Maiev Shadowsong by Demolij

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Maiev Shadowsong

By: Demolij
Last Updated: Nov 8, 2017
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Maiev Shadowsong

Vengeful Watcher

Many ages ago when the Night Elf betrayer Illidan Stormrage created a new Well of Eternity, Maiev offered to act as his Warden and kept watch over him for 10,000 years. When the Scourge attacked and Illidan was freed by Tyrande to combat them Maiev was outraged, and though Illidan tried to atone for most of his actions Maiev never forgave him and pursued him across worlds. She nearly captured him in the Outlands but he was freed by his allies and she was imprisoned for many years. Later she was released when Illidan went mad, and when he was finally slain she had no more Prey to hunt, and she was empty. In the Nexus however there are many enemies to face, and her zealous focus can be of much use to defeat her enemies.
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HEALTH: 1932 + 4%lvl
REGEN: 4.06 + 4%lvl
DAMAGE: 96 + 4%lvl
ATTACK SPEED: .91 per second
RANGE: 1.5
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Maiev is essentially a melee assassin without a ton of damage but quite a bit of utility and decent cc, and is strong against enemies with mobility.

Combat Trait

1
Track
60 mana - 20 second cooldown

Activate on the target enemy with global range, after 2 seconds marking them as your Prey indefinitely. The prey leaves behind footprints wherever they move that last 15 seconds, that only Maiev can see.

If Maiev is nearby them while they are below 20% health they are tethered to Maiev preventing them from moving too far away. Tether breaks if there is a large distance between the two, or they are brought above 30% health. Max 1 target.

Primary Abilities

1
Fan of Knives
50 mana - 8 second cooldown

Fling 16 knives in all directions that will each impale one enemy, dealing 212 (+ 4%lvl) damage reduced the further the knife travelled up to 30% less damage. Enemies hit are blinded for 1.5 seconds.
2
Blink Strike
40 mana - 10 second cooldown

Mark a target location, if reactivated within .75 seconds mark a second location, then teleport to each mark in turn dealing 151 (+ 4%lvl) damage to nearby enemies. Enemies can only be hit once, and if the Prey is tethered they are teleported to her side.
3
Moon Glaive
80 mana - 10 second cooldown

Fling a large Glaive at the target enemy that deals 100 (+ 4%lvl) damage and slows by 20% for 2 seconds, then bounces to nearby enemies with a large radius up to 7 times, damaging and slowing each enemy hit with the damage and slow duration halved against enemies already bounced to. Prioritizes bouncing to the Prey.

Heroic Abilities

1
Revenge
Passive: Upon death nearby allies or Maiev create a controllable shade of themselves, having 75% damage and healing but being unkillable for 5 seconds, after which they disappear. Triggers before on-death effects are applied.
2
Imprison
100 mana - 80 second cooldown

Call down a cage to fall on top of the target enemy after 1 second, rooting and blinding them for 2 seconds and blocking enemy pathing. If the target is a tethered Prey they are instantly killed. The root cannot be purged.

Talents

[Level 1]
- Know your Enemy:

Details

Maiev is a decent hero killer, but unlike true assassins like Zeratul or Samuro she doesn't have raw damage output or a ton of mobility. She does have plenty of utility, multiple ways of avoiding her opponents, and can be pretty dangerous against a single enemy if they underestimate her. One thing she excels at it dealing with heavy mobility, and can be dangerous against high-health enemies who you're more likely to get value with Hunter. Finally, her AoE damage is good if not a little unreliable, meaning she could be good against high numbers or for mercing. She is good as a counter to heavy rotations and gankers, or teams who focus on one ally to deal a lot of damage.

Hunter is what makes you a very real threat against an enemy of your choosing. It prevents enemies from juking you as easily due to them leaving a trail wherever they go, and with talents can add a whole bunch more tools, but the real threat is the ability to attach a low-health Prey to you with a weaker but unbreakable Lamb to the Slaughter, which is super good at securing kills. You don't really have the damage to kill them yourself, so there is a decent chance of them killing you if you aren't careful, but using your tools cleverly can remove this problem. For example, pulling the enemy into your towers can be a decent finisher.

Fan of Knives only hits the closest enemies and has a limit to how many enemies it can hit, so although it's okay waveclear you should pay attention to where you stand. It deals decent damage if you're close to them, but more importantly it blinds enemies it hits, making it crucial to preventing the prey from slaughtering you while tethered. Blink Strike is one of your only sources of mobility, and doesn't have as much range or control as Zeratul's Blink, but it will damage enemies trying to chase you which makes you really good at escaping from mobile enemies. If you Blink while tethered to someone you can also pull them along with you! Lastly, Moon Glaive is your only form of ranged damage, and with long range plus prioritizing the Prey, it can be a great tool for slowing down the prey until you can catch up. It is especially effective when there are enemies nearby allowing it to bounce repeatedly. All these abilities together don't really deal loads of damage, but they have pretty good utility.

Revenge provides an exceptionally powerful support tool that reduces the impact of losing an ally. If the enemy devotes a bunch of abilities to killing one target, if Maiev is nearby you can still fight back and literally turn the tide of battle. Don't worry, it won't deny on-kill effects from triggering immediately, and they can still be affected by crowd control even if they can't die. It's almost broken if not for the fact that your team needs to die to get value out of it. Imprison meanwhile is a much more aggressive heroic. It deals no damage but has a 2 part lockdown, preventing them from moving at all while also preventing them from dealing any damage with attacks. More importantly though, if you can get the Prey down to low health and get close to them, they will be instantly eliminated with no chance of escape. There are some downfalls to this ability, such as if you don't end up getting the kill it ends up being kind of useless, and it has a pretty long cooldown. Still, as a finishing move to make up for her other downfalls, it's a pretty darn good skill.

Counters and Synergies

Works well with:

Notes

What a weird process this one took. Oftentimes I first come up with a general playstyle and archetype for a hero, then come up with some abilities for them, and then process the talents. Maiev had her abilities made almost immediately, her talents weren't too hard to conceptualize, but then I had to come up with an actual playstyle and niche for her as well. I've made a lot of melee assassins and I didn't just want another one. So, I made her a pseudo-assassin with good utility and meh damage... against most heroes. I think it turned out okay, although I don't think people are going to like the specialist tag I gave her, but hey the tags are kind of BS anyways, eh?

If you want to see more of my designs, here is a list of all the designs I've made.

EDIT 1: Old Trait now basic ability, fused Hide and Track, replaced Imprison with Moon Glaive, slightly modified everything else.
EDIT 2: Reworked Avatar
EDIT 3: Hide made talent, Track Trait again, re-added Imprison and Moon Glaive moved to E, added blind to FoK.
EDIT 4: Revenge reworked into passive, reworded some stuff.

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