporarily make it target enemies instead, prioritizing Heroes, for 18 seconds. While active, the Fort or Keep gain a Shield equal to 20% of its maximum Health and has a 30% increased Attack Speed and Range. Can target enemy Catapults and Mercenaries, converting them to Karax's side permanently. If used this way, refund 50% of this ability's cooldown.

Active - Purifier Protocol
Cooldown: 90 seconds
Activate while dead to consume 100 Solarite to instantly respawn in your previous location, gaining 40% Movement Speed for 6 seconds. During this time, Karax's ability recharges 100% faster. Allied Heroes in Karax's Power Field have their Basic Abilities recharge 75% faster.

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Murraythehuman (2) | April 21, 2022 2:58am
So, let's talk Solarite. I think, speaking broadly, the "gain a resource, press D, then upgrade an ability" is the only right path for a hero like this. Other similar concepts either add an unnecessary additional menu, or just upgrade your damage/health numbers (which is more fiddly than fun). So I'd say you are on the right path with this moveset.

Generally speaking, I think it's good that the three abilities cover different aspects. Offense, Defence, and Utility. A concept like this runs the risk of having players conscript to either spreading things evenly, or just going all-in, when what this moveset wants is to encourage diversity.

In terms of the details, however...
Q: Pretty basic, but when you think about it, it's really just Zarya's projectile, but with a fixed travel time. There's room for overlap, but as history has shown us it can be difficult to make impactful talent options for moves with multiple charges without them becoming too strong. Perhaps it'd work better firing all four shots at once in some way?

W: Basic but effective. That said, I'd remove the line about granting 5% extra per ally. It does need something to make it distinct from Tyrael, but I think A) Karax is a quester, he shouldn't be rewarded for always being near his team and B) The upgrade system should be where the extra power comes from. Maybe to make it more distinct, it could be a castable AoE that grants shields to everyone in its radius.

E: Is... just not the kind of move that should be in Heroes of the Storm, sorry. Passive Mana regeneration, while innocuous, destroy's the game's "war of attrition" aspect, as mana is an element that really helps to break stalemates. Malfurion's is very limited (and arguably shouldn't be in the game either), Ana's is a heroic, and Probius gets it only as a very late-game option. Though more problematic is that you've given cooldown reductions as a baseline ability, which is incredibly powerful, but also not that fun to use when it's just a "press this button and your team goes nuts". Ana and Malfurion have the benefit of needing to pick a specific target, which isn't much skill expression, but it's enough to matter in those critical moments. When it's just to your entire team, it's just "press button, watch everyone else have fun". Yes, the timing can be critical, but the effect is non-specific enough that there's no amount of balancing that can be done to make it both fair and fun at the same time. Remember, you're balancing against Nano Boost, here. This is the only ability I'd say should be completely redone. Maybe it could live on rebalanced as a heroic, though, as R2 is a little basic. Perhaps you could even have it be an aimed thing, where you create a moving area that lowers the cooldowns of allies inside it, so you get to dictate where your entire team stands (and if you make a bad call on when to go in, you effectively waste it as it travels along without the team).



However, the strengths and weaknesses of those abilities aside, I think the trait needs some serious adjustments.

To start with: The 60 second cooldown completely kneecaps Karax's fun factor. A questing hero's goal should be to become above curve, to have something to show for their antics when the chips are down. Azmodan, Nazeebo, and Zul'jin are rewarded for playing well by becoming more powerful than they should be for the level they're at, while Karax... can only be judged against if he's managed to activate his trait every minute on the minute. So... scrap that entirely, or give it a more reasonable 10 second cooldown. Now Karax isn't just trying to hit his quota, he's trying to get ahead of the game. From there, the rate and reward of Solarite becomes the focus.

On that note, though, I think the way he's rewarded is a bit off. For starters, due to the inconsistent nature of objectives, that simply can't be where he gets Solarite (and the same could be said of camps, since Blackheart's would make him absurd). There's also the issue that takedown based rewards can become snowbally, and are similarly inconsistent. Sometimes you get games where there are only 9 takedowns all game, sometimes you get ones where there are over 50, which is why takedown-based rewards have to be measured carefully. I imagine these inconsistencies might be a part of why you added the cooldown. But I think, vaguely speaking, the means of earning Solarite could be handled like Azmodan, with one main way of collecting it, along with a second way that's set by your level 1 talent (basic attacks against heroes, landing abilities, regen globes, minions kills, and yes, takedowns). This creates a level of consistency where the player can choose the option that best suits the map and enemies. If it's a low takedown map, then regen globes it is. It creates fewer situations where the player loses right at the starting line.

Oh, and making minions grant Solarite randomly is naturally not a great move. If it is going to be tied to minion deaths, either make each drop 1 and increase the Solarite required to level up abilities, or make it come from every third minion kill.



Normally I don't go into talents that much unless I'm looking for specific role-related holes, but here I think you missed out on something key: There should be some quest talents that grant a reward for upgrading abilities. Now, I wouldn't say that there should be a strict "once you upgrade Q 5 times, it can now X" (which would be a bit crazy and encourage people to put all their eggs into one basket... unless X was "lower the cooldown of W and E" or some variation), but some goals to strive for would be appreciated. Perhaps something like "Every X times an ability is upgraded, its cooldown is reduced by 1 second, up to 3 seconds.", which does have the opposite problem, but players may still elect to upgrade only two of the abilities.

(Also Solar Core is completely busted as you can just stack them behind your core for infinite free Solarite forever at no risk, and the damage generated isn't really a deterrent to that. It just has no counterplay as-is and isn't very interactive.)

Also I'd say something about Temporal Field but I'm still not sure how I feel about slowing cooldown reductions in general. It's either a dud design space, or an untapped one.



Overall I'd say you're on the right track, you just need to find that quintessential factor that rewards the character for weighing their options and picking the right one, and I think Talents that generate or reward solarite is the right way to go.
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