Nobundo by Seffson

1 Votes
Rating Pending

Nobundo

By: Seffson
Last Updated: Dec 15, 2018
Quick Share

Nobundo

Farseer of the Earthern Ring

With mastery of the elements and totems alike, Nobundo can unleash their forces upon his foes or infuse their essence into his allies.

Combat Trait

1
[D] Ancestor's Call
[Active]

Mana: 40
Cooldown: 2 seconds

Activate to combine your Primary and Secondary Totem to create a brand new spell that replaces this ability until after you use it.

[Passive]

Your totems last forever and cannot be destroyed. Only one Primary Totem and one Secondary Totem can be active at any one time.

Primary Abilities

1
[Q] Totem of Wrath
[Primary Totem]

An Aura that increases Auto Attack damage by 7% for all allies within 4 units.

Only one Primary Totem can be active at any one time.
2
[W] Healing Stream Totem
[Primary Totem]

An Aura that increases the Health Regeneration by 7 per sec. for all allies within 4 units.

Only one Primary Totem can be active at any one time.
3
[E] Wrath of Air Totem
[Primary Totem]

An Aura that increases the Attack Speed by 7% and Spell Power by 5% for all allies within 4 units.

Only one Primary Totem can be active at any one time.

Secondary Abilities

1
[1] Stoneskin Totem
[Secondary Totem]

An Aura that grants 7 Armor to all allies within 4 units.

Only one Secondary Totem can be active at any one time.
2
[2] Mana Spring Totem
[Secondary Totem]

An Aura that increases the Mana Regeneration by 70% for all allies within 4 units.

Only one Secondary Totem can be active at any one time.
3
[3] Grace of Air Totem
[Secondary Totem]

An Aura that increases the Movement Speed by 7% for all allies within 4 units.

Only one Secondary Totem can be active at any one time.
4
5
[5] Revert
[Active]

Reverts your created ability [D], restores the use for Ancestor's Call.
6
[6] Revert
[Active]

Reverts your created ability [R], restores the use for Ancestral Knowledge.

(Only available if Ancestral Knowledge is learned)

Heroic Abilities

1
[R1] Totemic Might
Mana: 50
Cooldown: 44 seconds

Triples the effectiveness of all your Totems for 12 sec.
2
[R2] Ancestral Knowledge
[Active]

Mana: 20
Cooldown: 2 seconds

Activate to combine your Primary and Secondary Totem to create a brand new spell that replaces this ability until after you use it.

[Passive]

Reduces the mana cost of Ancestor's Call by 20.

Combined Abilities

-


(Q+1) Meteor
Mana: 80
Cooldown: 56 seconds

Conjure a huge molten boulder for 0.5 seconds that comes crashing from the sky and deals 400 damage on impact. The boulder then starts slowly rolling along it's path burning all enemies it touches for 40 damage per second, this damage increases by 25% for every second burning.


(Q+2) Mist Mirage
Mana: 50
Cooldown: 44 seconds

Creates a clone of yourself or target allied hero that you can control to attack and move for 16 seconds. The clone deals 50% less damage and has 50% less health. The clone cannot use any abilities or combat traits.


(Q+3) Spirit Nova
Mana: 35
Cooldown: 20 seconds

Enter Stealth for up to 5 seconds or until you attack, use an ability or take damage. When you enter Stealth your Movement Speed is reduced by 50%, over the duration you gain 10% Movement Speed per second. When stealth expires, or you are revealed, you cause an explosion around you that deals 125-250 damage to all enemies within 2 units.

(Damage is based on your movement speed)


(W+1) Clay Bolt
Mana: 40
Cooldown: 4 seconds

Shoots a bolt of clay that deals 160 damage and applies a stack of Goop that slows the target for 10% decaying over 5 seconds. Goop can stacks up to 3 times.


(W+2) Tsunami
Mana: 70
Cooldown: 40 seconds

Conjure a huge tidal wave that deals 75 damage to all enemies and pushes them back 7 units. The wave also heals allied heroes for 125 and an extra 250 over 5 seconds.

(Cannot hit the same target twice)


(W+3) Healing Rain
Mana: 50
Cooldown: 24

Summon a rain cloud of healing mist in an area for 7 seconds that heals 40 Health per second to allied Heroes.


(E+1) Elemental Chase
Mana: 50
Cooldown: 24

Send out a wind sprite that travels 20 units or until it hits an enemy Hero. If an enemy is hit, earthly fists grab a hold of them and snare them for 0.1 seconds for every unit the wind sprite traveled.

(Up to 2 sec snare on a very long, very thin and pretty slow moving skillshot)


(E+2) Spirit Wolf
Mana: 45
Cooldown: 20

Summon a Spirit Wolf that clings onto target enemy or allied Hero for 6 seconds.

Enemies: Damaging enemies within 4 units for 80 every second.
Allies: Healing allied Heroes within 4 units for 40 every second.


(E+3) Primal Infusion
Mana: 20
Cooldown: 20

Infuse target allied Hero with wind, increasing their Movement Speed by 25%, Attack Speed by 25% and Spell Power by 10%. Lasts 4 Seconds.



-

Talents

-



Level 1



(D) Spiritwalker's Grace
Quest: Gathering a Regeneration Globe reduces the baseline cooldown of ALL of your Combined Abilities by 1% up to a maximum of 25%.
Reward: After gathering 15 Regeneration Globes, (D) Ancestor's Call's and (R2) Ancestral Knowledge's cooldowns are reduced by 1 seconds.
Reward: After gathering 30 Regeneration Globes, (D) Ancestor's Call's and (R2) Ancestral Knowledge's cooldowns are reduced by 1 seconds.

(W+1)+(E+1) Clay Play
Quest: Every time you hit an enemy Hero with Clay Bolt you refund 20 mana and 1 second of the cooldown.
Reward: After hitting an enemy Hero 10 times you increase the number of times Goop can stack by 1.
Reward: After hitting an enemy Hero 20 times, Clay Bolt will pierce its target and hit an additional one.
Reward: After hitting an enemy Hero 30 times, your succesful Elemental Chase will also summon a Clay Golem that will fight for you for 15 seconds.

(W+2)+(W+3)+(E+2) Aura Mastery
This Quest does not become active until after the game has begun.
Quest: Support nearby allied Heroes with your Auras. Multiple Allies provide additional time.
Reward: After 200 seconds, increase the time Spirit Wolf lasts when cast on allies by 4 seconds.
Reward: After 325 seconds, increase the healing over time portion of Tsunami by 100%.
Reward: After 450 seconds, reduce the mana cost and baseline cooldown of all your Combined Healing Abilities by 25%.

(W+2) Tsunami, (W+3) Healing Rain and (E+2) Spirit Wolf

(D) Meditation
Increases the range of your Auras by 25%
While standing still your Auras range and effectiveness slowly start to increase up to a maximum of 100% extra after five seconds. This effect decays over 5 seconds if you start moving, but can be continued if you stop again.

Meditate and Totemic Might work separately from each other.



Level 4



(Q+1) The Floor is Lava
Your Meteor now also leaves a trail of blazing fire that remains on the ground for 6 seconds damaging all enemies standing in it as if they were touching the Meteor.

(Q+3) Burning Rush
Quest: Every time you damage an enemy Hero with a fully charged Spirit Nova, its duration is increased by 0.5 seconds, up to a maximum of 10 seconds of Stealth.
(This increases the maximum movement speed and damage as well)
Reward: After you've hit Spirit Nova fully charged 10 times, all enemy Heroes hit by Spirit Nova also get -25 Spell Armor for 2 seconds.

(Q+2) Soothing Reflection
The original target of Mist Mirage gains healing equal to 100% of the Mirage's Auto Attack damage done.

(D) Earth Shield
Allies inside your Auras gain a 50 Health shield every second, stacking up to a maximum of 250 Health after 5 seconds. The shield lasts for 5 seconds after they leave your Auras.



Level 7



(E+1) Playful Sprites
Increases the range your Elemental Chase travels up to 30 units. If it hits an enemy Hero after 25 units travelled the target will get incapacitated for 5 seconds instead, rendering them unable to move or cast any abilities. Any damage done to the target will remove the incapacitation.

(W+1) Pray the Clay Away
Your Clay Bolt deals 25% increased damage for every stack of Goop affecting the target.

(E+3) Flexible Infusion
If you cast Primal Infusion on an Ally, 25% of the cooldown is refunded.
If you cast Primal Infusion on yourself, the duration is doubled.

(E+3) Cold Infusion
Increases the duration of Primal Infusion by two seconds.
If you cast Primal Infusion on an Ally you gain a lesser version of it yourself.
(10% Movement Speed, 10% Attack Speed, 5% Spell Power, lasts 3 seconds)



Level 10



(R1) Totemic Might

Mana: 50
Cooldown: 44 seconds

Triples the effectiveness of all your Totems for 12 sec.

(R2) Ancestral Knowledge

[Active]

Mana 10
Cooldown: 2 seconds

Activate to combine your Primary and Secondary Totem to create a brand new spell that replaces this ability until after you use it.

[Passive]

Reduces the mana cost of Ancestor's Call by 20.



Level 13



(W+2) ICE BERG!
Tsunami no longer heals Allies.
Enemies caught in the wave gets thrown forward into a pillar of ice that deals an extra 200% of the base damage and stuns them for 0.75 seconds.

(E+2) Spiritual Reflection
When you cast Spirit Wolf on a target, another Spirit Wolf will be cast on the nearest Enemy or Allied Hero.

(E+2) Spiritual Conviction
When you cast Spirit Wolf on an allied target it now also removes all roots and movement slowing effects from them.

(D) Mana Tide Totem
When you activate Mana Spring Totem you and all nearby Allied Heroes gains 20% of their maximum mana over 5 seconds as long as they remain in range of the Aura.
This effect has a 45 second cooldown.



Level 16



(Q+1) The Big Bang
You can now reactivate Meteor while it is rolling to cause it to explode, dealing 50% of the impact damage to all targets in the area.

(E+3) Rapid Infusion
You gain a second charge of Primal Infusion but the Cooldown is increased by 25%.

(Q+2) Overprotective Mist
Decreases the damage and Health penalty of your Mist Mirage by 25%.
Whenever the Mist Mirage takes damage the original target gains a 60 Health shield that lasts for 2 seconds. This stacks up to 5 times.

(Q+3)(W+2)(W+3) Rough Terrain
Your Spirit Nova, Tsunami and Healing Rain now also leave an area for 3 seconds that slows the Movement Speed for Enemy Heroes by 33%.



Level 20



(R1) Totemic Overload
ALL of your Totem Auras are active for the duration of Totemic Might.
For the duration you also emanate the Auras from around your character.

(R2) Ancestral Overload
Lowers the Mana cost of Ancestor's Call and Ancestral Knowledge by 20.
Every 7th Combined Spell created by Ancestor's Call and Ancestral Knowledge refunds 50% of it's cooldown upon use.

(D) Auramancy
For every Allied Hero, including yourself, affected by your Auras, increase the range and effectiveness of your Auras by 20%.

(W+3) Eye of the Storm
Replaces Healing Rain with Eye of the Storm.
Summon a raging storm of ravaging wind in an area for 6 seconds that deals 90 Damage per second to Enemy Heroes and pulls them toward the center of the area.



-

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
1
[-]
matrix123mko (8) | December 16, 2018 1:00pm
I like it. Invoker with it's own supportive style and lore flavour.
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved