King of the Venthyr |
HERO STATISTICS |
GAMEPLAY IDEA |
CHARACTER LORE |
Health: 2200 Damange: 140 DPS: 112 Attack Speed: 0.8 Attack Range: 1.5 Unit Radius: 0.8125 | In Heroes of the Storm, he is an agile bruiser, slicing his enemies with combos and in style whilst accompanied by his greatsword, Remornia. Togheter they pose as a large threat to anyone who wishes to enter his lane. |
"Sire Denathrius is the creator and leader of the realm of Revendreth and its inhabitants, the venthyr people, which he rules from Castle Nathria. Calculating and methodical, Denathrius is ancient beyond measure and one of the most powerful beings in all the Shadowlands. He created the venthyr in his likeness, forging them from the souls of the redeemed." |
Stat Reference
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+ Strengths |
- WEAKNESS' | ||
+ Area Damage + Zoning Potential + Dueling + High Survivability |
- Susceptible to Crowd Control - Predictable Damage Windows - Low Mobility |
Talent Tier 1 (Level 1) |
(D) Leeching Edge
Heal for 25% of damage dealt by Remornia's Impale. ? Quest: Deal damage with Remornia's Attacks, Impale, Massacre, or Carnage. ? Reward: After dealing 1500 damage with Remornia, increase the leech effect by 25%. ? Reward: After dealing 3000 damage with Remornia, increase the leech effect by another 50%. | |
(Passive) Dire Measures
While below 50 Anima, your attacks deal 30% more damage and heal you for 100% of the bonus damage dealt. | |
(Passive) Fittest Shall Prosper
While above 75 Anima, gain 25 Armor and 100% increased health regeneration. | |
Talent Tier 2 (Level 4) |
(Q) Flamboyant Moves
Gain 30% increased movement speed that rapidly decays over 0.3 seconds upon activating Ravage. | |
(Q) Desolation
Ravage leaves behind lingering anima inside the impact area for 3 seconds. Enemies inside receive 50% less healing and take 20 damage every 0.5 seconds. | |
(Q) Lingering Apetite
Healing from Ravage is increased by 50%, but the healing is done over 3 seconds. | |
Talent Tier 3 (Level 7) |
(W) Harsh Lesson
Enemy heroes hit by Shattering Pain lose 8 armor for 3 seconds, stacking up to 3 times. | |
(W) Intermission
Hitting an enemy hero with all 3 strikes of Shattering Pain makes you unstoppable and increases your movement speed by 30% for 3 seconds. | |
(D) Feeding Time
Gain 5 Anima for each enemy damaged by Remornia's Impale. | |
(D) Rancor
Enemy heroes damaged by Remornia lose 3 armor for 5 seconds, stacking up to 5 times. | |
Talent Tier 4 (Level 10) |
(Heroic 1) Burden of Sin
Cost: 20 Anima Cooldown: 80 seconds Passive: Enemy heroes hit by Denathrius' abilities gain a stack of Burden of Sin for 6 seconds. Enemies with Burden of Sin take 8 damage every 1 second per stack. Burden of Sin stacks 4 times. Activate: Deal 100 damage to all enemies with Burden of Sin, and an additional 80 for each additional stack of Burden of Sin on them. Enemies with more than 4 stacks are stunned for 1.5 seconds. Additional Information
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(Heroic 2) Revendreth's Glory
Cost: 40 Anima Cooldown: 40 seconds Passive: Basic abilities are upgraded and enemies damaged by Remornia gain a stack of Carnage, causing them to take 10 damage every 1 second for 5 seconds. Stacks up to 5 times. Activate (Massacre): After 1 second, Remornia rushes towards the targeted location, dealing 190 damage and slowing all enemies she comes in contact with by 90% for 1 second. Enemies hit also gain 5 stacks of Carnage. Additional Information
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Talent Tier 5 (Level 13) |
(E) Uncooperative Extraction
Gain 15 Anima for each enemy hero hit by Fatal Finesse's explosion. | |
(Passive) Strut
Hitting an enemy with a basic ability increases your movement speed by 20%, decaying over 1 second. | |
(Passive) Arrogant Advance
Gain 15% increased movement speed while moving towards enemies with lower % health than you. | |
(1) Door of Shadows
Activate: After 0.3 second, teleport to the target location. Additional Information
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Talent Tier 6 (Level 16) |
(Q) Echoes of Sin
Enemy heroes hit by Ravage summon an Echo of Sin that chases them for 3 seconds. Additional Information
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(Q) Losing Patience
Gain a stack of Rage for each enemy hero hit by Ravage. Upon reaching 5 stacks, your next Ravage does not cost Anima and has 100% increased damage and healing. | |
(E) Gargoyle Plates
When Fatal Finesse explodes, ally heroes inside gain a shield that absorb 350 damage for 3 seconds. | |
Talent Tier 7 (Level 20) |
(Heroic 1) Fatiguing Burdens
Enemy heroes deal 5% less damage for each stack of Burden of Sin. Maximum stacks of Burden of Sin increased to 8 stacks. | |
(Heroic 2) Jailor's Promise
Basic abilities are upgraded even further and Remornia's attacks slow enemies by 15% for 1 second. | |
(2) Shadow Mirror
Activate: Summon a mirror at your location. If 2 Mirrors are active, clicking on one teleports you to the other. Maximum of 2 Mirrors active. Creating a mirror when 2 already exist will destroy the oldest one. Additional Information
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(2) Anima Drought
Activate: You abilities have no cost and cooldowns regenerate 100% faster for 7 seconds. Additional Information
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Then I used imgur.com to get a link for the image by uploading it to the website.
EDIT: Sorry (I'm very much a noob at coding), but I have another question, how do you make borders? I'm assuming it's with the [border][/border] feature, but that never shows up as anything for me.
You should probably place the Ult ability upgrades from Revendreth's Glory into a new spoiler/Additional Info tab on each ability, as, for example, people reading it may be confused as to what 'Jailor's Promise' is, until they read the Level 20's.
Just a question, does activating Burden of Sin remove the stacks of Sin, or do they remain after the damage is inflicted? If it does or doesn't, I would suggest mentioning in the Additional Info tab.
I think the idea of Revendreth's Glory passive component, namely: Remornia's Attacks, should be baked into the baseline Trait. I feel it's so much cooler to have a more active FLYING SWORD PET currently instead of Burden of Sin, just like Samuro having parts of Illusion Master baked into his Trait because of its pick-rate. Just like Samuro, I feel Revendreth's Glory offers so much compared to its alternative. Additionally, giving it an active component, whereby you can order Remornia where to move (akin to Rexxar's Misha, Focus!) might be an idea. This would allow it to act as a baseline zoning tool, dealing moderate damage to enemies who are, let's say, channelling objective early game, but adding Health to Remornia, which, when depleted, would cause her to return to Denathrius for a certain amount of time, putting the movement ability on cooldown, but still acting like one of the 'Rage' talents ( Bronzebeard Rage), dealing damage to enemies near Denathrius instead. This would still allow Impale to occur, but maybe it could return back to its original position after it occurs, or something like that. I just think currently, as cool as it is, it just functions as additional damage whenever he deals damage, similar to Nature's Toxin, until the Ultimate comes in. It could have a much more satisfying Micro-managing feel, as well as having the additional damage. It would also capture more of the flavour of the blade literally flying around everywhere, really hard to hit, like it is in WoW, especially the Revendreth ending cinematic.
On the note of ending cinematics, I was just thinking of an ability that would use the Castle Nathria's cinematic, whereby Denathrius could take direct control of Remornia by going inside it, giving a new moveset based on Remornia, a bit like Feign Death. Please stop me if it feels like Rexxar 2.0. Like really.
Balancing is never a concern of mine, so I won't comment on numbers and things (I mean, my own concepts are probably BUSTED, so it'd basically be like the pot calling the kettle black :D), but they all look pretty reasonable damage-wise.
One last thing is that Talent tiers usually have an order to them; Ult, Q, W, E, Trait, Passive, Active. I noticed a couple of the tiers out of order, but it honestly doesn't matter all that much, but it can help people to immediately know what ability a talent corresponds with (BTW, your talent section is really nicely formatted, it maaaaay have inspired me to change my own a bit lol).
As I said before, this concept is really good already, like the Unit Radius and Hitbox info (like who puts in THAT much research, it's seriously impressive!) just wanna try to help as much as possible to make it the best it can be :D
(p.s. Sorry if some of them are way TOO nitpicky, feel free to literally ignore anything I say lol)
-I changed the name of the resource from Anima Energy to Anima. I agree with you that it does sound better and I don't know why I didn't do that from the beginning.
- I changed up how Remornia works a little bit.
The Impale passive is gone and I instead changed Massacre to be an activatable ability in the trait, renamed to Impale. This was done to prevent weird movement of Remornia and grants the player a way to control Remornia in a more "skillful" way earlier into the game instead of being locked behind a heroic ability to do so.
I did add the Carnage passive from Jailor's Promise into Revendreth's Glory as a passive effect instead of having to wait for level 20 to get that small dmg increase for keeping up constant harass. As a replacement, Remornia's attacks briefly slow enemies when picking Jailor's Promise.
Massacre remains, but since the effect of it was renamed and moved to be baseline for the trait, I made it a tool to apply stacks of Carnage to multiple enemies at once.
I also clarified that Remornia can't be attacked and does not block movement (The attacks are enough zoning, no need for a movment blocker :P Unit Radius is only intended there to show on average what size she would be in radius.) But I will stick with her not being attackable or being able to move manually like for example, Misha. I'd rather have Remornia function more so as a tool not to be killed or pacified, but rather just avoided and trying to kill Denathrius instead. Similiar to Orianna's Ball from League of Legends.
- I went into the talents and swapped the order of some talent to follow the correct format of "Ult, Q, W, E, Trait, Passive, Active".