Very squishy roamer that can temporarily heal/boost and lob bombs. Has two forms of AA: One long range with high alpha and the other with short range, higher dps and allows you to move and shoot. Ults are summon a copy of yourself or spam grenades.
Analysis
I envision this character as a roamer/ganker that has a short burst. Much like the play-style of reapers in StarCraft, you can harass squishes at a range. This allows the reaper to outplay many ranged heroes with high dps 1v1, but quickly loses 2v1. This is also where the (W) is most useful. The burst on this guy is limited, but available. The (Q) allows him to pursue someone and get close and the low cooldown let's that happen often. Then the machine guns do their work by allowing the Reaper to stick to anyone who has no escape ability. The ults have their obvious uses, one for assassinations and one for team fights. The trait's healing, and lack of mana, allows the reaper to stay on the field indefinitely. The reduced death timer also allows for deaths, which should be more frequent than average, to not hurt as much. The jumping of small obstacles allows to make up for the lack of mount/teleport and to hunt opponents with greater ease. Overall, would bring some great variety to the game and a hero that I'm sure many players would love to try.
Some predictions:
Good match-ups: Any ranged squishy. Best targets would probably be Falstad, Valla, Jaina (except for the slow). Warriors, except Tyreal and Muradin, would also struggle against the Reaper. This would be more harassment than actual engaging, thought. Also, the Reaper would be great at shutting down enemy Murkys.
Bad match-ups: Any melee with high initiation, e.x. Tyreal or The Butcher, would be able to hunt down the Reaper. Illidan would be a high threat since he can stick to you and negate AA. Some specialists as well. Gazlowe's turrets would zone out the Reaper and make life difficult. Also, Hammer would be able to focus down the reaper easily.
Talents
These are probably most likely to change, but sure might as well:
Tier 1 (Level 1) Block (Passive):Periodically reduces the damage received from Hero Basic Attacks by 50%. Stores up to 2 charges.
More Fuel to the Fire (Q): Gain+15% Movement Speed when using Fuel Injection.
Pistol Marksman (Passive): Every Minion or Mercenary kill near your Hero grants +0.5 Basic Attack damage with Pistols equipped. Every Hero kill counts as 4 Minion kills.
Machine gun Marksman (Passive):Every Minion or Mercenary kill near your Hero grants +0.1 Basic Attack damage with Pistols equipped. Every Hero kill counts as 6 Minion kills.
Regeneration Master (Passive): Collecting Regeneration Globes permanently increases Health Regeneration by 1.5 per second.
Tier 2 (Level 4) Vampiric Assault (Passive):Basic Attacks heal 15% of the damage dealt to the primary target.
Focused Attack (Passive): Every 10 seconds, your next Basic Attack deals 75% additional damage. Basic Attacks reduce this cooldown by 1 second.
More Glue (W):Sticky Bomb also slows by 25% for 2 seconds.
Advanced Targeting (Passive): Increases Basic Attack Range by 20%.
Tier 3 (Level 7) Sticky Mines (W):Sticky Bomb now is a mine that takes 1 second to arm on the ground. It is invisible and deals +50% poison damage when detonated.
Cluster Bomb (W): Area of effect for Sticky Bomb increased by 50%.
Flash-bang (W): Sticky Bomb stuns for 1 second.
One in the Chamber (E):Every time you switch weapons, shoot a Basic Attack of the weapon you switched to. The shot has +50% damage and hits the closest enemy, preferring Heroes.
Boosters (Trait): Gain +20% Movement Speed for 2 seconds after jumping over an obstacle or wall.
Tier 4 (Level 10) Fear the Reaper Men (R):Summon another reaper that has 50% of your Hero's health and damage. Mimics the movement and attacks of your Hero. Last for 5 seconds [CD: 50 seconds]
Grenade Launcher (R):Use a grenade launcher that has 1 attack per second, deals 60 (+25 per level) area damage (Radius: 1.5) and stuns for 0.5 seconds. Lasts for 10 seconds. [CD: 100 seconds]
Tier 5 (Level 13) Siphon (Q): Heal for an additional 25% of Basic Attack Damage when using Fuel Injection.
Petrol-tipped Ammunition (E): Basic Attacks with the Pistols ignore any shields and deal an additional 10% damage to targets with less than 50% Health.
Shredder Rounds (E):Basic Attacks with the Machine Guns deal an additional 10-20% damage that scales proportional to the target's remaining Mana/Fury/Brew. If the target does not use Mana/Fury/Brew, deal base 10% additional damage.
Boosters (Trait): Gain +30% Movement Speed for 2 seconds after jumping over an obstacle or wall.
Blood For Blood (Active): Activate to deal 10% or target enemy Hero's Max Health and heal for twice that amount. [CD: 60 seconds].
Tier 6 (Level 16) Combustible Adhesives (W):Sticky Bomb makes enemies Vulnerable, taking 25% more damage for 3 seconds.
Utility Belt (W): Sticky Bomb gains a second charge.
Shredder Rounds (E):Switching weapons increases Attack Speed by 25% for 2 seconds.
Fuel Frenzy (Trait):Gain up to 10 stacks of Frenzy. 1 stack is gained after using Fuel Injection and grants +3% Attack Speed.
Pain Killers (Trait): Activate to heal 50% of your maximum health over 4 seconds. Combat Drugs is not active during its effect. [CD: 30 seconds].
Tier 7 (Level 20) Everyone, Get In Here! (R):Summon an additional reaper and cooldown reduced by 5 seconds.
Dual Wielding (R): Use another grenade launcher that attacks the closest enemy, preferring Heroes
Nexus Frenzy (Passive): Increases Attack Speed by 20% and Attack Range by 20%.
Bolt of the Storm (Active): Activate to teleport to a nearby location [CD: 40 seconds].
Lemme know if you have any suggestions or ideas. This was a lot of work, learned the game a lot more too. Ima go nap.
If his E is supposed to operate like Tychus' Overkill than maybe since a lot of his talents are mainly passive buffs, you can make the switching between Pistols and Machine Guns actives, like how you can control Lost Vikings. This would also allow to make E more flexible, say if proc'd on pistols it gives a burst damage for next 3 shots, while if proc'd on Machine Guns, reduces movement debuff and increases attack speed while attacking (like Tychus Overkill;not sure if you know this but Tychus can reach pretty high base attack speeds).
I see what you mean, and that's definitely possible with this hero. I envisioned the E ability working like Sgt. Hammer's Siege Mode, where it lasts for any amount of time and it changes the play-style of the hero. While I like your idea, I would need to make the trait have and active role, pressing D would change weapons and E would be the buff you described. That would work with the change to the trait you describe below, but I like to keep the jumping over walls part of the hero, it makes him unique and accurate to how the unit was in Starcraft.
Also I'm not sure what you mean by "no mount or teleport(hearthing should always be available to all heroes)", but since you put in his trait that he can also maneuver over obstacles maybe having his Z be half or a quarter of the range of Falstads' but instant. This would allow the trait button to not be divided between two uses, and the healing trait can be an active heal over time which would help in self-sustain during prolonged teamfights.
You're right, so I added a small movement speed buff to the mount (Z) and changed the (Q) to be a charge forward. A teleport would work, but I have shaped the hero to rely on Movement Speed and Range to survive. The current state of Reaper means that the jumping over walls is a situational escape that allows you to outplay your opponents. In combination with the Movement Speed buffs, it makes the hero able to chase, but susceptible to Stuns/Roots. A teleport instead of the jump would make the Reaper impossible to chase and, well, overpowered in that sense (think of Zeratul and how he is very mobile just with one teleport). Also, Nova has two traits, so it is acceptable that this hero would have two as well.
Two of your tier 1 talents is pretty much the ideal version of seasoned marksman, so if this guy was put into the game, they'll probably just make it seasoned marksman so you mind as well put that in and just come up with another talent. Maybe move the second charge (W) talent or increase it's radius. I don't think vulnerabilities stack so from an assassination build it can really help to secure kills mid+ game, or from a team fight build the increased radius would help especially since the core damage comes from the explosion. Or put Boosters at lvl 1 though personally I think it should be a base passive since he's supposed to be next best chaser in the game next to Illidan.
Did that on purpose to make players choose whether they prefer harass w/pistols or chasing w/machine guns. There is the increased radius on the (W) at Tier 3 and that's where such traits usually are on characters. Tier 1 usually has small buffs to abilities and the common Block, etc.
Tier 3 you say One in the Chamber "prefers heroes", I would like to point out you just have to right-click to focus. More of a spelling issue but still. Also since this is my personal opinion, and I do think you should make Combat Drugs an activated passive trait, you can change the first aid to merely boost this to say 15%. At lvl 7 that'd be 163.5 a second and have it on a 25 sec cd (which would just slightly outscale the amount of first aid). He would still be squishy towards high burst, but at least he won't be an overextended uncloaked Nova, without the ability to enter stealth. Don't forget regardless of the assassin the cc chain is always the best counter, so if caught out he'll still be in trouble.
Changed the (E) so that there is no targeting system (too clunky) and the trait wording to be more clear. That is a good idea, and probably make the talent more useful. Changed it and removed First Aid, since both combined would be too much healing. Replaced it with a talent that changes (W).
Siphon (Q): Increases Fuel Injection Healing by 50% on targets poisoned by Sticky Bomb. <--not sure how that would work out since Fuel Injection is based on his Basic damage and Sticky Bomb doesn't increase basic damage. It sounds a little like what you're saying is that if used while a sticky bomb is deployed Fuel Injection heals for 50% instead of 25%,but since you have BfB and First Aid at lvl 7 anyways makes it kind of pointless to have on that tier. Maybe increase basic attack range, which could help with a pure assassin chase build.
Changed it to be a flat Basic Attack damage buff.
Thanks for the feedback!
And may i ask you where you got this cool Ability icons from? :)
Honestly, used google for all but the trait icons, those are straight from the game. The icon for the reaper itself is someone's really good art. You can right click to see each image and its source. Glad you enjoyed the concept.
I like the concept of a highly mobile assassin, that could up the whole ganking game since his trait allows him to pretty much navigate over obstacles.
If his E is supposed to operate like Tychus' Overkill than maybe since a lot of his talents are mainly passive buffs, you can make the switching between Pistols and Machine Guns actives, like how you can control Lost Vikings. This would also allow to make E more flexible, say if proc'd on pistols it gives a burst damage for next 3 shots, while if proc'd on Machine Guns, reduces movement debuff and increases attack speed while attacking (like Tychus Overkill;not sure if you know this but Tychus can reach pretty high base attack speeds).
Also I'm not sure what you mean by "no mount or teleport(hearthing should always be available to all heroes)", but since you put in his trait that he can also maneuver over obstacles maybe having his Z be half or a quarter of the range of Falstads' but instant. This would allow the trait button to not be divided between two uses, and the healing trait can be an active heal over time which would help in self-sustain during prolonged teamfights.
This would also allow you to passively buff his health regen to something like between Muradin levels(2.17+ 1 perlvl) and Murky (10 + 2.4 per lvl), which would make up for his out of combat regen. I say this because it seems his build seems to be sustained and is countered by burst.
Two of your tier 1 talents is pretty much the ideal version of seasoned marksman, so if this guy was put into the game, they'll probably just make it seasoned marksman so you mind as well put that in and just come up with another talent. Maybe move the second charge (W) talent or increase it's radius. I don't think vulnerabilities stack so from an assassination build it can really help to secure kills mid+ game, or from a team fight build the increased radius would help especially since the core damage comes from the explosion. Or put Boosters at lvl 1 though personally I think it should be a base passive since he's supposed to be next best chaser in the game next to Illidan.
Tier 3 you say One in the Chamber "prefers heroes", I would like to point out you just have to right-click to focus. More of a spelling issue but still. Also since this is my personal opinion, and I do think you should make Combat Drugs an activated passive trait, you can change the first aid to merely boost this to say 15%. At lvl 7 that'd be 163.5 a second and have it on a 25 sec cd (which would just slightly outscale the amount of first aid). He would still be squishy towards high burst, but at least he won't be an overextended uncloaked Nova, without the ability to enter stealth. Don't forget regardless of the assassin the cc chain is always the best counter, so if caught out he'll still be in trouble.
Siphon (Q): Increases Fuel Injection Healing by 50% on targets poisoned by Sticky Bomb. <--not sure how that would work out since Fuel Injection is based on his Basic damage and Sticky Bomb doesn't increase basic damage. It sounds a little like what you're saying is that if used while a sticky bomb is deployed Fuel Injection heals for 50% instead of 25%,but since you have BfB and First Aid at lvl 7 anyways makes it kind of pointless to have on that tier. Maybe increase basic attack range, which could help with a pure assassin chase build.
Really really nice concept! His playstyle is very unique and it fits perfectly into the current game with the quite slow roaming squads :)
He lacks some CC and maybe utility but the team can compensate that i guess - nothing for casual gamers though because I think Reaper would need a good team to work properly. Need to get more into the talents :D
And may i ask you where you got this cool Ability icons from? :)
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If his E is supposed to operate like Tychus' Overkill than maybe since a lot of his talents are mainly passive buffs, you can make the switching between Pistols and Machine Guns actives, like how you can control Lost Vikings. This would also allow to make E more flexible, say if proc'd on pistols it gives a burst damage for next 3 shots, while if proc'd on Machine Guns, reduces movement debuff and increases attack speed while attacking (like Tychus Overkill;not sure if you know this but Tychus can reach pretty high base attack speeds).
I see what you mean, and that's definitely possible with this hero. I envisioned the E ability working like Sgt. Hammer's Siege Mode, where it lasts for any amount of time and it changes the play-style of the hero. While I like your idea, I would need to make the trait have and active role, pressing D would change weapons and E would be the buff you described. That would work with the change to the trait you describe below, but I like to keep the jumping over walls part of the hero, it makes him unique and accurate to how the unit was in Starcraft.
Also I'm not sure what you mean by "no mount or teleport(hearthing should always be available to all heroes)", but since you put in his trait that he can also maneuver over obstacles maybe having his Z be half or a quarter of the range of Falstads' but instant. This would allow the trait button to not be divided between two uses, and the healing trait can be an active heal over time which would help in self-sustain during prolonged teamfights.
You're right, so I added a small movement speed buff to the mount (Z) and changed the (Q) to be a charge forward. A teleport would work, but I have shaped the hero to rely on Movement Speed and Range to survive. The current state of Reaper means that the jumping over walls is a situational escape that allows you to outplay your opponents. In combination with the Movement Speed buffs, it makes the hero able to chase, but susceptible to Stuns/Roots. A teleport instead of the jump would make the Reaper impossible to chase and, well, overpowered in that sense (think of Zeratul and how he is very mobile just with one teleport). Also, Nova has two traits, so it is acceptable that this hero would have two as well.
Two of your tier 1 talents is pretty much the ideal version of seasoned marksman, so if this guy was put into the game, they'll probably just make it seasoned marksman so you mind as well put that in and just come up with another talent. Maybe move the second charge (W) talent or increase it's radius. I don't think vulnerabilities stack so from an assassination build it can really help to secure kills mid+ game, or from a team fight build the increased radius would help especially since the core damage comes from the explosion. Or put Boosters at lvl 1 though personally I think it should be a base passive since he's supposed to be next best chaser in the game next to Illidan.
Did that on purpose to make players choose whether they prefer harass w/pistols or chasing w/machine guns. There is the increased radius on the (W) at Tier 3 and that's where such traits usually are on characters. Tier 1 usually has small buffs to abilities and the common Block, etc.
Tier 3 you say One in the Chamber "prefers heroes", I would like to point out you just have to right-click to focus. More of a spelling issue but still. Also since this is my personal opinion, and I do think you should make Combat Drugs an activated passive trait, you can change the first aid to merely boost this to say 15%. At lvl 7 that'd be 163.5 a second and have it on a 25 sec cd (which would just slightly outscale the amount of first aid). He would still be squishy towards high burst, but at least he won't be an overextended uncloaked Nova, without the ability to enter stealth. Don't forget regardless of the assassin the cc chain is always the best counter, so if caught out he'll still be in trouble.
Changed the (E) so that there is no targeting system (too clunky) and the trait wording to be more clear. That is a good idea, and probably make the talent more useful. Changed it and removed First Aid, since both combined would be too much healing. Replaced it with a talent that changes (W).
Siphon (Q): Increases Fuel Injection Healing by 50% on targets poisoned by Sticky Bomb. <--not sure how that would work out since Fuel Injection is based on his Basic damage and Sticky Bomb doesn't increase basic damage. It sounds a little like what you're saying is that if used while a sticky bomb is deployed Fuel Injection heals for 50% instead of 25%,but since you have BfB and First Aid at lvl 7 anyways makes it kind of pointless to have on that tier. Maybe increase basic attack range, which could help with a pure assassin chase build.
Changed it to be a flat Basic Attack damage buff.
Thanks for the feedback!
And may i ask you where you got this cool Ability icons from? :)
Honestly, used google for all but the trait icons, those are straight from the game. The icon for the reaper itself is someone's really good art. You can right click to see each image and its source. Glad you enjoyed the concept.
If his E is supposed to operate like Tychus' Overkill than maybe since a lot of his talents are mainly passive buffs, you can make the switching between Pistols and Machine Guns actives, like how you can control Lost Vikings. This would also allow to make E more flexible, say if proc'd on pistols it gives a burst damage for next 3 shots, while if proc'd on Machine Guns, reduces movement debuff and increases attack speed while attacking (like Tychus Overkill;not sure if you know this but Tychus can reach pretty high base attack speeds).
Also I'm not sure what you mean by "no mount or teleport(hearthing should always be available to all heroes)", but since you put in his trait that he can also maneuver over obstacles maybe having his Z be half or a quarter of the range of Falstads' but instant. This would allow the trait button to not be divided between two uses, and the healing trait can be an active heal over time which would help in self-sustain during prolonged teamfights.
This would also allow you to passively buff his health regen to something like between Muradin levels(2.17+ 1 perlvl) and Murky (10 + 2.4 per lvl), which would make up for his out of combat regen. I say this because it seems his build seems to be sustained and is countered by burst.
Two of your tier 1 talents is pretty much the ideal version of seasoned marksman, so if this guy was put into the game, they'll probably just make it seasoned marksman so you mind as well put that in and just come up with another talent. Maybe move the second charge (W) talent or increase it's radius. I don't think vulnerabilities stack so from an assassination build it can really help to secure kills mid+ game, or from a team fight build the increased radius would help especially since the core damage comes from the explosion. Or put Boosters at lvl 1 though personally I think it should be a base passive since he's supposed to be next best chaser in the game next to Illidan.
Tier 3 you say One in the Chamber "prefers heroes", I would like to point out you just have to right-click to focus. More of a spelling issue but still. Also since this is my personal opinion, and I do think you should make Combat Drugs an activated passive trait, you can change the first aid to merely boost this to say 15%. At lvl 7 that'd be 163.5 a second and have it on a 25 sec cd (which would just slightly outscale the amount of first aid). He would still be squishy towards high burst, but at least he won't be an overextended uncloaked Nova, without the ability to enter stealth. Don't forget regardless of the assassin the cc chain is always the best counter, so if caught out he'll still be in trouble.
Siphon (Q): Increases Fuel Injection Healing by 50% on targets poisoned by Sticky Bomb. <--not sure how that would work out since Fuel Injection is based on his Basic damage and Sticky Bomb doesn't increase basic damage. It sounds a little like what you're saying is that if used while a sticky bomb is deployed Fuel Injection heals for 50% instead of 25%,but since you have BfB and First Aid at lvl 7 anyways makes it kind of pointless to have on that tier. Maybe increase basic attack range, which could help with a pure assassin chase build.
He lacks some CC and maybe utility but the team can compensate that i guess - nothing for casual gamers though because I think Reaper would need a good team to work properly. Need to get more into the talents :D
And may i ask you where you got this cool Ability icons from? :)