"Shamanistic creatures that attack with knives the size of their own bodies, or at range with blow darts, the Fetish are native jungle inhabitants. Known cannibals, they are small, intelligent beings in league with the forces of Hell. Individually, Fetishes are weak and easy to kill. However, they are much more formidable when attacking en masse. When accompanied by a Shaman, they are doubly dangerous, as their Shaman possess the power of resurrection, the ability to revive their fallen kin. The Shamans are often borne upon the shoulders of a lesser Fetish. Undoubtedly, they believe that this appearance of added height makes them look more ferocious."
Combat Trait
1
Fetish Army
Rat-Man Kra'Therz is followed by five knife-wielding Fetish Warriors and two blow-dart brandishing Fetish Head Hunters. When these creatures are killed Rat-Man Kra'Therz passively resurrects one every 5 seconds. Fetishes run 20% faster than heroes.
Fetishes attack the nearest enemy. Each basic attack against a hero or structure commands one member of your Fetish Army to attack that target exclusively for 5 seconds.
Primary Abilities
1
Firebats
Root yourself and begin channelling a swarm of fiery bats, burning enemies in a short cone in front of you. Range increases by 20% per second, to a max of 100% increase.
4 second cooldown begins when you stop channeling.
2
Hex
Turn the target enemy into a chicken, slowing them by 20% and silencing them for 1.5 seconds. 15 second cooldown.
3
Spirit Walk
Leave your physical body and enter the spirit realm, becoming unstoppable and cloaking yourself for 2 seconds. You move 30% faster while you remain cloaked. 10 second cooldown.
Rat-Man Kra'Therz ignores collision while using Spirit Walk.
Heroic Abilities
1
Toad Of Hugeness
Summon a giant toad to eat the target enemy, causing them to take damage over time for 3.5 seconds. While the toad has an enemy in its stomach it hops towards Rat-Man Kra'Therz and all living Fetishes will surround the toad.
The toad can be killed by enemies.
2
Mass Confusion
Invert the movement controls of all enemy heroes in the target area for 3 seconds and enable friendly fire among the enemy team. Damage enemies deal to their allies while under the effects of Mass Confusion is reduced by 75%.
TALENTS
Level 1: Tiki-Tock: Reduces the time between resurrecting dead Fetish Army members to 3 seconds. Fetish Ambush: Each basic attack against a hero or a structure now commands 2 Fetishes to attack. Hedge Magic: Damaging targets affected by Hex heals you for 25% of the damage done. Rain Dance: Rat-Man Kra'Therz regenerates 5% of his mana per second while using Spirit Walk.
Level 4: Jungle Drums: Increase the damage and attack speed of you and your Fetish Army by 3% for each active Fetish. Vampire Bats: Reduce the channeling cost of Firebats by 20% per second. Cloud of Bats: While casting Firebats Rat-Man Kra'Therz is surrounded by a swarm of bats that provides him with a shield equal to 10% of his health every second, to a max of 30%. Unstable Form: Reduce the duration of Hex by 50%, but it now has 2 charges. Targets afflicted with Hex explode after the effect ends, damaging their nearby allies.
Level 7: Legion of Daggers: Increases the passive number of Fetish Warriors and Fetish Head Hunters by 1 each. Tiki Torchers:Fetishes that pass through your Firebats become infused with fire, increasing their attack damage by 25% and causing them to explode when they die, damaging nearby enemies. Heatseeker: If you damaged a hero with Firebats, launch one final bat once you stop channeling that will hunt down the last hero who took damage from Firebats, dealing damage and slowing them by 30% for 2 seconds. Ghost Trance: Walking through an enemy hero while using Spirit Walk stuns them for 1 second.
Level 10: Toad Of Hugeness: Summon a giant toad to eat the target enemy, causing them to take damage over time for 3.5 seconds. While the toad has an enemy in its stomach it hops towards Rat-Man Kra'Therz and all living Fetishes will surround the toad. Mass Confusion: Invert the movement controls of all enemy heroes in the target area for 3 seconds and enable friendly fire among the enemy team. Damage enemies deal to their allies while under the effects of Mass Confusion is reduced by 75%.
Level 13: For The Master: Killing blows against Rat-Man Kra'Therz now simply kill the Fetish who is carrying him, allowing him to escape on foot until the next Fetish is summoned to carry him. This effect cannot occur more than once per minute. Devoted Following: (D) Sacrifice a member of your Fetish Army, healing yourself for 10% of your health over 5 seconds. 30 second cooldown. Out of Hell: Gain 5% movement speed for each second you spent channeling Firebats, to a maximum of 30%. Lasts 3 seconds. Sacrifice: Each basic attack by a Fetish on a Hexed target adds a 5% stacking slow while the target remains Hexed, and dealing damage to a Hexed target with Firebats roots the target for 1 second.
Level 16: Jinx: Hex commands all Fetishes to attack that target for 5 seconds. Next Of Kin: Any member of your Fetish Army that dies has a 20% chance to summon a copy of itself. Fetishes created this way do not count against your Fetish Army cap. Jaunt: Increase the duration of Spirit Walk by 0.33 seconds for each active Fetish. Boogie Man: Walking through an enemy hero while using Spirit Walk causes them to take 25% increased damage from you and your Fetishes for 5 seconds.
Level 20: Bile Ducts: When Toad Of Hugeness is killed or expires it leaves behind a pool of bile that slows enemies by 60%, decaying quickly over 1.5 seconds. Mass Panic: Increase the duration of Mass Confusion to 5 seconds and cause enemy's friendly fire attacks to deal 50% of their regular damage Nexus Frenzy: Increases attack speed by 20% and attack range by 20%. Bolt of the Storm: Activate to teleport to a nearby location.
The double switch thing I don't think is too bad; again there are like 2 second stuns in the game so being able to act at all takes away some of its power. I do however think you have a good point about it causing someone to waste their ultimate by aiming it improperly. With this in mind I think I'd change it so there is no friendly fire on the basic version, simply the inverted controls, and then add the 25% friendly fire at 20. Or even just increase its duration if the potential for someone trolling their own team seems like too much.
More like, I run from Rat-Man, he casts confusion, I start to run to him. Oh **** I start to move mouse in reverse and confusion ends and I run again back to Rat-Man because controls reversed back to original.
You can get used to reversed controls. Main problem is it switch 2 times in 3 seconds. Moment when it switchs you gonna make mistake.
Also stun won't make throw your heroic into forest. Heroes with less targeted abilities will suffer from this skill much less.
To counter it you literally just have to realize it's been cast on you and put your mouse on the opposite side of your hero. Like say I'm playing as Chen, I'm running west to get away from Rat-Man. He casts Mass Confusion on me which inverts my mouse. For a second, since I was clicking like mad to get away, I actually end up running towards Rat-Man. I think "Oh ****!" and move my mouse so I can click in the spot I actually need to keep running.
I do understand your hesitation towards something like this, but I'm sure it could be balanced. Part of what makes HotS so exciting is the interesting heroes they've made work. Look at Abathur. On paper that hero sounds like it would be impossible to balance. But they make it work. I dunno, I just prefer trying as many new things as I can with my hero concepts instead of being the 10,000th person to make a ****ing Malthael concept.
Revert mouse? Well that could do. I was thinking more about moving from place you click.
Still in game where every click and second counts, reversed mouse is much more powerfull than any other kind of CC including stun.
I don't think it is mechanic suitable for the genre.
I don't know names off the top of my head, but I've encountered it before. That's the only reason I thought of it; it's something I've seen before. I wouldn't have been able to think of that on my own.
And why on earth do you think it would be hard to implement? It just inverts your mouse. And it's not hard to balance, it's 3 seconds where the enemy can still act. There are stuns that last almost that long.
Too many minions on trait. They would be too op or too easy to kill by AoE.
Hex is ability which Brightwing already has and if we are going to have 2nd version of it I would prefer shadow hunter have it.
Spirit walk seems like little version of T***adors E.
Mass confusion well something like this is never going to happen because it would be technical hell to implement it and it would be another hell to balance it right.
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Also, can chicken auto attack ?
You can get used to reversed controls. Main problem is it switch 2 times in 3 seconds. Moment when it switchs you gonna make mistake.
Also stun won't make throw your heroic into forest. Heroes with less targeted abilities will suffer from this skill much less.
I do understand your hesitation towards something like this, but I'm sure it could be balanced. Part of what makes HotS so exciting is the interesting heroes they've made work. Look at Abathur. On paper that hero sounds like it would be impossible to balance. But they make it work. I dunno, I just prefer trying as many new things as I can with my hero concepts instead of being the 10,000th person to make a ****ing Malthael concept.
Still in game where every click and second counts, reversed mouse is much more powerfull than any other kind of CC including stun.
I don't think it is mechanic suitable for the genre.
And why on earth do you think it would be hard to implement? It just inverts your mouse. And it's not hard to balance, it's 3 seconds where the enemy can still act. There are stuns that last almost that long.
What games are you talking about?
I would like to see reasonable example.
Reasonable means don't even try to give me some shooters.
Hex does behave the same as Polymorph; that's nice that you would prefer it on another hero.
Spirit Walk is similar to Tassadar's E in a sense, but he is not invulnerable, merely cloaked. In addition he ignores collision.
Mass Confusion wouldn't be hard, games have an "invert controls" mechanic all the time.
Hex is ability which Brightwing already has and if we are going to have 2nd version of it I would prefer shadow hunter have it.
Spirit walk seems like little version of T***adors E.
Mass confusion well something like this is never going to happen because it would be technical hell to implement it and it would be another hell to balance it right.