Mad Cow by Koetetsu

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Mad Cow

By: Koetetsu
Last Updated: Nov 29, 2016
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Mad Cow

Tauren Marine

Background: The old terran confederacy, in desperate need of more soldiers, recruited tauren from Azeroth; luring away large numbers of young bulls for a life of adventure and violence along the galactic rim. Other tauren referred to these adventurers as 'mad cows,' and they were ostracized from the rest of their kin. The newly created tauren marines didn't care--they got neat-looking armor and big guns to own everyone else with.

Health: 2145 (+4%/level)
Energy: 500 (+4%/level)
Attack Damage: 135 (+4%/level)
Attack Range: 5.5
Attack Speed: 1

Design Philosophy: While Raynor is a ranger and Tychus takes on the assault role, Mad Cow will be a shock trooper designed to break through the front line and get to the back line of the enemy team. In order to do that he will have a lot of survivability and can take on enemies at range. This however causes him to be always at risk of overextending and therefore easily picked off when the team does not follow through on his engages.

Combat Trait

1
Impala Rifle
Every fourth basic attack causes the rifle to become overcharged increasing basic attack damage by 10%. Using certain abilities cancels this state but grants an additional effect. The overcharged state lasts for 10 seconds after not attacking.

The Impala Rifle also comes equipped with a power axe, that increases your basic attack damage by 25% when attacking in melee (1.5 range).

Primary Abilities

1
Penetrating Blast
Ability Key: Q
Energy Cost: 50
Cooldown: 10 seconds

Deals 186 (+4%/level) damage to enemies in a cone. If used while overcharged it will deal 50% more damage and knockback enemies hit but uses up the overcharged shot.
2
Super Stim
Ability Key: W
Energy Cost: 60
Cooldown: 15 seconds

Increases movement and attack speed by 20% for 10 seconds and restores 20% health over the effect's duration.
3
Bullrush
Ability Key: E
Energy Cost: 75
Cooldown: 18 seconds

Charges an enemy dealing 98 (+4%/level) damage to enemies hit and knocking them aside, the primary target is knocked back. The tauren marine is unstoppable while charging and gains 20% movement speed. The ability is cancelled after charging for 5 seconds. If used while overcharged, you immediately boost toward your target ignoring collision and obstacles.

Secondary Abilities

1
Outhouse
Cooldown: 60 seconds

Enter an outhouse and gain invulnerability for 3 seconds. Enemies can still attack the outhouse, if the outhouse takes 8 hits it will launch you back to the hall of storms.
2
L800ETC
Cooldown: 90 seconds

Become unstoppable and gain an 800 (+4%/level) point shield for 10 seconds.

Heroic Abilities

1
Assault Jump
Ability Key: R
Energy Cost: 100
Cooldown: 80 seconds

Equips a jump pack that passively increases movement speed by 10% and allows you to jump over walls and small obstacles. Activate to jump after a 1 second delay and land hard on a target area from long range stunning enemies hit for 1 second and dealing 154 (+4%/level) damage. If used while overcharged you knockback and damage nearby enemies for 112 (+4%/level) damage when jumping and deal 50% more damage to enemies in the impact area.

Upgrade: Grenader

Drop frag grenades that detonate after 1 second on enemies while jumping to the location that deal 146 (+4%/level) damage each. Increases jump range by 25%. Drops 3 grenades when overcharged.
2
Murloc Merc
Ability Key: R
Energy Cost: 75
Cooldown: 30 seconds

Calls down a Murloc Marine on a target allied Hero that automatically attacks nearby enemies, doing 50 (+4% per level) damage per attack (2 attacks per second) for 10 seconds. The Murloc Marine's frenzied attack increases the morale of nearby allies granting them 15% additional movement and attack speed.

Upgrade: Assault Murloc

Using a Super Stim also increases the Murloc Marine's attack speed by 50% and applies the Stim effect to his assigned ally*. The Murloc Marine now also benefits from overcharged shots every 2.5 seconds starting from its first attack.

*If used on self only the healing will stack causing you to recover 50% health over the Stim's duration.

Talents

Tier 1

Extra Beefy (Quest) - Collecting regen globes increase health regeneration by 1 up to 30.
Reward - Gain an additional 500 maximum health and you gain a permanent shield equal to 5% of your health when you successfully use hearthstone.

Steak Carver (Trait) - Increases the range of the power axe attack by 100% (3 range) and causes it to cleave in an arc dealing 35% splash damage.

Visual Effect: Increased Power Axe size.

Holo-Sight (Trait) - Increases basic attack range by 20% (6.5 range) and attack speed by 10% but removes the Power Axe attack.

Visual Effect: Removes the Power Axe but adds a Holographic Weapon Sight on the rifle.

Tier 2

Charged Stim(W) - Increases the duration of Super Stim by 40% if used while Overcharged.

In a China Shop(Quest) - knocking aside enemies reduces the cooldown of Bullrush by 0.75 seconds up to 6 seconds.

Reward - Increases the damage of bull rush to the primary target by 20% for each enemy hero knocked aside.

Tracer Fire (Trait) - Every third basic attack fires a tracer round on a target revealing the target for 10 seconds.

Tier 3

Clear Out (Trait) - Activate your trait to swing your rifle around you, knocking back nearby enemies and dealing 100* (+4%/level) damage to them. If Steak carver was picked previously the range is increased by 25% and deals 25% more damage.

Hot Shots (Q) - Penetrating Blast ignites enemies dealing and additional 25% of the damage dealt over 5 seconds. If used while overcharged it will also ignite the area hit that also deals 25% of the damage dealt over 5 seconds to enemies that enter it.

Sonic Blaster (Q) - Penetrating Blast knocks back enemies and stuns them for 1 second if they hit an obstacle. Knockback distance is increased by 50% when used while overcharged.

Tier 4 (See Heroic Abilities)

Tier 5

MOOve! (E) - The movement speed increase from Bullrush lasts for 3 seconds after it ends and grants resistant (take 25% less damage) for 2 seconds if you hit an enemy hero and an additional 1 second for each enemy hero hit.

Milked Up (W) - Reduces the cooldown of Super Stim by 4 seconds when you are healed to full health before the duration ends. Can happen only once per use of the ability.

Outhouse (Active) - Call down an outhouse and take a bathroom break gaining invulnerability for 3 seconds. Enemies can still attack the outhouse and cause it to launch you back to the hall of storms if it takes enough hits.

Tier 6

Hyper Charged (Trait) - You can now use two abilities before the overcharge is consumed.

Blast Master (Q) - Enemies in the center area take 50% more damage.

Hoof it (E) - You now stun the primary target and knock back nearby enemies upon impact.

Tier 7

Grenader (See Heroic Abilities)

Assault Murloc (See Heroic Abilities)

Pulverise (Trait) - Charged attacks also stun enemies hit for 0.5 seconds and increases the splash damage area by 50%. Immediately overcharge when an enemy hero is taken down.

L800ETC (Active) - Become unstoppable for 10 seconds and gain an 800 (+4%/level) point shield.

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