Nozdormu by Arghund

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Nozdormu

By: Arghund
Last Updated: Feb 11, 2018
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Nozdormu

The Timeless One

(Ranged Support) A healer that can reverse negative effects and burst damage on allies, counting down his abilities when doing so.

I also like healers, trust me. This one took a bit of thought to come up with, as I wanted to do a pure support, but Nozdormu also struck me as being a potential specialist or another assassin mage. I eventually came up with a semi-new healing mechanic, borrowing somewhat from Tracer's Recall, but with the rest of his kit functioning under a different cooldown mechanic, to hone in on the whole bronze dragon thing. This enables him to coexist thematically with his shorter member, and creates a compelling healing playstyle beyond "press this button to heal".

STRENGTHS:
-Negates burst damage and crowd control
-Pairs decently with mages and other ability-based heroes
-Works against enemy casters
-Counters DoT effects
-Decent set-up and lock-down
-Rounded utility
-Strong heroics

WEAKNESSES:
-Limited mobility
-Vulnerable to dive
-Sustained damage dealers
-Abilities require careful management and timing
-Limited on-demand healing
-Limited sustained healing
-Pace slowed down versus low crowd control compositions

STATISTICS
Hard Difficulty
1682 health
75 basic attack damage
1.2 attack speed
5.5 attack range
560 mana
4% scaling
https://heroeshearth.com/concepts/heroes/Malkav/nozdormu/ talents can be seen here, for much easier organization

Combat Trait

1
Bronze Aspect
Nozdormu does not have typical cooldowns on his abilities with the exception of Undo Time. Instead, using Undo Time causes all other abilities to count down, increasing with the amount of initial health recovered and number of effects cleansed.

Primary Abilities

1
Undo Time
Mana Cost: 35
Cooldown: 5 seconds (normal)
Sets the target ally back in the past, recovering all damage, slows, roots, silences, and blinds sustained in the last 1.75 seconds. Counts down all other abilities by 3 seconds when cast, increased by 1 second for every 25% health recovered and every negative effect cleansed, including damage-over-time. Every second up to 4 over an ability's countdown is banked for that ability.
2
Sands of Time
Mana Cost: 60
Cooldown: 9 seconds
Cleanses sleep, polymorph, and feared in an area around you and heals allies for 115 health a second for 4 seconds. Count down 2 seconds for every effect cleansed.
3
Temporal Blast
Mana Cost: 40
Cooldown: 3 seconds
Send out a bolt of temporal energy in a line, damaging enemies for 140 damage, stopping at and putting the first enemy hero hit in Time Stop for 0.8 seconds.

Heroic Abilities

1
Hourglass of Time
Mana Cost: 70
Cooldown: 36 seconds
Sets down the Hourglass of Time at the target location, resetting the cooldowns of allied heroes that interact with it. One charge per hero. The hourglass lasts for 15 seconds or until all charges are used up.
2
End Time
Mana Cost: 35
Cooldown: 44 seconds
Give in to your fate and assume your future ego of Murozond, transforming into an infinite dragon. During this form, gain 400 base health and new properties on your basic abilities.

Undo Time: Castable on enemies, reversing healing and reapplying negative effects from the last 2 seconds when doing so. No longer cools down normally.
Sands of Time: Damages enemies caught within over 4 seconds.
Temporal Blast: Cools down normally and counts down abilities by 4 seconds for every enemy it damages

Lasts for 15 seconds.

TALENTS

Full talent breakdown can be seen here.
https://heroeshearth.com/concepts/heroes/Malkav/nozdormu/

ADDITIONAL NOTES

-Your cooldowns do not recover at all unless Time Flows is taken, with the obvious exception of Undo Time
-End Time implemented as a way of showing his draconic side while not making it integral to his kit like Alexstrasza
-Undo Time and Hourglass of Time do not displace allies in similar fashion to Recall
-When an ability gains banked seconds, it would show as a different number over the ability icon
-Designed to function as a good solo support versus burst damage comps, but he'll have a harder time versus all sustained damage
-Hard crowd control like stuns and taunts will still be effective
-All abilities start off-cooldown

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