Khadgar by zeeaall

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Khadgar

By: zeeaall
Last Updated: Feb 18, 2023
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Khadgar

Archmage of the Kirin Tor

A masterful Mage who combines elements into a plethora of different spells, adapting to each situation.

I'll reiterate this below, but let me just say right off the bat: the base kit is essentially an adaptation / reskin of Merlin, the wizard character in Gauntlet.

(I'm updating this with a lot of the stuff discussed in the comments. Thanks for the questions!)

Combat Trait

1
Master of Magic
Combine two elements with your Basic Abilities to replace this with a spell.

Primary Abilities

1
Conjure Frost
[Q] Add a Frost element to your spell.
2
Conjure Fire
[W] Add a Fire element to your spell.
3
Conjure Arcane
[E] Add an Arcane element to your spell.

Secondary Abilities

1
Ray of Frost
[QQ] After 0.5 second, channel a ray of frost that deals X damage per second to the first enemy hit, increasing up to X over 2 seconds. Slows by X% per second for 1.25 second, up to X%.

Does not go over unpathable terrain or deal damage to Structures.
2
Deep Freeze
[QW] Slow enemies in a cone in front of you by X% for 2 seconds.
3
Frozen Orb
[QE] Launch an orb of ice at the targeted location that deals X damage per second to enemies in an area around it and Slows them by X% for 2.5 seconds. Lasts X seconds.

Does not go over unpathable terrain.
4
Flameshift
[WQ] Swoop forward as a fiery raven, dealing X damage to all enemies you pass through and igniting them for X damage per second for X seconds.
5
Fireball
[WW] Hurl a small fireball in the targeted direction, dealing X damage to the first enemy hit.

Does not go over unpathable terrain.
6
Phoenix Flames
[WE] Launch an arcing projectile that deals X damage to all enemies in its impact area.
7
Nether Tempest
[EQ] Fire a volatile arcane beam at a nearby enemy, dealing X damage and chaining to other enemies, prioritizing Heroes. Hits up to X Heroes and X non-Heroes.
8
Arcane Shock
[EW] Cause a burst of arcane energy in front of you, dealing X damage to all enemies hit, knocking them back a short distance, and stunning them for 0.5 second.
9
Prismatic Barrier
[EE] Raise a protective barrier for X seconds that cannot be crossed by enemies and grants allies inside it X Spell Armor.

Concept

Honestly, this is just a reskin of Merlin from the game Gauntlet, since I envision Khadgar working in basically the same way, which is also very similar to Invoker from Dota. Whenever I see a post asking "which kind of kit would you like to see added" I always imagine Merlin's / Invoker's mechanics, and for characters themselves, I'd love to see Khadgar. I think those two things fit pretty well with each other, so I decided to create this concept page just to the put the idea out there.

All I did here was rename the abilities to fit Khadgar as a WoW mage, and made very slight adaptations to bring their power level a little closer to what you'd expect from a HotS character, such as "Deep Freeze" not stunning, and "Prismatic Barrier" not granting invulnerability. Gauntlet is a very different game from HotS, so while these things aren't game-breaking there, they'd be too OP in HotS. But other than that, I think the kit could work surprisingly well with proper tuning, despite being ripped straight from a different genre altogether. Of course, if Blizzard ever adds a character with this mechanic, their actual abilities would likely be different, but I think it's a solid example.

I also think it'd be perfectly fine for him to not have Heroic Abilities considering he already has 9 Basic Abilities, or maybe he could have passive Heroics (like choosing one of the three magic schools to buff).

The way this whole thing works is, Spells are made of 2 elements. When you conjure the first element, nothing happens. When you then summon a second element, they combine into the respective spell, which gets "equipped" to your Trait button. You do this whenever you want to equip a different Spell, which always goes to your Trait button. The trait as it is listed here will almost never be seen. Think of it as [Might of the Nerazim]: it keeps getting replaced as Zeratul casts his abilities.

I'd like his conjured elements to be visible to everyone. I imagined them being small orbs, like Kael's [Verdant Spheres], then looked up Invoker and it turns out he does exactly that.

Some details on the abilities, since I didn't give them numbers:

- Ray of Frost: no/low cooldown, stats start up low but grow significantly over time if it sticks to a target, can turn very slowly while channeling.
- Deep Freeze: massive slow, medium cooldown.
- Frozen Orb: large area, very low damage, long cooldown. The orb itself moves from Khadgar to the targeted location at the same speed as Li-Ming's orb, affecting enemies it hits, then stops and sticks around for a while, affecting the area around it.

- Flameshift: not a teleport, more like a [Jet Propulsion] with no wind-up or enemy collision. Low impact damage, high DoT, medium/long cooldown.
- Fireball: low damage, very low cooldown, fast cast time, medium/long range.
- Phoenix Flames: high damage, small/medium area, low/medium cooldown, long range. Arcs in the air like Zarya's grenades. Has a minimum cast range (as in, it can't be cast too close to Khadgar).

- Nether Tempest: low/medium damage, cooldown, and range (for the initial target and chaining).
- Arcane Shock: medium damage, medium cooldown, melee range, very small area in front of him.
- Prismatic Barrier: very small, long cooldown, bubble-shaped like [Holy Word: Salvation].

But as I said these are just ripped from Gauntlet as a way to showcase the mechanic.

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matrix123mko (8) | March 10, 2020 11:20pm
I like it. It fits Khadgar and is interesting.

But how do the cooldowns work? Do they block your D or are they spell specific? How would it be visible to player?
2
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zeeaall | March 11, 2020 12:45pm
A short global cooldown could be necessary for balance reasons. He doesn't have any particularly crazy combos on his own, but maybe someone with high enough APM could be a monster if there were no cooldowns whatsoever to switching spells.

Cooldown display is interesting to think about in this case! I pretty much just imagined picking Merlin straight from Gauntlet and dropping him in HotS exactly as he is, as I found his design there to work incredibly well, but I see why it could be divisive for HotS: there, each spell has its own cooldown (with no global cd), but there's only one icon which always displays what your current spell is (and whether its available or not), so you pretty much have to keep track on your own. I must say, it actually works pretty well, you get used to them very quickly, especially since 3 of them have basically no cooldown and one is like 1.5 second.

It'd be hard to show all 9 on-screen at all times, but I guess there are some possible compromises. After you conjure one element, the Q W E buttons could transform into the respective spells they'll result in with your next press. So for instance, if your first conjured element is Frost, Q would display Ray of Frost, W would be Deep Freeze, and E would be Frozen Orb; and so on.

Technically you could just display all of them on the 6 extra buttons except for Ray of Frost, Fireball and Nether Tempest, since they're too low for it too matter anyway. It'd look a bit weird but I do think people prefer having the information available even if the presentation isn't the best (look at all the ways people suggest showing Abathur's cooldowns). It would limit design space for his talents a bit though, as it would limit him to 1 active talent at most (his R is still free) and none of the talents could increase those short cooldowns as a tradeoff for something.
3
[-]
FidgetingFly (2) | March 11, 2020 1:44pm
You could have two little globes by the portrait which display a colour based on which elements you choose, or grey for nothing yet.
Also, if you use a spell would it reset both elements to nothing? If not, how would you reset it if you wanted to get a new spell?
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