Rory Swann (WIP 70%) by beargeist

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Rory Swann (WIP 70%)

By: beargeist
Last Updated: Oct 16, 2017
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Rory Swann (WIP 70%)

Marauder/ HERC hybrid

Bruiser
HP: 2450
No mana, Shell resource

Basic attack: 0.77 att/spd
dmg 200, DPS 154
melee range 1.5

Combat Trait

1
K12 Ammo Drum (resource)
The ammo drum has a Capacity of 4 Concussive Shells

Concussive Shells
Deal 150(+4%) physical dmg and slows opponents ability charge rate by 30% for 2.5s
effect does not stack
2
load K12 rounds (D)
Cooldown 5s, starts after duration
movement speed is reduced to 50%.

One Concussive shell is loaded every 0.75s, until your drum is full or the action is canceled.
If you are stunned or cancel during the loading, then you only keep what was successfully loaded

cannot basic attack during loading, puts all abilities on a 1s delay after loading.

Primary Abilities

1
K12 Punisher (Q)
Cooldown 2.2s, consumes a concussion shell.
Direct target

Uses your Concussion shell at two possible ranges

Mortar (Range 6) - Basic shell properties at long range.
Explosive (Range 3) - Dmg and debuff splashes to nearby enemies
2
HERC armement (W)
Cooldown 20s, starts after duration
Duration 10s
Range 5.5, Grapple Aim assist (Eye of Horus), 3s delay between charges

Upon activation Swan is granted 2 charges of Grapple and 25% bonus attack dmg for 10s.
Reactivation
Sends out a grappling line that immediately pulls you to the first structure, collide-able terrain, merc or enemy hero in your line of sight. Slows targets by 90% pulling Swan with immense speed.
3
Backfire (E)
Cooldown 10s, consumes a concussion shell.
short Cone hit box.

Deals 400 dmg over 2s, damage is reduced by 25% for each additional target hit up to 100%. Slows the movement speed of the first two targets hit by 25% for 3s

Secondary Abilities

1
K12 Range Finder (1)
Target an enemy to Display a measuring stick graphic that helps judge the range differential for the K12 Punisher (Q)
This feature is built in with on-release (Q) controls, but can still be disabled by pressing (1)

Heroic Abilities

1
Overclock (R1)
Cooldown 18s

Rory Absorbs all incoming dmg for 4s, instead converting it into a Damage over time effect. For every 135(+4%) dmg absorbed the Dot accumulates 1 second of time, up to a max of 8s. Rory gains 40% amplified healing for the DoT's duration.

needs a custom indicator on health bar. Can be used during K12 loading
2
Corvid Repair (R2)
Cooldown 30s.
Automatically self-casts for free when dropping below 15% health, This function has a separate 50s cooldown.

your target gains a 500 Hp shield that Decays Over 6s, granting 2 healing for every 1 pt of shield decay.

Special Mount

1
Mechanical notes and subtleties
HERC Grapple(W)
visual: chopper like engine revs and idles for next cast.

Talents

Rough

backfire (E) - blinds targets in addition to slowing them

backfire (E) -

Reward: slows 1 additional target.
Reward: dmg reduction is reduced to 15%



T1

quest K12(Q) -

general (Passive) -



T2
Slight of hand (D) - become more mobile while loading, at 15% reduced movement speed (85%)

Heavy Drum (trait) - increases drum capacity to 6, and increases "load K12 rounds" cooldown by 1.5s

Speed loader (D) - reduces K12 rounds' cooldown by 1.5s, and reduces load time by 0.15s per round


T3

no shelter (Q) - Mortar range splashes.

Auto loader (Q) - Reduces the K12 punisher's cooldown by 0.4s

post-concussion (W) - During "Herc armament" basic attacks against enemy heroes affected by concussive shell's ability charge slow, refresh the duration and increase the slow by 5%, up to 50%.



T5

Heavy Handed (W) - During "Herc armament" hitting the same enemy hero twice with your basic attack, causes additional basic attacks against that target to Ignore physical armor and reduce their physical armor by 15 for 2.5s

Note: only your attacks ignore, but physical armor reduction helps everyone.

backfire (E) -


T6
Herculean (W) - HERC last an additional 5s and grants an additional grapple charge.

general (active/passive) - reload


T7



_________

Combat Junkie (active) - Increase your movement speed by 15%, and converts all damage taken to damage over time. The DoT conversion is equivalent to the remaining ability duration. Duration 4s, cooldown 30s
After the ability duration your movement speed is lowered by 15% for 4s.

the squeeze (W) - If Herc's grapple hits an enemy hero, it deals 150 dmg

Emergency stash (E) - Combat Junkie's ability charge rate is increased by 40%, when dropping below 40% health

Lethal Dose (E) - increases your basic attack speed by 30% for duration


Zip line (W) - gain movement speed after using HERC grapple, and speed up pull rate when lining from an allied hero.

Skull cracker (passive) - Your third consecutive basic attack against the same target will cause a daze for 0.25s (from stun). After an opponent suffers the first skull cracker, it becomes every second consecutive attack against that same target.

Notes

AMMO
The design goal behind the Ammo resourse is to present restrictions during combat, not before. giving him some comfort-ability in poke, lane and fight prep... but knowing once your ammo is spent, certain enemy comps may take away opportunities for you to re-load.

T2 is designed to compensate a specific situation or comfort lv with the enemies control.

Heavy Drum - is meant to emphasize pre fight opportunities. so that you don't lose any time during the fight, or have to succumb to a lack of confidence in you any re-loading

Speed Loader - is meant to compensate for enemies that are engaging frequently on their own terms. Allows the player to stay topped off, as well as recover from interrupts mid battle.

Slight of hand - meant to compensate Enemy comps that have high mobility and mobility control. teams that give or need chase, and are looking to start their picks with ranged move speed slows or heavy zoneing


K12 loading - possibly cap movement instead of reducing it.

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