Reinhardt (Completed) by Rexx

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Reinhardt (Completed)

By: Rexx
Last Updated: Mar 1, 2017
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Reinhardt (Completed)

The Last Crusader

Reinhardt Wilhelm - Aka Reinhardt is a heavy build Warrior whom focuses on protecting allies with his barrier field while also lobbing out strong damage.

The cooldown on most of his abilities is fairly long so to maste Reinhardt one must time his abilities correctly while not letting his Barrier Field drop down too fast / too much.

Reinhardt is the ultimate frontline tank, with a large melee range, damage to pack and a solid barrier to shield himself and his allies: yet his weak point's are harsh, spamming all abilities at once and loosing the Barrier can prove dangerous so the skill cap of his hero will be high.

Baste stats:

- Base health: 3019 (+4 %)
- Health regen: 4.03 (+4 %)


- Energy: 500
- Energy regen: 5.78


- Speed: 4

Basic attack:

Reinhardt's basic attack is swings from his hammer, Reinhardt can not attack while his barrier field is up - so if you start to attack someone, the barrier will drop.

His basic attacks deals frontal cleave damage and strikes everyone within a frontal cone of him.

Attack damage: 157 (+4 %)
Attack speed: 0.5
Attack range: 3.1

Combat Trait

1
D - Rocket-Force Hammer
Reinhardt's hammer will activate it's jet thrusters for each 5'th basic attack he lands. This 5'th attack will deal twice his regular damage and will knock the first target he hit's in the direction his hammer was swung.

- This swing does not count as a "propper" knock or push and will therefore only move the unit and not interrupt / cancel anything said unit may be casting or channeling.

Reinhardt has a counter telling him what number his is on in accordance with activating his Rocket-Force Hammer, with this you can time it so that if you use Fire strike as your 5'th attack after 4 basic attacks - your Fire strike will be empowerd instead.

- Empowerd Fire Strike: Fire strike will now travle twice the distance, deal 3x the damage but it's mana cost is increased by 25%.

- Using the Empowerd version of Fire strike will not cause any knock-back effect.

Primary Abilities

1
Q - Barrier Field
Activate your Barrier field - holding it up in front of you will cover a wide area with the field which will stop / block most abilities.

The Barrier field works as a solid wall: Allies can pass trough it but enemies can not.

While the Barrier field is up: Reinhardt's movement speed is reduced by 50%

The Barrier field can max absorb X% Damage. This amount will increase per level.

The Barrier field has a limit to what it can and can not stop - so here I will list some examples:

- If Valla fires her Hungering arrow or basic attacks at Reinhardt or an ally of Reinhardt behind his barrier: the arrow and basic attacks will be stopped.

- If Falstad uses his hammerang at toward Reinhardt when his Barrier field is up: the hammer will deal damage to the barrier but it can not go past it and will simply turn back earlier if he is too close to Reinhardt.

- If Thrall goes up to the barrier: he can only attack Reinhardt if no other member on Reinhardt's team stands RIGHT behind the barrier. Attacking Reinhardt or any ally of his right by the barrier with melee attacks will make the barrier absorb said damage.

- Thrall's wolfs can also not go past Reinhardt's barrier but it will still root him.

- Malfurion can drop his root on top of Reinhardt which will root him and cause damage to Reinhardt: not the barrier.

- Some ultimates can be stopped by the barrier: if Tracer throws a pulse bomb toward the barrier - it will stick to it and the barrier will eat all the damage.

- Some ultimates can not be stopped by the barrier: Ley Line Seal, Mosh Pit and Hinterland Blast will go trough it.

- E.T.C can Powerslide past Reinhard't barrier but only if Crowd Surfing is talented as to enemies - the barrier is a solid.

The Barrier field will go on cooldown if Reinhardt uses Fire Strike, Charge, uses a ultimate, starts to basic attack or get's stunned. However: the cooldown is longer if the barrier get's broken.

Cooldown - Not broken: 4 seconds.
Cooldown - Broken: 10 seconds.
Mana cost: 90

Back-up Barrier: Should Reinhardt's barrier break from damage, he can force it up again but now the Barrier will drain your mana instead, draining X amount's of mana for each second it is up + X amount of mana for each X amount of damage absorbed. Should a Back-Up Barrier break or be canceled: the Barrier Field will be placed on a 10 second cooldown.

For each time the Barrier Field completes a full 10 second cooldown: it will come back up again at full capacity.

You can also simply "drop" the barrier at any time when you have it up: but it will still be placed on a 4 second cooldown.
2
W - Fire Strike
Launches a Fire Strike in the chosen direction. The strike will travle at high speed and damage anyone in it's path.

Fire Strike bypasses shields and barriers.

Cooldown: 8 seconds.
Mana cost: 80.
3
E - Charge
After a 0.5 second cast time - Reinhardt will charge right forward BUT: ONLY IF an enemy hero (Or allied with a talent) is within his skill-shot path when activating.

The charge makes him go extremely fast and he can slowly turn left or right while charging.

The charge will end if Reinhardt hit's something solid or if he simply charges for too long as his back thruster will shut down.

The charge will knock minions and mercenaries aside and deal damage to them.

Mercenary bosses will stop Reinhardt's charge BUT They do not count as a "solid"

If Reinhardt hit's a enemy hero while charging - they will be pinned down and forced along with Reinhardt til rather his charge ends or he crashes into something solid.

A pinned hero can not do anything while stuck to Reinhardt.

If a pinned hero is not charged into something solid, they will just be pushed a distance away from Reinhardt when the charge stops.

If a pinned hero is charged into something solid: they will be stunned for 2 seconds and will be vulnerable for the time.

If a pinned hero get's charged into a boss mercenary: he will juts be pushed away.

If a hero is already pinned to Reinhardt and other enemy heroes enter's his charge path: they will take damage and be pushed aside.

Charge deals a tiny amount of damage to a hero once he get's pinned and deals massive damage should the hero be charged into something solid.

The rate at which Reinhardt can turn while charging is equal to the rate at which Gall can turn his Shadow Bolt Volley ultimate.

Casting an immunity (Like Uther's Divine Shield) on a pinned hero will make them drop of: Reinhardt will keep on going forward.

Cooldown: 12 seconds.
Mana cost: 95.

Secondary Abilities

1
Q - Back-Up Barrier
Activate your Back-Up Barrier which will consume mana for each second it is active and for each X amount of damage it absorbs.

Cooldown: (If broken or canceled) 10 seconds.
Mana cost - activation : 0
Mana cost per second: 50

Heroic Abilities

1
R - Earthshatter
Throws your hammer to the ground with solid force: dealing damage, knocking over and stunning all enemy units within a frontal cone of you for 2.5 seconds.

Earthshatter instantly kills minions or mercenaries (Not Mercenary bosses)


Cooldown: 100 seconds.
Mana cost: 110.
2
R - Hammer Launch
Launches the head of your hammer at the selected target. Whatever hero the hammer head comes into contact with will take heavy damage and will be stunned for 4 seconds.

Once the hammer head lands, it will travle back to Reinhardt.

The hammer head can be "soaked" - meaning that Reinhardt can launch it at Hero A but Hero B can then soak the hammer.

The hammer head will not stun anyone on it's way back and will just deal light damage.

The hammer head will instantly kill any mercenary and minions (Not bosses) on it's out travle but not on it's back travle.

While the hammer head is out: Reinhardt deals 50% less damage, can not use Fire Strike and can not build up toward his Rocket Force Hammer (D) Trait.

Cooldown: 90 seconds.
Mana cost: 100.

Talents

Level 1


- Rocketing Force: Reinhardt's trait will now deal extra damage and trigger on each 3'd swing instead but Fire Strike can no longer perk of the trait.

- Rush it: Charge is now instant cast.

- Barrier Master: Quest: Gathering health globes will increase your total health. Reward: Once 30 Globes has been collected - your Back-Up Barrier costs 50% less per second and handles more points of damage before consuming mana.

Level 4


- Lightweight armor: You no longer have reduced movement speed while Barrier field is active.

- Fiery Force: Reduced the cooldown on Fire Strike by 0.5 seconds for each enemy hero hit.

- Advanced barrier: Removes the mana cost to activate Barrier field.

- Forceful barrier: Barrier field now handles more damage.

Level 7


- Not so fast: Basic attacks reduces targets movement speed by 20% for 1 second.

- Shatter (Activate): Instantly kills 6 minions or 2 Mercenaries within melee range. This ability will prioritize Mercenaries.

- Rush hour: Charge travels 50% faster.

- In control: Charge become easier to maneuver but it's speed is reduced.

Level 10 (Ultimates - R)



- Earthshatter.

- Hammer launch.

Level 13


- Flame Swing: Fire Strike now works as a frontal cone attack instead of a straight line.

- All ways: Fire Strike will now emit 4 waves from Reinhardt. 1 from the front, 1 from the back and 1 from each side.

- Focus management (Activate): Reduces the mana cost on your next ability by 50%. 30 second cooldown.

- Buckle up: Charge can now pin a allied hero as well but will cause them no harm regardless of how the charge ends. An enemy AND allied hero can be pinned at the same time.

Level 16



- Self Sustained: For each second the barrier field is active - Reinhardt will heal for 2% of his total HP.

- Long Swing: Basic attack range is increased by 15%

- Repair Kit (Activate): Heals you for 25% of your total HP over 4 seconds.

- Reverse gear: During Charge: Reinhardt can choose to do a 180 and go back the way he came from.

- Charge drain: A pinned enemy hero will lose 4% of their total HP for each second they remain pinned.

Level 20


- Earthbreaker: Turns Earthshatter into a full area of effect which strikes all enemies around Reinhardt instead of just the ones in front and increases the time they are stunned by 0.25 seconds.

- Advanced Hammer: Rocket Force hammer will now bypass any hero hit in it's path and will always land at the selected hero, yet for each enemy hero that soaks the hammer before it reaches it's main target - the hammer's total damage will be reduced by 15% per hero and the stun will be reduced by 0.25 seconds per hero. Each enemy hero that soaks the hammer head will take minor damage and be stunned for 0.25 seconds.

- Crusader Online: Barrier Field is no longer just a frontal cone cover shield but will create a fill circular barrier around Reinhardt.

- Target not found: Charge no longer requests a hero in it's skill-shot patch to be activated.

Skin suggestions

Basic skin:

1 - Your text to link here...
2 - Your text to link here...
3 - Your text to link here...

Master Skin:

1 - Your text to link here...
2 - Your text to link here...
3 - TBA

Purchase Skin's.

1 - Your text to link here...
2 - Your text to link here...
3 - Your text to link here...

1 - Your text to link here...
2 - Your text to link here...
3 - TBA

I was also thinking it would be cool if a had a WoW themed skin which would rather make him look like:

Hodir - Your text to link here...

or

Vindicator Maraad: Your text to link here...

Yet these may become stand alone heroes some day so as of now: just a simple id

OTHER CONCEPTS AND MORE

I will list here once more of my concepts is made. Some of these concepts may also look familiar but that is because I am also "Rexx" whom has posted some hero concepts on the EU and US side forums for Heroes of the Storm.

This Reinhardt concept was originally created the 29'th of May 2016. (http://eu.battle.net/forums/en/heroes/topic/17611901527) <- This concept is outdated and just serves as a timestamp for when it's original design was created.

Other hero concepts I have made:

Sombra (Overwatch): http://www.heroesfire.com/hots/concept/sombra-completed-6072

Junkrat (Overwathc): http://www.heroesfire.com/hots/concept/junkrat-completed-6098.

Widowmaker (Overwathc): http://www.heroesfire.com/hots/concept/widowmaker-completed-6109

Soldier: 76 (Overwatch): http://www.heroesfire.com/hots/concept/soldier-76-completed-6124

Genji (Overwatch): http://www.heroesfire.com/hots/concept/genji-shimada-completed-6866

Reaper (Overwatch): http://www.heroesfire.com/hots/concept/reaper-completed-6871

Roadhog (Overwathc): http://www.heroesfire.com/hots/concept/roadhog-complete-6881

Darion Mograine (World of Warcraft): http://www.heroesfire.com/hots/concept/darion-mograine-completed-6079

Hyrja (World of Warcraft): http://www.heroesfire.com/hots/concept/hyrja-completed-6103

Yogg-Saron (World of Warcraft): http://www.heroesfire.com/hots/concept/yogg-saron-completed-6155

Anduin Lothar (World of Warcraft): http://www.heroesfire.com/hots/concept/anduin-lothar-completed-6885

Changelog

17.11.2016: Reinhardt complete concept created.

17.11.2016: Added link to Junkrat completed.

18.11.2016: Added link to Hyrja completed.

18.11.2016: Added link to Widowmaker completed.

18.11.2016: Added some numeric values to base stats that was let out.

20.11.2016: Added link to Soldier: 76 completed.

25.11.2016: Added link to Yogg-Saron completed.

26.02.2017: Added link to Genji completed.

27.02.2017: Added link to Reaper completed.

01.03.2017: Added link to Roadhog completed.

01.03.2017: Added link to Anduin Lothar completed.

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