"Prepare yourselves, the bells have tolled! Shelter your weak, your young and your old! Each of you shall pay the final sum. Cry for mercy, the reckoning has come!"
Bio:
The Headless Horseman - Who in his former life was known as Sir Thomas; was once an honorable Knight of the Silver hand whom picked up arms and decided to stand with the Silver Hand as the Scourge swept across Lordaeron. Having told his family to flee; Thomas stayed behind and started working with minimizing the negative outcome which the Scourge had on his homeland and over the next 4 years; fought battle after battle in order to keep the Scourge in check. However; things quickly tok a turn for the worse when Renault Mograine killed his own father with the Asbringer - And by doing so; broke the entirety of the Argent Dawn apart.
As the Argent Dawn broke apart - Thomas refused to give inn and join the Scarlet Crusade in an continued attempt to stave away the Scourge, yet as faith would have it - Bad tidings rarely ever comes with one negative outcome. One day, Thomas and many other of the Scarlet Crusade was led to a town of refugees and was gradually convinced by their commanding officer that the refugees was infected with the plague and as such; they all had to be slaughtered. Thomas tok part in the slaughter which commenced and ended up killing his own family who never made it to leave for Kalimdor all those years back due to a lack of working ships and shipwrights who could fix them. He watched and met the gaze of his own daughter as he delivered a fatal blow; just too late to realize it was her.
Broken and on the brink of losing all control; Thomas was brought back to the Scarlet Monastery where he shortly after arriving, lost control and went mad. Beginning to speak in rhymes and thinking of himself as the only man left alive in a world where everyone around him was dead; Thomas would carry out a multitude of heinous acts - Among them; slaughtering many of his own men during Hallow's End which led to Thomas being beheaded and buried. The burial was carried out by his former commanding officer; Saidan Dathrohan who turned out to be the great Dreadlord Balnazzar in disguise. Using his own blood and fel magics; he raised Thomas back from the dead and gave him his own free will to carry out his only current goal in life; To slay the undead as he was the only one left living.
As the Nexus called upon Thomas - Many believed it to be so that he finally could rest. Still chained to new self; The Headless Horseman. Thomas is made sure to never forget what crimes and heinous acts he has carried out; but with what now seem to be a cleansed mind - The Headless Horseman rides out in the night at the Battlefields of the Nexus, seeking a new purpose in life as he fights like never before.
Role description:
The Headless Horseman takes up the role as a Melee Assassin who specializes in disrupting enemy actions while making sure that somewhat constant damage is always dishes out. His Q ability is the core of his kit and serves as a tool that can me mixed with his W and E abilities to form lethal combos while also serving as a solid damage ability on it's own right that leaves his enemies burning.
Baste stats:
- Base Health: 1902 (+4 % per level)
- Health regen: 3.87 (+4 % per level)
- Mana: 500 (+ 4% per level)
- Mana regen: 3.68 (+ 4% per level)
- Movement speed: 100%
Basic attack:
The Headless Horseman attacks by swinging his sword.
- Base damage 100 (+4 % per level)
- Attack speed 1.3
- Attack range 1.5
Combat Trait
1
D - Headless in the night
Passive: Upon death - your head will leave your body and while waiting for the re-spawn timer to end; you can move your head around the field of battle. Your head is immune to all sources of damage yet it can pick up health-globes in order to reduce the re-spawn timer by 5 seconds. Upon re-spawning; your body will come riding inn from the skies on the Horseman's steed - Effectively causing you to re-spawn mounted at your head's location rather than in the Nexus Home.
Activate: Throw your head toward a select target location. Once the head reaches your marked location; it will stop and begin to spin around you. The head will do 3 full circles around your body before returning. While being tossed forward and spinning around the body; the head will deal 75 (+ 4% per level) damage to anything hostile it strikes. You can also re-activate this Trait (D) when your head is spinning around to to make it flare up, causing it to brun enemies within an area around your head for an additional 178 (+ 4% per level) damage.
Mana: 0 Cooldown - Head-toss: 30 Seconds (Cooldown beings once the head returns).
Cooldown - Head-flare: 3 Seconds.
This ability works pretty much exactly like Fenix's Plasma Cutter (Q) Just to make it easier to understand how the Head moves and reacts to the body of The Headless Horseman being moved.
Targeting: Point target
Properties: Area of Effect, Clamping.
Min range: 1
Max range: 7
Head radius: 0.8
Head flare radius: 3.250
Cycle duration: 2 seconds
Primary Abilities
1
Q - Flaming Swing
Set your sword ablaze and swing it in a frontal cone, causing it to deal 191 (+ 4% per level) damage to all hostile units caught in the swing. Any hostile units stricken will also catch fire, causing them to brun for 30% of the swing's damage over 4 seconds.
The Burn effectcan not be applied to Structures.
Mana: 45 Cooldown: 8 Seconds.
Targeting: Point target
Cast time: Instant
Properties: Area of Effect, Clamping, Damage over Time, Piercing.
Swing direction: Counter-Clockwise
Arc: 180 degrees
Swing Distance: 2.5
2
W - Pumpkin Soldiers
Cause for 3 Pumpkins to spawn in a triangle around you. These pumpkins will remain dormant when grounded and can sustain 10 Basic attacks / ability hits before being destroyed.
Re-activating this ability will up-root the Pumpkins, causing them to become Pumpkin Soldiers. These Pumpkin Soldiers will then start to chase down and attack the nearest hostile unit (Prioritizing heroes) or if no hostile unit is in sight; They will just remain by The Headless Horseman's side until something hostile comes close enough.
Hitting Pumpkins with Flaming Swing (Q) will cause for them to be set ablaze so that they will deal 59 (+ 4% per level) damage to anything hostile near them per second. - This burning aura works both for Grounded and up-rooted Pumpkins.
A Grounded Pumpkinwhich is ablaze will explode if destroyed and deal 257 (+ 4% per level) damage to anything hostile near it.
A Pumpkin Soldierwhich is ablaze will move 20% faster, attacks 15% faster and cause for each basic attack to inflict 23 (+ 4% per level) additional damage.
Pumpkins / Pumpkin Soldiers lasts for 15 seconds (This is a total timer, up-rooting Pumpkins at 14 seconds will only let the Solider last for 1 second).
Mana: 70 Cooldown: 15 Seconds (Cooldown starts once the Pumpkins are spawned. Re-activation ability can be used once within 15 seconds).
Displacement: 3
Pumpkin Soldier Stats: (Scales with 4% per level)
Summon Type: Stationary / Mobile (Condition applies)
Health: 10 Ticks of Damage (Rooted) / 539 (Up rooted)
Basic Attack damage: 27
Attack Speed: 1.00
Attack Range: 1
Movement speed: Base Hero Speed.
Sight radius: 7
Unit radius: 0.9
3
E - Burning Pumpkin
Toss a Burning Pumpkin towards a targeted location. If the Burning Pumpkin hits a hostile hero; it will lodge onto the stricken hero's head and cause for them to become Disoriented, making them wander around without control for 1.5 seconds while they take 89 (+ 4% per level) damage each 0.5 seconds for the duration of the Disorient. While Disoriented; heroes can use abilities but they may missfire.
(Examples;)
AoE abilities: Casting a Flamestrike may cause it to land a totally different place than you intended.
Skill-Shot: Using Snipe will force it to be shot in the direction you currently are facing while disoriented.
Targetive ability: Chain Heal may be cast on the enemy team or an unintended allied target.
If the Burning Pumpkin does not hit a hero and makes contact with the ground, it will detonate and deal 267 (+ 4% per level) damage to anything hostile within it's impact radius.
Striking an enemy hero who has a Burning Pumpkin lodged onto their head with Flaming Swing will cause for the pumpkin to detonate as if it hit the ground, this will then end the disorient effect.
Targeting: Point target
Cast time: Instant
Properties: Area of Effect, Clamping, Damage over Time.
Range: 8
Missile speed: 10
Radius: 2.5
Mana: 50 Cooldown: 9 Seconds.
Heroic Abilities
1
R - Dark Rider
Passive:You can now cast abilities, basic attack and interact with objects while mounted. Sustaining damage and getting crowd controlled no longer dismounts you.
This passive forces your mount to be The Headless Horseman's Steed.
Activate: Do a 360 degreeFlaming Swing.
Targeting: No target
Cast time: Instant
Properties: Area of Effect, Piercing.
Area of Effect: Circle
Radius: 3.5
Mana: 60 Cooldown: 20 Seconds.
2
R - Ringing in Hallow's End
Cause for all hostile heroes who is alive - regardless of where they are on the battlefield; to slowly lose vision each 1 second until they after 3 seconds become completely blind. They will then remain blind for 3 seconds. While blind; hostile heroes will take 25% more damage.
The Headless Horseman and his allies does not gain vision on the hostile heroes who get's blinded by this ability.
Mana: 110 Cooldown: 100 Seconds.
Special Mount
1
Z - Returning to life
When re-spawning. The Headless Horseman will mount up on his trustworthy steed - Yet if you have another mount selected on your loadout; You will mount up on that mount when next you mount up.
This does not count if Dark Rider is your Ultimate.
Talent
Level 1
- No one can stop death:
Upon returning to life, you become Unstoppable for 1.5 seconds. Each tick of damage taken while under this Unstoppable effect will preemptively reduce your next re-spawn timer by 3.5 seconds per tick of damage taken.
- Haunting Presence:
While dead, you can activate your Trait - (D) to do a horrifying pulse which will slow down the movement speed of all hostile units within 3 range by 20% for 2 seconds. Hitting an enemy hero with this will reduce your re-spawn timer by an additional 1 second.
- Treats of Hallow's End - Quest:
Passive: Regeneration Globes now restores 25% more Health and Mana.
Reward: After gathering 20 Regeneration Globes - Cause for Regeneration Globes to restore an additional 10% more Health and Mana in addition to that Globes gathered when dead now reduces your re-spawn time by 8 seconds.
Level 4
- Everlasting Flames:
The Burn effect of Flaming Swing now burns for 60% of the Swing's damage over 6 seconds.
- Sign of Doom:
Pumpkin Soldiersnow spawns 5 Pumpkins, yet only 3 Pumpkins can still be risen as Soldiers; The remaining 2 will always stay grounded, yet they can all till be set ablaze.
- Searing Vision:
Disoriented Heroes will have their vision reduced drastically and may randomly be forced to cast basic abilities while Disoriented.
- Demanding Presence:
Friendly non-Boss Mercenaries near The Headless Horseman deal 50% more damage. Pumpkin Soldiersgains 25 Armor against Minions and Mercenaries and deals 25% more damage to Minions and Mercenaries.
Level 7
- Thorny flail:
Pumpkin Soldiers now deals 50% more damage. This bonus is increased to 75% while they are ablaze.
- Rotting Touch:
Pumpkin Soldiersslows the movement speed of hostile units they attack by 15% for 2.5 seconds.
- Hasty Onslaught:
Each hostile hero hit by Flaming Swing will reduce it's cooldown by 0.5 seconds.
- A Cleansing Fire:
The Burn effect of Flaming Swingcan now set structures on fire and will cause for them to stop shooting for the first 3 seconds of the Burn effect.
Level 10
- Dark Rider
- Ringing in Hallow's End
Level 13
- Pumpkin Dance:
When a Burning Pumpkin makes contact (Be that with a hostile Hero or the Ground) a second Burning Pumpkin will be automatically launched from the previous point of impact and randomly travle toward a new destination within 8 range.
- Harken, Cur:
Increase the Detonation Damage and Damage over Time effects of Burning Pumpkinby 75% and cause for the Damage over Time effect which is active when the Burning Pumpkin is attached to a hostile hero to be radiated around the Disoriented hero; dealing it's damage to anything hostile within 2.5 range.
- Executioner:
Deal 25% more damage to hostile heroes who is under the effect of any Crowd Control.
Level 16
- Unnatural Force:
Flaming Swing launches a burning wavethat travels in the same direction your Swing faced for 10 range. This bruning waveis a replica of the Flaming Swing and will deal the same amount of damage and have the same interactions as an untalented Flaming Swing has.
- From Dusk til Dawn:
Pumpkin Soldiers that dies to damage from hostile heroes or minions will return to Grounded Pumpkin status for 7 seconds. Should they not be destroyed within these 7 seconds, they will up-root themselves again and become Pumpkin Soldiers anew. You can not force these Grounded Pumpkins upbut you can still cause for them to burn.
- A Draining Evening:
The Disorient effect of Burning Pumpkin now lasts for 0.5 seconds longer and any ability used while under it's effect will consume twice the amount of Mana. If an ability is used which does not consume Mana; it will instead instantly cause for the Burning Pumpkin to explode, dealing damage equal to 10% of the target's total maximum health.
This effect can only trigger if the disoriented target WILLINGLY casts an ability and will not proc if the level 4 talent Searing Vision forces them to cast an ability.
- Terror of Hallow's End:
Activate: Empower your next Ability.
Flaming Swing: Reset it's cooldown upon use.
Pumpkin Soldiers: Increase the health and damage of your next set of Pumpkins by 75%
Burning Pumpkin: Consumes no Mana and Double it's toss distance and travle speed.
Cooldown: 50 Seconds.
Level 20
- No Escape:
Getting Crowd Controlled when mounted makes you become unstoppable for 2 seconds after any Crowd Control ends.
- No Rest:
Using Ringing in Hallow's End will cause for any hostile hero who is dead to have their re-spawn timer extended by 10 seconds. The Blindduration is increased by 1 additional second.
- Fate has spoken:
Activate: Activate while dead to immediately respawn but increase your next re-spawn timer by 35%
Cooldown: 180 Seconds.
- Curse of Hallow's End:
While dead: The body of the Headless Horseman will circle above it's Head each 10 seconds, casting down 2 Burning Pumpkins that will land after a short delay within close proximity of the Head.
- The final night:
Call down the terrors of Hallow's end upon a Monster or Vehicle, causing the terrorized Monster or Vehicle to suffer 5% of their total health each second until they die.
Cooldown: Resets after earning credit for 5 total hero kills.
Skin Suggestions
The Headless Horseman's base appearance: (His model is already in-game so)
Alternative Skin Tones: I figured a Fire Red and Purple Flame theme would be in it's place. Perhaps even a Blue Flame variant - Not really all that creative like say a Pink Fire would be but, I just like my flames to be Green, Purple, Blue or Red.
Alternative Skins: I'll be honest and say that I am sort of blank here since any skin given to this guy would have to be of something that can have it's head detached. The best thing that comes to mind would be an alternative skin where The Headless Horseman takes on a Mech / Steam-Punk style; a Machine having it's head detached is not too far fetch'd.
Other concepts & more
I will list here once more of my concepts is made. Some of these concepts may also look familiar but that is because I am also "Rexx" whom has posted some hero concepts on the EU and US side forums for Heroes of the Storm.
This The Headless Horseman concept was originally started in late April 20190 and was finished up by late May 2019.
Other hero concepts I have made: This list is now shortened and only contains my most "recent" concepts as I will begin re-working my older ones. Please see my Profile if you want to see my older and worse concepts. (I currently have a total of 40+ concepts on my Profile)
Thanks - Always liked The Headless Horseman so was about time I made him a concept.
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