- Amazing duelist against melee opponents
- Large area crowd control with Knightly Cleave and prevents enemy actions with Impassable Parry.
- Can choose between two heroics, one for more zone control, one for more dueling power and presence.
- Can gain a burst of speed, but overall slower mount speed.
Combat Trait
1
"I AM INVINCIBLE!"
The Black Knight takes 1% less damage from melee attacks for each 1% missing health.
Primary Abilities
1
Black Strikes
Cooldown: 7 seconds
On next basic attack deal 160 (+4% per level) additional damage and gain 80% increased attack speed for the next four seconds.
Against non-heroes, first strike deals tripled damage and heals for 10% of the Knight's maximum health.
2
Knightly Cleave
Cooldown: 8 seconds
Swipe in an arc in front, dealing 274 (+4% per level) damage and pushing all enemy units to the right.
If enemies are caught between the blade and a wall, they are stunned for 1 second.
3
Impassable Parry
Cooldown: 15 seconds
For the next 1.5 seconds, if any enemy attacks within the Black Knight's melee range, he immediately taunts them for 1.5 seconds while gaining 25% attack speed for 3 seconds.
*Basic attacks reduce the cooldown by 0.75 seconds.
Heroic Abilities
1
"NONE SHALL PASS!"
Cooldown: 85 seconds
Stand still for 1 second and then taunt all nearby enemies for 3 seconds while being able to act.
2
"JUST A FLESH WOUND!"
Cooldown: None
Upon death, The Black Knight now becomes the Skeleton Knight until he revives.
The Skeleton Knight is immune to all effects but can't cast abilities nor mount up.
While in this form, he can attack heroes for 35% damage, pick up regen globes, bodyblock, but not interrupt channels once they begin nor damage non-heroic targets.
Special Mount
1
"ONWARD, STEED!"
The Black Knight mounts up immediately, but only moves at 20% increased speed for the first 2 seconds.
For the first 2 seconds, receiving damage does not dismount the Black Knight.
The Black Knight laughs gloriously during the un-unmountable period.
Tier 1 Talents
tier 2 Talents
tier 3 Talents
tier 4 Talents
tier 5 Talents
tier 6 Talents
tier 7 Talents
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Ending and Author's Notes
Alrighty!
I wanted to create a character based on the awesome Black Knight, and also I pulled him in Hearthstone recently, so yeah...
The idea is an offtank that specializes in denial, crowd control and melee duels. His entire kit lets him perform the role of a duelist tank well, having good CC and amazing melee damage with attack speed and his trait, which makes him impossible to kill with melee attacks.
As always, if you liked this concept a thumbs up would motivate me a lot, and here are other concepts I would love you to check out!
They are all carefully put together, so comments are appreciated :)
Changelog
v1.3 - Tons of nerfs and tweaks!
v1.2 - Just a Flesh Wound - No longer gives attack speed and movement reduced to 8% from 20%.
Onward, Steed! Movement speed reduced to 15%.
v1.1 - Knightly Cleave damage reduced by 100.
Wording on Then You Shall Die, and increased damage increase by 1 second after the taunt ends or is interrupted.
Black Strikes now deals tripled damage increased of 350%, but has 1 second less cooldown.
I think for an assassin with such insane dmg numbers, he has too too much cc in his kit. both a taunt and a stun in his basic abilities is pushing it a bit far.
This wasn't originally an Assassin. Heroesfire's been glitching lately and reseting all concepts to Blizzard Assassin when they get updated. It can easily catch concept creators off-guard.
if this character is added to the game and this is his kit he will without a doubt be my favorite character. tell me how to make the devs see this RIGHT NOW!!!!XD
"I AM INVINCIBLE!"
The Black Knight takes 1% less damage from melee attacks for each 1% missing health.
A big problem here. How much Lifepoints have the black knight? Becouz when he have for example 2000 health at level 1 and fight against an enemy with 200 dps, this hero need more then 10 seconds to kill the black knight after he has only 20 health left. Also he regenerate his health. Its like hes unkillable. I think you should edit the function to 1% resistence for each 2% of his missing health.
Well designed character with a purpose in mind, but I'm really concerned about his second ult, "It's Just a Flesh Wound". Black Knight better have ETC's attack damage, because almost every other character in the game can kill an assassin or healer in max 15 seconds with just auto attacks. Having him attack 20% faster, with the ability to stutterstep and keep up with anyone but Lunara and Rehgar is really scary, and being unable to cc him away is a big deal as well. What if Black Knight decides to just siege buildings on death? What if he decides to just body block enemies on death, to make it more fair? That's still incredibly OP, especially since you're already covering most of what Leoric can do when dead, which is provide vision, with the added benefit of respawning into battle.
Other questions: Can he soak xp while dead? Can he pick up regen globes? Contest capture points (lol)?
Hey there!
Thank you for pointing that obviously op part of the Skeleton Knight. I really whiffed there.
I changed it so he just moves 8% faster, no longer gains attack speed, and his basic attacks do not interrupt channels to prevent him from doing what he is supposed to do while dead: add more damage or go siege something.
While Skeleton he can't do any of the other stuff mentioned, like Uther and Leoric. I also originally took it for granted that he should not be able to bodyblock, but now that I think of it, I actually want it to be the main strength of the ability.
First off; Very interesting concept here, certainly unique as far as I can tell. However; Knightly Cleave's damage is rather high for a Warrior ability. I'd also like to know what 'Taunt' does, as while other people have given what they think it should mean, you never explain here. Also, with the "Then You Shall Die" Heroic Upgrade, Vulnerable is usually 25% more damage taken, so perhaps not the best word to use. (^_^)
I would like to know if 'Love for Heals' works with Regeneration Master's regeneration effect, as well, for certainty's sake.
And, of course, a build for the Black Knight, focused on absorbing damage for his team and forcing his enemies to face him. At least, the Melee ones:
Feedback/Regeneration Master(1) - The Black Parry(4) - Love for Heals(7) - "None Shall Pass!"(10) - Pit of Doom(13) - Hilts Up/Long Coverage(16) - "I Am Truly Invincible!"(20)
Build focused around soaking Melee damage and going well with a burst healer such as Uther, who can focus his efforts on teammates before throwing a Holy Light at The Black Knight for a quick and massive burst. Hilts Up/Long Coverage is dependent for this build whether they are generally melee or more dive-y.
Thanks for dropping by!
I agree with the numbers on W. Heck, I reduced the damage by 100 and it still looks decent!
When enemy heroes are taunted they are forced to attack TBK, but nothing else. Meaning if you catch say a Raynor with NONE SHALL PASS, it could still be dangerous. It's good for keeping melee assassins and supports in check, but ranged AA heroes still wreck him.
Also amazing that you came up with a build AND added thoughts.. I'll put it up right away!
Thanks again for commenting!
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The Black Knight takes 1% less damage from melee attacks for each 1% missing health.
A big problem here. How much Lifepoints have the black knight? Becouz when he have for example 2000 health at level 1 and fight against an enemy with 200 dps, this hero need more then 10 seconds to kill the black knight after he has only 20 health left. Also he regenerate his health. Its like hes unkillable. I think you should edit the function to 1% resistence for each 2% of his missing health.
Other questions: Can he soak xp while dead? Can he pick up regen globes? Contest capture points (lol)?
Thank you for pointing that obviously op part of the Skeleton Knight. I really whiffed there.
I changed it so he just moves 8% faster, no longer gains attack speed, and his basic attacks do not interrupt channels to prevent him from doing what he is supposed to do while dead: add more damage or go siege something.
While Skeleton he can't do any of the other stuff mentioned, like Uther and Leoric. I also originally took it for granted that he should not be able to bodyblock, but now that I think of it, I actually want it to be the main strength of the ability.
I would like to know if 'Love for Heals' works with Regeneration Master's regeneration effect, as well, for certainty's sake.
And, of course, a build for the Black Knight, focused on absorbing damage for his team and forcing his enemies to face him. At least, the Melee ones:
Feedback/Regeneration Master(1) - The Black Parry(4) - Love for Heals(7) - "None Shall Pass!"(10) - Pit of Doom(13) - Hilts Up/Long Coverage(16) - "I Am Truly Invincible!"(20)
Build focused around soaking Melee damage and going well with a burst healer such as Uther, who can focus his efforts on teammates before throwing a Holy Light at The Black Knight for a quick and massive burst. Hilts Up/Long Coverage is dependent for this build whether they are generally melee or more dive-y.
Great concept.
I agree with the numbers on W. Heck, I reduced the damage by 100 and it still looks decent!
When enemy heroes are taunted they are forced to attack TBK, but nothing else. Meaning if you catch say a Raynor with NONE SHALL PASS, it could still be dangerous. It's good for keeping melee assassins and supports in check, but ranged AA heroes still wreck him.
Also amazing that you came up with a build AND added thoughts.. I'll put it up right away!
Thanks again for commenting!