Lady Vashj (Sea Witch Concept) by Lehmyare

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Lady Vashj (Sea Witch Concept)

By: Lehmyare
Last Updated: Oct 1, 2017
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Lady Vashj (Sea Witch Concept)

Coilfang Matron

Lady Vashj was born in the city of Vashj'ir, where her mother, Lestharia Vashj, was the high leader and matron. She somehow left her homeland, and came to the city of Zin-Azshari, capital of the night elves, sometime before the War of the Ancients. Once chief among Queen Azshara's handmaidens, Vashj became one of the serpentine naga when Azshara and her followers were sent to the bottom of the sea during the Great Sundering.

Stats:
Attack Type: Ranged
Health: 1428.25 (+15% per level)
Health Regen: 3.81
Resource: 500 Mana
Armour: 0
Attack Speed: 1.45
Attack Range: 5.5
Basic Attack Damage: 94 (+12% per level)

Strengths:
CC
Global Mobility
Damage
Survivability


Weaknesses:
Escape
Squishy

Combat Trait

1
Naga Royal Guard
When dealt damage while at/under 25% health, summon a Myrmidon to protect you. When summoned, the Myrmidon will stun the closest enemy hero near you for 2 seconds, then attack the last enemy attacked you, unless you're further than basic attack range from the target. Myrmidons will protect you until you are above 75% health or are slain. While they're protecting you, 25% of the damage you take is transferred to the Myrmidon. Myrmidons have 514.12 (+10% per level) health and deal 65 (+4% per level) damage per second. Only 1 Myrmidon can be alive at once and can be only summoned once every 30 seconds.

[Unending Devotion] Myrmidon dies before your healthy, reduce cooldown.
[Increased Detail] Increased maximum number of Myrmidons on the battlefield, and reduced requirement.
[Watery Surprise] Myrmidons leave a puddle upon dying, and reduce cooldown of Dive.
[For the Matron] Prevent fatal damage and heal, if Myrmidon is alive while taking fatal damage.

Primary Abilities

1
Frost Arrows
Mana: 15 per Basic Attack | Cooldown: 1.5 seconds | Toggle

While active, basic attacks deal 121 (+12% per level) damage, slow enemies for 10%, stacking up to 40%, costs 15 mana per basic attack, and slow lingers for 1 second after not being hit by Frost Arrows.

If the enemy is wet (not in puddle), Frost Arrows root them for 0.5 seconds.

If the enemy is in a puddle, all enemies in the puddle are rooted for 1.5 seconds, the puddle is removed, and the enemies are no longer considered wet.

[Lingering Frost] Hit enemy heroes to increase duration of slow and root.
[Dynamic Frost] Increase basic attack range while active.
[Calming Cold] Basic attacks reduce cooldowns while active.
[Siphoning Chill] Frost Arrows heal you for half the damage.
2
Shock Blast
Mana: 50 | Cooldown: 15 seconds

Shoot a bolt of lightning that deals 83 (+4% per level) damage to non-hero enemies along the path, but stop on the first enemy hero it hits. If it hits a hero, Shock Blast explodes doing 25% damage to nearby enemies (explosion doesn't benefit from the wet debuff or puddles).

If the enemy is wet (not in puddle), Shock Blast deals 200% more damage and removes the wet effect.

If the enemy is in a puddle, all enemies in the puddle receive 150% of Shock Blast's damage.

[Rolling Thunder] Increase damage every time a enemy hero is hit.
[Piercing Sparks] Shock Blast pierces the first enemy hero it hits.
[Emanating Thunder] Shock Blast causes an expanding nova instead of a bolt.
[Cascading Energy] Every time Shock blast hits an enemy, refresh duration, but cost extra mana.
3
Isolated Storm
Mana: 20 | Cooldown: 12 seconds | 2 Charges

Summon a storm causing a puddle to be formed at its location. Enemies who step onto the puddle become "wet" and are affected differently when hit by your other spells. The puddle and "wet" debuff lasts 5 seconds. Global range.

[Engulfing Waters] Debuff enemies to increase duration of debuff.
[Familiar Waters] Using Dive reduces cooldown, but costs mana.
[Growing Tide] The puddle grows in size over its duration.
[Cold Water] Isolated Storm's puddle slows and reduces armour.

Secondary Abilities

1
Mana Shield
Cooldown: 15 seconds

Toggle on to have enemy damage reduce your mana instead of your health. 1% of health loss prevented equals 1% of mana lost.

Heroic Abilities

1
Raging Tempest
Mana: 80 | Cooldown 100

After channeling for 3 seconds release the Raging Tempest upon the battlefield. (Isolated Storm cannot be cast during Raging Tempest)

Global: You are able to Dive to anywhere on the map, and all enemies gain the wet debuff. The global effect lasts for 10 seconds.

Selected Area: Summon a barrage of lightning bolts that hits all enemy heroes in an area for 5 seconds. Each lightning strike deals 175% of Shock Blasts damage in a small area.

[Thunderous Storm] Selected Area's ability is now global.
2
Surge
Mana: 50 | Cooldown: 80 seconds

Become Invulnerable and summon 4 Tainted Water Elementals, each having 357 (+15% per level) health. You are invulnerable until all 4 water elementals are killed. When invulnerable you are unable to move, but for every second that you're invulnerable, your basic abilities deal 10% more damage, this effect stacks up to 100% additional damage. When the elementals are slain, retain the bonus damage for 10 seconds.

Can be canceled at any time.

[Elemental Escort] Able to move at a slower speed, and elementals damage and debuff.

Special Mount

1
Dive
Cooldown: 60 seconds

Activate, while on a puddle, to swim to another puddle on the battleground. Regain 20% maximum mana when using Dive.

[Passive] Gain 20% movement speed while on a puddle and 2 seconds after leaving.

Tier 1 Talents

[Q] Lingering Frost
    Quest: Hit enemy heroes 100 times with Frost Arrow. Slowing counts as 1, Rooting counts as 2.

    Reward: Increase duration of the slow and root of Frost Arrow by 0.5 second.

[W] Rolling Thunder
    Repeatable Quest: Hit enemy heroes with Shock Blast to increase its base damage by 6%. 100 Max stacks. Wet (non-puddle) enemies count as 3 hits, each enemy hit in a puddle counts as 2 hits.

[E] Engulfing Waters
    Quest: Make enemies suffer the debuff "wet" for 250 seconds.

    Reward: Increase wet's debuff to 10 seconds.

Tier 2 Talents

[Q] Aerodynamic Frost
    Frost Arrows increase basic attack range by 2.

[E] Familiar Waters
    Using Dive gives Isolated Storm 1 charge, but Dive costs 20 Mana to use.

[1] Mana Shield
    Cooldown: 15 seconds

    Toggle on to have enemy damage reduce your mana instead of your health. 1% of health loss prevented equals 1% of mana lost.

Tier 3 Talents

[Q] Calming Cold
    Frost Arrows decrease basic ability cooldowns by 0.5 seconds per attack.

[D] Unending Devotion
    If the Myrmidon dies before you reach 75% health, cooldown of Naga Royal Guard is reduced by 10 seconds.

[E] Growing Tide
    Isolated Storm's puddle increases in size by 10% every second for its duration.

Tier 4 Talents

[R1] Raging Tempest
    Mana: 80 | Cooldown 100

    After channeling for 3 seconds release the Raging Tempest upon the battlefield. (Isolated Storm cannot be cast during Raging Tempest)

    Global: You are able to Dive to anywhere on the map, and all enemies gain the wet debuff. The global effect lasts for 10 seconds.

    Selected Area: Summon a barrage of lightning bolts that hits enemy heroes in an area for 5 seconds. Each lightning strike deals 175% of Shock Blasts damage in a small area.

[R2] Surge
    Mana: 50 | Cooldown: 80 seconds

    Become Invulnerable and summon 4 Tainted Water Elementals, each having 413 (+15% per level) health. You are invulnerable until all 4 water elementals are killed. When invulnerable you are unable to move, but for every second that you're invulnerable, your basic abilities deal 10% more damage, this effect stacks up to 100% additional damage. When the elementals are slain, retain the bonus damage for 10 seconds.

    Can be canceled at any time.

Tier 5 Talents

[W] Piercing Sparks
    Shock Blast pierces the first enemy it hits, but deals 25% less damage when hitting the second target.

[D] Increased Detail
    The maximum amount of present Myrmidons is increased to 2, and are summoned at 50% health instead of 25%.

[Q] Siphoning Chill
    Frost Arrows also heal you for 50% of the damage you deal with basic attacks.

Tier 6 Talents

[W] Emanating Thunder
    Shock Blast sends an expanding nova of electricity out from you reaching the same range.

[E] Cold Water
    Isolated Storm's puddle reduces enemy movement speed by 10 and reduces their armour by 25.

[D] Watery Surprise
    When a Myrmidon dies they leave a puddle in their place along with reducing Dives cooldown by the Myrmidon's unused time.

Tier 7 Talents

[R1] Thunderous Storm
    The selected area's ability is now global.

[R2] Elemental Escort
    Able to move at 75% of max speed and Tainted elementals attack nearby heroes, debuffing them with "wet".

[D] For the Matron
    If you were to take fatal damage while a Myrmidon is alive, the Myrmidon would take the damage in your place. If a Myrmidon were to die from preventing a fatal blow, you restore 10% of your life.

[W] Cascading Energy
    Every time Shock Blast hits an enemy, refresh the duration. Costs 2 extra mana, and a 0.5 seconds longer cooldown, every time its duration is refreshed.

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