Tess Greymane (wip 70%) by beargeist

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Tess Greymane (wip 70%)

By: beargeist
Last Updated: Dec 15, 2018
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Tess Greymane (wip 70%)

Daughter of King Genn Greymane.

HP: 1675
atk/spd: 1.75
DPS: 135

Combat Trait

1
Grapple hook
Has three secondary abilities that share charges and cooldown

Primary Abilities

1
Dancing Steel (Q)
Cooldown: 6s
Melee range 2, direct target

Gain 25% movement speed and launch a rapid volley of up to 6 attacks over 1.2s, dealing 42 dmg each attack (Way of 100 fists). If melee range is broken the movement speed is lost and the attack chain is ended.

steps a very short distance to guarantee a starting melee range of 1, cooldown recharge starts immediately when cast
2
Blinding Powder (W)
Cooldown: 12s
short range skill shot, range 4.5, 80* degrees (slight cone)

Throw a disorientating concoction at enemies in a cone skill shot. The powder advances quickly as a wave, but its surface area is blocked by enemy hero collision. The shape of cloud lingers for 2.5s after cast. The earlier the cloud is blocked the more it will pool out from that point.

Enemies hit by the initial wave are blinded for 1.25s and have their vision reduced for 2s. Contact with the cloud applies or extends the vision debuff by 1s, up to 2.5s. This effect is accumulative. meaning a Potential 4.5s for targets already effected by the wave's debuff.
3
Quick Draw (E)
Cooldown: 10s
attack range 4, dodge range 2.75
Auto target heroic unit (only shows while off cooldown)

Roll in a targeted direction, while drawing and firing upon an auto target Dealing 220 dmg. Cannot roll towards the auto target, roll does not pass through targets allied or enemy, must have an auto target to cast.

Roll direction has hit box snap functionality when casting towards auto target

Secondary Abilities

1
shot (1)
SHARED COOLDOWN AND CHARGES
Cooldown: 18s, 2 charges - 6s delay between charges
Range 4.5, line skill shot

Quickly pull yourself to an enemy or collide-able terrain. cannot cross terrain.
2
flip (2)
Range 3.5 hook, +2 flip
line skill shot

Quickly pull yourself to an enemy, passing over them. flip animation can cross very narrow passes of terrain. must hit a hero to trigger flip
3
vault (3)
Range 7.5

fire your grappling hook high in the air passing over terrain. After a 1.5s delay pull yourself to target location. Can only be used over terrain (Natural Agility targeting)

Heroic Abilities

1
Between the eyes (R1)
Cooldown: 12s, using Quickdraw reduces the cooldown 10s
range 7.5, line skill shot

Pulls a rifle from her back and carefully lines up a shot. after a 0.4s delay she fires a bullet dealing 220 damage to the first enemy hero or mercenary hit. The delay is halved if immediately used after quick draw.
2
Master of shadow (R2)
Cooldown: 12s, using Quickdraw reduces the cooldown 10s.

Gain stealth and 15% movement speed until broken. After 1.25s of stealth, Using dancing steel from stealth increases the engage range to 5 and adds 3 additional attacks.

Tess can pass through other units while stealthed. Remaining stationary for at least 1.5 seconds while Stealthed grants Invisible.

Design & mechanics

Talents

Grapple: targets hit by grapple are effected by blinding powder



The 6th attack deals % health dmg over 3s



Blinding powder - active: cd 45s, your next blinding powder


Grapple -

Blinding powder (W) - You deal 20% increased damage to effected targets for 5s

__
Blinding powder (W/active) - cooldown 45s. your next blinding powder

Expose armor (active) - cooldown 20s. mark a target for 5s, basic attacks against the target cause them to lose 5 physical armor, stacking up to 25. duration begins on first basic attack, the mark will disappear if not activated within 5s.
_________
Grapple Gun: shot (D) - Cooldown 45s. casts a free enhanced shot that uses and causes no delay.

Grapple Gun: flip (D) - Cooldown 45s. casts a free enhanced flip that uses and causes no delay.

Grapple Gun: vault (D) - Cooldown 45s. casts a free enhanced vault that uses and causes no delay. reduce the cast time by 50% and becomes unstoppable during cast.
___



T1
Daughterhood of the wolf (Passive) - basic attacks deal 30% additional damage against enemy heroes below 35% health, and heal for 100% of the bonus damage.

Stalk prey (Passive) - Your basic attacks deal double the bonus damage for Armor reduction. Every third consecutive attack against the same target reduces their physical armor by 5 for 4s. stacking up to 10. (tess's basic attacks deals damage equal to 20 armor reduction against 10 armor reduction)




T2
Grapple (1,2,3) - Vault puts grapple on delay but does not consume or require a charge.

Grapple (1,2,3) - grapple delay and cooldown is reduced by 4s

Dancing steel (Q) - movement speed last for 2.25s after dancing steel ends


T3
Inhalant (W) - If the wave is blocked by a single target, the vision debuff also causes targets to deal 40% less damage to tess. Blinding powders cooldown is reduced by 2s.

Rock salt (W) - The wave mechanic that spreads the cloud effect slightly penetrates targets, traveling a range of 1.75 past the point of contact. increasing the opportunity for blinds and pooling effect.

Great escape (1,2,3) - a successful Grappling hook removes roots and slows. Grappling hook cannot be silenced. Note: silence or roots do not interrupt or prevent vault casting time.


T5
Shotgun (E) - Causes Quick Draw's shot to deal 100% damage to nearby targets, and deal 50% additional dmg to the auto target. But Reduces auto target range on quick draw by 50%.

Whip it (E) - Quick draw instead fires your grappling hook, pulling the target towards your roll location.



T6
Heroic (R) - If you deal damage with your heroic the cooldown is lowered by 6s (additional attacks on Dancing steel)

Quick thinking (E) - If tess has been below 50% health in the last 5s, Quick draw can be used while off cooldown. But 50% of the mitigated cooldown will be added onto the next recharge. This effect cannot be repeated until the cooldown is fully reset. Note: on 8s cooldown x0.5 = 4s + 10s base = 14s.


T7

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