Karax by Who_You_Expect

15 Votes

Karax

By: Who_You_Expect
Last Updated: Jan 5, 2018
Quick Share

Karax

Master Phase-Smith

Karax is a Ranged Supportive Specialist who can assist globally, never quite out of a fight unless he's dead.

Rough Level 0 Stats

Health - 1450
Health Regeneration - 3.02/s

Basic Attack Damage - 20
Attack Speed - 2

Combat Trait

1
[D] - Master Phase-Smith
Passive; Four Mini-Traits
Karax has two Basic Attacks. The first enemy you target will be attacked by both, which share the above stats. The second enemy will be targeted by one, and so on. Targeting an enemy twice(Right-Clicking them twice with base controls) will focus both attacks on them. Visually, these attacks are beams. Target Locks persist for 5 seconds after you stop basic attacking a target.

All of your abilities, unless otherwise specified, are Global.

All basic abilities are weakened when not used within Range 10 of Karax.
Chrono Boost lasts for half as long.
Orbital Strike deals 50% damage.
Temporal Field takes 100% longer to trigger.

In place of Mana, you use
Solarite. It caps at 100, and regenerates at a rate of 5 per second.

Primary Abilities

1
[Q] - Chrono Boost
Active; Saving people from the core
Increase target ally's(including Structures and Minions/Non-boss Mercenaries) attack and movement speeds by 20% for 4 seconds.

Cooldown - 10 seconds.
Cost -
25 Solarite.
Cost and Cooldown reduced when used on Minions/Non-Boss Mercenaries(5 seconds and 15 Solarite less) and when used on Structures(2.5 seconds and 5 Solarite less).
2
[W] - Orbital Strike
Active; Pew Pew Pew
Fire a shot from the Spear of Adun at target location, dealing 200 damage to enemies after a 1 second delay, increased by 50% to non-heroic units.

Radius - 2.
Charges - 2.
Cooldown - 5 seconds. Charges recharge one by one.
Cost -
15 Solarite per shot.
3
[E] - Temporal Field
Active; Global Stuns are Totally Balanced
Mark an area. After a 0.75 second delay, all enemies caught inside are stunned for 0.75 seconds. The field persists for 3 seconds afterwards, slowing all enemies inside by 30%.

Radius - 3.
Cooldown - 12 seconds.
Cost -
35 Solarite.

Secondary Abilities

1
[1] - Chrono Wave
Level 20 Talent; Active; Global Speed Wave
Activate to grant a full-strength untalented Chrono Boost to all allied Heroes, Minions, and Structures.

Cooldown - 60 seconds.

Heroic Abilities

1
[R] - Solar Bombardment
Active; Rain of Destruction but useful. And Global.
After a 0.5 second warning delay, rain 200 shots down on target area over 5 seconds, dealing 40 damage per shot. Shots are randomly targeted within the area of effect.

Radius - 8.
Shot Radius - 1.
Cooldown - 80 seconds.
Cost -
75 Solarite.
2
[R] - Solar Lance
Active; Vector-Targeted Death
Vector Target a Solar Lance from the Spear of Adun. It travels its full distance over 3 seconds, dealing 40 damage every 0.25 seconds to targets caught inside.

Radius - 2.
Lance Travel Distance - 6.
Charges - 2.
Cooldown - 30 seconds. Charges recharge one by one.
Cost -
30 Solarite.
3
[R] - Reclamation
Active; Structure Stealing
Instantly claim an enemy structure(besides the Core) as an ally for 10 seconds. During this time, it is placed under the effects of an untalented Chrono Boost.

Range - 4(Not Global).
Cooldown - 60 seconds.
Cost -
60 Solarite.

Talents

Level 1|Tier 1
(!)Solar Forge - Quest: Collect Regen Globes to increase Solarite Generation.
Quest: Gathering Regeneration Globes increases Solarite Generation by 0.25, up to 5 additional Solarite per second.
Reward: Collecting 20 Regeneration Globes increases maximum Solarite by 50.

(!)Phase-Shield - Quest: Collect Regen Globes to gain a regenerating shield.
Quest: Gain a Regenerating Shield on top of your health with a value of 200. It regenerates 20% of its maximum value per second after 3 seconds without taking damage. Gathering Regeneration Globes increases the Shield value by 20, up to 600.
Reward: Collecting 30 Regeneration Globes causes your Shield to knock enemies back, dealing 100 damage, whenever it expires, and additionally increases its value by an additional 200(Total of 1000).

(!)Temporal Devastation - Quest: Hit enemies with Temporal Field to empower it.
Quest: Hitting an enemy hero with Temporal Field grants a Temporal Devastation stack, up to 40.
Reward: At 10 stacks, increase the stun duration by 0.5 seconds.
Reward: At 20 stacks, it additionally deals 10% of any enemies' maximum health in damage.
Reward: At 40 stacks, both previous benefits have their effects doubled.


Level 4|Tier 2
Accelerated Regeneration - Chrono Boost increases base health regeneration.
Chrono Boost increases the allied heroes' health regeneration by 400% while its effects are on them.


(!)Orbital Barrage - Quest: Hit enemies with Orbital Strike to increase its damage
Quest: Hitting enemy heroes with Orbital Strike increases its damage by 2, up to 50. All stacks are lost on death.
Reward: Orbital Strike gains an additional charge. Stacks are no longer lost on death.

Timely Protection - Temporal Field grants a shield upon detonation.
Temporal Field grants a
350 point shield to allies in the blast, which lasts for 4 seconds.


Level 7|Tier 3
Efficient Connection - Chrono Boost lasts longer.
Chrono Boosts lasts an additional 2 seconds.


Accelerated Strikes - Orbital Strike hits faster.
Orbital Strike's delay is reduced by 0.25 seconds, to 0.75 seconds.


Temporal Rift - Temporal Field's radius is increased.
Temporal Field's Area of Effect is increased by 1, or roughly 33%.



Level 10|Tier 4
Solar Bombardment - Orbitally bombard targeted area.
See 'Solar Bombardment' under Heroic Abilities.


Solar Lance - Deal heavy damage along a line.
See 'Solar Lance' under Heroic Abilities.


Reclamation - Temporarily claim enemy structures.
See 'Reclamation' under Heroic Abilities.



Level 13|Tier 5
Chronomancy - Chrono Boost's effects are increased.
Chrono Boost now grants 40% increased Movement and Attack Speed increases.


Supercharged Batteries - Orbital Stike can be cast more often.
Orbital Strike's cooldown is reduced by 1 second. In addition, its
Solarite cost is reduced to 10.

Wake of Power - Temporal Field affects Ability Power
If Temporal Field's detonation hits an ally, they gain 15% increased Ability Power for 3 seconds. If Temporal Field's detonation hits an enemy, they lose 15% Ability Power for 3 seconds.


Distorted Field - Temporal Field slows before detonating
Temporal Field slows enemies in its pre-detonation state by 50%.



Level 16|Tier 6
Additional Servitors - Master Phase-Smith grants additional Basic Attacks.
Karax gains an additional two basic attacks.


Guardian Shell - Chrono Boost can save allies once.
Once per cast, Chrono Boost will prevent an instance of fatal damage, and grant its target the Unkillable status for 0.75 seconds.


Phase Detonation - Orbital Strike stuns enemies.
Orbital Strike stuns enemies for 0.15 seconds when it hits.


Temporal Wake - Temporal Field detonates a second time.
As Temporal Field's slow expires, it detonates a second time, stunning enemies for the normal duration. This detonation does not leave behind a slowing field.



Level 20|Tier 7
Solar Onslaught - Solar Bombardment fires additional shots.
Solar Bombardment fires 100% more shots(400 total) over its duration, and its cooldown is reduced by 0.20 seconds for every shot that hits an enemy hero.


Solar Flare - Solar Lance leaves a trail of fire.
Solar Lance leaves a trail of fire in its wake, which deals 10 damage per 0.25 seconds to anyone standing in it. The trail of fire lasts for 3 seconds after the Lance has passed over that location. Solar Lance additionally gains a charge.


All Your Base are Belong To Us - Reclamation lasts forever.
Reclamation now lasts indefinitely. The buffed effects only last for ten seconds upon being cast. If the Keep in a lane is claimed and the Fort is destroyed(Or vice versa), catapults will still spawn in that lane.


Linked Network - Orbital Strike charges return together.
Orbital Strike charges all come back together. However, the cooldown is increased by 3 seconds.


Chrono Wave - Activate to grant all allies a Chrono Boost globally.
See 'Chrono Wave' under Secondary Abilities.

Skins

Purifier Karax
This is honestly a really fitting release skin, and could tie in with Purifier Artanis, as well.

Eredar Karax
Could be an interesting Cross-Universe skin. I'm only unsure of how the Servitors would work.

Changelog

6/22/2016
Uploaded

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved