Koltira Deathweaver (Completed) by Rexx

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Koltira Deathweaver (Completed)

By: Rexx
Last Updated: Mar 4, 2017
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Koltira Deathweaver (Completed)

Defender of Quel'Thalas

In life, Koltira was among the defenders of Quel'Thalas whom died in battle with the Scourge, his death came at the hands of Th***arian, a then powerfull Death Knight of the Scourge. Soon after his death, Koltira found himself reanimated as a powerful death knight whom served under the Lich King - Time passed and eventually Koltira broke free from the Lich King's control alongside other Death Knights like his killer Th***arian and Highlord Darion Mograine. Now, free from the Lich King's will and with the power of death itself on his side: he takes up his blade and will bring his strength with him to fight in the Nexus.

Koltira takes up the role as an Unholy Death Knight, allowing him to specialize in the arts of undeath and powerful unholy magics which will bring both enemy champions and their fortifications down.

Baste stats:


- Base Health: 1986 (+4 %)
- Health regen: 3.99 (+4 %)


- Runic Power capacity: 100
- Energy regen: 0


- Speed: 4.39

Basic attack:


Koltiras basic attack is delivered in the form of swings with his Two-Handed Sword.

- Base damage: 111 (+4 %)
- Attack speed: 1.1
- Attack range: 1.7

Combat Trait

1
D - Death-touched presence
Passive: Koltira always has a hulking abomination with hims as a field of battle companion. This abomination will always remain to Koltira's right hand side (Unless terrain prevents it) and it will attack the same target Koltira does for half of his damage. If Koltira stops attacking then the abomination will turn passive and return after 3 seconds. Koltira and his allies can pass trough the abomination while enemies can not and the abomination can soak skill shots.

- If the abomination dies it will automatically re-spawn after 1 minute.

- The abomination has 1000 base health (+ 4%)

- Structures with ammunition, minions and mercenaries will attack the abomination over Koltira.

Passive: Koltira's basic attack gives the attacked unit or structure 1 stacks of Festering Wounds, you can max have 8 stacks active yet you can stack the Wounds on as many units as you want. The Wounds will be tracked by your health frame and when you switch targets the indicator will adapt to show the amount of stacks on the most recently attacked target. These stacks lasts until consumed.

Activate: Instantly give the selected target 4 stacks of Festering Wound. This target is now contagious and will grant nearby units 1 stack each second for the next 4 seconds.

Runic Power: 15
Cooldown: 30 Seconds.

Primary Abilities

1
Q - Festering Strike
Instantly strike the target for basic damage + 10% This ability will generate 3 stacks of Festering Wounds and generate 25 Runic Power. If the target already has 3 stacks or more when you use Festering Strike: generate the same amount of stacks but 25 more Runic Power.

Runic Power: 0
Cooldown: 3 Seconds.
2
W - Scourge Strike
Strike the target for a moderate amount of damage. This ability will consume up-to 6 Festering Wounds and the effect they have depends on what they were used for.

- If consumed on a minion, mercenary, mercenary boss or map-objective unit (Be it player or non-player controlled): Burst the stacks and deal damage around it to all nearby units. The amount of damage done and radius on the burst increases for each stack of Festering Wounds.

- If consumed on a structure: Deplete 1 ammunition (Should said structure have any) and chop of 6% of the structures total health per consumed stack of Festering Wound.

- If consumed on enemy heroes: Deal bonus damage equal to 0.25% of the targets total health per consumed stack of Festering Wound.

Runic Power: 25
Cooldown: 6 Seconds.
3
E - Decaying Strike
Cleave your sword in front of you, dealing moderate damage to all units in a small frontal cone. This ability will randomly consume 1-4 stacks of Festering Wounds on any target hit which had it active.

- If consumed on a minion, mercenary, mercenary boss or map-objective unit (Be it player or non-player controlled): Freeze them in their tracks, rooting them for 3.5 seconds and dealing damage for that time period. Mercenary bosses can not be rooted but will take bonus damage while map-objective units will not be rooted and take the regular damage.

- If consumed on a structure: Remove the line of sight blocked by said structure for 2 seconds and shut it down, preventing fire of ammunition. The Core is immune to this.

- If consumed on enemy heroes: Place a 4 second damage over time effect on them which deals damage each second and it will absorb 50% of all healing done to them for the 4 seconds.

Runic Power: 35
Cooldown: 12 Seconds.

Heroic Abilities

1
R - Apocalypse
Replace Koltira's weapon with the two-handed Sword: Apocalypse.

Passive: Each basic attack now applies 2 stacks of Festering Wounds, his Runic Power pool is increased to 130 and Festering Strike now generates 35 Runic Power with 35 additional for the bonus effect.

Activate: Consume 6-8 stacks of Festering Wounds on the selected target and spawn a Minion of Death per consumed stack. These minions will "somewhat" follow Koltira around while leaping around, attacking anything in sight, dealing light damage and applying 1 stack of Festering Wound per attack landed.

These minions lasts for 10 seconds and can be killed.

Runic Power: 60 + At least 6 stacks of Festering Wounds.
Cooldown: 90 Seconds.
2
R - Dark Transformation
Once active, Koltira will merge with his abomination and turn it into a Undead Monstrosity for 8 seconds. During these 8 seconds, all of Koltira's abilities costs 0 Runic Power and each basic attack and ability attack will come with an area of effect slam that will hurt all targets nearby.

While in this form, Koltira will pulse for light damage each second and apply 2 stacks of Festering Wounds per tick of damage and deals 125% bonus damage to structures.

Runic Power: 40 + abomination alive.
Cooldown: 60 Seconds.

Talents

Level 1


- Vile Aura: Your abomination deals damage to nearby enemies each 2 second.

- Corpse Dust: Reduce the cooldown for your abomination to respawn by 30 seconds.

- Layers of skin: Your abomination takes 75% reduced damage from everything except heroes.

- Rapid Decay: Remove the cost of Death-Touched Presence and reduce it's cooldown by 15 seconds.

Level 4


- Wounds for Days: Quest: Stacking Festering Wounds up to 8 stacks with Festering Strike on enemy heroes will empower it. Reward: After stacking 8 stacks of Festering Wounds on enemy heroes 20 times, increase the number of Wound stacks applied by Festering Strike to randomly be between 3-6.

- Bursting Blade: Quest: Using Scourge Strike to consume at least 6 stacks of Festering Wounds will empower it. Reward: After consuming 6 stacks+ of Festering Wounds with Scourge Strike at least 25 times, reduce the amount of Wounds consumed to maximum 3 but all effects will trigger as if it was 6.

- Death-render: Quest: Using Decaying Strike to consume Festering Wounds will empower it. Reward: After consuming a total of 200 Festering Wounds, reduce the amount of stacks randomly consumed to 1-2

- Infested Blade: Your basic attacks now applies 2 stacks of Festering Wounds.

Level 7


- Bursting Strikes: Each 4th basic attack will consume 1-2 Festering Wounds to deal area of effect damage as if it was bursted by Scourge Strike on enemy minions (etc) - This effect works on anything.

- Leeching Wounds: For each 8th Festering Wound you consume with any ability on any target, heal yourself for 8% of your total health.

- Runic Empowerment: Increase your Runic Power pool to 200 and generate 1 Runic Power per 2 seconds.

Level 10 (Ultimates - R)


- Apocalypse

- Dark Transformation


Level 13


- Decomposing: Reduce the cooldown of Decaying Strike by 50%

- Slaughterhouse: Scourge Strike's bursting effects becomes stronger - On minions effect is boosted to have the effect of 2 Wounds when 1 is consumed, depletes 3 ammunition and deal 10% structure damage and damage equal to 0.5% of heroes total health.

- Death to the living: Decaying Strike's bursting effects becomes stronger - On minions effect lasts for 6 seconds, structure function lasts for 4 seconds and hero function is increased to 6 seconds with a 75% healing reduction.

- Black Plague: Death-Touched Presence's activate ability now lasts for 6 seconds and will apply 2 stacks of Festering Wounds per 2 second.

Level 16


- Ebon Fever: For the first 6 seconds after any unit gets at least 1 stack of Festering Wounds, they will take damage each 1 second.

- Unholy Frenzy: For each 6th Festering Wound you burst, increase your attack speed by 25% for 3 seconds.

- Numbing corruption: The activate ability of Death-Touched Presence also slows attack speed and movement speed by the main target by 25% for it's duration.

Level 20


- Corpse Explosion: When the Minions of Death summoned by Apocalypse dies of damage or their timer running out - they will explode and deal area damage and consume any Festering Wounds on any targets within range. The Minions also now lasts for 20 seconds.

- Dark Ascendance: Dark Transformation no longer needs your abomination to be alive and instead you will turn into a Dark Arbiter, the effect now lasts for 12 seconds, you deal ranged splash damage for basic attack and can fly past terrain.

- Soul Reaper: Activate to strike the target for a high amount of damage. If the target has at least 6 stacks of Festering Wounds you will consume them to increase your own attack speed and damage by 50% for 4 seconds while making the reaped target vulnerable, increasing all damage it takes by 25% for 4 seconds. Cooldown: 45 seconds.

- Spell Eater: Each 15'th second your abomination will automatically redirect any ability power incoming to him.

Skin suggestions

Koltira's baasic skin looks like this:

Tint 1: (That is Koltira btw) Black-Ish
Tint 2: With Shoulders and not that helm
Tint 3: Without the Helm

Koltira's master skin

Tint 1: (That is Koltira btw) Black-ish
Tint 2: Gold - Except the helm
Tint 3: Red-ish - Except the helm

His weapon would always be: This Blade - While it would of course change in color and "model" for tints and master skin.

With Apocalypse talented his weapon would become: This Blade

While with Master skin I figured it would take on this apperance

Other concepts and more

I will list here once more of my concepts is made. Some of these concepts may also look familiar but that is because I am also "Rexx" whom has posted some hero concepts on the EU and US side forums for Heroes of the Storm.

This Fillet Concept was originally created the day it was posted here - 04.03.2017

Other hero concepts I have made:

Darion Mograine (World of Warcraft): http://www.heroesfire.com/hots/concept/darion-mograine-completed-6079

Hyrja (World of Warcraft): http://www.heroesfire.com/hots/concept/hyrja-completed-6103

Yogg-Saron (World of Warcraft): http://www.heroesfire.com/hots/concept/yogg-saron-completed-6155

Anduin Lothar (World of Warcraft): http://www.heroesfire.com/hots/concept/anduin-lothar-completed-6885

Tirion Fordring (World of Warcraft): http://www.heroesfire.com/hots/concept/tirion-fordring-completed-6900

Nazgrim (World of Warcraft): http://www.heroesfire.com/hots/concept/nazgrim-completed-6894

Fillet (World of Warcraft): http://www.heroesfire.com/hots/concept/fillet-completed-6905

Widowmaker (Overwatch): http://www.heroesfire.com/hots/concept/widowmaker-completed-6109

Sombra (Overwatch): http://www.heroesfire.com/hots/concept/sombra-completed-6072

Reinhard (Overwathc): http://www.heroesfire.com/hots/concept/reinhardt-completed-6093

Junkrat (Overwathc): http://www.heroesfire.com/hots/concept/junkrat-completed-6098

Soldier: 76 (Overwatch): http://www.heroesfire.com/hots/concept/soldier-76-completed-6124

Genji (Overwatch): http://www.heroesfire.com/hots/concept/genji-shimada-completed-6866

Roadhog (Overwatch): http://www.heroesfire.com/hots/concept/roadhog-complete-6881

Changelog

05.03.2017: Koltira Deathweaver completed created.

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