Roadhog by Wersus

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Roadhog

By: Wersus
Last Updated: Feb 6, 2023
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Roadhog

One Man Apocalypse

Roadhog is a ruthless killer with a well-earned reputation for cruelty and wanton destruction.

Any Suggestion or Criticism is Welcome.

Stats

Health: 2500
Attack Range: 3.5
Attack Damage: 120
Attack Speed: 1 per Second

Combat Trait

1
Appetite For Destruction
Passive

Dealing Damage Increases your Ability Cooldown Recovery Speed and Attack Speed by 5% up to 50% for 5 Seconds. Also, your Basic Attacks Deal Damage to all Enemies in 120º Arc in front of you.

Take A Breather

Heal 40% Health you are currently missing over 1 Second and Reduce your Damage Received by 30% for 2 Seconds. Cooldown is 30 Seconds.

Primary Abilities

1
Shrapnel Blast
Active
Cooldown: 12 Seconds


Launch Shrapnel Ball at chosen Direction, Dealing 120 ( +4% per level) Damage to first Enemy hit.
After traveling 75% of its Range without hitting an Enemy, Shrapnel Ball detonates, Dealing 90 ( +4% per Level) Damage to Enemies in 60º Arc in front of it. Using this ability does not Interrupt your Movement. This Ability Stores 4 Charges and all Charges are recovered with Cooldown.
2
Chain Swirl
Active
Cooldown: 20 Seconds


Hurl Chain Hook around you in circle and Reposition first Enemy caught in Chain Swirl to opposite side from the place they were caught in. Chain Swirl also Deals 100 ( +4% per level) Damage to Enemy pulled and to all Enemies in swirled target's Direction. Swirling lasts for 1 Second and Roadhog can move while using this Ability.
3
Body Slam
Active
Cooldown: 16 Seconds


Dash a short distance and Deal 80 ( +4% per Level) Damage to Enemies on your way, Knocking them Back. If Enemies are Knocked against terrain, they get Stunned for 1 Second and take Additional 120 ( +4% per Level) Damage.

Heroic Abilities

1
Whole Hog
Active
Cooldown: 80 Seconds


Become completely mad and start shooting scrap from semi-machine gun for 8 Seconds. Enemies caught in Scrap's way take 80 ( +4% per level) Damage a Second and are Knockbacked as long as they stay within Scrap Shooting Range. Roadhog can reposition shooting direction with [R]. Roadhog can use his Basic Abilities while in Whole Hog. Roadhog's Movement Speed is Reduced by 50%.
2
Toxic Mayhem
Active
Cooldown: 60 Seconds

Release Toxic Gas in area around you. Enemies that find themselves within this area Take 80 ( +4% per Level) Damage per Second and have their Vision greatly reduced. Roadhog Heals 5% of his Health per Second while in Toxic Gas. Toxic Gas lasts for 5 Seconds.

Talents

Level 1

[D]Heavy Breathin'-
Quest: Collecting Regeneration Globes Increases your Health Regeneration by 1.
Reward: After Collecting 15 Regeneration Globes, Increase Health by 500 Hit Points.
Reward: After Collecting 30 Regeneration Globes, [D]Take A Breather Healing is Increased to 50%.

[Q]Scrap Box-
Quest: Hit 40 Enemy Heroes with [Q]Shrapnel Blast.
Reward: Increase number of Charges for [Q]Shrapnel Blast by 2.

[W]Total Control-
Reposition location of [W]Chain Swirl is now chosen. Reduce its Cooldown by 1 Second for every enemy Hero Damaged with it.

[E]Big Belly-
Every 5 Seconds gain a Stack of Block that Reduces Damage from next Enemy Hero Basic Attack by 50%. Can Stack up to 3 Times. Damaging Enemy Heroes with [E]Body Slam grants 1 Stack.

Level 4

[W]Crippling Hook-
Enemies that are caught by [W]Chain Swirl are also Slowed by 60% Decaying over 3 Seconds.

[W]Sharp Hook-
Enemies that are caught by [W]Chain Swirl also have their Armor reduced by 15 for 3 Seconds.


[W]Poisonous Hook-
Enemies that are caught by [W]Chain Swirl are also affected by Poison that Deals 5% of their Full Health per Second for 3 Seconds.


[W]Branding Hook-
Enemies that are caught by [W]Chain Swirl are Revealed for 9 Seconds.

Level 7

[Active]Scrap Shield-
Use up all available Charges of [Q]Shrapnel Blast and gain 10% Health Shield per Charge for 5 Seconds. Cooldown is 30 Seconds.


[Q]Explosive Material-
[Q]Shrapnel Blast now deals Damage in cone behind the enemy Hit and when the range of [Q]Shrapnel Blast ends.


[W]Extended Chain-
Increase Radius and Damage of [W]Chain Swirl by 20%.


[E]Concussive Slam-
[E]Body Slam now Silences Enemies hit for 1 Second.

Level 10

[R]Whole Hog-
Become completely mad and start shooting scrap from semi-machine gun for 8 Seconds. Enemies caught in Scrap's way take 80 ( +4% per level) Damage a Second and are Knockbacked as long as they stay within Scrap Shooting Range. Roadhog can reposition shooting direction with [R]. Roadhog can use his Basic Abilities while in Whole Hog. Roadhog's Movement Speed is Reduced by 50%. Cooldown is 80 Seconds.


[R]Toxic Mayhem-
Release Toxic Gas in area around you. Enemies that find themselves within this area Take 80 ( +4% per Level) Damage per Second and have their Vision greatly reduced. Roadhog Heals 5% of his Health per Second while in Toxic Gas. Toxic Gas lasts for 5 Seconds.. Cooldown is 60 Seconds

Level 13

[Passive]Mutated Muscle-
Every 30 Seconds gain Spell Armor that completely Blocks Damage from First Spell that hits you, and then heals you for the Damage Blocked. Dealing Damage Reduces the Cooldown of this Effect by 1 Second.

[D]Leaky Container-
[D]Take A Breather now Heals nearby Allied Heroes for 50% of the amount you Heal.

[Q]Fired Ammo-
Basic Attacks and [Q]Shrapnel Blast now Additionally deal 30% of their Damage over 3 Seconds.


[E]Hog On The Run-
Increase your Movement Speed by 5%. Additionally, [E]Body Slam Increases your Movement Speed by 15% for 3 Seconds.

Level 16

[Passive]Radioactive-
Deal Damage equal to 2.5% of your Full Health over 1 Second to nearby Enemies every Second.


[D]Huge Breath-
[D]Take A Breather now also Increases your Damage Dealt by 30% for 3 Seconds. Increase Duration of Reduced Damage Received with [E]Take A Breather to 3 Seconds.


[Q]Artilery Blast-
Increase [Q]Shrapnel Blast Range by 50% and make it Deal 100% more Damage to enemies on the far end.


[W]One Man Apocalypse-
[W]Chain Swirl now swirls all Enemies hit in it's area.

Level 20

[R]Apocalypse Now-
Increase Damage, Radius and Knockback Distance of [R]Whole Hog by 50%. Takedowns Increase it's Duration by 4 Seconds.


[R]Wasting Mist-
[R]Toxic Mayhem now Slows Enemies' Movement Speed by 60% and Reduces their Armor by 30.


[Passive]Roadrage-
Roadhog's Basic Attacks and Abilities now Slow Enemies by 25% for 3 Seconds. Every Third Damage Point Roadhog Deals to an Enemy Stuns them for 0.25 Seconds.


[W]To The Slaughterhouse-
[W]Chain Swirl, after it's initial effect now also Chains Enemies swirled to Roadhog for 3 Seconds, preventing them from leaving area around him. Chain can be broken by reaching it's maximum Range twice.

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2
[-]
Murraythehuman (2) | April 5, 2023 11:33am
It probably doesn't need to be said at this point, but Chain Swirl is basically a ranged version of Wrecking Ball with potentially even more power to control who and what you grab. It is a free pick against all but the most mobile of enemies with very little room for counterplay.

I could give a more in-depth critique of the whole moveset if you'd like, as there are upsides and downsides to this kit concept, but Chain Swirl, as-is, could not be allowed to exist.
1
[-]
Wersus (1) | April 7, 2023 7:48am
Interesting, please tell me more!
1
[-]
Murraythehuman (2) | August 17, 2023 1:53am
Oh! I'm sorry, I didn't notice this response until... four months later!? Well, better late than never!

There's nothing about the moveset outside of Chain Swirl that's notably wrong, I'd say. The passive part of the trait just encourages a high cooldown hero to play aggressively and position closer to enemy heroes, while the active part is basically Raynor's E. Tanks need sustain (and a way to survive damage while surrounded), so it's good that's in there. I would probably only remove the basic attack speed boost from the kit, just to reduce the potential 'feast-or-famine' nature.

The Q, I think, is mostly fine. A high cooldown hero needs something to give them regular uptime. That many charges will often limit what you can do in terms of talents, though I'd rather not look at talents for now.

Body Slam is another interesting one. I do think it's a fitting enough move, it functions as a peel (you'd be surprised how many Tank concepts don't have
a single tool for peeling) while having its limits. It fits with wanting to keep Roadhog up close. Whether or not it needs the 'knock into wall' mechanic would come down to what you decide to replace Chain Swirl with. If this move is the 'main' CC tool, I'd say keep it, but if the W is, then it should probably go.


And, of course, then you have Chain Swirl. Chain Swirl is basically an insta-delete button any time you are with your team. With Garrosh, having to walk right up to an enemy is something that has lots of counterplay. When Garrosh touches you and throws you, that is often a death sentence, but it often feels earned because Garrosh has to get right up next to his target, something that puts him at their mercy. The kill is earned, and both teams had a say in it. Even as a Heroic the move would be completely unfair, with counterplay that comes down more to who the enemy is playing more than how well the enemy plays.

Roadhog is a hard character to work, just based on how to make the Hook distinct from Stitches, so I completely understand the difficulty of the task.
2
[-]
Labreris | May 4, 2018 1:31am
I wonder how the poisoned hook would work. If they take damage based on their current health, then the tick damage would be lower for each tick, right?
1
[-]
Wersus (1) | May 4, 2018 2:28pm
That is not entirely correct, while Poisonous Hook's Damage over time is lower on targets with lower current Health ( Say we have 2 cases, in 1st target has 100% HP, in 2nd target has 50% HP. Poison will deal 100% more Damage to 1st Enemy).

In a mechanical way of game, the damage would be applied in exact moment target is caught, that means that damage would be applied for that target in that exact moment, if target has 100% HP at the moment of being hooked, they would take 25% of their Full Health. If target has 50% HP at the moment of being hooked, they would take 12.5% of their Full Health.

The damage is proportional to target's current health but only when they are caught, as their health gets lower over time from poison or outside sources it would mean noting to poison, its going to deal its fixated damage that was calculated when they were caught.

Thanks for commenting and if you have any more questions or suggestions, feel free to ask.
2
[-]
gustmes (1) | March 22, 2018 6:47am
Kudos to you. I always thought that Roadhog could never be into HotS because of hook being similar to Stiches and so on... but with this concept, you managed to capture the fantasy of the character while making it a unique mechanic. I really liked it!

Maybe he should be an Assassin though? I'm not sure.
1
[-]
Wersus (1) | March 22, 2018 10:42pm
Thanks! I guess he could also be somewhat of an assassin but overall his role in OW as well as his ,,look'' suggest that he is tanky hero. I think he would fit perfectly in a Bruiser role, or something in between Bruiser and Tank.
5
[-]
Ohan (2) | September 9, 2017 11:14am
i really like how you translated his hook to stand out in hots! the interaction between q charges and his ults is also a fun idea! id love to play this hero :)
3
[-]
Wersus (1) | September 9, 2017 2:38pm
Thank you! I think it would be a shame if they just made Roadhog Stitches skin. There is so much material for this character that you can make some pretty solid builds/ideas. His Q is sorta like ,,ammo'' and in another way his Heroic empowerment. I myself would love to play Roadhog in HotS and I hope they make it possible sooner or later.
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