Karax by Demolij

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Karax

By: Demolij
Last Updated: Oct 9, 2018
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Karax

Khalai Phasesmith

Karax was raised his whole life in servitude. As a part of the Khalai caste his job was to build and maintain their machines and ships. When Amon attacked Artanis promoted him to the overseer of the legendary Arkship, the Spear of Adun. He later proved his worth as a leader by organising an assault on Narud's forces, causing him to join the ranks of the other commanders. With the Spear of Adun at his command and his skill as a craftsman, he enters the battle in the name of the Daelaam.

Scroll down for abilities.
Karax is a global mage with amazing poke but limited sustainability. His long-ranged attacks are delayed and don't deal a ton of damage on their own but combo well with his other skills. An important factor is that he really needs vision to take advantage of his kit, so he's weak to stealth heroes or long-ranged skillshots he can't see. His Trait allows him to cast a large amount of abilities rapidly, but if he keeps using his abilities you have to wait a while to keep casting, and Solarite doesn't regenerate in the Altar of Storms. This encourages you to pace yourself rather than simply unloading on the first enemy you see. The other aspect of your Trait empowers your damage and encourages you to actually get up close to your enemies, because your base health is higher than other mages you can afford to actually attack them and empower your consecutive attacks. Because of both parts of your Trait, you're not going to want to sit in base casting spells rather than actually helping your team. Karax works great as a poke-y supplement to global teams, or as a counter to enemy poke.

Orbital Strike is your bread and butter damage spell. It requires an enemy target to fire and does give them a split second to get out of the small AoE, but really they're pretty much always going to get hit by it unless they have a dash. At full Solarite it can be used about 9 times in a row, but then you have to wait 8 seconds for each cast. Basically it's a strong damage tool and can be great for bursting an enemy down from across the map, but you have to pace yourself or you'll be left with no Solarite and no damage. Remember that the ability can barely kill an Abathur by itself and needs to be used in conjunction with your teammates. There's also a limiter in place where it can't be used to interrupt channels indefinitely by itself so you have to rely on your other skills. This skill is especially useful if you plan on solo-laning, because it has a small amount of AoE and can be nice for clearing waves, while still being able to hit enemies far away.

Khaydarin Blast is a combo ability and a big part of your burst damage. The skillshot it fires moves rather quickly but is blocked by buildings. If you do land it on your target though, the damage it deals is pretty sizeable and can let your allies kill them much faster as well! It gives vision for your Q letting you hit enemies from far away without needing teammates, although at that range it may be hard to hit. Chrono Boost might seem like your weakest ability, but a global utility boost for a group of allies with a long duration is not to be sneezed at. It's not as useful on you as it is on your allies, but if you do want to have it on yourself it's ideal to apply it on all of you at once. Keep your eyes on allies all over the map to see who needs it the most, given how cheap the ability is.

Solar Lance deals raw burst damage in a huge AoE (the sweep is quite thick) and is your only real method of hitting buildings. The beam moves somewhat quickly, completing the full length in about 1.25s, and the ignited ground will deal the total damage of the beam if the enemy stands in it, but the ability is limited by the weighty Solarite cost that essentially halves or fully depletes your pool if cast twice. Meanwhile the Colossus has a very short duration with a hefty Solarite cost, and has significantly shorter range than the rest of his abilities while becoming useless if Karax dies. Fortunately this is made up for the fact that it's basically a map objective on its own, dealing sizeable AoE damage while having a gratuitous health bar, letting it function as a spearhead for a push or similar. Of course, the cost means that you can't cast any abilities for a while once it's summoned, so it's a very all-or-nothing ordeal.

Talents support a variety of playstyles, with many early talents letting you spec into more damage when you synergize with basic attacks, or letting you deal more damage without needing to get close at all, and letting you spec into more burst or better sustain. There are a few key talents I'd like to draw attention to. One is Purifier Blast, which empowers Khaydarin Blast against distant enemies for high-damage, long-range snipes. Another is Reclaimation, which is stellar for pushing in on enemy fortifications or as an easy way to finish off an enemy that thinks they're safe. At level 16 is your biggest playstyle changer, with Phase Detonation giving more raw damage, Solarite Efficiency giving more utility, and Temporal Field reducing your damage for a very strong AoE slow (which synergizes with Purifier Blast for easier hits). Finally, at level 20 there are 3 talent choices that apply a similar effect to both heroic option to suit the circumstance. Annihilation Cluster lets you cast them without being at full Solarite to supplement them with basic abilities. Thermal Lance gives you better poke and lets you wipe waves easily. Solar Flare purely supplements your hero damage with some %health damage, but needs to be constantly reapplied for best effect.

Statistics
HEALTH: 2000 +4.5% per level
REGEN: 4.21 +4.5% per level
DAMAGE: 52 +4% per level
ATTACK SPEED: 1.83 per second
RANGE: 5.5

Combat Trait

1
Solar Core
Karax does not use mana, instead he uses a resource called Solarite which goes up to 1000. Solarite regenerates at the rate of 15 per second, but if no ability was cast within 6s the regen is tripled.

Enemies hit by Karax's basic attack take 40% increased damage from his abilities for 3s.

Primary Abilities

1
Orbital Strike
120 Solarite - 1 second cooldown

After .5s delay deal 106 (+4% per level) damage at the target enemy's position with global range. Deals no damage to structures and successive hits on the same target within 6s deal 30% reduced damage and do not break channels.
2
Chrono Boost
100 Solarite - 20 second cooldown

All allied heroes in the target AoE with global range gain 10% increased attack speed and cooldown reduction on basic abilities for 10s. If Karax is affected gain 5 Solarite regeneration per second.
3
Khaydarin Blast
150 Solarite - 10 second cooldown

Fire a long-range skillshot after .5 seconds that deals 210 (+4% per level) damage to the first enemy hero or structure hit, if the target is a hero reduce their armor by 15 and grant vision of them for 3s.

Heroic Abilities

1
Solar Lance
500 Solarite - 1 second cooldown

Sweep a vector-targeted beam dealing 256 (+3.5% per level) damage with global range, igniting the ground it passes over dealing 64 (+3.5% per level) damage per second for 4s. DoT does not stack.
2
Colossus
1000 Solarite - 100 second cooldown

Channel to warp in a massive controllable Colossus after 1.5 seconds that lasts 15s, but must stay within range of Karax or it disables. The Colossus has 4300 (+4% per level) health and a 9.5 range attack dealing 130 (+4% per level) damage in a horizontal line with each attack.

Talents

[Level 1]
Orbital Assault: Orbital Strike deals 30% increased damage to enemies who have not been damaged by Orbital Assault within 6s.

Chrono Wave: Chrono Boost additionally grants 15% movement speed for the duration.

Optimized Ordnance: Khaydarin Blast range increased by 100%.


[Level 4]
Solarite Payload: Orbital Strike AoE increased by 25%.

Khalai Ingenuity: Chrono Boost is automatically applied to Karax when cast.

Power Cycling: Khaydarin Blast has no Solarite cost, and hitting a hero with Khaydarin Blast refunds 100 Solarite.


[Level 7]
Target Lock: Orbital Strike lands instantly on enemies recently hit by a basic attack.

Chronal Distortion: Chrono Boost slows enemy attack speed and cooldowns by 10% for 10s.

Reclaimation: 80 second cooldown
Activate on a nearby enemy structure to force it to attack its allies for 5s. Will not fire on structures and does not work on Core.


[Level 10]
Solar Lance: Cut swathes through enemies from afar.

Colossus: Control a massive weapon of war.


[Level 13]
Harmonics: Basic attacks deal 60% increased damage against enemies hit by an ability within 6s.

Notes

Karax is pretty cool. He embodies the technological side of the Protoss nicely. I'm a bit sad because I wanted to focus him a bit more on having structures and starships, but the way he works in LotV he focuses on orbital powers and the such. As it is now, he's a pretty awesome hero all around. Here are a few other designs of mine.

EDIT 1:

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