Lunaclaw by rgg138

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Lunaclaw

By: rgg138
Last Updated: Jul 8, 2024
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Lunaclaw

Moonkin

Combat Trait

1
Astral Power
Moonkin does not have mana. Instead he has Astral Power, that can be gained by using some abilities and is consumed during Lunar Eclipse. Store up to 100 Astral Power.

Every Astral Power increase damage done by 0.5%, up to 50%

Switch between Solar and Lunar eclipse by using Eclipse (W).
2
Sunfire
Sunfire deals 80 (+4%) damage and 96 (+4%) over 6s.
Initial damage generates 2 Astral Power and DoT 1 a second.

It is applied from every 3rd basic attack during Solar Eclipse and Eclipse
3
Moonfire
Moonfire deals 112 (+4%) damage and 66 (+4%) over 3s.
DoT generates 1 Astral Power a second.

It is applied from every 3rd basic attack during Lunar Eclipse and Eclipse

Primary Abilities

1
Solar Wrath (Q)
cooldown: 5s

Hurl a ball of solar energy foward, damaging enemies it passes through, stopping at the first Hero hit. Deals 120 (+4%) damage, reduced by 50% against other units.
Generates 15 Astral Power when a hero is hit and 1 when other units are hit

Stores up to 2 charges
2
Lunar Strike (Q)
cooldown: 1.5s
cost: 18 Astral Power

After a short delay, call down a strike of lunar energy, dealing 192 (+4%) damage to enemies in the area.
3
Eclipse (W)
cooldown: 10s

Applies Moonfire to all enemies inside the target area, activating Lunar Eclipse, burning 1 Astral Power a sec. Lunar Strike takes place the Q key and Lunar Beam takes place the E.

Applies Sunfire to all enemies inside the target area, activating Solar Eclipse. Solar Wrath takes place the Q key and Solar Beam takes place the E
4
Solar Beam (E)
cooldown: 15s

After a short delay, summon a Solar beam at a targeted area, silencing enemies hit by 0.5s. Solar beam lasts 4s and deals 30 (+4%) every 0.5s.
Shares CD with Lunar Beam
5
Lunar Beam (E)
cooldown: 15s

Instantly summon a stationary Lunar Beam at your location for 5s. While standing inside, Lunaclaw is healed for 96 (+4%) a sec, pauses Astral Power burning and make you immune to silence.
Shares CD with Solar Beam

Secondary Abilities

1
Barkskin
(Added by lvl 7 talent)

cooldown: 60s
cost: 30 Astral Power

Grants an allied hero 50 armor and decrease all CC and silence effects durations against them by 75%. Last 10s
During Lunar Eclipse, can only be self targeted
2
Wild Mushroom
(Added by lvl 13 talent)

cooldown: 6s
cost: 18 Astral Power

Detonates a Mushroom at the targeted area, dealing 100 (+4%) damage and slowing for 40% for 1s
Only usable during Solar Eclipse.
3
Entangling Roots
(Added by lvl 13 talent)

cooldown: 60s
cost: 40 Astral Power

Roots the target in place for 5 sec.
Only usable during Solar Eclipse.
4
Warrior of Elune
(Added by lvl 16 talent)

cooldown: 20s

Next Lunar Strike casts forth 3 Strikes without cost.
Put Lunar Strike on cd for 5s

Heroic Abilities

1
Celestial Alignment (r1)
cooldown: 100s
cost: 100 Astral Power

For the next 10s:
Starsurge takes place the Q key;
Switching eclipse (W) CD reduced to 4s;
All basic attacks cast sunfire or moonfire;



Starsurge
4s CD
Launch a surge of stellar energies that hits the first enemy hero, dealing 300 (+4%) damage.
Reduces CD of all abilities by 1s when a Hero is hit
2
Emerald Dream (r2)
During Solar Eclipse, Emerald Dream takes place R key. During Lunar Eclipse, it's Full Moon. They don't share CD


cooldown: 135s

After 0.5s, a mist from the Emerald Dream grows around you. Once Heroes come into contact, they are put to sleep. Enemies sleep for 4s and allies sleep for 3s. Damage awakens them.
Sleeping allied heroes are healed by 120 (+4%) a second while sleeping
3
Full Moon (r2)
cooldown: 135s
cost: 1-100 Astral Power

Burns all stored Astral Power. After 2s channeling, deals 368 (+4%) damage to enemies within the area. Enemies can only see the area 0.5s before the moon falls. Huge area and range
Generates 20 Astral Power, and additional 20 over 4s for each Hero hit.

statistcs

Health: 1734 (+4%)
HP regen: 3,6125 (+4%)

Astral Power: up to 100

Attack Damage: 48 (+4%) + moonfire / sunfire
Attack Speed: 0,833
attack range: 5.5
1 attack every 1.2s

talents

lvl 1


1. Q- If Solar Wrath hits no heroes, decrease CD by 2s

2. E- Solar Beam generates 3 Astral Power for each enemy hit by the initial impact and 1 Astral Power each time a Hero is damaged.
Lunar Beam now damages enemies inside, dealing 30 (+4%) damage every 0.5s and generating 1 Astral Power when damages a Hero.

3. D- Passive: regeneration Globes generates 6 Astral Power over duration
Quest: Collect 20 regeneration Globes.
Reward: passively gain 1 Astral Power every 3s while in combat

4. D- Your next basic attack applies sunfire or moonfire. This has a 10s CD. If your next basic attack is also the 3rd, this effect does not apply. Sunfire and Moonfire DoT reduces this CD by 0.1s
Quest: Hit 20 heroes with sunfire and 20 with moonfire
Reward: Increase basic attack range by 1




lvl 4


1. Q- Lunar Strike increase next basic attack range by 1
Lunar Strike against enemies under moonfire drops a Star, dealing 11 (+4%) to the target and nearby enemies
Quest: Hit 20 heroes with this Star
Reward: Star damage increase to 75 (+4%)

2. Q- Hitting an enemy Hero under Sunfire with Solar Wrath increase Sunfire damage per second by 0.5, up to 15
Quest: Hit 30 heroes under Sunfire with Solar Wrath
Reward: Gains one additional charge

3. DW- Activate D to reset CD of Eclipse (W). It has 30s CD




lvl 7


1. Q- Whenever Solar Wrath or Lunar Strike hits an enemy Hero, increase its range by 5%, up to 20%, for 6s.

2. E- Lunar Beam healing is doubled when an enemy Hero is inside

3. 1- gain a new ability: Barkskin 60s cd
At the cost of 30 Astal Power, Grants an allied Hero 50 armor and decrease all CC and silence effects duration against them by 75%. Last 10s. During Lunar Eclipse, can only be self targeted




lvl 10


1. Celestial Alignment

2. Emerald Dream & Full Moon




lvl 13


1. E- Increase Solar Beam duration by 1s and area by 100%. Solar Beam now also blinds enemies inside

2. ED- Enemies with Sunfire inside Solar Beam are stunned for 1.25s once per Solar Beam.
Enemies with Moonfire inside Lunar Beam takes 220 (+4%) damage once per Lunar Beam

3. 2- Gain a new ability: Wild Mushroom. 6s cd
At the cost of 18 Astral Power, Detonates a Mushroom at the targeted area, dealing 100 (+4%) damage and slowing for 40% for 1s. Only usable during Solar Eclipse

4. 3- Gain a new ability: Entangling Roots. 60s cd
At the cost of 40 Astral Power, Roots the target in place for 5 sec. Only usable during Solar Eclipse




lvl 16


1. - When you reach 100 Astral Power, and for 3s after, you gain Keeper of the Grove.
All you Q, W and E abilities applies a Lesser Wild Mushroom at the target or area hit after 1s
Lesser Wild Mushroom deals 50 (+4%) damage, slowing for 20% for 1s. Area half of Wild Mushroom

2. 4- gain a new ability: Warrior of Elune 20s cd
Next Lunar Strike casts forth 3 Strikes without cost. Put Lunar Strike on cd for 5s

3. E- While inside Lunar Beam, Lunaclaw goes berserk, increasing attack damage by 600% and making them meele. After 2 basic attacks, lose berserk.
Lunar Beam also makes Lunaclaw unblindable.




lvl 20


1. R1- During Celestial Alignment, swapping Eclipse also summon a slow moving laser from you to the targeted area, dealing 180 (+4%) damage and generating 10 Astral Power when dealing damage.

2. R2- Emerald Dream no longer sleeps allies, but apply the healing on them.
Full Moon costs no Astral Power and deals damage as if Lunaclaw has 100 Astral Power
Their CD's are reduced by 35s

3. E- CD of Solar and Lunar Beam reduced to 12s.
They no longer have shared cd.

4. Barskin cost reduced by 15 and CD reduced by 15s
Entangling Roots can now be used during Lunar Eclipse without cost, but implying in a 100s cd
This talent can only be taken if you have taken at least one of those at lvl 7 or 13





Credits: Murraythehuman

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1
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Murraythehuman (2) | December 4, 2020 7:27am
Since this is still getting updated, I thought I might add one last quick critique. Namely that the 12/14 second long DoT on Lunaclaw's trait is an ungodly long time for a DoT in Heroes of the Storm. I think, as of right now, the longest DoT duration in all of HotS is the level 20 version of Xul's Poison Nova ability, which is 15 seconds long, but is also a level 20 talent on an 90 second cooldown.

The problem being that DoTs can have some weird interactions with certain other mechanics. Stealth heroes can't stealth, certain channels can't be used, and those hoping to make use of the Unkillable status would most likely find themselves dying the moment the effect ends, even if they were using it effectively. Just shortening the effect to something close to 5 seconds (in line with Ana) and adjusting around that would probably be the right move to make, though I'll note that I think there might be more identity to the two forms if only one had the DoT, and the other applied its damage in a more 'straight up' manner. I know that creates some issues with how some talents reward applying both, but with the duration reductions I'm suggesting, those talents might require a second pass regardless.

Looking forward to whatever ideas you come up with.
1
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rgg138 (1) | December 13, 2020 10:03am
Reducing duration of DoTs does not sound like a big deal.
2
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Murraythehuman (2) | September 4, 2020 8:13am
Hey, I gave the revision a read and I'm enjoying this new direction, and I hope it evolves further. There are some minor issues, like Sunfire not stating at what rate it heals for 8 (I'm assuming per second), but otherwise I'm content to look around for other movesets to 'critique'. There are lots of interesting ones around, and I like to go into the ones that I think have a good concept, but are in need of tweaking to fully realise the idea.
2
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Murraythehuman (2) | September 1, 2020 11:16pm
I think you have an interesting moveset here, but I think on the whole you've got two different core concepts competing with one another, resulting in something that's less than the sum of its parts. I'm not familiar with this character, so I couldn't give an accurate critique on lore accuracy or flavor, but I would like permission to critique this character in more depth to point out where the concept is strongest, where it's weakest, and how I think it could be improved.
1
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rgg138 (1) | September 2, 2020 10:44am
I dont think you need to ask for permission to criticize. Please, go ahead
2
[-]
Murraythehuman (2) | September 2, 2020 10:22pm
Alright! I just don't want to be attacking the concepts people have put work into unprompted. Some find it incredibly rude.

That said...

I really do think you have two good ideas here, but at the same time, I feel like neither one really shines just because HotS characters can only hold onto so many abilities, and, almost fittingly, it feels like this one is perfectly split down the middle, but not in a good way. To wit, your two characters are:
-A character who switches between two forms in order to get different jobs done.
and
-A character who is primarily focused on building up a resource that funds their most powerful ability.

Each one has potential, but I don't think they can co-exist here. That said, I do want to go through your abilities one by one to give some thoughts on why I think they have this problem. I will note that I consider accuracy to the source material secondary to creating a fun and entertaining character.

D (Trait):
Switching between two forms is not something that should be handled lightly. Of the characters that do this currently (ignoring Heroic abilities), D.Va, Greymane, and Deathwing, all of them have a reason for the effect to exist. The first two have their transformations handled very strictly, unable to switch between the two arbitrarily, forcing them to weave through both in order to be played effectively. Deathwing, on the other hand, is more about mitigating the extremities of his matchups. By nature, his character is absolutely melted by some characters when up close, so an alternative form is justified in order to give him more well-rounded balance. That said, he helps to point towards a key problem that transforming characters have in most games they appear in: If one form is even slightly better, you have no reason to switch them. In its current form, I think Lunaclaw players would spend 90% of their time in one form, only switching to the other for situational bursts of damage or utility. In that situation, the gimmick may as well be replaced with a single ability that does the same job.

I think the fact that your Q ability refreshes three times faster when you're in its form only exacerbates that problem. As it is, you're rewarded for only sticking to the one ability. In a typical fight, you would switch to the other precisely one time, then jump back to using the first.

Additionally, the auto attack properties are almost identical in function. One sacrifices single target damage for group damage, but they don't provide substantial enough reasons to switch between them, beyond the first Level 7 talent (which, I'll note, I do think is a well designed talent concept for a switching character, applying effects from both onto an enemy for bonuses).

Overall there's no reason to ever switch between the two forms, and one of the big reasons is that they more-or-less have the same job, as neither one is particularly specialised, at least not in a significant way.

Q:
In terms of the switching mechanic, these two abilities abilities, while very different in terms of how they're cast (AoE vs. Skillshot) both do the same basic job: They deal damage, and they build Astral Power. The real distinction is that one is focused around hitting a single target and has a short cooldown, while the other has a much longer cooldown and can hit multiple targets. While there is something behind the idea of picking which of two abilities gets the shorter cooldown, that kind of design doesn't require an entire transformation mechanic. As it is, Lunaclaw's Q abilities are the only ones that particularly care about which form he's in, and the only purpose of those abilities is to build up charge for his W ability.

Again though, having abilities whose primary purpose is to get energy for another ability is a good concept. In that regard I do think that their damage and cooldowns are a bit high for that idea. Yet if they were made to be weaker, less impactful moves, then you'd be left with even less of a reason to switch traits, since the the core ability of the character wouldn't actually change, just the abilities that support it.

W:
Starsurge is the key element of one half of the kit you've designed, and hypothetically I really like it. Something akin to D.Va's Self-destruct and Tracer's Pulse Bomb, but instead of it only being something they only use 8-12 times a match, it's instead the focus of Lunaclaw's gameplan. Unlike the other two, Starsurge can be used more flexibly due to the ability to fire off 2-3 Star Surges rapidly, or hold onto your Astral Power and space them out more. In theory, a moveset like this could be incredibly interesting, giving a hero a unique ability cadence not yet seen in HotS. But as it is, it's improperly executed, and competing too much with the form-switching gimmick.

As an aside, powerful abilities should always be designed with counterplay in mind, ie how the opponent is supposed to avoid taking the damage. This version of Star Surge would be like making Kael'thas's Pyroblast into a basic ability. Trivial for some to deal with, but a nightmare for others. If I'm playing Li Ming and I see three of these coming, that might just kill me without any way for me to survive without help from an ally with burst-mitigation, and even if I do survive, Lunaclaw could already have another three ready to go. Not very fun to play against. Ming can throw out orbs all day, but those can be avoided.

E:
Solar Beam and Lunas Beam I'm not entirely sure I understand. One applies more of a support role, the other is a minor disruption to enemies (unless the idea is that the enemy is silenced repeatedly until they leave its area, in which case the move is a strictly more powerful version of Stukov's Lurking Arm, which is already incredibly powerful and frustrating, and unlike Lunaclaw who can set it and forget it, Stukov is forced to commit to it). The two abilities sharing a cooldown is potentially interesting, but as-is I'm not sure I understand what this move does well enough to say how well designed it is. That said, I do think it's a good idea to give a transforming character some moves that are similar in both forms, but have distinctly different purposes, a circle that provides buffs to allies in one form, but nerfs to enemies in the other? That's fairly elegant design.


So... with all that said... I do want to give one major suggestion for this character, one that I think helps both aspects of the design to play well together, bringing out the best of both worlds. It... probably doesn't match any lore, but I think it'd lead to a much more interesting character overall:

Make it so that Solar Eclipse is Lunaclaw's offensive form. Your abilities in Solar Eclipse form drain your Astral Energy with each cast. Your auto attacks apply a burning effect, and your abilities are powerful and effective. However, while in Solar Eclipse form, you'd have no way to generate Astral Energy, and that's where Lunar Eclipse comes in.

Lunar Eclipse would be Lunaclaw's defensive form. Your abilities in Lunar Eclipse form are free to cast, and on-hit, they generate Astral Energy. While the damage dealt in this form would be low, they'd come with benefits, such as self-healing and other defensive options. In this form, auto attacks could have a self-healing effect, or maybe generate armor for Lunaclaw. Lunaclaw could even have baseline armor in this form, or an increased health regen.

This, I think, would create a character that has the best of both worlds. They're still about generating energy for those Big Time Abilities, and about switching between forms, it's just that now the two concepts are baked into one-another. It even helps turn Celestial Alignment into an even more powerful Heroic, one that lets you have the power of Solar form, and the defence of Lunar form.


I really hope this was useful and not too out-of-line (also, a quick side-note, but you'd probably have to use a different name than Moonfire, since HotS doesn't like to double up on ability names, and Malfurion already has that one).
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3
[-]
Xero | April 25, 2018 8:52am
Lovely idea, but as Wersus said, I'd suggest a named Moonkin. I personally would recommend Lunaclaw, which is a Moonkin many WoW players are familiar with. He was the one who taught Night Elves and Tauren Druids Moonkin form.
2
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rgg138 (1) | April 25, 2018 2:49pm
I was thinking that he could be a randow name hero like brightwing or hammer. But Lunaclaw sounds good
1
[-]
Wersus (1) | October 8, 2017 11:03am
Nice concept, but I would suggest to try and find some known druid that would fit this character.
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