Leeroy Jenkins (work in progress) by Baronthebluemage

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Leeroy Jenkins (work in progress)

By: Baronthebluemage
Last Updated: Dec 6, 2015
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Leeroy Jenkins (work in progress)

The Plan Avoider

Leeroy Jenkins never follows the plans of his allies and always gets himself in some kind of trouble.

Combat Trait

1
Divine exposure
Invulnerable for 3 secs after taking lethal damage (Cool down 70 seconds)

Primary Abilities

1
Valour Charge
An Unstoppable Forward skill shot charge that Stuns and knockbacks enemy's for 0.25 seconds. Does 50% increased damage to minions. (lvl 1= 50 | +10 per lvl) (cooldown 5 seconds) Mana cost=55
2
Grilled Up
Heals Leeroy for 30% of his max HP after a short delay and gives a 15% attack speed increase for 4 seconds (Cool down 30 seconds) Mana cost=85
3
Blackhand Slash
Leeroy spins twice and in a forward skillshot slams his blade on the ground, you also control where the slam hits.(the spin is about 0.25 larger then sonya's spin and the slam is about half of sonya's spear range.). 

The first swing is fast that does (lvl 1=10 damage | +2 per lvl | 50 at lvl 20) the second swing is slower and does (lvl 1=10 damage +8 per lvl |170 at lvl 20) and the slam does (lvl 1=15 +8 per lvl | damage 175 lvl 20) (Total damage at lvl 20= 395) (Cooldown 10 seconds) Mana cost=75

Secondary Abilities

1
Regeneration Master
Collecting Regeneration Globes permanently increases Health Regeneration by 1.5 per second.
2
Shoulder to Shoulder
Reduces the damage from Heroes basic attacks by 100% every time you use Valour Charge, Stores up to max of 3 charges every time you use Valour Charge.
3
Winding up
Reduces the cooldown of Blackhand Slash by 4 seconds
4
Emblem of Hope
When at full HP gain 50% reduced Ability damage for 4 seconds (Cool down on Emblem of Hope 60 seconds)
5
Lvl 4 Talents
6
sautéed
Gain 5% increased attack speed when Grilled Up is activated
7
Focused attack
[justify]Every 10 seconds, your next Basic Attack against a Hero deals 75% additional damage. Basic Attacks reduce this cooldown by 1 second.[/justify]
8
Redeem
When Leeroy dies he buffs his allies with 2.5% increase Damage for 3 seconds
9
lvl 7 Talents
10
Lets Do This!
Gain +1 charge of Valour Charge
11
Hack and Slash
The spins on Blackhand Slash now happen at the same speed and gains 10% increased damage
12
Catching up!
Valour Charge has 30% increased range
13
Need a rest
When leeroy stands still after 5 seconds he increases his HP and mana regen by 100% but  20% Decrease in vision when still.
14
lvl 13 Talents
15
Sharing means caring!
Heroes around you heal for 10% of max HP when Leeroy finishes Grilled up
16
Calculations
boost all durations by 1 second and all buffs by 5%
17
Ill catch up!
Valour charge causes a 10% slow for 2 seconds
18
lvl 16 talents
19
Burning rage
Deal 12 (+2 per level) damage per second to nearby enemies.
20
Sacred Stone
invulnerable for 1 second (Active)
21
Warm but not hot
No longer a delay on Grilled Up
22
Heavy Slam
The final strike of Blackhand Slash does 100% increased damage
23
lvl 20 storm talents
24
God! Leeroy
Dragon whelps do 20% increased damage and now do a chain attack on Whelp, He went in... Leeroy now takes 50% less damage from the whelps
25
Looting shoulders
Add 10 more raiders and increase the raiders damage by 10% on Time's Up!
26
Can't Touch This
lowers cool down by 10 seconds, can activate, increase invulnerability by 2 seconds on Divine Exposure
27
Hardened shield
Activate to reduce damage taken by 75% for 4 seconds.
28
Barbecued Flavored
increase healing from 30% to 60% on Grilled Up

Heroic Abilities

1
Whelp, He went in...
Spawn 10 whelps in an Huge area, lose control of Leeroy in the area for the Ults duration (15 second duration) or if Leeroy dies. Leeroy is also stuck in the area and is unstoppable.
The Whelps will attacks all enemy's and Leeroy. 

Each whelp does 30 lvl 10 damage (+30 per lvl)  The Whelps can be killed (HP 400 ) (cooldown 90 seconds) Leeroy's Trait will not trigger during the ult. Mana cost=90
2
Time's Up!
Leeroy charges in and a 10 man raid follows behind him. all raiders will attack any enemy and structure. 

Each raider does 45 damage lvl 10 (+19 per lvl) raiders can't attack a target in a group of 3 or more. (except for structures) 

If leeroy dies the raiders will no longer attack heroes but act as a minion wave until Leeroy respawns no duration on the raiders (Raiders HP= 400 (Cooldown 90 seconds) Mana cost=100

HP/Regen

HP: lvl 1=  1000 (+ 210 per lvl) lvl 20=5200 | Regen: lvl 1= 2.15 (+0.43 per lvl) lvl 20= 10.75

Attack Speed/Attack Damage

Basic Attack Speed=1.30 | Basic Attack Damage: lvl 1 39 (+9 per lvl) lvl 20=219

Mana/Regen

Mana: lvl 1= 500 (+11 per lvl) lvl 20 720 | Regen: lvl 1 2.50 (+0.32 per lvl) lvl 20= 8.54

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[-]
Baronthebluemage | November 13, 2015 1:49am
I am trying to make him Balanced. I know there are mistakes in there but ill fix them soon
1
[-]
TheHereticOne (10) | November 14, 2015 5:23pm
First off, I recommend putting a text section for your talents and putting them there, instead of using the secondary abilities section.

Now, A Look at his Kit (Talent Review incoming Later, as well as stat reviews) :

Divine Exposure : I'm not sure how it would work out -- Does it have a cooldown? Right now what i'm understanding is that he's basically getting the level 20 talent of Johanna -- Indestructible -- except that it lasts for 3 seconds and instead of being a shield, he is INVULNERABLE (knockbacks, stuns, slows, damage -- NOTHING affects him), which is a way to balance it, after which he is stuck at one hp. It is better than Johanna's ability in some ways, and worse in one other -- it lasts for a lesser duration, but is overall an upgrade for it, as I don't know if Johanna is unstoppable during her indestructible, but I do know her shield can be brought down. Also, giving this from level 1 is VERY good, and would necessitate maybe a bit of balancing, like making it start at 1-1.5 second, to avoid having the hero go HAM from the start, and increasing the duration through levels and/or talents, like maybe increasing it by 0.1 per level, bringing it to 3.5 seconds at lvl 20 in the case of 1.5s, but letting it be much lower at lower levels.

Valour Charge : Unstoppable, stuns for .25s and knocks back enemies, dealing pretty hefty damage to non heroic targets, and dealing 670 damage at lvl 20 (It's over a thousand against minions, for info). Pretty good, but is it targetted or is it just a charge forward? I'd imagine a charge forward, given that you put enemies at the plural, unless its impact is an aoe. Pretty straight forward ability, not much to say about it, despite the damage being very high, until I can get a cooldown on it, that's all i can say.

Grilled Up : Pretty much a better version of Stitches' devour ability, as it heals for more and doesn,t require you to go in, and gives you increased movement speed and attack speed. Again, pretty straight forward, cannot say much else until I get a cooldown/mana cost.

Blackhand Slash : Pretty imbalanced -- I expressed doubts about the skillshot's damage, but the damage on this is more than three times as great, and as a straight up aoe around him. As a tank, he'll be in the enemy's face, dealing straight up damage, this would do a little over 1,500 damage -- which is quite (too much) powerful for a warrior, and even for an assassin.

Heroic Abiltiies

Whelp, he went in... : The damage on the whelps is LUDICROUS. 50 x 20 = 1000, + 200 = 1,200 damage per whelp. If each whelp attacks once and suicides for the attack, that's 20 x 1,200 damage, which is 24 THOUSAND damage. I would say it the same if I had the highest cooldown in the game : This allows Leeroy to go in, use this and kill the ENTIRE enemy team by HIMSELF, and he can even try to get out to not even die! That's just insane! The damage needs a nerf, and maybe the amount of whelps, too, because so far, I know the concept of Leeroy going in against whelps that do a ton of damage, but a single character should NOT be able to 1v5 and get 5 kills, even if he is behind, or ahead. Cho'Gall takes up 2 hero spots and can't do it, given a few replays I've watched.

Time's Up! : First Impression : There is a big lack of info on this. Doesn't say the amount of raiders, so I'll assume they're 5 in this, and It's lacking the time, and the amount of attacks per second, so I'll assume 10 seconds lasting, with 1 attack a second per raider.

So, each raider does 170 (+53/level) damage (I'm calculating from level one because in the game it is calculated that way -- even for heroics, please do correct if you meant something else).
That is 53 x 20 = 1,060.
1,060 + 170 = 1,230.
From here, we're leaving the realm of actual stats and facts, and going with the assumptions I made from what I was given.

Each raider would swing once a second for 10 seconds, with 5 raiders, so that's 5 x 10, for 50 swings total from the raiders.
1,230 x 50 = 61,500 damage, to give a, once again, ability that allows Leeroy to go in a 1v5 and DESTROY the enemy team with him running around to avoid the enemy team's damage. He can go in deep on them and kill them all even when 3 levels behind, which never happens if teams are equal on skill level.


Not saying your concept is bad, simply stating stats I've cumulated and reviewing it in my personnal views and experience, to allow you some insight on what could be changed, what could be balanced, etc.

As always, eager to come back to see how your concept has changed next time!
1
[-]
Baronthebluemage | November 18, 2015 5:24pm
Thank you for your input! I put the talents in secondary abilities because I wanted an image to be next to each talent. The chicken does not give a movement speed buff just attack speed. I also tried to make the abilities a bit more clear on what they did and how they worked. Damage numbers have been edited along with cooldowns and durations added. If there is anything I missed or you think I should consider please speak you mind out! :D
I always appreciate constructive criticism!

Also on the Focused attack. That Justify text there I can't get rid of it.

My thoughts on Divine Exposure is a flat 3 seconds are important I think for the early team fights for objectives. For example Cursed hollows objective. if an Illidan has a 1.5 window that might make it hard for Leeroy to get out with his Sonya/Tyrael like HP pool. To me hes suppose to be a character that goes far in the fight and has potential to come back out because of that long duration. Late game it won't be that strong because of how far he goes in and the distance back to base is much further between (should be) the cores leaving Leeroy open for more opportunities for death like walking into a minion wave.
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