Lana'thel by Streber

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Lana'thel

By: Streber
Last Updated: Jan 18, 2019
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Lana'thel

Blood-Queen of the San'layn

Background:

Blood-Queen Lana'thel is the leader of the San'layn, a group of Kael'thas' greatest followers, raised in undeath by the Lich King and transformed into vampiric beings.

In HoTS, Lana’thel is a resilient and aggressive melee Support who uses her Health as fuel and transforms Heroes into vampiric beings, enabling allies who rely heavily on dealing Spell Damage.


Design theme:
Lana'thel wants to turn as many Heroes as possible into Darkfallen. Biting allies transfers her own blood to them, costing her own health, but in return granting them life-steal bonuses that is only specific to Spell Damage. She is also the perfect Hero that can manipulate maximum Health by having tools of dealing and healing percentage damage and a heroic that causes the health points of two allies to merge into one. Maybe at first glance she appears to have low direct heals, but the many different ways of achieving heal and damage-outputs makes playing this hero never boring, she is versatile in a way that every Ability can affect both allies and enemies. Those wings of her don't also go to waste, she uses them to leap into her targets before biting them or when talented she can blast enemies with them, knocking them aside and can fly into the air to rain blood into her foes.

Her abilities are mostly inspired from her WoW fight and after many tweaks and changes, she ended up being similar to Alex, Whitemane, Malf and Khara, all mixed up together in a way, but (hopefully) at the same time being unique on her own with so many possible play-styles. I'd appreciate any feedback on her and I'll keep an eye on her in the future for ways to make her even more creative.


After each Ability text, there is an explanation text written in grey for those who are interested in learning more about each Ability, while also keeping the concept clean for those who are only interested for the main idea. You can also read the Changelog to know what have been changed. If you are also/only interested in reading the reasoning behind some changes, I wrote those in dark blue within the Changelog section. Thanks for reading and I hope you enjoy it :)


Base Stats

Role: Melee Support/Healer
Health: 1600
Health regen: 3.3
Basic Attack Range: 1.5
Basic Attack Speed: 1.2
Basic Attack Damage: 80

Strengths:
  • Very strong with allies that rely on Spell Damage such as Gul’dan.
  • Strong with divers such as Maiev and Kerrigan that rely on Ability Damage.
  • Strong with and against high health Heroes.
  • Q ability offers her good mobility (engage/disengage).
  • Delirious Slash provides her with a mediocre wave clear
  • Resilient, Tanky and good sustain.
  • Many utility options through talents.
  • Doesn't have mana or energy resource that restricts her, other than the Health Cost of Q when used on allies.

Weaknesses:
  • Weak with and against AA combs.
  • Very low direct heals.
  • No CC in her base kit like other Supports, unless talented for.
  • Weak against heavy poke teams that can out ranges her and her team.

Combat Trait

1
Essence of the Blood Queen
Bite of the Blood Queen infuses its targets with the Queen’s Blood for 15 seconds.

Enemy Heroes take 10% increased Spell Damage from all Heroic sources, while ally Heroes heal for 10% of their Spell Damage dealt to Heroes. Additionally, Lana'thel heals herself and all ally Heroes with Essence for 10% of her Spell Damage, increased to 100% versus Heroes.
2
Delirious Slash
Every 3rd Basic Attack slashes in an arc, dealing Spell Damage instead of Physical and an additional 100% Bleeding Damage over 2.5 seconds to non-structural enemies. Bleeding Damage over time is increased by 50%, whenever the Bleeding target is moving.
Radius: 3.5
Cleave: 220 degree
One tick damage every 0.25 seconds: 80 damage over 2.5 seconds = 8 damage every 0.25 seconds.
Baseline Delirious Slash should occurs every 2.5 seconds if Attack Speed and my math are correct.
Damage over time does not stack but its duration refreshes with each Delirious Slash hit.
Bleeding Damage is Spell Damage.

Primary Abilities

1
[Q] Bite of the Blood Queen
Cooldown: 5 seconds
Cost: 80 Health (4% per level)
Leap to a target Hero and Bite them, granting them Essence of the Blood Queen.

Biting an enemy Hero deals 80 (4% per level) Spell Damage to them and refunds its Health cost, while Biting an ally Hero transfers 80 (4% per level) Health from Lana'thel to them and refunds 50% of its cooldown.
Radius: 7
Unit Target
Biting an enemy doesn't cost Health but instead heals for that amount via Essence of the Blood Queen.
Animation: Lana'thel uses her wings for the leap.

Due to the health cost, this ability shouldn't have long CD when biting allies. The only restriction to it is Lana'thel's own health and the player should estimate how often he has to use it.
2
[W] Blood Mirror
Cooldown: 15 seconds
After 0.25 seconds, unleash a wave of dark blood that Links all Heroes hit to Lana'thel for 2.5 seconds.

Taking Spell Damage or dealing Spell Damage to a Linked enemy Hero also damages all other Linked enemy Heroes for 25%, while healing a Linked ally Hero or self also heals all other Linked ally Heroes for 25%.
Range: 8
Projectile: Straight Line in front of Lana'thel, same as Malthael's [E] Death Shroud.
Width: ~ 3.5
Travel Speed: ? [Medium Speed]

- Healing or Spell Damage dealt via Blood Mirror isn't shared again between Linked Heroes.

- Healing is additive to Essence of the Blood Queen passive heal, for example a Linked ally with Essence heals 125% of the amount of Spell Damage that Lana'thel deals within the Link duration (Lana'thel also heals herself for 100% of her Spell damage, meaning 25% of that is added to the heal amount when an ally with Essence is Linked).

Animation: projectile looks like a giant blood orb or wave that travels through unites and leaves behind blood-like red trails. Linked enemies have red transparent Lines between them and at least one of them is connected to Lana'thel while Linked allies have same "lines" but with different "green-ish" color. Whenever a Linked ally or enemy is healed/damaged, those Lines glow brighter demonstrating the shared damage or heal.

comments:This is a very very strong ability that allows for ridiculous amount of burst heals to all Linked allies. The concept is: hit as a many Heroes as possible then hit at least one Linked enemy with Bloodbolt/Blood Pool/Delirious Slash. 25% of The damage dealt is also dealt to all other Linked enemies. Because of Lana'thel's self-heal trait, all Linked allies heal for 25% of the total damage dealt. With a proper set up, if Blood Mirror Links two allies with Essence, then that heal amount is multiplied by 3 (2 with Essence + Lana'thel). The potential of this ability is huge and thus the long cooldown. It may still needs a longer CD because of its potential, but one should also note that it's a slow moving projectile that requires not only good set up but also that both enemy Heroes and ally Heroes are standing on the top of each other.

Further Balancing this ability can be done via manipulating the percentage of shared Healing or Damage. Update: After many math calculations I reduced the percentage from 100% to 25% and with this number I still come to huge burst heal potential out of this ability and would appreciate some tuning feedback.

Math Example: Best case scenario: Blood Mirror Links all other 9 Heroes. All 4 allies have Essence. Bloodbolt hits a Linked enemy, dealing 160 damage. Other 4 Linked enemy Heroes then take 40 damage each. Total damage dealt is 320. Each ally with Essence + Lana'thel heal for 320 via Trait. And then each healed ally (+ self) heals the other Linked ally for 25%, meaning in our example each ally is further healed by 25(x4)%, that is another 320 health. Other variables aren't calculated like damage taken, Blood Pool or Bleeding damage. So total damage via Blood Mirror in this example is 160 and total heal only via Blood Mirror is 320 (x4). This explains again the long cooldown and perhaps the need to give it even longer CD, but at the same time, it requires the perfect environment for it to work like this.
3
[E] Twilight Bloodbolt
Cooldown: 5 seconds
Hurl a bolt of dark blood that explodes for 160 (4% per level) damage and creates a Blood Pool for 2.5 seconds.

Enemies within Blood Pool take 1% of their maximum Health as damage every 0.5 seconds, while ally Heroes within Blood Pool heal for 1% of their maximum Health every 0.5 seconds.
Range: 8
Radius: 1.5
Travel Speed: ?, the nearer to Lana'thel, the faster. Self cast is instant.
Skillshot, Point Target

Animation: Same as Nazeebo's [Q] but it's a Blood bolt instead of a jar. Blood Pool looks like a mini Chromie's Slowing Sands but with red blood-like colors or it looks like Kel'thuzad's Death and Decay but also with red blood-like colors as well, or anything that is bloody :D


Due to synergies with Blood Mirror, I had a debate with myself whether I should up or lower its damage. The purpose was always making Lana'thel aggressive and thus she needed some damage to make her threatening but at the same time giving her more damage could result in broken healing numbers. The damage amount I thought of was ~ 120 instead of ~ 160.

Secondary Abilities

1
[Active] Cut the Throat
Cooldown: 10 seconds
Requires level 4 talent Cut the Throat
Activate to cause the next Basic Attack within 10 seconds to be a Delirious Slash.

Passive: Hitting Bleeding enemies with Delirious Slash causes the existing Bleeding Damage to be dealt instantly and refreshes its duration.
2
[Passive] Shroud of Sorrow
Requires level 16 talent Shroud of Sorrow
Lana’thel emits an Aura of Sorrow and Despair for 2.5 seconds that deals 8 (4% per level) damage every 0.25 seconds, whenever a Basic Ability or Delirious Slash hits an enemy Hero. Damage can stack up to 4 times and is increased by 50% against Bleeding enemies.
Radius: 3.5
duration doesn't stack, but refreshes.
3
[Active] Vampiric Bite
Max. Charges: 1, only usable within 15 seconds.
Requires level 20 talent Frenzied Bloodthirst
Granted only through Bite of the Blood Queen.
Ally Heroes can use it on enemies while enemy Heroes can only use it on their allies.
Bite a target, dealing 80 (4% per level) damage. If the target is a Hero, pass them Lana'thel's Essence of the Blood Queen. Enemy Heroes must use Vampiric Bite within 15 seconds, otherwise they are Mind Controlled for 2.5 seconds. Mind Controlled Heroes are Silenced and move toward Lana'thel.
Range: 2
Usable on summons/minions/mercs/monsters
4
Twilight-Queen's Wrath:
Cooldown: 10 seconds
Requires level 20 talent Twilight-Queen's Wrath
Activate to cause the next Twilight Bloodbolt cast to hurl two additional Twilight Bloodbolts at each side of the target area and to increase its damage by 50%.

Heroic Abilities

1
Bloodbolt Whirl
Cooldown: 120 seconds
After 1 second, Lana'thel gains Invulnerable and jumps to the Air. While in the Air, Lana'thel throws Bloodbolts at enemy Heroes every 0.5 seconds, each dealing 60 (4% per level) Splash damage. Lasts 2.5 seconds.
Bloodbolt Range: 12

Can be interrupted within the 1 second channel time.
Can be canceled earlier.
Lana'thel lands at the same location.
Cannot move while in the air.
She can be visible with nice animation (preferable) while in the Air or same as Johanna or Alex.
Might swap Invulnerability with Unstoppable to make it more interactive.

2
Blood Bind
Cooldown: 120 seconds
After 1 second, Bind Lana'thel's blood with an ally Hero for 2.5 seconds, merging their Health Points together and causing them to share incoming damage, healing, Armor and Shields.

After expiration, any additional Health over their maximum Health bursts outward from both, healing and dealing damage for 25% of its amount to nearby allies and enemies.
Point and click
Radius: 3
Burst heal and damage radius after expiration: 3

Explanation: Here's an example using base stats and the healthiest ally Hero: Lana'thel binds her blood with Stitches', combining their HPs together. Lana'thel has at level 0 ~ 1600 health points and Stitches ~ 3000, so when the two are Blood Bound, they'd have one giant HP of 4600. However they share incoming damage. Damage to either Stitches or Lana'thel is taken from that shared HP, which means it should be used with caution. If both has 1 HP and one of them is followed by a Pyroblast it will kill them both. They do share however healing received. Meaning Stitches will benefit from Lana'thel's Trait, at the same time Lana'thel will benefit from Devour healing. If Stitches has Essence of the Blood Queen, Lana'thel would heal then both for 200% of her Spell Damage (100% to herself + 100% for Stitches with Essence). As seen, the potential is huge but its risks are as much huge and must be used with caution. It can heal both to maximum health, it can protect some one from lethal Triple tap or pyroblast, but also there is the risk of causing both to die. Let's say after expiration they had the fully 4600 HP, Lana'thel then returns to her 1600 and 25% of the rest (25% of 3000 is 750) is dealt as damage to nearby enemies and heals nearby allies, while stitches does the same with the extra 1600 (25% = 400). While on paper that sounds huge, it's really easily countered. Within a team fight enemies have 2.5 seconds to burst both down. Additionally, the damage and heal radius is also small and visible to both teams and glows extra red if it'd deal any damage or healing.

Because of trolling potential similar to Garrosh throw, Binding a low health ally to kill them alongside self should be avoidable by providing a limited active ability to the affected ally to cancel its effect earlier. However, doing so doesn't trigger the after expiration effect.

Talents:

Level 1/Tier 1:


[Q] Blood Cycle:


Biting a different ally Hero refunds 20% of Health cost, up to 60%. Biting the same ally Hero resets this effect.
After reaching 60%, heal all 4 last Bitten allies for 60% of Bite's current heal amount.


The concept idea: Biting an ally will mark them as bitten. Biting another ally will then refund 20% of health cost that is stacking for each other Bite on another ally. Once Lana'thel needs to bite the same ally that already has been marked and bitten before, this bonus resets.

[Q] New Feeding Habits:


Collecting a Regeneration Globe permanently increases Lana'thel's maximum Health by 20, and causes the next 4 Bite of the Blood Queen casts on ally Heroes to heal the target for an additional 2.5% of Lana'thel's maximum Health over 2.5 seconds, increased by another 2.5% for each different Bitten ally, up to 10% total.

[W] Mark of the Darkfallen:


Linking a Hero grants them Essence of the Blood Queen.

[Trait] Blood Leech:


Essence of the Blood Queen heals for an additional 20% of Lana'thel's Spell Damage versus Bleeding enemies and enemies within Blood Pool.

This also includes Bleeding Damage and Blood Pool damage. It also includes Spell Damage versus non Heroic targets.

Level 4/Tier 2


[Q] Blood Barrier:


Bite of the Blood Queen grants Lana

Level 7/ Tier 3


[Q] Just A Taste:


Hitting an enemy Hero with Delirious Slash causes Lana'thel's next Basic Attack to be Bite of the Blood Queen and it can target ally Heroes.

That means; next BA has increased range and causes Lana'thel to leap to the target and bite them. Still counts as one BA towards Delirious Slash.

[W] Pact of the Darkfallen:


Whenever a Hero gains Essence of the Blood Queen, reduce Blood Mirror cooldown by 1 second.

[E] Relentless Hunt:


Each tick of Blood Pool damage and Bleeding Damage against enemy Heroes reduces Twilight Bloodbolt cooldown by 0.15 seconds.

Level 10/ Tier 4

mentioned above

Level 13/ Tier 5


[Q] Flap Wings:


Leaping to a target Hero knocks all enemies in-between aside, Stunning them for 0.25 seconds and dealing 25 (4% per level) damage.

[Q] Vampyr's Kiss:


Bite of the Blood Queen grants Lana'thel and the ally target 5% Spell Power for 2.5 seconds. Biting a different ally Hero increases this Spell Power by an additional 5%, up to 20% total. Biting the same ally Hero resets this bonus.

[W] Lana'thel's Lament:


Linked enemy Heroes with Essence redirect 100% of their Healing received to Lana'thel.

Interaction with Blood Mirror: 25% of stolen heal amount is shared between Linked ally Heroes.

[E] Blood Boil:


Blood Pool Slows enemies by 25% and pauses the duration of Bleeding Damage.

Level 16/ Tier 6


[Q] Blood Infusion:


Biting a different Hero increases Bite of the Blood Queen damage and heal amount by 20%, up to 180%. Biting the same Hero resets this effect.

[Q/E] Blood Siphon:


Bite of the Blood Queen and Blood Pool damage and heal targets for an additional 2.5% of their maximum Health.

The additional damage or heal amount of Blood Pool is dealt over its duration, that means extra 0.5% of maximum Health every 0.5 seconds.

[Trait] Presence of the Darkfallen:


Lana

Level 20/ Tier 7:


[R1] Incite Terror:


Upon launching to the Air, Fear all nearby enemy Heroes for 2.5 seconds. While Feared, Heroes are Silenced and forced to run away from Lana'thel.

Radius: 6

[R2] Embrace of the Darkfallen:


The target ally benefits from Essence of the Blood Queen, healing themselves, Lana'thel and all ally Heroes with Essence for 100% of their Spell Damage versus Heroes.

[Q] Frenzied Bloodthirst:


Biting a Hero grants them one Charge of an Active Ability

Scrapped Ideas:

More possible talents/ideas that didn

Ending Comments:

First off, thank you so much for taking the time reading the concept and hopefully enjoyed it as much as I did writing it. Please feel free to comment about anything you want whether a question, balance suggestions or cooler abilities names, that would be much appreciated <3

List of changes that are being considered at the moment:

  • Make her other abilities and heroics cost mana.
  • Increase damage and reduce life-steal.
  • Increase Blood Mirror Cooldown.
  • Major number tweaks

Changelog

  • 19.01.2019, V: 2.0


    ~ A full Ability and talent rework.
    ~ Updated following sections: Scrapped Ideas, Design Theme and the list of changes that are being considered.


    Base Stats:

    • Health reduced from ~ 2100 to 1600.
      Even though she is melee character and uses her own health for Bite, the increased self-sustain baseline and her mobility potential should make up for the max health loss.
    • Attack Speed reduced from 1.5 to ~1.2.
      This change was essential to make the whole concept more mathematically consistent. Now Delirious Slash should occur around every 2.5 seconds, which is the exact duration of Bleeding Damage, Blood Mirror's Link, Blood Pool, both Heroics and many other effects.

    Abilities:

    • [Trait] Essence of the Blood Queen:
      • Life-steal bonus of ally Heroes with Essence reduced from 30% to 10% of their Spell Damage and it's only against Heroes.
      • Adjusted Functionality: Lana'thel heals herself and all ally Heroes with Essence for 10% of her Spell Damage, increased to 100% versus Heroes.
      • Duration increased from 12 seconds to 15 seconds.
    • [Trait] Delirious Slash:
      • Bleeding Damage increase against moving targets reduced from 100% to 50%.
      • Bleeding Damage duration increased from 2 seconds to 2.5 seconds
    • [Q] Bite of the Blood Queen:
      • Damage and Heal amount reduced from 105 to 80.
      • Health cost also accordingly reduced.
      • No longer has 2 Charges.
      • Cooldown reduced from 6 seconds to 5 seconds.
      • Adjusted Functionality: Biting an enemy Hero refunds its Health cost, while Biting an ally Hero refunds 50% of its cooldown.
    • [W] Blood Mirror:
      • Removed Functionality: No longer adds the Health points of Linked allies (sharing one HP)
      • New Functionality: Unleashes a wave that Links all Heroes hit. Healing a Linked ally or self also heals all other Linked allies for 25% while damaging a Linked enemy with abilities or taking Spell Damage also damages all other Linked enemy Heroes for 25%. This doesn't apply to the heal and damage dealt via Blood Mirror.
      • Cooldown increased from 14 seconds to 15 seconds.
      I had a hard time changing this ability as the mechanic of adding health points of two heroes and sharing one giant HP for a small duration is still totally new to HOTS, but still felt like it hurts the concept cohesiveness by not interacting enough with Trait for example and rest of the kit. While the old Functionality is very strong tool versus burst damage, I consider this new Functionality as strong when utilized right. The old Functionality was too good to ignore that made it into an improved new heroic, fitting for such ability :)
    • [E] Twilight Bloodbolt:
      • Adjusted Functionality: It's no longer missile-like projectile but more like Nazeebo's [Q] that always explodes.
      • New Functionality: Bloodbolt explosion leaves behind a Blood Pool that damages enemies within and heals allies within for 1% of their maximum Health every 0.5 seconds.
      • Damage reduced from 250 to 160.
      • Health cost removed.
      • Cooldown reduced from 6 seconds to 5 seconds.
    • [R1] Bloodbolt Whirl:
      • Adjusted Functionality: She throws Bloodbolts that deal 60 Splash damage instead of untalented Twilight Bloodbolts.
      • Duration reduced from 3 to 2.5 seconds.
      • Frequency increased from Bloodbolt every 0.75 seconds to every 0.5 seconds.
    • [R2] Swarming Shadows: Removed and made into level 20 talent.
    • [R2] New Heroic: Blood Bind:
      • After 1 second, Bind Lana'thel's blood with an ally Hero for 2.5 seconds, merging their Health Points together and causing them to share incoming damage, healing, Armor and Shields. After expiration, any additional Health over their maximum Health bursts outward from both, healing and dealing damage for 25% of its amount to nearby allies and enemies.

    Talents:

    • Level 1:
      • [Q] Blood Infusion: Moved to level 16.
      • [Q] New Talent: Blood Cycle:
        • Biting a different ally refunds 20% of Health cost, up to 60%. Biting the same ally resets this effect. After reaching 60%, heal all last 4 Bitten ally Heroes for 60% of Bite heal amount.
      • [Q] New Talent: New Feeding Habits:
        • Collecting a Regeneration Globe permanently increases Lana'thel's maximum Health by 20, and causes the next 4 Bite of the Blood Queen casts on ally Heroes to heal the target for an additional 2.5% of Lana'thel's maximum Health over 2.5 seconds, increased by another 2.5% for each different Bitten ally, up to 10% total.
      • [W] New Talent: Mark of the Darkfallen:
        • Blood Mirror grants Linked targets Essence of the Blood Queen.
      • [E] Twilight's Wrath: Moved to level 20.
      • [Trait] Blood Leech:
        • Removed Functionality: Allies below 25% maximum Health no longer receive 50% extra heals from Essence.
        • New Functionality: Essence heals Lana'thel for an additional 20% of her Spell Damage versus Bleeding enemies and enemies within Blood Pool.
      • [Trait] Cut the Throat: Moved to level 4.
    • Level 4:
      • [Q] Blood Barrier:
        • Spell Armor amount reduced from 25 to 15.
        • Duration reduced from 3 to 2.5 seconds.
        • Added Functionality: Biting a different ally Hero increases this Spell Armor by another 5, up to 30 Spell Armor total.
      • [W] Blood Shield:
        • Adjusted Functionality: Lana'thel and Linked allies gain a shield that equals to 25% of damage or healing done via Blood Mirror after the Link expires. Lasts for 2.5 seconds.
      • [E] Blood Splatter: Removed, see Scrapped Ideas section.
      • [Trait] Blood Scent: Removed, see Scrapped Ideas section.
      • [Trait] Blood Reserves: moved from level 7.
        • Adjusted Functionality: No longer reduces Basic Abilities cooldowns and it happens only once every 2.5 seconds per ally Hero. Additionally, 10% of Hero's own Spell Damage versus Bleeding Heroes and Heroes within Blood Pool is added to the next Blood Reserves heal amount.
        • Heal amount reduced from 105 to 80.
      • [Active] Cut the Throat: Moved from level 1.
        • Adjusted Functionality: It's no a longer a quest reward. There's Bleeding Damage increase anymore. It has a new Passive: Hitting Bleeding Heroes with Delirious Slash causes the existing old Bleeding Damage to be dealt instantly and refreshes its duration.
    • level 7:
      • [Q] Just A Taste:
        • Adjusted Functionality: Hitting an enemy Hero with Delirious Slash causes Lana'thel's next Basic Attack to be Bite of the Blood Queen. Lana'thel can also target ally Heroes with this Basic Attack.
      • [W] Pact of the Darkfallen:
        • New Functionality: whenever a Hero gains Essence of the Blood Queen, reduce Blood Mirror cooldown by 1 second.
      • [E] Relentless Hunt:
        • Adjusted Functionality: Each tick of Blood Pool damage and Bleeding Damage reduced Twilight Bloodbolt cooldown by 0.25 seconds.
      • [Trait] Blood Reserves: Moved to level 4.
    • Level 13:
      • [Q] New Talent: Flap Wings:
        • Leaping to a target Hero knocks all enemies in-between aside, Stunning them for 0.25 seconds and dealing 25 (4% per level) damage.
      • [Q] Kiss of the Blood Queen: Renamed to Vampyr's Kiss:
        • Adjusted Functionality: Bite of the Blood Queen grants Lana'thel and the ally target 5% Spell Power for 2.5 seconds. Biting a different ally Hero increases this Spell Power by an additional 5%, up to 20% total. Biting the same ally Hero resets this bonus.
      • [W] Blood Bond: Renamed to Lana'thel's Lament:
        • Adjusted Functionality: Part of its functionality is now integrated to Blood Mirror.
      • [E] Blood Glue: Renamed to Blood Boil:
        • Adjusted Functionality: Blood Pool Slows enemies by 25% and pauses the duration of Bleeding Damage.
      • [Trait] Bleed Out: Removed.
    • Level 16:
      • [Q] Blood Infusion: Moved from level 1
        • Adjusted Functionality: No longer increases health cost or heal Lana'thel. Instead, Biting a different Hero increases Bite of the Blood Queen damage and heal amount by 20%, up to 180%. Biting the same Hero resets this effect.
      • [Q/E] Blood Siphon:
        • Adjusted Functionality: It also increases the damage and heal amount of Blood Pool over its duration and its doesn't grant Lana'thel extra heals.
        • Additional damage and healing reduced from 5% to 2.5% of the target's maximum Health.
      • [Trait] Presence of the Darkfallen:
        • Spell Power increase reduced from 10% to 5% per Hero with Essence.
      • [Passive] Shroud of Sorrow:
        • Adjusted Functionality: It requires hitting an enemy Hero with a Basic Ability instead of after using a Basic Ability. Additionally, hitting Heroes with Delirious Slash also activate Shroud of Sorrow. Damage can stack 4 times.
        • Duration increased from 2 to 2.5 seconds.
        • Damage reduced from 20 to 16 per 0.5 seconds and is dealt every 0.25 seconds instead of 0.5.
    • Level 20:
      • [R1] Incite Terror:
        • Fear duration reduced from 3 seconds to 2.5 seconds.
      • [R2] Chains of Shadow: Removed.
      • [R2] Embrace of the Darkfallen: New Heroic upgrade:
        • The target ally benefits from Essence of the Blood Queen, healing themselves, Lana'thel and all ally Heroes with Essence for 100% of their Spell Damage.
      • [Q] Frenzied Bloodthirst:
        • Adjusted Functionality: It also grants this Ability to ally Heroes. Ally Heroes can use it on enemies while enemy Heroes can only use it on their allies. If an enemy Hero doesn't use it within 15 seconds, they are Mind Controlled for 2.5 seconds.
      • [W] New Talent: Swarming Shadows:
        • Lana'thel also unleashes a Swarming Void that consumes all Linked enemy Heroes, reducing their Spell Damage and Vision Radius by 50% for 2.5 seconds.
      • [Active] Twilight-Queen's Wrath: Moved from level 1 and renamed from Twilight Wrath.
        • Adjusted Functionality: It's no longer a quest reward and it doesn't provide unlimited damage increase, but instead a 50% damage increase when activated. It is also changed to fit the new E Functionality.
        • Cooldown reduced from 24 seconds to 10 seconds.
      • [Active] Protection of the San'layn: Removed.

    This rework aimed at giving Lana'thel more defined role as a healer. Before those changes,the only thing she had to do was biting an ally and then they heal themselves similar to how T***ader Shields work, which in return made her a bit boring. I tried to change that back in November by giving her a more threatening presence and increased her burst damage a bit, however the issue persisted. Now making Essence heal for 100% of her Spell Damage, she has now more influence over the outcome of a team fight. Alongside the new Blood Mirror and Blood Pool she has now many options in delivering high heal outputs. That unfortunately also meant that her burst damage had to be reduced. However as mentioned before in the Design Theme section, she might appear to have low heals/damage, she has many indirect ways of dealing both and through talents she can improve those outputs especially at 16.

    Another thing that had to be changed was limiting the health cost to only when Biting allies. The health cost system failed in my opinion and giving her a Blood resource as was intended from the beginning would only complicate the concept. The only two question that now remain: Should she use Mana for her other Abilities? and Should she deal more damage at the expanse of less life-steal? Mathematically speaking, she should be dealing same damage as Kharazim. Any feedback or suggestions concerning her numbers is much welcome.





  • 02.11.2018: 23:17 CET


    Abilities:

    • [Trait] Essence of the Blood Queen:
      • Overall Life-steal bonus is reduced from 40% to 30% of Spell Damage dealt to Heroes.
    • [Trait] Delirious Slash:
      • Delirious Slash always deals Spell Damage instead of Physical.
    • [W] Blood Mirror:
      • Health cost is removed
    • [E] Twilight Bloodbolt:
      • Health cost is reduced from 190 to 75.
      • Damage is increased from 190 to 250.
      • Hitting an enemy Hero that is Bleeding or has Essence of the Blood Queen now restores 70% of damage dealt instead of 60%.
    • [R1] Bloodbolt Whirl:
      • Health cost is removed.
      • Lana'thel now throws untalented Twilight Bloodbolts to all enemy Heroes in range every 1 second, instead of every 0.75 seconds.
    • [R2] Swarming Shadows:
      • Health cost is removed.

    Talents:


    Level 1:
    • [Q] Blood Infusion:
      • Biting an enemy Hero now heals Lana'thel for 70% of damage dealt.
    • [Trait] Cut the Throat:
      • First Reward and second Reward were swapped.
      • Required additional damage for both rewards is reduced to 30% and 50% respectively.
      • The functionality of making Delirious Slash deal Spell Damage instead of Physical is added to the base kit.

    Other Changes:

    • Corrected some typos
    • Updated the text description of some abilities, especially Blood Mirror as it was unclear. Also added an example on how Blood Mirror works.
    • Updated the list of changes that are being considered...


    Reasons behind these changes:


    • Preventing her of becoming passive Healer, by increasing her burst Damage and reducing her Trait life-steal.
    • Giving her more self-heal/sustain and better poke damage. Now if she hits a Hero from a far with Twilight Bloodbolt, she gets the health cost refunded. If she is in melee combat, she'd heal an additional amount to increase her Survivability. If she misses, she gets punished by wasting an amount of her Health.
    • Removing Health cost from Blood Mirror fits its functionality better. Now Lana'thel has another way of healing herself, if she casts BM on an ally, since abilities costs are going to be free and she could heal off them.

  • 30.10.2018:

    Upload Date of this Hero Concept.

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