Kel'thuzad by ArchRanger

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Kel'thuzad

By: ArchRanger
Last Updated: Dec 2, 2015
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Kel'thuzad

Scourage Leader of Naxxramas

Kel'Thuzad  was the founder of the Cult of the Damned and one of the principal agents of the Lich King responsible for the spreading of the plague of undeath across Lordaeron. Originally a human mage of the Kirin Tor, Kel'Thuzad was swayed under the influence of the Lich King. After bringing the plague to Lordaeron under the pretense of being under the orders of Mal'Ganis he was slain by Arthas. Arthas, as a death knight, resurrected him as a lich so he could summon Archimonde into Azeroth. Following Arthas' departure for Northrend, Kel'Thuzad was left to command the Scourge of Lordaeron from his necropolis, Naxxramas. Following his first defeat, he and his necropolis moved to Northrend where a portal to the Nexus was awaiting him....

                                                                                                                                 

Kel'thuzad is a unique ranged support that heal the traditional way. His kit is focused around increasing his teammate's HP regen and damage mitigation rather then direct healing which makes Kel'thuzad work better as a second support hero rather than a main healer. He has options within his talents to drastically buff up his healing potential if dual support isn't an option. The talents along with his kit that is increasing everyone's HP regen should be enough to solo support.

His overall playstyle is about mana management and micro supporting with his traits. While soaking lanes and at the end of fights/in-between team fights, Curse of Naxxramas should be active to quickly refill KT's mana supply. During team fights or defenses, Unholy Aura should be active to give your team more self sustain. Pro KTs will be constantly shifting their trait during team fights and skirmishes, attempting to secure the extra mana from hero kills to further secure their team's victory.

---Work In Progress---

Combat Trait

1
Curse of Naxxramas
Passive
While selected, enemy minions that die around Kel'thuzad grant him 5 mana and enemy heroes grant 15% of maximum mana. Mana regen increased by 20% while Curse of Naxxramas is active

Activate to switch to "Unholy Aura"
2
Unholy Aura
Passive
Cost: 2 mana per second
Increases nearby ally heroes' HP regen by moderate amount (not % based)

Activate to switch to "Curse of Naxxramas"

Primary Abilities

1
Q - Frost Armor
Cost: 40 mana
Cooldown: 8 seconds
Cast a shield on an ally that absorbs damage and slows any attackers movement speed by 20% and attack speed by 10%. Lasts 4 seconds
2
W - Chains of Kel'thuzad
Cost: 50 mana
Cooldown: 15 seconds
Buffs an ally's HP regen by 50% and increases basic attack damage by 10%. Lasts 5 seconds
3
E - Detonate Mana
Cost: 75 mana
Cooldown: 30 seconds
Destroys 10% of the target's mana and turns it damage that hits all units around the target (allies and enemies)

Heroic Abilities

1
R - Death and Decay
Cost: 100 mana
Cooldown: 120 seconds
Creates a large AoE that drains 4% of any enemy heroes' max HP and 15% of minion/mercenaries' HP per second. Both opponents and allies are slowed by 10% while in the AoE. Lasts 8 seconds
2
R - Shadow Fissure
Cost: 100 mana
Cooldown: 100 seconds
Places a AoE fissure that erupts for high damage after a 3 second delay

Special Mount

1
Soul Prism
Creates a hovering prism around Kel'thuzad that increases his movement by 40%. Functions like a normal mount

Talents

Tier 1:
A Welcomed Chill(Q): Adds a medium HoT to Frost Armor
Blight Patch: Active 45 seconds, place a patch of blight that provides vision for 20 seconds. Cannot be attacked
Conjurer's Pursuit
Necromancer's Pursuit: Every 7 globes increases the mana gained from minions by 1 point for the Curse of Naxxramas trait

Tier 2:
Healing Ward
Frozen Mithril (Q): Increases the shields by 15%
Absorbing Chains(W): Chained allies will absorb 10% of their basic attack damage as HP for the chain duration
Undead Pact (W): Chains now give allied heroes 20% increased mana regen for the chain duration

Tier 3:
Mana Hungry(E): Increases the mana destroyed to 15%
Volatile Explosion (E): Increases the AoE damage done by 150% 
Overwhelming Aura(trait2): Increases the HP regen by Unholy Aura by 75% but increases the mana cost by 100%
Reflective Glare (Q): Increases the attack speed debuff to 20%

Heroics

Tier 5:
The Shadows Beckon (trait1): Increases the mana from minions to 8 and heroes to 20%
Scourge Foundry (W): Adds a second charge and reduces cooldown by 3 seconds, Chains don't stack
Winter Armory (Q): Adds a second charge
Necromancer's Secret (Q): Casting Frost Armor on an allied hero also applies a Frost Armor for Kel'thuzad

Tier 6:
Frost Bite: Basic attacks now have a stacking slow effect of 5%, up to 20%. Lasts 3 seconds since the last hit
Soul Drain: Basic attacks against enemy heroes now gives 4 mana per hit
Mana Leech (E): The mana destroyed gets returned to Kel'thuzad
Blood for Blood 

Tier 7:
Shadow Enchantments (R1): Increases damage to 7% of enemy heroes' HP and 25 per second, slow increased to 20% and allies no long affected by slow
Instant Fissure (R2): Removes the 3 second delay and reduces cooldown by 40 seconds
Storm Shield
Bolt of the Storm
Dark Ambition (trait2): Increases movement speed of allies under Unholy Aura by 10%

Playstyle

Kel'thuzad doesn't function like your normal support/assassin hybrid like Kharazim does. Instead, he is about buffing his allies until the right moment appears where he drops an offensive heroic that secures the fight for his team. He has no form of direct healing without the support of talents but rather focuses on HP regen and buffing it for his teammates.

One of his more interesting abilities is Detonate Mana, a mana burn ability. It doesn't do much damage or take much mana and is on a very long cool down but a well placed E on an assassin or support could deny them their heroics. Using this move on Morales or Kaelthas could cripple their contribution to a team fight (especially the drawn out ones where you can use two Detonates). Malfurion is a strong counter to this ability and it isn't very effective when the enemies are near healing wells but adds another layer of strategy to the dark Kel'thuzad.

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