Kel'Thuzad by Blorgorize

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Kel'Thuzad

By: Blorgorize
Last Updated: Jul 27, 2017
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Kel'Thuzad

Lord of Naxxramas

Difficulty:
Medium(?)

General Concept: (Subject to change)
This variant of Kel’Thuzad was designed to be an updated fusion of the WC 3 Necromancer and Lich units.

“Minions, Servants, Soldiers of the cold Dark… obey the call of Kel’Thuzad…”

Level “0” Stats: (Numbers are merely placeholders until properly tested)
Health: 1470 (+4% Per Level)
Health Regen: 3.504 (+4% Per Level)
Power: N/A
Power Regen: N/A
Attack Damage: 70 (+4% Per Level)
Attack Speed: 1.2 Per Second
Attack Range: 5.5

Combat Trait

1
[D] Dark Ritual
Charge Cooldown: 10s

(Stock): Kel’Thuzad stores 1 Dark Ritual charge every 10s, up to 2. Each Dark Ritual charge missing causes it to charge 50% faster.

(Passive): Kel’Thuzad’s Abilities have no cooldown, but require Dark Ritual charges to cast.

Primary Abilities

1
[Q] Frozen Orb
Cast Range: 10y
Area of Effect Radius: 1.5y
Cost: 1 Dark Ritual Charge
Cooldown: None
Global Cooldown: 0.5s

(Active): Kel’Thuzad launches an Orb of swirling ice in the target direction, dealing (28 + 4% Per Level) Ability damage per 0.5s seconds to all enemies near it as victims move 25% slower for 0.5s each time they take periodic damage from the Orb.

When the Orb first deals damage, it will automatically expire after 3s, and while an enemy is within the Orb’s area of effect, the Orb moves 80% slower.
2
[W] Raise Dead
Cast Range: 4.5y
Cost: 2 Dark Ritual Charges
Cooldown: None
Global Cooldown: 0.5s

(Active): Kel’Thuzad raises 1 Ghoul at the target area for up to 12s. Ghouls have (294 + 4% Per Level) Health, 1 Attack Range, 1.67 Attack Speed, deal (35 + 4% Per Level) Ability damage on each of their Basic Attacks, and move 100% faster towards priority targets.

The first time a Ghoul attacks a Hero, Mercenary, or Monster, or assists in killing a unit, Kel’Thuzad will raise 1 additional Ghoul with the same remaining duration that can in turn spawn additional Ghouls. This cannot happen if there is less than 4s remaining on the swarm.

Specific Detail(s):
Target priority for Ghouls:
1: Enemy target of Mana Bomb.
2: Enemy Structures, then Bosses, then Heroes, then Summons, then non-Boss Mercenaries and non-Boss Monsters, and finally Minions within Death and Decay.
3. Enemy Structures, then Bosses, then Heroes, then Summons, then non-Boss Mercenaries and non-Boss Monsters, and finally Minions within Frozen Orb.
4. The last victim of Kel’Thuzad’s Basic Attack.
5. Nearest enemy.
3
[E] Netherwind Armor
Cast Range: 6y
Cost: 1 Dark Ritual Charge
Cooldown: None
Global Cooldown: 0.5s

(Active): Kel’Thuzad warps the target ally Summon or Hero in the element of decay, causing incoming hostile Basic Attacks to reduce the assailant’s Attack Speed by 25% for 1.5s.

Netherwind Armor lasts for up to 3s or until the host is struck by 4 Heroic Basic Attacks.

Heroic Abilities

1
[R-1] Death and Decay
Requires Tier 4 Talent: Death and Decay
Cast Range: 7y
Area of Effect Radius: 3.5y
Cost: 3 Dark Ritual Charges
Cooldown: None
Global Cooldown: 0.5s

(Passive): Kel’Thuzad can now store 1 additional Dark Ritual charge.

(First Cast): Kel’Thuzad calls upon the necrophagic powers of the Void over 2.5s, building up strength each second with the second cast being immediately recast after 2.5s.

(Second Cast): Kel’Thuzad corrupts the very earth at the target location for 10s, dealing Ability damage to enemy Heroes that stand within Death and Decay equal to 0.5% of their max Health per 1s. Enemy Minions, non-Boss Mercenaries, and non-Boss Monsters take Ability damage equal to 10% of their max Health per second while enemy Structures and Bosses take up to 300 Ability damage max per second.

Death and Decay's damage increases by 20% per 0.5s it was channeled.
2
[R-2] Mana Bomb
Requires Tier 4 Talent: Mana Bomb
Cast Range: 7y
Cost: 3 Dark Ritual Charges
Cooldown: None
Global Cooldown: 0.5s

(Passive): Kel’Thuzad can now store 1 additional Dark Ritual charge.

(Active): Kel’Thuzad infuses the target Hero with a portion of his magical essence, marking them for up to 3s. After 3s or when the target casts an Ability, they explode for (13 + 4% Per Level) Ability damage per 1% of their missing Power Percentage if they are an enemy or heal for an equal amount of Health if they are an ally.

If the target does not use a Power Resource, Mana Bomb scales off their missing Health Percentage instead.

Special Mount

1
[Z] "Mount"
Cooldown: 4s

(Active): Kel’Thuzad channels in place for 2s then Mounts, gaining 30% bonus Movement Speed. Dealing direct damage, casting Abilities or taking damage Dismounts Kel’Thuzad. Mount’s cooldown does not begin until Kel’Thuzad Dismounts.

While within the ally Altar of Storms, Mount is both instant cast and has its cooldown removed.

Specific Detail(s):
• Kel'Thuzad uses the same mounts as other heroes like Azmodan and Anub'arak.
• Kel'Thuzad has access to a unique mount called Path of Frost, which is just him surfing around on ice.

Talent Tree

Tier 1
[Q] Rime and Treason
Frozen Orb

Skins

Classic Kel

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1
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Koetetsu (4) | October 19, 2016 12:47am
You've finally brought your complicated, nose bleeding concepts here. How are you man? Have a +1 from me.
1
[-]
Blorgorize | October 19, 2016 2:00pm
I'm 300+ unique concepts down the rabbit hole, if I want each hero to be distinctive then I can't use shallow mechanics. Otherwise I'll have heroes with redundant abilities. I'm fine with generic talents though, because it would be a nightmare to make 17+ unique talents per hero after the 75th~ mark.

I would have stayed on the official forums, but when I tried to update my KT thread there it bugged out and I got another 404 error, so I don't go there to waste time anymore.
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