Nexus-Prince Haramad by kid-karma

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Nexus-Prince Haramad

By: kid-karma
Last Updated: Mar 18, 2018
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Nexus-Prince Haramad

Leader of the Consortium

Treading the chaotic spaces between worlds, the ethereals are astral travelers who dwell within the Twisting Nether. They are known to be collectors and traders of arcane items and artifacts. Now drawn to Outland, many ethereals are seeking to track down its treasures and steal them back into the Twisting Nether. Most of them are liars and scoundrels who will stop at nothing to pursue their mysterious aims. The ethereals have no care at all for the Burning Crusade. They would even play both sides of the conflict against each other if doing so would serve to further their own goals.


Haramad is an aggressive but fragile melee support that is nonetheless able to confidently dive into the enemy team. Cunning and manipulative, Haramad protects himself by temporarily stealing enemy health or by deceiving them into thinking of him as an ally.

Combat Trait

1
Neutral
Activate to appear friendly to the enemy team for 3 seconds. While under the effects of Neutral you cannot be damaged by enemy units or structures. In addition you can do the following:

- Pick up enemy health globes

- Receive experience when the enemy team kills nearby allied minions

- Use enemy fountains on a separate timer

- Be targeted by beneficial abilities cast by enemy heroes (heals, shields, etc.)


Dealing damage to enemies during Neutral will immediately end the effect.

20 second cooldown.

Primary Abilities

1
Pilfer
Dash forward in a long line, damaging all enemies you pass through. Enemy heroes hit by Pilfer become marked with Pilfer for 10 seconds.

10 second cooldown.

While on cooldown Pilfer is replaced with Profit.
2
Ransom
Temporarily steal health from all nearby enemy heroes, causing Haramad to gain a shield for the same amount. After 4 seconds this health is returned to these enemies, less the amount lost while it was shielding Haramad.

12 second cooldown.
3
Smuggle
Increase your movement speed by 20% and allow yourself to move through units for 3 seconds.

12 second cooldown.

Secondary Abilities

1
Profit
Heal a target ally for a small amount. The strength of the heal provided by Profit is increased by 10% for each target marked with Pilfer.

3 second cooldown.

Heroic Abilities

1
Transmogrify
Change the appearance of all nearby allied heroes to look like copies of Haramad with full health for 5 seconds. During Transmogrify allies lose health like normal, but this health loss is not shown to the enemy team.

The appearance of Haramad's allies does not change for his team.

60 second cooldown.
2
Calculated Risk
Deal 1 damage to nearby enemy heroes every second for 4 seconds. While Calculated Risk is active your Armor is reduced by 60, increasing all damage dealt to you by 60%. Enemy heroes hit by Calculated Risk have their Armor reduced by 40 for 1 second, increasing the damage they take by 40%.

40 second cooldown.

Talents


Level 1:
Scam: Enemy minions killed near you grant a stack of bribe. Use 20 stacks to bribe a target mercenary, instantly defeating them. Does not work on bosses. Maximum 60 stacks. If a bribed mercenary survives for 30 seconds half of these stacks are returned to you.
Embezzlement: (Quest) Enemy Regeneration Globes gathered by you during Neutral increase your health regeneration by 3 per second, up to 30.
(Reward) After gathering 10 enemy Regen Globes, Neutral heals you for 5% of your health every second of its duration.
Charge It: The mana cost of Profit is taken from enemies marked with Pilfer. This mana cost is divided equally among all marked enemies with a mana pool.
Take The Money And Run: Basic attacks against enemy heroes reduce the cooldown of Smuggle by 0.5 seconds. During Smuggle your mana regenerates 100% faster.

Level 4:

Con Artist: The duration of Neutral is paused while you are within melee range of an enemy hero.
Withdraw: Basic attacks dealt to targets marked with Profit heal a nearby allied hero with the lowest health.
Petty Theft: (Quest) Each time you mark an enemy with Pilfer, increase the damage it deals by 1%, up to 20%.
(Reward) After marking 20 enemy heroes with Pilfer the cooldown of Profit is reduced to 2 seconds.
Overdraft: Enemy heroes marked with Pilfer are slowed by 15% for 3 seconds each time you heal an ally with Profit.

Level 7:
Investment: During Neutral Haramad can cast Profit on an enemy hero to heal them. Enemies healed this way deal 25% less damage to Haramad until Neutral is cast again.
Spending Spree: Increase your attack speed by 10% for each enemy hero marked with Profit.
Inflation: Damage enemies deal to Haramad while he is shielded by Ransom is increased by 25%.
Smuggler's Run: The duration of Smuggle is increased by 0.5 seconds for each enemy marked with Pilfer.

Level 10:

See above section.

Level 13:
Deficit: Enemy heroes marked with Pilfer have their Armor reduced by 10 for 3 seconds after you heal an ally with Profit.
Payoff: For 3 seconds after Ransom ends 25% of all damage dealt to you is redirected to enemy heroes damaged by Ransom.
Getaway: Activating Smuggle teleports you a short distance.
Cartel: During Smuggle the cooldown of Ransom refreshes 100% faster.

Level 16:
Clean Slate: Neutral removes all negative effects applied to Haramad.
Payday: Ransom heals nearby allied heroes when it ends for an amount equal to the amount of shield that was destroyed.
Extortion: Increase the duration of Ransom to 5 seconds. If the shield provided by Ransom is destroyed the damage it deals is increased by 25% for each second remaining.

Level 20:

True Neutral: The duration of Neutral is increased to 10 seconds.
Consortium: Increase the duration of Transmogrify by 2 seconds, and all allies gain stealth for 2 seconds after the effect ends.
Equity: Calculated Risk now reduces your Armor by 50, and enemy Armor by 50.
Storm Shield: Activate to give all nearby allied heroes a shield for 20% of their max health for 3 seconds.

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1
[-]
Wolfheart19 (2) | January 26, 2017 6:58am
Don't you think Calculated Risk's damage is kinda too low?
1
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kid-karma (2) | January 26, 2017 11:30am
The 1 damage per second is just to prevent you from using Neutral at the same time (since dealing damage ends Neutral). It's essentially a debuff aura that your team needs to capitalize on.
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