Lord Jaraxxus by ChessClue

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Lord Jaraxxus

By: ChessClue
Last Updated: Dec 28, 2016
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Lord Jaraxxus

Eredar Lord of the Burning Legion

Frustrated by Warlocks' unwillingness to summon him in Hearthstone and his lack of renown in the spin-off game, World of Warcraft, Lord Jaraxxus has set his sights on a new world to conquer: the Nexus! Although he is not brawny or strong, his guile and trickery will deceive even the most clever opponents, as he frequently dances from one dimension to another. And his seemingly endless army of Infernals will help ensure their demonic lord survives. So run while you can, fools!

Design Notes: Jaraxxus would have the lowest Health and Health Regeneration of any warrior. However, he does have a powerful kit...

Combat Trait

1
You Face Jarraxus! (D)
Activate to switch places with an allied hero anywhere on the map (Cooldown: 60 seconds).

Design Notes: This ability fits Jaraxxus's flavor of suddenly appearing and surprising his enemies when they expect a weakling they can quickly finish off (allowing you to save allies from ganks!). It gives him a global, but it does take another ally out of the fight, so you need to be careful how you use it and make sure your teammates are on board with your sudden arrival. Or not. You are a demon lord after all. And yes, I couldn't really find suitable art.

Primary Abilities

1
INFERNO! (Q)
Activate to place a target allied Hero or yourself into Stasis and summon an Infernal beside them. They remain in stasis until the Infernal is killed. The Infernal dies on its own after ten seconds. Activate while the Infernal is alive to select it, allowing you to control it. (Cooldown: 20 seconds).

Design Notes: Infernals have 1/5th of the maximum Health of the hero affected by the ability, attack for 211 (203 + 4% per level) damage every four seconds, and have the movement speed of a regular hero. You can control where it moves and who it attacks.

So this ability is Jaraxxus's primary peel and tanking. He summons a huge Infernal, putting an ally in an iceblock (again fitting his theme of replacing petty allies with powerful demons). The Infernals hit hard but very slowly and can be ignored by the enemies - who can try to dart forward and take advantage of one hero being missing from the fight, so be careful when you use this ability and try to use it so the Infernal blocks your enemies.
2
Fel Wall (W)
Activate to place a wall of Felflame that lasts for 3 seconds. (Cooldown: 6 seconds).

Design Notes: Felflame deals 25 damage per second (23 + 10% per level) to enemies caught inside of it. The wall's length would be about from a footman minion to an archer minion when they're in the fighting formation (i.e. not walking single file, but in the hourglass-esque shape).

This ability doesn't deal a lot of damage, but is annoying and prickly and slowly zones the enemy out of the fight. In a demonic invasion, fire and meteors would be raining down everywhere, and it's no different when Jaraxxus arrives. Use it to block off chokepoints or harass enemies.
3
Demonic Trap (E)
Activate to place a Demonic Trap on the ground that arms and stealths after two seconds. When an enemy Hero touches it, teleport yourself to them. Only one trap can exist at once. (Cooldown: 10 seconds).

Design Notes: This ability works similarly to Chromie's time trap, except instead of placing the enemy Hero in stasis, it teleports you right to them, regardless of where you are on the map.

This again fits Jaraxxus's theme of surprising enemies and summoning beside them. It can allow him to reposition during the fight or potentially even have a global, but of course it's risky to leave traps lying around willy-nilly in case the whole team is there and you have no allies nearby to save you. Not even Lord Jaraxxus could handle those odds. And yes, that is Explosive Trap's art.

Heroic Abilities

1
Trifling Gnome!
Quest: Wilfred Fizzlebang is summoned at the enemy core. He will randomly march with one of their minion waves and slowly lose health over time. If you kill him, you permanently gain Health equal to Wilfred's current health. Once he dies, he is resummoned when the next minion wave departs. (Cooldown: N/A)

Design Notes: So this is definitely a weird ultimate because it's passive and it's a quest. Wilfred appears as soon as you choose the talent and randomly picks a lane to march alongside minions with. He loses health over time, so that he would die on his own when he reaches your core (would need different amount of Health on different maps). He does not attack anyone and grants vision to your enemies. He would have his own unique minimap icon.

Of course, the flavor behind this ability is that Wilfred Fizzlebang was the one who summoned Lord Jaraxxus, at which point he was quickly dispatched by the demon. This ability allows you to become much tankier over the course of the game, but you have to hunt the gnome at possibly inopportune times, and your enemies can try to protect him or bait you in and kill you, so don't go too out of position just to try to get an extra bit of health.
2
Infernal Pentacle (R)
Channel for 3 seconds to create an Infernal Pentacle. Whenever an enemy Hero dies inside of the Pentacle, summon an Infernal. Pentacles expire after 30 seconds. Only one Pentacle can be active at a time. (Cooldown: 60 seconds).

Design Notes: The Pentacle would be very large, possibly the size of Thrall's Earthquake, and would be clearly visible to your enemies.

Pick someone off early and gain an extra Infernal to fight for you, or activate it as you're cleaning up a fight for some demon buddies to make the capitalization of a won teamfight that much sweeter. Or even if you're losing the fight you can try to get one kill and get the Infernal to peel for your getaway. Flavor wise... Well... Pentacles are demonic. They're used to summon demons. Lord Jaraxxus was a demon who earned his fame by being summoned. There's a connection there. Right? Right. Glad you're on board.

Talents

Level 1
- Lord of the Burning Legion: Quest: For every 100 damage absorbed by your Infernals, gain +1 Health Regeneration. Reward: When you gain 30 Health Regeneration, the extra regeneration also starts applying to your Infernals.
- Lord of Surprises: Quest: Whenever a Hero activates a Demonic Trap, gain 1% movement speed. Reward: When you've trapped every Hero on the enemy team at least once, gain Stealth when you have a Demonic Trap active.
- Dreadlord's Chosen: Whenever you use You Face Jarraxus!, the target Hero has 5% bonus Ability Power and Attack Speed for five seconds. Reduce the cooldown of You Face Jarraxus! to 30 seconds.

Design Notes: So these three talents give Jaraxxus three paths to go down. The first is kind of his unique regen globe talent, except instead of globes it's damage absorbed by Inferals. It improves his survivability and the Infernals' once he completes the quest, and is probably the most useful in teamfights, but it can be played around if the enemies can ignore the Infernals. The second grant Jaraxxus mobility and allows him to make even crazier plays: a Demon Lord is scary enough without Stealth. But of course, your enemies need to activate the traps: probably not wise to pick this talent against Abathur (who you'll never be in position to trap) or Tassadar (who can reveal your traps). The third talent affects Jaraxxus's trait and gives him either a cooldown on his global or the ability to empower someone before/during a teamfight. It's useful if you have someone who can take advantage of the bonuses and if you want to swap places more frequently.


Level 4
- Viscous Flame: Fel Wall also slows enemy Heroes inside it by 5% for 3 seconds, up to 15%.
- Invigorating Flame: Fel Wall restores Health to allied Heroes equal to the damage it deals.
- Ravenous Flame: Fel Wall deals double damage to minions, mercenaries, and monsters.

Design Notes: These three talents all improve Fel Wall, but in different ways. The first provides more crowd control and peel, the second helps your allies rather than hurting your enemies, and the third improves your waveclear. Perhaps not the most creative talents but the utility they provide would definitely be useful.


Level 7
- Interdimensional Armor: Whenever you swap or teleport to a Hero, gain +15% Resistant for three seconds.
- Life-Giving Infernal: Healing the summoned Infernal also heals the Hero in stasis for the same amount.
- Life-Draining Trap: After a Hero is released from a Demonic Trap, all healing cast on them for the next 5 seconds heals you for the same amount.

Design Notes: Lord Jaraxxus's survivability tier is actually quite interesting. The first talent would affect when he uses his trait or when he is summoned via Demonic Trap: probably the most useful in the worst case, but the other two can be a lot better. The second talent can allow you to save a low-health ally or yourself, provided your support is on board and the enemy team is dealing damage to the Infernal. The third talent is much more agressive, allowing you to stroll into the enemy team as your allies attempt to burst down a recently trapped target: if they die survive, so do you. But of course they have to get caught in the trap in the first place.


Level 13
- Trail of Fel: Activate to leave behind a trail of talented Felflame for six seconds (Cooldown: 60 seconds).
- Endless Flame: Double the length and cooldown of Fel Wall. Whenever an enemy hero takes damage from it, reduce the cooldown by one second.
- Infernal Gift: When an Infernal dies, they leave talented Felflame at the location of their death.
- Spring the Trap: When a Demonic Trap is activated, surround it with talented Felflame.

Design Notes: This tier also interacts with Fel Flame, but in a more interesting way. The first talent works similarly to Putrid Bile as an activatable ability, allowing you to spew Fel Flame behind you wherever you go. The second makes Fel Wall much harder to avoid, especially if you can time your placement of it right to get the cooldown reduction. The third synergizes with your Infernals, but only leave a pillar of Flame as opposed to a wall. The fourth synergizes with your traps. Also note that all of these use talented Fel Flame, so the choice you made at Level 4 also matters: Trail of Fel can slow to disengage or can heal hurt allies, Ravenous Flame and Endless Flame can wipe out minion waves, so on and so forth.


Level 16
- Legion's Fury: Whenever you appear from a Demonic Trap, summon an Infernal where you where.
- Fel Fists: Infernals' basic attacks slow the target by 15% for four seconds.
- Not Just Jarraxus!: When you use You Face Jarraxus!, also summon an Infernal beside you.

Design Notes: This talent tier focuses on upgrading your Infernals, allowing you to gain additional value from them even if you focused on your other abilities. If you focused on your Demonic Traps, the first talent would make sense, as you gain an additional Infernal when your trap is sprung. If you focused on improving your trait, the third talent allows you to arrive in even more style than before. And if you were talenting your Infernals, Fel Fists gives them some extra oomph when they do hit a hero.


Level 20
- Your Arrogance Will Be Your Undoing! (R): If you have killed Wilfred ten or more times, you can now activate your ultimate to teleport to Wilfred's current location. (Cooldown: 30 seconds).
- Searing Pentacle: Enemies inside the Infernal Pentacle now take 18 damage (15 + 1% per level) every second.
- Greater Inferno!: The Infernal summoned by Inferno! now has the target Hero's untalented abilities.
- Sacrificial Pact: Activate to destroy yourself and give a target allied Hero bonus Health equal to your maximum Health for ten seconds.

Design Notes: Ah, the fun talent tier! The first talent is an upgrade to Trifling Gnome!, functioning similarly to Nazeebo's talent Vile Infection: if you've slain Wilfred ten times, you automatically gain the reward. If not, you can still achieve it whenever you do kill him ten times. The reward is kind of similar to Epic Mount or Dehaka's level 20, giving Jaraxxus an extra global to whichever lane Wilfred is in. The second talent is an upgrade to your Searing Pentacle, allowing it to actually be useful before anyone has died. The damage is miniscule, but it is over a large area and completely free. When combined with all the tools Lord Jaraxxus has to stall a fight and with Pentacle's duration it can zone an enemy team out of a large area. The third talent allows the Infernal you summon to use the abilites of whatever hero is caught inside: if you cast it on Kael'Thas, you can control your Infernal to cast Flamestrike or Living Bomb or Grabity Lapse. Animating this would be a giant hassle, but that's the price to pay for such demonic power. And the last talent is a Hearthstone classic: destroy yourself, restore 5 Health (although a teeny bit more in Heroes of the Storm) to a target hero. So noble. Sniff. I'm so proud of you my sweet little demon lord.



Overall Design Notes
This talent tree allows Lord Jaraxxus a variety of playstyles: summoning waves of Infernals that bully your enemies out of the fight, trying to trap enemies and gaining bonuses from doing so, or becoming a Dehaka-esque global presence, hunting a very arrogant gnome and taking maximum advantage of your trait. Some of the talents may be uninspired, any and all of the numbers may need tweaking, a problem could arise with each build only having once choice per tier, but overall I'm pretty happy with the talents and how they capture the fantasy of Lord Jaraxxus: a powerful demon lord who prefers the might of the Burning Legion to some puny heroes.

Any and all feedback appreciated!

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