Mephisto by Challenge

11 Votes

Mephisto

By: Challenge
Last Updated: Jul 24, 2018
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Mephisto

Lord of Hatred

Mephisto is a calculating support, who enables and disables heroes


Difficulty: Medium

Mephisto is designed to bring great benefits but usually at a cost.

The health increase pairs well with heroes who benefit from % healing and also heroes in general who can sustain themselves which will also sustain Mephisto. Sort of like Auriel where it creates a feedback loop. The main difference is he excells with already tanky heroes, but can also enable squishy DPS to be more tanky such as tracer or murky. However, this also makes his fate tethered to whoever he has a soul pact with, so if they feed or get caught out, Mephisto also dies with them if hes nearby




STRENGTHS
AoE
Crowd Control
Survivability

WEAKNESS
Mobility
Single target
Burst healing

STATISTICS
1359 Health
1 attacks per second
82 Damage
Health regen 31.20

For comparison UTHER has...
2,156 Health
1 attacks per second
78 Damage
Health regen 2.90



Additional Notes:
He has insanely high health regeneration, similair to murky
-Mephisto uses mounts normally similiar to Azmodan

Combat Trait

1
Soul Pact

30 second cooldown
Point and Click


Increase the maximum health of an ally hero by 15% and link your health together. While nearby, every second your health is redistributed, such that both players are at the same percentage of maximum health.

Last until a new pact is made or Mephisto drops below 20% health


Range of effectiveness about equal to Auriel's Bestow Hope
Synergizes very well with heroes who already self heal themselves

Primary Abilities

1
Charged Bolts

8 second cooldown
Channeled
AoE


Fire bolts all around you every 1 second for 4 seconds.

Enemies hit take 58 damage per second

Allies hit are healed for 58 per second


Can move while channeling similiar to Dv.As matrix.

2
Toxic Shroud

8 Second Cooldown
Point and Click


Inflict an enemy with a shroud of toxins. Every second they pulse at other nearby enemies, dealing 109 Last 4 seconds.


Radius is about the size of KT's Living Bomb
-Has no effect on the actual target casted on, only those nearby. Makes allies toxic to be around.


3
Demonic Empowerment

15 Second Cooldown


Empower an ally or enemy hero, increasing their damage done by 25% but also reducing their movement speed by 60%. Last 3 seconds


Can be used on both ally and enemy heroes. Is a double edged sword.

Heroic Abilities

1
Haunting Souls

50 second Cooldown
Area of Effect


After a 1 second delay, awaken whirlwind of souls in the targeted area. While inside enemy heroes have their vision radius greatly reduced. Last 8 seconds

Haunting Souls are invisible to enemies outside of them



Only enemies inside the area of effect can actually see where not to stand. Enemies on the outside have no idea its there unless they walk in and see it

2
Kiss of Mephisto

110 Second Cooldown


Grant an ally protected status for 5 seconds. If they fail to get a hero takedown, their health is set to 10% of their maximum hp after 5 seconds


Particpating in takedowns count
Cannot be cheesed via stasis
Sort of a make a deal with the devil and make someone else pay the price

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2
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Dshobz01 | July 2, 2018 8:23am
I love it. That all sounds awesome and I would love to see this stuff in Heroes. Personally I would enjoy playing a character like this
3
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Demolij (1) | October 23, 2017 11:39am
Sick concept! It's a fresh perspective on a pretty cool hero. Let me just give a bit of criticism.

Toxic Shroud is overpowered. It's a better version of Tyrande's Trait with the armor reduction, given that it's AoE and deals damage, and since none of the heroes want their armor reduced it will just isolate the target. Maybe make it simply reduce armor by a flat 10 as long as they're nearby, since it having a stacking effect would probably fall off if they stepped away for a split second, and it would have a strong but not-so-strong effect so enemies can still have the option of sticking with their buddy if they want to risk the pain.

Kiss of Mephisto is also super broken, and has so much trolling potential. Using it on an ally just out of base would send them home or outright kill them. It can also be cheesed by simply using it as a cheap Ancestral if an enemy is low-health, which defeats the theme of the ability. A better idea would be to make it grant a shield equal to 100% of the hero's missing health, and takedowns reset the shield, but upon expiration they don't keep the health to make it less of a fight-winner.

I love the Trait and Demonic Empowerment, and Haunting Souls is pretty cool too. Spirit Harvest is weird, since Mephisto has never been about the whole Soul collection thing, and tying his only healing to him staying in lane is weird (not to mention he doesn't even have any waveclear to collects souls faster). Maybe just make it work on a regenerating charge system so it can be used at will, which is already an awesome idea I want to use.
1
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Challenge (8) | October 23, 2017 1:39pm
Thanks for the feedback that's what I wanted, I can make these changes when I get home
1
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Challenge (8) | October 19, 2017 5:36pm
Hello, I haven't made a concept in a while, so I would LOVE feedback on this. Any at all is welcomed. I will update with more later on.
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