The Dealer by QusaTalma

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The Dealer

By: QusaTalma
Last Updated: Aug 23, 2015
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The Dealer

Hand of Fate

Combat Trait

1
Deck of Fate
Instead of mana, this hero has a deck of cards called The Deck of Fate.

The Deck of Fate has 4 suits: Hearts (Damage Resistance), Clubs (Basic Attack Damage), Diamonds (Movement Speed), and Spades (Ability Power).
Each of the suits has 10 different values: -5%, -4%, -3%, -2%, -1%, +1%, +2%, +3%, +4%, +5%.
For a grand total of 40 Cards.

Draw a Card[D]
Cost: 1 Card
Cooldown: 5 seconds
Put a Card from your Deck of Fate into your hand on the action bar (1-5) so long as you have fewer than 5 cards in your hand and your Deck of Fate has at least 1 card.

Primary Abilities

1
Play a Card
Play a Card[1, 2, 3, 4, or 5]
Cost: The Card in your Hand
Cooldown: 1 second

Apply a positive effect to a friendly target or a negative effect to an enemy target, the effect lasts for 3 seconds. The card used is put into the Discard Pile.
2
Discard Hand
Discard Hand[Q]
Cost: All the Cards in your Hand
Cooldown: 20 seconds

All of the cards in your Hand are put into the discard pile. After a short delay, all of the enemy targets in the target area receive the negative effects of all of the discarded cards at once, for 2 seconds.
3
Shuffle
Shuffle[W]
Cost: None
Cooldown: 30 seconds

Channel for 2 seconds, the cooldown doesn't start until channeling is finished. After channeling is finished shuffle all of the cards in your Hand and in the Discard Pile into your Deck of Fate.
4
Stack the Deck
Stack the Deck[E]
Cost: All the Cards in your Hand
Cooldown: 15 seconds

Put all of the cards in your hand at the bottom of the Deck of Fate. Give target allied Hero 5 (+10 / lvl) health for each card put into the deck this way.

Heroic Abilities

1
The House Always Wins
The House Always Wins[R]
Cost: None
Cooldown: 120 seconds

All of your basic abilities are disabled while this heroic is active. Immediately draw five cards into your hand, cards may be played without any cooldown, and instead of having a positive or negative effect on the card, this is now determined by allegiance of the target. Positive effects on friendly targets, negative effects on enemies.
New cards are drawn instantly after each card is played, this effect ends when you have no more cards in your hand or the ability is canceled.
2
The Hand of Fate
The Hand of Fate[R]
Cost: None
Charge Cooldown: 20 seconds
Charges: 2

When activated, all of the cards in your hand have their value multiplied by 5. The card's value returns to normal after it's put back into the Deck of Fate, or put into the Discard Pile. This effect does not stack on cards that already under this effect.

Talents

Level 1:

I Wanted That:
Every time you play a card with a value of 5 or higher, there is a 20% chance that the card will remain in your hand, instead of being discarded.

Double Stacked:
Every time you Stack the Deck, put half as many cards from the bottom of your Discard Pile on top of your Deck as you moved from your hand to the bottom of your Deck, rounded down.

Mulligan:
After you finished Shuffling, immediately draw up to your maximum hand size.

Healing Ward:
Cooldown: 60 seconds
Activate to place a ward on the ground that heals allies in an area for 1.95% of their max Health every second for 10 seconds.


Level 4:

Know when to Fold:
Every time you take damage, the cooldown on Discard Hand is reduced by 1 second.

Never Count your Chips at the Table:
As long as you have taken or dealt damage in the last 5 seconds, when you run out of cards in your Deck, you may draw them from the bottom of your Discard Pile.

Keep 'em Coming:
Instead of manually drawing a card, you now automatically draw two new cards every 5 seconds. If your Hand is full, the remaining cards are put in the Discard Pile.

Cards in Hand:
Any time you play a card, it's value is increased by 1 for every other card in your hand. This effect can only occur once every 5 seconds.

Level 7:

Run of Bad Luck:
Each time you play a card with a negative value, gain a stack of Bad Luck up to a maximum of five stacks. At five stacks of Bad Luck, draw the card with the lowest value for free from your Deck, and remove all of the stacks of Bad Luck.

Running Out of Luck:
Each time you play a card with an absolute value of 5% gain a stack of Bad Luck up to a maximum of five stacks, and discard the card in your hand with the lowest absolute value without playing it. At five stacks of Bad Luck, immediately discard all of the cards in you hand and draw the cards with the highest maximum value from your deck up to your maximum hand size.

Run of Good Luck:
Each time you play a card with a positive value, gain a stack of Good Luck up to a maximum of five stacks. At five stacks of Good Luck, draw the card with the highest value for free from your Deck, and remove all of the stacks of Good Luck.

Saving Up your Luck:
Each time you play a card with an absolute value less than 3% you gain a stack of Good Luck up to a maximum of five stacks. The next card you play with an absolute value greater than 3%, it's value is magnified by 1 for each stack of Luck.


Level 10:

The House Always Wins:
Cost: None
Cooldown: 120 seconds
All of your basic abilities are disabled while this heroic is active. Immediately draw five cards into your hand, cards may be played without any cooldown, and instead of having a positive or negative effect on the card, this is now determined by allegiance of the target. Positive effects on friendly targets, negative effects on enemies.
New cards are drawn instantly after each card is played, this effect ends when you have no more cards in your hand or the ability is canceled.

The Hand of Fate:
Cost: None
Charge Cooldown: 20 seconds
Charges: 2
When activated, all of the cards in your hand have their value multiplied by 5. The cards' values returns to normal after they're put back into the Deck of Fate, or put into the Discard Pile. This effect does not stack on cards that already under this effect.


Level 13:

Low Straight:
Each time you play a card with a value of 1% the next 4 cards you draw will have the values 2%, 3%, 4%, and 5%, in that order, skipping card values that aren't in your Deck.

High Flush:
Each time you play a card with a value of 5%, up to the next 3 cards you draw will have the same suit as that card, so long as those cards are in your Deck.

Pairs:
Any time you play a card, also play every card in your hand that has a matching value on random nearby targets, only the card you played is discarded.

Sets:
Any time you play a card, also play every card in your hand that has a matching suit on the same target.


Level 16:

Deal me In:
Drawing a card reduces the cooldown for drawing a card by 1 second, down to a minimum of 1 second, for the next 10 seconds.

Let it Play Out:
Playing a card reduces the cooldown of drawing another card to 2 seconds for the next card drawn. This effect does not stack.

All In:
Cooldown: 30 seconds
Drawing the last card in your Deck plays every card in your hand for free at random nearby targets without discarding them.

One Last Card:
Playing the last card in your hand also plays the card on top of your deck.


Level 20:

Baby Needs a New Pair of Shoes:
Ultimate Upgrade
Every time a Hero is killed, ally or enemy, the cooldown on this ability is reduced by 20 seconds.

An Extra Hand:
Ultimate Upgrade
Increase the number of charges on this ability by 1, and reduce the charge cooldown by 5 seconds.

Jackpot:
Every time an enemy hero dies while under the effect of a card, that card has it's base value set to -5% until the next time it's played.

Hail Mary:
Every time an allied hero dies while under the effect of a card, that card has it's base value permanently set to 10%.

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1
[-]
QusaTalma | August 27, 2015 9:42pm
Thanks for the input, feel free to let me know if the changes I put in seem like enough of a nerf.
1
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TheHereticOne (10) | August 24, 2015 1:24pm
This sounds VERY interesting.

The two things that will be game breaking are the ultimates, after a rapid inspection of the talents -- 5 take downs nearby your hero and you can play your VERY strong ultimate? Woah woah woah... woah... woah... Maybe limit this to 1 time per ultimate cooldown?

your second ultimate is just very strong all around, adding an extra charge and reducing even further the cooldown... seems too strong. It's even more op than Johanna's haircut -- and that cut needs a serious nerf.
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