The Darkness by Nortin

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The Darkness

By: Nortin
Last Updated: Dec 17, 2017
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The Darkness

Ancient Evil

Current version: 1.1

The Darkness is an overpowered melee bruiser who is especially weak to counterplay from enemies.

Pros:
    Potential heavy damage and tankiness in teamfights
    Strong out of combat sustain
    Reduces healing of enemies
    Requires additional counterplay from enemies to be effectively stopped
Cons:
    Can be extremely weak when the enemy focuses the Candles
    Ineffective at pushing lanes due to his trait
    No hard crowd control
Statistics:
Health: 1,657 (+4% per level)
Regen: 3.90 (+4% per level)
Mana: 500 (+10 per level)
Regen: 3.00 (+0.098 per level)
Atk Speed: 1.00 per second
Damage: 96 (+4% per level)

Combat Trait

1
Dormant
Passive:
After being out of combat with heroes for 8 seconds, The Darkness becomes Dormant, gaining 200% increased life and mana regeneration, dealing 50% less damage, and gaining 20% increased movement speed. Additionally, The Darkness cannot use a mount.

Becoming Dormant ends the effects of being Awakened.

Active:
Cooldown: 1 second
Cost: None

The Darkness can toggle Dormant to not deactivate when he enters combat with an enemy hero, preventing him from becoming Awakened. Can only be activated while Dormant.
2
Awakened
Passive:
Upon entering combat with an enemy hero, The Darkness becomes Awakened, deploying 3 unlit Candles randomly in a large radius around him. The Darkness gains 10 Armor and deals 33% increased damage for every unlit Candle on the battlefield.

Enemy heroes can light a Candle by channeling it for 0.5 seconds, reducing the effects of Awakened until the Candle is put out. Candles can be put out from The Darkness' abilities. When a Candle put out, it cannot be lit again for 2 seconds afterward.

Becoming Awakened ends the effects of being Dormant.

Primary Abilities

1
Shadow Strike
Cooldown: 7 seconds
Cost: 30 mana

The Darkness strikes a circular area in melee range, dealing 150 (+4% per level) damage to all enemies within and reducing their healing received by 33% for 3 seconds.

Shadow Strike puts out any lit Candles in its area of effect.
2
Wave of Darkness
Cooldown: 21 seconds
Cost: 65 mana

The Darkness surges to a target location, dealing 22 (+4% per level) damage to enemies in his path and leaving a wave of shadow in his path for 4 seconds that reduces the healing received of enemy heroes within by 33%. The Darkness is Protected and Unstoppable during Wave of Darkness.

Wave of Darkness puts out any lit Candles in its path, and prevents them from being lit while its shadow remains.

Wave of Darkness can damage enemies in its path multiple times, like Ragnaros' Living Meteor.
3
Consume Light
Cooldown: 9 seconds
Cost: 30 mana

The Darkness consumes all light around him, dealing 78 (+4% per level) damage to enemies and healing The Darkness for 50% of the damage dealt. Affected enemy heroes also receive 33% reduced healing for 3 seconds afterward.

Consume Light puts out any lit Candles in its area of effect, and heals The Darkness for 5% of his maximum health for each Candle put out.

Heroic Abilities

1
Nether Chain
Cooldown: 50 seconds
Cost: 75 mana

The Darkness launches a chain of shadow in a target direction, stopping at the first enemy or surface hit. If Nether Chain hits an enemy hero, it deals 108 (+4% per level) damage and links the target to The Darkness for 6 seconds.

Heroes linked to The Darkness cannot extend the chain more than 4.5 range away from him or they are pulled back a short distance. Additionally, they are slowed by 20%.

The chain bends around anything impassable (walls, minions, heroes, etc), reducing its effective range and pulling the target back sooner.
2
Darkspawn
Cooldown: 80 seconds
Cost: 100 mana

The Darkness puts all Candles out and summons a Darkspawn at each of them for 10 seconds. Darkspawn have 888 (+4% per level) health, deal 54 (+4% per level) damage every 1 second in melee range with their attack, and prevent the Candle they protect from being lit until they are destroyed.

Talents

Tier 1


Protecting Shade - Every 15 seconds, The Darkness gains 1 charge of Block for each unlit Candle on the battlefield, up to 3 maximum. Block grants The Darkness 75 Physical Armor against the next enemy hero basic attack.
Candle Collection - Awakened now creates 4 Candles, but reduce the damage increase per unlit Candle to 25%.
Lurker in the Shadows - Increase the damage reduction of Dormant to 90%, but increase the life and mana regeneration bonus to 300%, the movement speed bonus to 30%, and it also grants The Darkness 75 Armor.

Tier 2


Reach Through the Shadows - Shadow Strike now has 6 cast range.
Waverider - Reduce the cooldown of Wave of Darkness by 3 seconds for every enemy hero or Candle it hits.
Insatiable Hunger - Increase the radius of Consume Light by 100%.

Tier 3


Quench Life - After putting out a Candle, The Darkness' next basic attack within 6 seconds deal 50% more damage.
Claws of Shadow - Basic attacks reduce the cooldown of Shadow Strike by 0.8 seconds.
Black Hole - Consume Light now lasts for 2 seconds, dealing 39 (+4% per level) damage every 0.5 seconds to enemies in its area of effect and applying its normal effects.

Tier 4


Nether Chain - See above.
Darkspawn - See above.

Tier 5


Defile - Whenever a Candle is put out, corrupting shadows erupt from it, dealing 99 (+4% per level) damage to all enemies around it. This damage is not affected by Awakened.
Terrorize - Whenever an enemy hero lights a Candle, they lose 10 Armor and are slowed by 20% for 3 seconds.
Seeped in Darkness - The shadow path left by Wave of Darkness marks enemy heroes for 3 seconds, causing them to leave a shadow trail in their path for 3 seconds that reduces the healing received of enemy heroes within by 33%. Does not stack with the original shadow path.

Tier 6


Never-Ending Night - Increase the duration of Shadow Strike and Consume Light's healing reduction to 4 seconds, and the duration of Wave of Darkness' shadow path to 6 seconds.
Piercing Talons - Shadow Strike deals bonus damage to heroes equal to 2% of their maximum health, plus 1% for each unlit Candle on the battlefield.
Devour Light - Increase the healing from Consume Light to 75% of damage dealt, and 10% of The Darkness' maximum health for each Candle put out.

Tier 7


Chain Gang - If Nether Chain hits a hero not currently affected by Nether Chain, it can be cast again for free within 1.5 seconds. This effect is repeatable.
Legion of Shadows - Increase the health of Darkspawn by 50% and their duration to 15 seconds. Darkspawn can be recast on a Darkspawn to teleport The Darkness to it.
Cursed Candle - One of the Candles deployed by Awakened will be cursed, preventing it from ever being lit.
Hopeless - Whenever an enemy hero has a total of 100% reduced healing from The Darkness' abilities, they take damage equal to 5% of their maximum health every 1 second.

Changelog

v1.1
-Added talents
-Nerfed The Darkness' base stats some to make up for his trait
-Slight changes to how Candles work
-Made it possible to toggle Dormant so that it does not deactivate when entering combat with a hero

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