Meh'reh'sha by Shurukin

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Meh'reh'sha

By: Shurukin
Last Updated: May 24, 2016
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Meh'reh'sha

The Ascendant Queen

Quite possibly the first of the tal'da'rim to rise to the position of "ascendant", Meh'reh'sha titled herself The Ascendant Queen when she broke off from the main body of the Tal'darim once Ma'lash was defeated and formed her own splinter cult. Though she often boasts that she could easily defeat any of the tal'darim high lords if she wished, her arrogance is only rivaled by her disdain and disrespect for other Protoss. Most of all, she despises Alarak and all Tal'darim who willing associate themselves with the Dae'laam.


In battle, she fights with devastating psionic abilities and reality-warping void powers, empowering herself and her servants, who often foolishly describe themselves as 'allies,' through the use of terrazine infusions.

Difficulty: Medium to Hard

Health: 950(+3.5% per level)
Health Regen: 1.05(+2.5% per level)

Energy: 975(+5% per level)
Energy Regen: 4 (+0.15 per level)

Attack Damage: 115(+4% per level)
Attack Speed:
0.95 attacks per sec.

Combat Trait

1
Terrazine Infusion
Cooldown: 12 seconds
Duration: 4 seconds
While in combat, Meh'reh'zha periodically releases bursts of terrazine gas which can empower specific traits of her and her nearby 'heroic allies.'

[ul]
[li]Infusion of the Body grants 2% of max health Regen per second[/li]
[li]Infusion of the mind grants 15% bonus ability power[/li]
[li]Infusion of the soul grants 15% bonus attack damage[/li]
[/ul]

Primary Abilities

1
Q) Pain Orb
Cooldown: 8 seconds
Energy Cost: 60

Unleashes a slow-moving orb of raw psionic energy that travels in a straight line, periodically damaging enemies within a small radius.
Deals 15 damage(+5%) per strike. Can strikes 5 times a second, hitting up to 10 targets simultaneously. lasts 3 seconds. Travels at about 70% of hero movement speed.
2
W) Void Window
Cooldown: 16 seconds
Energy Cost: 80
Duration: 1.5 seconds


After a 0.75 second delay, tear open a small window to the void. Any enemy projectile attack or ability that enters the void window will be destroyed instantly. Abilities and attacks you make that pass through the void window become empowered. Pain Orb gains increased area of effect and 50% increased strike frequency. Wrath of the Ascendant deals area damage when it strikes it's target and basic attacks chain once.
3
E) Wrath of the Ascendant
Cooldown: 12 seconds
Energy Cost: 30 +4% max energy/second
Duration: 6 seconds

Begin drawing power from deep within, gathering your psionic potential to release it with your next ability cast. The longer you channel, the greater the end results. Meh'reh'zha is immobilized while channeling.

Pain Orb: gains speed equal to 5% of hero movement speed per second of channeling.
Void Window: width of the window increases by 4% per second of channeling.
Unleash Wrath: gains bonus damage equal to energy consumed while channeling.
4
E) Unleash Wrath
Unleash all your stored up psionic energy in a single devastating bolt directed at an enemy hero or structure. Deals 150(+5%) damage.

Heroic Abilities

1
R) Psionic Echo
Cooldown: 15 seconds
Energy Cost: 100 (+30% energy reservation)
duration 60 seconds

Meh'reh'zha summons a psionic Shadow of herself at the target location, where it will remain. If an enemy enters within a certain range of the Shadow, it will be targeted by the Shadow who, after a 1.5 second delay, will mind-blast them, deals 450(+6%) damage and silencing them for 0.7 seconds.
Shadows are immobile, can only attack one target at a time and will not change targets unless the original target leaves the area. Their attack range is 75% of a hero's sight range.
2
R) The Queen Ascends
Cooldown: 150 seconds
Energy Cost: 300
Duration: 5 seconds

After channeling for 2 seconds, Meh'reh'zha enters an ultimately empowered state, where all her abilities have their cooldowns reduced by 50%, but their energy costs increased by 50%

Level 1 Talents

Terrazine Addict: Decreases the cooldown of Terrazine Infusion by 4 seconds, but gain the inverse effects of Terrazine Infusion while not under the effect.

Limitless Potential: Using an ability grants permanent bonus energy equal to 20% of the ability's energy cost.

Seasoned Marksman

Servants of the Queen: Killing minions grants stacks of Influence. At 20 stacks of influence, you can instantly force a mercenary to surrender and grant it 10% bonus damage.

Level 4 Talents

Insatiable Fury: Nearby minion deaths reduce the cool down on Meh'reh'zha's abilities by 0.5 seconds each and restore 10 energy.

Inescapable Agony: Pain orb slows targets hit by 30% for 0.3 seconds.

Screams Unheard: Pain orb silences enemies hit for 0.3 seconds.

Short Fuse: wrath of the ascendant charges 50% faster

Level 7 Talents

Void Maw: The void window attracts nearby projectiles and grows large each projectile it consumes.

Endless Tear:
the void window's duration is increased by 0.5 seconds every time it catches a projectile.

Retaliation:
The void window reflects any projectiles back at their source.

Panic Window:
There is no cast time for Void Window.


Level 13 talents

Pleasure from Pain: Each enemy hit by Pain Orb returns 15 life to Meh'reh'zha

The Queen's Reach: Pain orb lasts for twice as long with no penalty to it's speed.

Patience Empowers: Wrath of the Ascendant can channel twice as long, doubling the maximum possible bonus', but also doubling the cooldown

Annihilation Blast: Unleash Wrath deals 1% of the targets maximum health as bonus damage for every second Wrath of the Ascendant was channeled.

Level 16 talents

Pain Attunement: Pain orb deals 10% bonus damage for every 5% of maximum health Meh'reh'zha is missing.

Return from the Fury: If Wrath of the Ascendant is allowed to reach full charge, it's cooldown is instantly reset.

Lingering Agony: Enemies hit by Pain Orb will be made Vulnerable for 0.3 seconds.

Royal Executioner: If there is a nearby enemy hero below 30% hp, Meh'reh'zha gains 20% bonus ability power.

level 20 talents

Perfect Echo: The Energy Reservation of Psionic Echo is reduced to 20% of maximum Mana, and their duration is increased by 30 seconds.

Long Live the Queen: If Meh'reh'zha dies while under the effect of The Queen Ascends she will resurrect as a ghost for the duration of The Queen Ascends. Every kill she gets during this time will reduce her re-spawn timer by 20%

Terrazine Surge:
Activate to gain all Terrazine Infusion bonus' for 4 seconds. 40 second cooldown.

The Queen's Bodyguards:
Allies within a small distance of Meh'reh'zha gain double the effects of Terrazine Infusions. While allies are under the effect of Terrazine Infusion, Meh'reh'zha cannot be targeted.

General Thoughts

Meh'reh'zha was intended to become the basis of a custom campaign I was planning to make in Starcraft 2, intended to be focused around the idea of co-op between two of the Queen's generals. Throughout it, The Queen would employ both various underhanded manipulations and blatant shows of force, the two constants in her character being her brutal power and her thorough planning.

As she is in this concept, I like to imagine her as the sort of hero who decides upon a plan and then forces others to go along with it, culminating in her level 20 talent Queen's Bodyguards, which can force allies to die for her, while she hopefully kills her enemies first. Meh'reh'zha would be the sort of hero who spends time gathering their power before unleashing it in a sudden burst, then retreating to do so again.

Void Window could be an incredibly powerful ability if it was used correctly. The ability to block any and all projectiles (probably excluding ultimates like sylv arrow) could be an invaluable asset, as could reflecting these projectiles back at the enemy. Pain Orb could likely lock down a large area for an extended period of time, almost like a mini-hyperion.

I also liked the idea of abilities having a great deal of interactions with one another, and reinforces the idea of a character about careful planning and sudden execution. Only about half her abilities deal direct damage. The rest either change the way her abilities work, allow her to cast more abilities, or allow her to force enemies into a more desirable position. As such, planning and careful positioning would be paramount when playing her. I also do totally realize that having her along-side Kerrigan will probably make the far more confusing that it has any need to be.

Dialogue

Meh'reh'zha considers herself to be extremely refined and superior, speaking to other characters and even the player with an excessive amounts of arrogance and often disrespect, sometimes hidden behind a weak facade of false kindness to her allies, and false humility to the player.

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