Spell Breaker (Wip 65%) by beargeist

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Spell Breaker (Wip 65%)

By: beargeist
Last Updated: Jan 20, 2019
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Spell Breaker (Wip 65%)

Trained in the Arcane Sanctum


HP: 1900
Mana: 500
DPS: 125

atk/spd: 1.15 to 0.85 (attacks in intervals of 2)
Range: melee 1.5

Combat Trait

1
Sunblade (D)
Passive: Hitting an enemy hero with both basic attacks reduces their spell power by 5% for 4s, stacking up to 30%. refresh duration with each stack

Cooldown: 8s
no cost

your next two basic attack intervals (4 hits) are automatic (without target/maintain move commands) and deal dmg to all nearby enemies.

Casting delay is equal to the current attack timer (cannot be prompted by the follow up attack). Using magic's burden or bane extends the attack window/for animation delay.

Primary Abilities

1
Magic's Burden/Bane (Q)
Cooldown: 6s per charge, 2 charges return at the same time
Cost: 30 mana per charge
no delay between charges
if the second charge isn't used within the first charge's cooldown, both charges are restored. using the second charge adds 6s to the current cooldown.

Creates a shockwave that travels in a straight line (Varian - Lion's fang), dealing 135 dmg to enemies hit.
Each charge has a separate bonus effect.

1st charge
Burden: Lowers enemies ability dmg by 20%, counts towards sunblade's passive.

2nd charge
Bane: deals all stored dmg to the first heroic target hit. Up to 275 additional dmg
2
Spell Steal (W)
Cooldown: 8s
Cost: 60 mana

Grants a 375 pt shield for 5s. 75% of ability dmg taken, is stored as bonus dmg to be unleashed by Magic's Bane. Up to 275(+4%) dmg stored.
3
Spell Command (E)
Cooldown: 8s
Cost: 60 mana
Radius equal to a sphere'd flame strike (KT)
Range 6

After 0.5s, Deal 250 dmg in an area. If any targets hit "cast" a basic ability within 1.5s, all effected(hit) targets suffer an additional 250 dmg and 25% movement speed slow for 1.5s

If one person who was hit cast an ability, he ruins it for everyone who was hit.

Heroic Abilities

1
Your Ability's Name
silence



current mana percent/ heal
2
Glaive throw (R2)
line skill shot - genji dash

return path radius increase

Credits

Props to Neptune45, i made an attempt after seeing his(or her) concept. https://www.heroesfire.com/hots/concept/alathaes-5866

Notes And mechanics

Spell Steal (W) - its a relatively small shield for an 8s cooldown; the base kit focus is on the dmg, and the talent focus is on the utility.

the long duration allows you to pretap; but more importantly makes sense of keeping your ability power reduction outgoing. the skill isn't breaking the shield in a window of time, but zoning out non ability sources of dmg... to maximize the "steal" component.


Spell Command (E) - Cooldown and window should not be altered by talents
the rhythm established by the kit is very important to maintain. The short cooldown allows you to slow down the poke/lane brawling, while the short bonus effect window keeps its high dmg output conserved to critical/hard engage moments.

Talents

magic's burden top charge

lv 20 spell command (target who triggered)

Spell (Passive/W)
Bonus dmg equal to spell dmg reduction

healing return based on spell dmg reduction

Siege Breaker (D) - Sunblade's ability deals 200% additional dmg to Mercs, monsters and structures.

Spell Command (E) - Increases spell command's slow duration by 1.5s. Hitting a target slowed by spell command with both basic attacks, increases the slow to 40% for the remainder of its duration. this as well as every other basic attack effect synergizes with Sunblade's active

Giant's blood (passive) - Hitting an enemy hero with both basic attacks deals additional dmg equal to 1.5% life.

___________



________________

T1 - a bit of throw away tier, because of a stronger base kit.

Sun strider (Passive/W) - Taking ability dmg increases your movement speed by 15% for 1.5s. Spell Steal removes slows.

Command (E) - Increases radius of spell command by 25%, but reduces casting range and cost by 25%. cost = 15 less mana

Spell (W) - If spell steal's shield breaks, 15 mana is refunded and 10 spell armor is granted until spell steal's next use.



T2

Sunblade (passive/Q) - Spell power reduction stacks up to 40%. Magic's bane now applies 10% reduction

Command (E) - Spell command Heals 150 hp for each enemy hero that suffer the additional dmg, up to 3 heroes.

Glaive (passive) - basic attacks deal Bonus dmg equal to sunblade's spell dmg reduction


T3

Magic (Q) - after magic's bane deals Stored damage, the next target hit suffers 75% of its dmg.

Spell steal (W/Q) - 100% of ability dmg take is stored, increases store to 375.

Spell steal (W/Q) - Spell steal cannot be silenced. Magic's bane silences for 1.5s with 200 or more additional dmg stored




T5

Sundial (D) - charging a max store of dmg with spell steal, reduces the cooldown of Sunblade's next cast by 4s






T6

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