Leeroy Jenkins by LionelNeo

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Leeroy Jenkins

By: LionelNeo
Last Updated: Mar 3, 2020
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Leeroy Jenkins

The Valiant Paladin

"While his companions quavered before the magnitude of the task before them, a noble young paladin rose to meet it, leading to a saga that would retold in the taverns of Azeroth for ages to come. Leeroy Jenkins is living proof that it’s not intelligence that gets you far in life, but it’s the strength of heart to run through all of your challenges, and bring your friends along for the ride."


Health: 2,400 (+4.0%) | Regen: 5.18 (+4.0%)
Mana: 500 (+10) | Regen: 3.00 (+9.8%)
Atk Speed: 1 per second | Melee: 1.5 | Damage: 90 (+4.0%)


Further Description: Leeroy Jenkins is often seen as a 'Joke' Character, and bit of lightheartedness could bring some popularity back to HotS. I've designed him not as a WOW paladin, but from ground up, along the lines of his personality and flavor of that legendary video - reckless, all-in, high risk/high reward, and trying to aggro as many of his enemies as possible. And what better class to make him than a tank, and the Nexus is long overdue a new tank.

You will find that Leeroy Jenkins plays unlike other tanks. He has a decent engage (Q -Into the Fray) and peel (Leeroy, You Moron), but as expected, is not good at disengaging. In fact, some of his abilities and talents are semi-suicidal or requires some risk. Leeroy is best at the brawling (rather than poking or bursting) phase of a teamfight, the longer it goes the more threatening he gets. If you play Leeroy well, your enemy's attention will be split between trying to kill your team's squishy assassins and healer, and trying to stop you - this in-your-face force of nature, leaping from hero to hero, disrupting them and spreading your Aggro (D) debuff.

Pros

- Great teamfight (esp over objectives); more powerful when confronting more enemies
- Fluid and aggressive playstyle
- Flexible talents
- Decent engage and peel

Cons

- Poor solo laner and minion/merc killer
- Require teammates to follow up and heal
- Poor escape

Combat Trait

1
Aggro
Heroes or Whelps damaged by Leeroy will be marked with Aggro for 4 seconds. 10% of all damage from any sources done to marked targets will be shared with other marked targets.
    passive, [D] Key
2
Glorious last stand
An standard is placed on the ground, lasting 7 seconds. Leeroy gains ability cooldown reduction and attack speed increase of 10% per enemy within 4 range of Standard.
    6 cast range, 45 second CD, [1] Key

Primary Abilities

1
Into the fray (Q)
Leaps forward 2 range and swings wildly upon landing, dealing 60 (+4% per level) and slowing enemies by 40% for 1.5 secs in a cone in front of him. If enemy hero is hit, cooldown is halved.
    50 mana, 8 seconds CD.
2
I like these odds (W)
Leeroy gains a shield of 160 (+4% per level) times the number of enemies (max count 5) he has marked with Aggro, for 4 seconds.
    30 mana, 9 seconds CD
3
Leeroy, you moron (E)
Next basic attack taunts enemy hero hit for 1 second. If enemy hero is taunted, 2 enemy dragon whelps are spawned, which fixate on Leeroy and attack him for 20 (+4% per level) damage. Whelps enrages after 5 seconds, dealing 100% more damage and gaining 50% movespeed. Whelps can be marked with Aggro. If Leeroy dies, Whelps attack nearest friendly units.
    30 mana, 15 seconds CD

Heroic Abilities

1
Pull Party [R1]
For next 2.25 seconds, Leeroy gains 25% movespeed and taunts heroes that he touches for 0.75 seconds. Heroes can only be taunted once. Taunted hero gain 25% movement speed and attack speed.
    50 mana, 55 seconds CD
2
LEEERROOOYYY JEENNNKINNNS!
Standard can now be attached on enemy heroes, and its CD is decreased to 25 seconds. Leeroy can charge to standard by clicking R, dealing 160 (+4% per level) damage to all enemies he hits along the way and losing 80 (+4% per level) for each enemy he hits.
    6 cast range, 50 mana, 20 seconds CD

Abilities explained

Aggro [D] - This is the soft enrage timer for Leeroy Jenkins; if he manages to debuff most or all the enemy team with it, his team would inflict way more damage.

I.e. 5 enemy heroes are marked with Aggro. AOE spell hits hero 1 and 2, dealing 1000 dmg each. The Aggro debuff will pass on (1000 x 10% = 100) damage from Hero 1 to Hero 2, 3, 4 and 5; and 100 damage from Hero 1 to Hero 1, 3, 4, 5. Total added damage through Aggro would be 800. Note that damage that Aggro does IS NOT passed on.



Glorious Last Stand [1] - Standard cannot be targeted or destroyed by enemy. This ability makes Leeroy extremely effective for fighting over objectives. His strength is in holding an area till death or glory, but he's not that great when chasing fleeing enemies team or helping his team disengage.


Into The Fray [Q] - Pressing Q makes Leeroy leap forward rapidly (same speed as Mal'ganis swipe) in the direction he faces for 2 units. He then hits an area of 1.5 range with an arc of 120

Tier 1 (level 1)

1) Great leap forward (Q) - Leap now goes 2 range further, but cool down is increased by 1 second.

2) Oh Whelp (E) - Leeroy attacks and abilities does 150% extra damage to whelps. Whelps killed explode for 150 (+4% per level) damage, damaging both friendly and enemy units in a 2 range.

3) I tanked the most (D) - Quest! For every 1 second of aggro on enemy heroes, increase Aggro duration by 0.01 seconds.

TIER 2 (level 4)

1) Heedless Strikes - Every 3rd basic attack splashes in an AOE and also damages Leeroy himself.

2) Raid Marker (D) - Marks enemy hero with Aggro from afar. 5 range, 30 seconds CD. Lasts for 4 seconds.

3) BRB AFK - Leeroy sits down and is self-stunned for 2 seconds. After that, he comes back refreshed, dealing 30% increased damage and having 30% increased movespeed for next 6 seconds. Only castable if Leeroy has taken damage in the past 3 seconds. 30 seconds CD.


tier 3 (level 7)

1) All or Nothing (E) - If 'I like these odds' shield is completely used during its duration, Leeroy is healed for amount shielded. Otherwise, he takes damage equal to shield amount.

2) Nothing comes between - Leeroy gains unstoppable duration of 0.5 seconds times number of enemies marked with Aggro. 45 seconds CD. Casting this also resets CD of 'I like these odds'.

3) At least we have chicken - Killing a whelp heals hero for 250 (+4% per level).

I.e. If Li Ming is the one on Leeroy's team who killed the whelp, she gains the healing, even though her team mates also damaged it.

Tier 5 (level 13)

1) Standard deviation (1) - Standard now grants Leeroy and allied heroes in its AOE its buffs based on the difference in number between enemy and allied heroes times two.

I.e. If there are 4 enemy heroes and 2 allied heroes (including Leeroy) in standard's AOE, its (4-2) x 2 = 4 x (10% attack speed and CD reduction) for Leeroy and his ally.

2) Standard standard (1) - Standard always grants buffs equal to 3 enemy heroes, no more no less.

I.e. Standard always gains 30% attack speed and cooldown reduction. Useful for maps where the fights are always spread out.

3) Double standard (1) - Can recast standard once within 4 range to relocate it. Recasting it extends its duration by 3 seconds.

tier 6 (level 16)

1) Retribution aura - Reflects 15% of damage dealt to Leeroy back to enemy

2) Battlecry - The taunt from 'Leeroy, you moron' is now AOE, but it spawns 1 additional whelp per enemy hero taunted.

3) 360 no scope (Q) - Leeroy swings a full 360 degree upon landing when he cast 'Into the fray', dealing damage in an full AOE around him. If he strikes more than 1 enemy hero, cooldown is fully reset.

tier 7 (level 20)

1) Heroic Difficulty - Aggro debuff can stack twice for every source of Leeroy's damage, up to 8 seconds. However, he automatically spawns an enemy Whelp on him once every 6 seconds. Whelps now frenzy after 3 seconds. Can Toggle On or Off.

2) It's not my fault - Leeroy blames an allied hero, this is castable only when Leeroy or allied hero has not attacked or been attacked for the past 5 seconds. If allied hero dies before Leeroy, Leeroy's respawn timer is decreased by 75% (1 minute CD).

3) Winning the Pull [R1] - Heroes can be taunted multiple times, as long as Pull Party is activated.

4) Let's do this [R2]- After Leeroy charges in with LEEERROOOYYY JEENNNKINNNS!, allied heroes who right click on Leeroy in the next 2 seconds can also charge to his location, losing 25 armor, but also gaining 25% damage and movement speed.

(Damage increase for allied heroes apply to both abilities and basic attacks)

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