Kyle Blackthorne by beboptimusprime

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Kyle Blackthorne

By: beboptimusprime
Last Updated: Jul 10, 2017
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Kyle Blackthorne

Lone Gunman

A real rebel without a cause, Blackthorne came to the Nexus to kick *** and take names.

AUTHOR'S NOTE: I know nothing about Blackthorne so I won't pretend on lore, but I had an idea for this trait, and I thought his character would fit it the best.

Blackthorne is a ranged assassin capable of tremendous flexibility. His trait allows him to split his attack onto two targets simultaneously, meaning he can either do above average sustained damage to 1 target or below average to 2 simultaneously. His abilities allow him to apply DOT effects which can be talented to include greater utility onto his attack targets, encouraging him to maintain many targets. He has high mobility in-combat, with his Combat Roll allowing him to move to his last attacked target. This gives him the potential to be very chaotic in battle, moving between multiple targets quickly and either bursting them down or disabling them with his grenades depending on talent choices.

I designed his talents to give him great flexibility in choice. He can either embrace chaos, moving quickly through battle and disabling his enemies, go into a single-target style that allows him to pick off one target effectively, or focus on spread damage. The idea that Blackthorne would always be a safe pick, adaptable to most compositions, but should rarely be overpowering by himself.

Combat Trait

1
Dual Wield
Blackthorne's Auto-Attack is split into two independently controllable attacks. When Blackthorne begins to attack a target, both attacks are placed on them by default. A second target can be chosen with D. In the event that one target leaves the attack range, Blackthorne will find a second target following the usual targeting rules until D is selected again to return to a Single Target for both attacks.

Splitting and returning Blackthorne's Auto-Attacks costs no mana and has no cooldown.

Blackthorne's Primary and Secondary Auto-Attack are offset, such that his overall ATK Speed is 4 per second, but each AA separately attacks at a rate of 2 per second.

Primary Abilities

1
Flash-Bang
Blackthorne tosses a grenade that, after a .75 Second Delay, deals 100 damage and blinds for 2.5 seconds in an AOE. If this ability is self-cast, remove the Delay.

Costs 20 mana, stores 2 Charges.

Range is Blackthorne's AA range. AOE is similar to Trait-Buffed Flamestrike.
2
Incendiary Rounds
Blackthorne's next 2 Auto-Attacks (applies to both Primary and Secondary for a total of 4) apply a damage over time effect to enemies hit. The effect lasts for 3 seconds, and deals 60 damage per second (ticks twice per second for 30 each). Successive attacks refresh, but do not stack this effect.

Costs 40 Mana.
3
Combat Roll
Blackthorne rolls to his last auto-attack target.

Costs 20 Mana

Holds 3 Charges (2 second Cooldown between uses)

Secondary Abilities

1
Don't Ask
Blackthorne brings a third gun from... somewhere? This gun is 75% as effective as his Primary and Secondary guns, but he can only fire it for 6 seconds at a time.

8 second cooldown (begins when gun is holstered).

Heroic Abilities

1
Loaded for Bear
Blackthorne loads his guns with Explosive Rounds - for the next 4 seconds, each autoattack deals its damage in an AOE around its target. The primary target of the attack receives the explosive damage as well as the primary damage.

AOE Range is about the area of an untalented Tychus Grenade.

Costs 80 mana
2
Assault Momentum
For the next 5 Seconds, each successive attack Blackthorne makes against a target increases the damage of the next attack against that target by 20%. Damage cannot be increased in this way beyond 120%.

Costs 80 mana

Talents

Level 1:



This Little Light of Mine (Quest):



Deal 3000 Damage with Incendiary Round to each enemy hero.

When you complete the Quest for 1 hero, tick damage for that hero increases from 30 to 40.

When you complete the Quest for All Heroes, Incendiary Rounds also applies a 20% slow for its duration.

Like a Rolling Stone (Quest):



Cover 2000 yards with Combat Roll.

At 1000 yards, remove its mana cost

At 2000 yards, Combat Roll now leaves a trail of ruptured earth behind it that damages enemies inside for 50 damage per second. Lingers for 2 seconds.

Push it to the Limit:



Blackthorne gains 25% movespeed for 2 seconds when switching from splitting or uniting his Primary and Secondary attacks. This effect has an 8 second cooldown.

Level 4:



Up in Smoke:



Flash-Bang
leaves a lingering cloud of smoke in its AOE that reapplies its blind constantly. Lasts 3 seconds.

Catch a Grenade:



Flash-Bang's damage is increased by 30% for 1 second after using Combat Roll.


Blinded by the Light:



The duration of Flash-Bang's blind is extended by .5 seconds for every target hit.


Level 7:



Rolling Thunder:



When Blackthorne Combat Rolls to a target, his Attack Speed against that target is increased 10%.


Reach out and Touch Somebody:



Blackthorne's Attack Range is increased by 15% while splitting his Primary and Secondary attacks.[/b]


Jumpin' Jack Flash:



Combat Roll's cooldown is decreased by .1 for each tick of Incendiary Ammo.

Incendiary Ammo's cooldown is reduced by .5 for each Combat Roll.


Level 10:



Loaded for Bear


Assault Momentum


Level 13:



Hot Hot Heat:



Incendiary Ammo
reduces the Spell Power of effected targets by 30%.


Blood and Iron:



Gain 30% Lifesteal while Primary and Secondary attacks are Split.

Roll Out:



Combat Roll grants 15 armor for 2 seconds. Stacks.

Level 16:



Fire of Unknown Origin:



Applying Incendiary Rounds to a new hero resets its duration on all applied heroes. Reduce its cooldown by 2 seconds.

Burn this Mother:



Incendiary Rounds
Ignores Armor

This Fire is Out of Control:



Incendiary Ammo can now be stacked up to 3 times.

Level 20:



Click Click Boom:



Explosions repeat at the location they occurred after a 1 second delay.


Add it Up:



Attacking the same target now passively increases damage to that target by 1% up to 10%. Adds to Active total for Assault Momentum, but cannot exceed cap.

Anything is Possible:



Gain the Active Ability Don't Ask


Dance, Dance, Dance (Quest):



Attack all enemy heroes within 4 seconds.

Gain 5% attack damage and 5% attack speed. Effect is lost after 10 seconds.

Quest is infinitely repeatable. Completing the quest adds a stack of the reward and resets the decay.

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