(Squad A-4671 does not play similarly to the Lost Vikings, as they stick together. It consists of 2 marines, one marauder, and a firebat.. They are a single unit.)
Squad A-4671 is an elite squad of Terran Soldiers, serving the New Terran Republic formed after Mengks's death.
Squad A-4671 focuses on rapidly buffing allies through cool down reduction and tactical buffs to help push in minion waves and provide that extra edge in team fights.
Role: Ranged Specialist
Easy Difficulty
Life: 850 +115 per level
Basic Attack: 39 +12 per level
Mana: 550 +15 per level
Attack Speed: 1.15
Combat Trait
1
We Move as One
Squad A-4671 has 5% more health and 5% more damage for every nearby ally. Nearby allies gain half the effect.
Primary Abilities
1
Phalanx
Squad A-4671 forms into a Phalanx, granting defensive and offensive bonuses to all allies in a 25 yard radius for 5 seconds. (10% DMG and 10% health) 60 Mana, 14 CD
2
Heavy Assault
Squad A-4671's Marauder fires a concussive round forward, dealing 90 damage (+25 per level) to everyone hit and stunning them for 2 seconds. Deals 100% more damage to minions and structures. (10 Sec CD, 55 Mana)
3
Focus Fire
Squad A-4671 aims their sights on a target and continually fires at them, slowing them by 15% and dealing 30 damage (4+ per level) to the enemy until Squad A-4671 runs out of mana or the target exits their range. (10 sec CD, 20 Mana for every 0.5 seconds of firing).
Heroic Abilities
1
Ready...AIM....FIRE!
Squad A-4671 readies their weapons and releases a hail of bullets, slowing enemies caught within the firing range. Every 0.5 second they fire. Lasts for 3 seconds. (Deals 75 Damage +30 per level) 90 sec CD, 115 Mana.
2
We need Reinforcements!
Squad A-4671 plants a bunker, that every 7.5 seconds spawns a marine with 25% of their health and damage that pushes down the nearest lane. Maximum 2 bunkers. 25 sec CD, 75 mana.
Tier 1 Talents (Level 1)
Bribe
Demolitionist
Enhanced Scope
Focus Fire has 50% more range.
Team Player
Nearby allies now gain the full effect of 'We Move as One'.
Tier 2 Talents (Level 4)
Promote
Incendiary Rounds
On top of the normal bullet dmg, Heavy Assault deals an extra 50% of it's damage over 10 seconds as fire.
Tactical Flank
Phalanx now grants 15% movement speed.
Depleted Uranium Shells
Basic Attacks splash to nearby enemies in a 5 yard radius for 25% of the damage.
Tier 3 Talents (Level 7)
Battle Momentum
First Aid
Concussive Barrage
Heavy Assault now fires three rounds, but with 30% less damage and a 1 second interval between them.
Strategic Positioning
Ups the bonus from Phalanx to 15%
Tier 4 Talents (Level 10)
Ready...Aim....FIRE!
Aquad A-4671 readies their weapons and releases a hail of bullets, slowing enemies caught within firing range. Every 0.5 seconds they fire. Lasts for 3 seconds. (Deals 75 Damage+30 per level) 90 sec CD, 115 Mana.
We Need Reinforcements
Squad A-4671 plants a bunker that every 7.5 seconds spawns a marine with 25% of their health and damage that pushes down the nearest lane. Maximum 2 bunkers. 25 sec CD 75 mana.
Tier 5 Talents (Level 13)
Ice Block
Laser Precision Rifles
Increases basic attack range by 25%
Hold the Line!
Phalanx now reduces the cool down of all nearby allies (including you) spells by 0.5 Seconds, stacking up to 5 seconds. Upon reaching 5 second cool down reduction, it resets to 0.5. Does not reset until 5 stacks. Stacks persist even if Phalanx is not active.
Heavy Frag
Heavy Assault sunders the ground of enemies hit, reducing their movement speed by 30%, decaying over 2 seconds, beginning once the stun is removed.
Tier 6 Talents (Level 16)
Hardened Focus
We're all yours, Commander.
Phalanx still provides a damage and health buff to allies, but now grants you an increased version of 20%, regardless if you picked Strategic Positioning or not.
Poisoned Rounds
Focus Fire applies a stacking dot to enemies, dealing 15 (3+ per level) that lasts for 3 seconds. 1 Tick every 0.75 seconds.
Chargin' Up!
Heavy Assault now takes 3 seconds to load up and has charge phases similar to Gazlowe's laser. It can be fired before maximum charges, but at maximum charges deals 50% more damage.
Tier 7 Talents (Level 20)
Pin em' down!
Ready...Aim...FIRE! Now fires every 0.25 seconds and lasts for 5 seconds.
Get the troops in there!
We Need Reinforcements! now spawns units every 5 seconds, the units have 50% of their health but 25% of their damage and spawns 2 marines.
@Huitzil I appreciate the constructive criticism, and I will most definietly implement some of your reccomendations into my concept. This was one of my first concepts, so mistakes were bound to happen, so I appreciate you pointing those out. :)~Panda
Excluding minions? Why? I think these guys would be much more interesting if they didn't. Right now, they have no hook -- they aren't really characters, they don't do anything interesting with the fact that there's multiples of them. We already have 2 Heroes that are Marines, and one that's a Medic. Their Trait that rewards them for being close to other Heroes doesn't make a whole lot of sense and their abilities are just damage shots.
But if they do get rewarded for being near minions, then they are on to something. What if this hero isn't just "a squad of minor Terran units"; what if it's the start of a bioball, and they get the tools to make a bigger bioball and rewarded for building it up? Give them some way to add lane minions to their unit and order said minions around with them, and build around that, and now you've got a completely unique and interesting idea.
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But if they do get rewarded for being near minions, then they are on to something. What if this hero isn't just "a squad of minor Terran units"; what if it's the start of a bioball, and they get the tools to make a bigger bioball and rewarded for building it up? Give them some way to add lane minions to their unit and order said minions around with them, and build around that, and now you've got a completely unique and interesting idea.