The Kurken by Forrest

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The Kurken

By: Forrest
Last Updated: Feb 16, 2018
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The Kurken

IS LURKIN'

Strong, ferocious, and mysterious. The Kurken is the terror of Azuremyst isle, and for good reason. Though not much about his past is known, the strange magical energy that the Exodar brought with it mixed with the magics of the inhabiting Wildkin created a beast unlike any other.

Harnessing the strength and durability of a Core Hound, but also possessing the powers and magic of a Wildkin, The Kurken joins the Nexus with one goal. Lurk about, and take unquestionable vengeance upon those that would attempt to hunt him for his hide.

Combat Trait

1
Molten Invigoration
Every 4th combat action (basic attacks, spells) from the Kurken gives him a temporary burst of 10% movement speed and 10% attack speed, and causes him to gain 5 armour for the duration.

This effect lasts 8 seconds and can stack up to 10 times.

Primary Abilities

1
Double Bite
The Kurken prepares his fangs, and causes his next 2 basic attacks to be empowered.

The first bite deals 5% of the enemy's HP in additional damage, the second bite deals the same amount, and also slows the enemy by 30% for 2 seconds.

Every 2nd basic attack reduces the cooldown of this ability by .2 seconds.
2
Double Breath
For the next 3 seconds, The Kurken starts exhaling a blue frost-fire from his mouths in a cone in front of him.

After 3 seconds, both of the Kurken's heads exhale a final burst of flame, which has 20% farther reach, and leaves a damage-over-time effect on all enemies.
3
Rupturing Howl
The Kurken unleashes a bellowing howl around him, causing every unique combat action to count as (2) for Molten Invigoration. Additionally, Rupturing Howl reduces the armour of hero units by 10.

Heroic Abilities

1
Ancient Hysteria
The Kurken taps into his ancient primal abilities, growing in size and instantly gaining 25 armour, and increased damage output by 20%. Additionally, every combat action (basic attack, ability use) triggers an additional stack of Molten Invigoration. This effectively doubles his stack-gaining speed of his trait.

Additionally, nearby allies also are empowered by the hysteria, and get 20% bonus attack speed if within 10 units of the Kurken, and 20% movement speed if within 50 units.
2
Azuremyst Takedown
The Kurken's claws glow with empowered Azuremyst energies. After a brief and distinct howl (casting period), the Kurken's enemies within 50 units are revealed. The Kurken can lunge to them, stunning them for 1.5 seconds and dealing a large amount of damage. Upon landing, the Kurken's basic abilities have their cooldowns refreshed.

Special Mount

1
Wolf-Ancient Instincts
The Kurken's large size disables him from mounting up. If out of combat for at least 4 seconds, The Kurken starts running, gradually increasing move speed by 2% per second, up to a cap of 30%. This bonus vanishes immediately upon being hit by anything apart from minion attacks.

LEVEL 1 TALENTS - DEFENSIVE

Molten Hide: Upon being hit by a basic attack, burn the enemy for 3% of their total HP

Azure Spellhide: Upon being hit by a spell, heal for 3% of your total HP over 5 seconds

Block: Upon completion of Double Bite, be granted with a stack of Block, which will reduce the next incoming basic attack by 50%. This effect can stack up to 3 times.

LEVEL 4 TALENTS - SUSTAIN AND NON-HEROIC POWER

Feast for Prey: Your basic attacks and abilities deal 50% additional damage to Mercenaries and Bosses.

Prey on the Weak: Rupturing Howl reduces the HP of all minion units by 60% for 4 seconds.

Fearsome Chomp: Double Bite's second bite now heals you for 50% the damage it deals.

LEVEL 7 TALENTS - ABILITY AMPLIFICATION

Strong Lungs: Double Breath's first phase happens 1.5 seconds faster, however the damage-over-time effect ticks 40% slower.

Lock Jaw: Double Bite's second chomp now roots the enemy for 1 second before applying the slow.

Penetrating Soundwaves: Rupturing Howl now deals immediate aoe damage around The Kurken upon casting

LEVEL 10 TALENTS - HEROIC ABILITIES

ANCIENT HYSTERIA: The Kurken taps into his ancient primal abilities, growing in size and instantly gaining 25 armour, and increased damage output by 20%. Additionally, every combat action (basic attack, ability use) triggers an additional stack of Molten Invigoration. This effectively doubles his stack-gaining speed of his trait.

Additionally, nearby allies also are empowered by the hysteria, and get 20% bonus attack speed if within 10 units of the Kurken, and 20% movement speed if within 50 units.

AZUREMYST TAKEDOWN: The Kurken's claws glow with empowered Azuremyst energies. After a brief and distinct howl (casting period), the Kurken's enemies within 50 units are revealed. The Kurken can lunge to them, stunning them for 1.5 seconds and dealing a large amount of damage. Upon landing, the Kurken's basic abilities have their cooldowns refreshed.

LEVEL 13 TALENTS - MISCELLANEOUS

Strengthened Hide: Upon casting Rupturing Howl, The Kurken gains a shield proportionate to his Molten Invigoration stacks.

Follow Through: The Basic attack following any ability is increased in damage by 40%.

Vampiric Flames: The damage-over-time effect from Double Breath now heals The Kurken for 50% of the amount.

LEVEL 16 TALENTS - POWER SPIKE

Icy Burn: Double Breath leaves frosty flame on the ground after its second burst. (Like Dragon Knight Q but smaller).

Triple-bite: Double Bite now has a 3rd bite that functions exactly like the first.

Immeasurable Fortitude: Molten Invigoration now only grants Spell Armour, but using Rupturing Howl grants 50% Life steal and spell vamp for 6 seconds.

LEVEL 20 - STORM TALENTS

Mass Hysteria (Ancient Hysteria): The ally movement speed benefits of Ancient Hysteria are now global. Additionally, gain maximum stacks of Molten Invigoration upon casting.

In For The Kill (Azuremyst Takedown): Lunging range is doubled and landing damage is now a 2-unit AOE claw swipe.

Stampede: Wolf-Ancient Instincts now grants 10% move speed per second, and persists for 2 seconds after entering combat.

Double Flame: The Kurken's basic attacks become frostfire flames, having 4.5 unit range, additionally, Double Breath's range is increased by 50% and slows for 30%.

Azuremyst Leech: The Kurken's basic attacks deal an additional 1% of the target's HP, and heal for 60% of the total damage

Gameplay philosphy

The Kurken's role serves as a Bruiser, and as such is best associated as a Warrior. Though he is not a solo-tank, he makes an exceptional front line bruiser, among the likes of Sonya and Artanis. Thanks to his trait, his increased combat efforts pay off with more durability and movement/attack speed. This means healers can keep him alive, and when he reaches maximum trait stacks, he has the potential to be a durable and deadly front line powerhouse.

Depending on build path, The Kurken's talents allow him to serve his team as a Mage-Bruiser, amplifying the power of his spells, and acting closer to a burst assassin, or a basic attack-Bruiser, focusing on frequently activating his trait and becoming a durable damage threat.

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