The Colossi are an ancient weapon of the Protoss, a powerful invention of the mighty alien race
The Towering Robot created by the Robotic technology of the mystic aliens have helped helped the battle in the most dire times of the Protoss history, and we can witness these robotic beings either please or make people rage in countless battles in the SC universe
As a unit themselves - the Colossi are very "interesting" cause they don't excel at focusing a single high HP target but rather sweep multiple low HP opponents, therefore making them perfect for the role of "Specialist", AND - the phisionomy of Colossus makes it perfect for a specialist-ambusher type of hero - something rather interesting to add into the Nexus and a unique hero concept
Combat Trait
1
Thermal lances
The Colossus uses it's Thermal Lances as their primary attack
The attack of TLs is by default AoE in a sweeping line perpendicular to the direction of where the Colossus is faced, however - the damage itself is scaled down compared to that of the other heroes by 25%
2
Cliff Walk
The Colossus is able to walk up & down cliffs as well as pass small obstacles such as Town Hall walls or Healing Wells by itself
3
Robotic
The Colossus being a Robotic unit means it doesn't have same type of HP as most others.. The Colossus can't be healed, but can be repaired by a Repair bot such as the Mule or a certain heroes that are able to or have an ability able to do repairs (provided they're there)
4
Protoss Plasma Shields
20% of Colossus's total HP is covered in Plasma shields meaning able to fast regen when out of Combat
Additionally "taking" casted abilities or talents like Protective Shield, Storm Shield, or Tassadar's Plasma Shields double (both the amount, and duration) the effect
Primary Abilities
1
Extend Neck
Colossus is able to Extend it's neck increasing it's thermal lance's firing range but move slower and take more damage, OR - shrink it to it's normal attack back
Up to 3 ticks, each increasing Colossus's firing range by 25% but also make it take 10% more damage and move 10% slower as well
Press "D" to reset the Colossus's neck back
2
Reactive Beam
When in close range of another attacker (50% of current max (see "Extend neck")), the Colossus can Channel a secondary Beam onto that target making it take 15% more damage from all sources but the Colossus and 50% more the Colossus itself.. Successfully chanelling this beam refills the Colossus's Plasma Shields every 3.5 seconds back
Colossus can move with 75% of movement and auto-attack while doing this
(CD = 14 sec, Duration = up to 12 seconds, CD gets refreshed after interrupting the ability however)
3
Shield Battery
The Colossus can place a destructible shield battery which slowly charges up somewhere on the map
The Colossus can recharge it's shield at anytime from it as long as there are shields left, however - when the shield battery charges up to 100% - starts glowing and is "ready for the taking" by any ally hero (or the Colossus itself) and will grant a "free charge" of the "Protective Shield" spell
(Duration = 100 seconds, CD = 30, takes 45 to fill up when not used)
Heroic Abilities
1
Head Spin
After 0.75 sec. Channel - the Colossus overloads it's thermal lances, starts spinning it's head rapidly and firing in a circular spinning motion leaving a fire-burning DoT trail on the ground while doing this
The colossus can move freely and use it's "neck adjustment" to adjust the range of effect
(CD = 70 sec, Duration = up to 10 sec)
2
Thermal link
Disassemble the Colossus and put it's Head in a certain place on the ground or even better on the top of a friendly structure, give it invulnerability, and make it channel an uninterrupted damage-increasing beam towards a crystal placed on the top of your leg parts, i.e. - the "base" on the neck
During this phase you can only control the legs with 10% increased movement speed - and therefore direct the linked beam itself which reaches up to 35 range (or up to 50 if the "head" was placed on a friendly structure). Additionally you can fire a short range singularity spikes at a CD of 3 sec from the Colossus's legs
NOTE: Don't lose your "legs" while doing this = Death
(CD = 100 sec, duration up to 25 sec)
Special Mount
1
Mount Up
After 0.75 seconds of channeling - mount a friendly hero or a minion (but not a mercenary) up on the top of Colossus's head and increase the mounted unit's range and damage on attacks by 15%, the mounted hero can use abilities as well.. Both however CAN'T use heroics from this form, have to cancel (press R) the process before doing that
The Colossus can fire and use abilities normally, but not firing or casting anything for 5 seconds increases the Colossus's movement speed by 20%
NOTE: Can't siege Sgt. Hammer on top of the Colossus's head (:P)
Talents
Balanced Leggings: Colossus can now climb over all buildings and "attach" on them increasing it's sight and attack range by 20% while doing that
Camouflage: Standing in a tree area cloaks the Colossus, additionally doubles the damage of the first attack by 150% when breaking the cloak
Block: Generic lvl1 talent
Summon Observer: Generic lvl1 similar to scouting drone, but this one detects cloaked targets in a smaller radius and is cloaked itself, lasts 15 sec
Gather the flame: Gain 1 damage per every 8 units killed and gain 1 additional range per every 80
Talents lvl4:
Protective Shield: Generic talent
Battery Life: Increase recharge rate of Shields in Shield battery by 33%
Lightning sparks: Thermal Lances now deal 10% more damage to structures and electrifies them causing targets nearby get electrocuted for a longer period after the effect has taken place
Photon Cannon: Shield Battery now has a Photon cannon attached on top of it
Short Circuit: Reduce shield refill period of Reactive Beam by 0.75 sec
Talents lvl7:
Double Charge: Colossus can now cast 2 charges of Shield Battery
Hardened Shields: While there are any - plasma shields on the Colossus left reduce damage taken of all sources by 25%
Advanced Legging Armors: Permanently decrease damage taken by melee targets by 15%
Wide Lances: Increase sweeping range of Thermal lances by 30%
Extended Thermal Lances: Passive: Permanently increase attack range of the Colossus by 15% in each mode of it's raised neck
Talents lvl13:
Relentless: Generic talent
Safe Carry: Mount up no longer takes channel and makes unit mounted take 15% less damage
Stabilizer: Colossus no longer takes increased damage when using extended neck modes and reduces movement speed penalty down to 5% per tick rather than 10%
Lance Penetration: Thermal Lances now deal damage for the whole conal area for 25% of their damage in addition to it's line area where they land, Colossus can now use a special ability called "Attack Ground" which focuses attacks on a spot instead of on a target
Shield overload: Breaking Colossus's Plasma Shields or Protection Shields causes an AoE explosion to opponents nearby doing 100% damage of their amount max
Talents lvl16:
Overloaded Attacks: Activate to Increase damage of Thermal Lances by 5% per number of targets hit with it for 5 seconds
Combustion: Each successive attack on a target with Thermal Lance does 4 more damage than the previous stacking up to 20%
Shield Barrier: Shield Battery has 100% more SP/HP and gives a 15% Plasma shield to every nearby unit or building every 20 sec
Shield Extension: Increase Colossus's HP/Shield amount up to shields being 40%
Advanced Shielding: Colossus takes 10% damage from ranged and ability attacks, and 30% less after not moving for 0.5 sec for 2.5 sec
Talents Lvl 20:
1 OVERLOAD: Colossus can now be Teleported in a semi-global range before start doing it.. Additionally the CD of the spell will be reduced by the amount of targets hit while doing it
2 KHALA'S GIFT: Thermal Link now heals allies by 33% of damage dealt, additionally If the legs get destroyed (i.e. Colossus dies) - the Colossus will be given a temporary life of 10 sec back where it's head was placed therefore potentially reducing death penalty by up to 10 sec
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