Kel'Thuzad by Dreadmaw

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Kel'Thuzad

By: Dreadmaw
Last Updated: Sep 11, 2015
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Kel'Thuzad

Scourge Archlich

Description coming soon...
Updating soon but publishing for any feedback...

Let me know what you think so far in the comments.

Combat Trait

1
Damnation
When nearby allied minions die they rise up again as undead to continue fighting for 15 seconds or until killed. Does not work on bosses and undead minions give no experience.

Primary Abilities

1
Frost Blast
Kel'Thuzad fires a blast of ice in a line at the enemy target dealing ... damage to all enemies in the line and can be blocked by an enemy hero. Non-heroic targets (except bosses) hit by this ability are rooted in place for 2.5 seconds.
2
Shadow Fissure
After a short delay erupts a burst of shadow magic from the ground dealing ... damage to all enemies and leaves a pool of shadow dealing .... damage every second for 5 seconds. 
3
Mana Detonation
Kel'Thuzad sets a ticking detonation, if the target attacks it deals ... damage and if its an enemy hero they lose 10% of their maximum mana. 

Heroic Abilities

1
Chains of Kel'Thuzad
Kel'Thuzad impales his chains at a target area dealing ... damage every 2 seconds to all enemies and taking control of enemy minions within the area, forcing them to attack his target. 

If Kel'Thuzad moves too far away or dies the ability will be cancelled. Does not work on bosses.
2
Guardians of Icecrown
Kel'Thuzad calls for help from Northrend, summoning 2 Guardians of Icecrown that follow Kel'Thuzad and deal ... damage to his current target. 

Not affected by Damnation. 

Talents

Level 1:

Shadow Grasp:
Shadow Fissure will slightly pull nearby enemies towards its epicentre. Does not affect players recently pulled in for 5 seconds.
Bone Armor: Undead minions now last 15 seconds longer longer and take 15% less damage. 
Frigid Wastes: Frost Blast now slows enemy heroes by 20%.
Mana Siphon: Collecting Regeneration Globes on enemy heroes permanently increases Mana Regeneration by 0.1 per second. Mana Detonation also permanently increases your maximum mana by 5 when it damages an enemy hero.
Level 4:
Eye of Naxxramas: Sets down an invisible shade that reveals a small area for 7 seconds, also revealing invisible and stealthed units. 
Brittle Bones: Frozen targets take more damage from Kel'Thuzad and minions. 
Loose Mana: When an enemy hero loses mana from Mana Detonation loose mana orbs will appear which Kel'Thuzad and ally Heroes can pick up to gain mana. 
Icicle Split: Frost Blast now deals only a third of its original damage but now fires three separate shards in a line. Heroes cannot intercept more than one shard.
Construct Abberation When you have at least two undead minions you can activate Damnation to sacrifice two undead minions to form an Abberation with increased health, increased duration and splash damage on death.

Level 7:
Fissure Awakening: Enemy minions and mercenaries killed by Shadow Fissure are affected by Damnation.  
Wraith Shift: Increases movement speed by 75% when active and can walk through heroes. Replaces Mount. 
Mana Blast: Cost 25% of mana. Deal damage to a target equal to the mana cost. 
Empower Mercenary:
Chillblains: Your Frost Blast can now Freeze enemy heroes for 1.5 seconds.

Level 10:
Chains of Kel'Thuzad: Kel'Thuzad impales his chains at a target area dealing damage over time and taking control of enemy structures stopping them from attacking and spawning undead allied minions.
Guardians of Icecrown: Kel'Thuzad calls for help from Northrend, summoning 2 Guardians of Icecrown that deal cleave damage and follow
Kel'Thuzad attacking targets that he does. Not affected by Damnation. 
Level 13:

Level 16:

Level 20:
Lich Phylactery: Kel'Thuzad leaves his Phylactery on the ground which can be repositioned every 30 seconds. When Kel'Thuzad suffers fatal damage, he restores 50% of his max health and immediately teleports to the Phylactery location. 120 second cooldown.
Curse of Naxxramas: Damnation now has global range and increases undead minion's health and duration. Now also turns Mercenaries and Catapults into stronger undead minions on death. 
Chain Domination: Chains of Kel'Thuzad can now be used to take control of a random enemy hero in the area, forcing them to attack their allies with their basic attack. Controlled enemy will not be able to leave the area for the duration but also cannot be damaged by allies or enemies.
Blood Tap: Guardians of Icecrown now heal Kel'Thuzad equal to the damage they deal to enemies.

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