Kel'Thuzad by HenriOsbourne

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Kel'Thuzad

By: HenriOsbourne
Last Updated: Dec 30, 2015
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Kel'Thuzad

Lord of Naxxramas

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.

Combat Trait

1
Death is Not the End
When Kel'thuzad dies, increases its Max. Mana by 1%. This effect has a 120 second cooldown. Raising a minion back to life reduces its cooldown by 1 second.

Primary Abilities

1
Frost Nova
(Instant Single target ability), Range of a living bomb - (80 Mana - 12 seconds cooldown.)

Instantly bursts a freezing attack from the ground, dealing 100(25lvl) to the main target and 50(+8lvl) to nearby enemies, slowing the movement speed by 50% in 0.5 second. Activating while you are channeling Chains will target the chained target dealing 25% more damage to the main target, but interupting the Chains.
2
Raise Dead
(2 Stacks - Cooldown: 8 Seconds - 60 Mana)

Marks a minion (friendly or not) w/ a buff for 5 seconds. If the minion dies, return to life under your control with 50% of its Max Health. Cannot target Mercenaries. (Your control will mean that his damage dealt and exp will be granted for you)
3
Chains
(Cooldown: 14 Seconds - 70 Mana) Skillshot just like Stiches, but channels like Murky's heroic.

Traps(Root) the first enemy hit for 2.5 seconds, dealing 50(+60lvl) damage per second. You can cast your other basic abilities while channeling this. (Note: any stun will stop this, of course)

Secondary Abilities

1
Frozen Armor
Talent Level 4 - Active Ability - reduces incoming damage by 30% for 3 seconds. 40 seconds cooldown.
2
Shade of Naxxramas
Talent Level 4 - Active Ability - 50 Seconds Cooldown -  Summons a cloaked shade that walks towards a point, revealing an area for 15 seconds. It can be killed. (if revealed or by aoe dmg)

Heroic Abilities

1
Death and Decay
(Cooldown: 150 Seconds - 100 Mana) Max Channel Time: 10 seconds

Channels death in a big area (You know the range of sgt hammer attack? that whole area would be the AoE of this), dealing 1% damage every second to all enemies and stacking up to 3% after channeling for 5 seconds. The damage against heroes are double. (Note: any stun will stop this, of course)

2
The Call of the Damned
(Cooldown: 120 Seconds - 100 Mana) 

After 3 seconds, return to life with 50% HP All Friendly Troops and Mercenaries that died in the last 10 seconds and also raises 2 nerubian guardians in Kel'thuzad's location. Lasts for 15 seconds. (Note: HE NEEDS TO SAY: MINIONS, SERVANTS, SOLDIERS OF THE COLD DARK, OBEY THE CALL, OF KEL'THUZAD, THIS IS A MUST FOR THIS HEROIC, MR BROWDER)"

Special Mount

1
No Special Mount ability...
Flying mounts will do, like the ones Azmodan and Zagara use, and by standart mount, it could be a charge/run animation leaving a freezing path on the ground and ice smoke partciles on his hands.

Error Note and -Talents Level 1

IF FOR ANY REASON YOU ARE NOT SEEING THE RIGHT ICONS AND ALL ICONS ARE THE SAME, TRY TO READ FROM THESE 3 SCREENSHOTS
talents 1 and 4
talents 7 and 13
talents 16 and 20
Death is not the End Upgrade - Aura of Eternity - Increases life regeneration by 5% on every death.

 Death is not the End Upgrade - Learning with Death - Ability Damage by 1% on every death (max.30%)

 Death is not the End Upgrade - A True Necromancer - Increases Raise Dead stacks by 1 on every death. (max.9)

Talents Level 4

Frozen Armor - Active Ability - redcues incoming damage by 30% for 3 seconds. 40 seconds cooldown.

Envenom

Shade of Naxxramas - Active Ability - 50 Seconds Cooldown -  Summons a cloaked shade that walks towards a point, revealing an area for 15 seconds. It can be killed. (if revealed or by aoe dmg)

 Frost Nova Upgrade -Sheer Cold - Non-heroic enemies will be disabled for 2 seconds. (like sylvanas, but in a frozen state like arthas sindragosa)

Talents Level 7

Chains Upgrade - I Will Not Miss This Time! - If Chains misses a hero, reduces its cooldown by 50%.

Chains Upgrade - My True Target Chains will now ignore any target on its way except for heroes.
Raise Dead Upgrade - Dark Ritual - Whenever a revived minion dies(again), restores 1% of Kel'Thuzad max health and 10 mana.

Talents Level 13

Raise Dead Upgrade - Reinvigorated Death - Revived units will return with full life and now receives 50% less damage from non-heroic enemies.
Frost Nova Upgrade - Cold Mastery - Reduces the cooldown by 1 second for each target hit.
Frost Nova Upgrade - Freezing Death - Leaves a freezing area on the hit ground that reduces movement speed by 20%. Lasts for 3 seconds.

Talents Level 16

Frost Nova Upgrade - Ice Age - Allows a free cast for 3 seconds after being cast that deals 50% of the damage. If it targets the same one as the initial cast, it deals 5% of  the target Max HP instead.Chains Upgrade - Bound to My Will - Silences the trapped target for its duration plus 1 second.
 Death is not the End Upgrade - Live and Let Die - Remove the cooldown of the ability (so every death will trigger it).
 Ice Block

Talents Level 20

Death and Decay Upgrade - ...and Pray for Mercy! - Slows movement speed of enemies in the affected area by 5%, stacking up to 40%.Call of the Damned - Thriller of the Lich - Revived minions are invulnerable for 3 seconds after taking lethal damage.(leaving it with 1HP)Bolt of the StormMarch of Naxxramas - Passive Ability - Increases Kel'thuzad movement speed by 2% for every friendly minion nearby. Stacking up to 40%  

About

My thoughts for Kel'Thuzad is that he's a character that learns with Death. As a necromancer and very fascinated by the art of Death(and by also being known for dying and ressurecting many times), his trait fits his style. As for gameplay, you surely don't want to die to take the best of kel thuzad, since every time you do, you give the opponent team a lots of exp. But in the other hand, you get stronger and with a high mana pool, you will be able to crowd the battlefield with minions and spam your freezing ability to Victory. The first talents will let the player focus upon many styles of play (Survivability, Damage, Lane Presence). With this trait we have a new kind of risk-reward in HotS.

On the other hand, like many characters, he lacks ways to escape from trouble and it's very squishy, but has a few talents that might help the players when they think they are needing more protection.

Both heroics focus upon the Specialist role, the first one being an option for destroying enemy forts and more team fight presence, while the other is totally focused upon taking domain of the battlefield.



If Dustin and dev team is reading this, I would dearly ask you guys to consider some or most of these ideas (or even the whole concept, it would be a dream :o). I'm a simple game desginer and I do love this game and Kel'thuzad! Cheers

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