The Unclean One by Vic1ouS

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The Unclean One

By: Vic1ouS
Last Updated: Jan 22, 2017
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The Unclean One

Resilient Zerg defiler

"The unclean ones" are a special elite strain of Zerg Defilers (similar to how Torrasque is an elite strain for Ultralisks) that have near endless capabilities of map control and very game-changing spells at their disposal

Basic Stats:

1920 + 4% per level HP
15 physical armor
Basic Attack Damage = 30 + 4% per level [this effect can be empowered by Consume effect]
Attack Range = 3 [Same as Locust of Swarmhost/Abathur, 1 less than Roach]

Strengths and Weaknesses (weakness of each strength put as sub-bullet with w)

1. Attacks that apply a very strong parasitic effect vs high HP targets
--w. Initially abysmal attack damage
2. High basic spell armor allows it to survive in it's somewhat (suicide missions) at times
--w. Survivability spells have a moderate-big CD, so have to carefully choose engagements
3. Decent split-pushing when repeatedly using consume
--w. In order to gain some decent carefully chosen basic-attack damage have to choose consume carefully, not spam
4. Ability to share taken damage (including redirecting some of it in cruicial moments onto chosen opponents)
--w. Relatively low cast range therefore has to carefully choose the effect
5. Somewhat reasonable escape arsenal
--w. But has relatively high CD
6. Very strong and game-changing AoE Heroic spells
--w. High CD both of them

How things Work:

Consume: Normally the Consume effect of the Defiler is to regain mana back from BW, instead what I did is not give him mana and rely completely on CD, and the Consume in return give 2 benefits:

1 = Reduce CD of other basic abilities (which are quite moderately high on CD)
2 = Temporarily gain basic attack bonus damage (so can AA minions to waveclear, not that it doesn't have waveclear, it has the Bioacidic ooze ability in order to do that as well as Consume has multiple charges to push lanes when consuming stuff, this is more about just before entering in a battle or an ending to a near-boss engagement in order to give it decent auto-attacks)

Parasitic Glands: The main effect of this ability is to "tick" one charge of the Plague onto an auto-attacked opponent, Defiler's attacks alone aren't strong enough to justify the effect itself, but if paired with a hero that can "surgically" remove HP from a targetted opponent = the Defiler's Parasite effect is used to making sure that the target stays injured for a longer time and it's HP can go only down from there instead of getting healed back

Latching Lunge: this ability is primarily first and foremost the most noticeable teamfight ability - it's effect is either "removing a target" in battle, furthermore making the opponents make a decision whether they ignore their main damage dealer being muted (or blind, same thing, not able to attack) during the battle or instead try target the Defiler down but doing so hurting even more their ally hero that was the victim of the attack. OR - lunge onto an ally to share a high burst of incoming damage which initially gets reduced with the carapace amount you currently have. The visual being something like a Leech, the Defiler being placed ON TOP of it's victim and "paralyzing" it (or when used on friendly heroes it's animation looking more like a protective torso wrap instead)

Bioacidic ooze: would probably be something like a smaller/lane-clear version of Stitches's ultimate, only this one instead is primarily used for waveclear as opposed to game-change teamfights (though paired with a strong heal over time can make quite a noticeable difference in the battle as well)

The heroic abilities / ultimate: BOTH "Plague" and "Swarm Cloud" are already known to the community members that know the unit from Broodwar in all of it's gamechanging potential and glory heh :D

Combat Trait

1
Parasitic Glands
[Passive] Defiler's basic attacks are by default negligible, BUT they have a VERY STRONG effect which cause target's Maximum HP threshold to lower percentually with each attack substantially for a certain amount of time.

[Threshold reduction per hit = 2.5% Max HP, duration = 14 seconds, each attack refreshes the duration of the effect]

[Usage = use on tanks with high HP to cause their max HP to be drastically lowered ideally just before rotating towards an objective, for example - hit that Muradin of the opponent's like 8 times = he'll have 20% less maximum HP for the majority of the next battle (if not even the whole battle). The ally healers won't be able to heal him beyond that amount = any excess HP will drastically fall down over few seconds of the parasite threshold % unless having the parasite cleansed, however they CAN use shields that increase the target's max HP.]

Primary Abilities

1
Consume
[Q] Consume any non-heroic unit basic lane minion or any other non-heroic non-mechanical target (minion, merc, summon, boss) which has less than 1000HP. Consuming target instantly reduces CD the other two basic abilities by 2 seconds and increases Defiler's basic attack damage relatively to the target consumed (2x of the basic attack of the target consumed) for 10 seconds. Attacking a nearby opponent hero refreshes the AA bonus duration (so in that way the Consume AA bonus can stack)

[CD = 4 sec, has 3 charges]

[Usage = start off with lane minions, this can be used as main pushing power of the Defiler which near instantly can reduce/consume 3 of opponent's minions on each lane but the AA bonus should be carefully planned, for example keep a charge of Consume when about to last-hit a boss which would obviously give the Defiler the biggest bonus of consume he could get]
2
Latching Lunge
[W] Defiler jumps/lunges and attaches it's tentacle-like body onto another hero (ally or foe) to a certain benefit. This effect gives the Defiler an instant armor of 25 and causes him and the latched target to share their damage taken (50% each) but applies mute (target affected cannot do basic attacks) to the target latched. Refreshes duration of Parasitic Glands when used on opponents

[CD = 12, cast-range = 4, duration = up to 5 seconds or if Defiler takes heavy damage of 30% of it's max HP]

[Usage = insta-shield an ally from a major amount of incoming damage over a short period of time and release right after, or mute attacks of a specific target of the opponent (say Sgt. Hammer) in cruicial battle]
3
Bioacidic ooze
[E] Activate to start dropping ooze leaving a trail of ooze on the ground which will damage and slow opponents standing on it with a stacking DoT effect slightly, while massively amplifying all the HP-regen effects that you're currently taking

[CD = 12 sec, duration of ooze dropping = 3 sec, ooze duration = 6 sec, regen-amplifier = 8x, DoT = 24 + 4% per level per tick, 4 ticks per second]

[Usage = main survivability/sustain tool of the Defiler, but paired with a ticking HP gain such as for example a healing ward nearby or a DoT heal on itself such as recently picked up regen globe, the defiler will gain MASSIVE regen influx, while also creating a stacking DoT onto the opponents making them somewhat reluctant to step on it]

Heroic Abilities

1
Plague
[R1] After a wind-up of 0.75 seconds launch a massive blob of parasitic fluids onto a target location which will stick onto all opponents caught and cause Parasitic Gland effect to stack up to all targets hit for 4 ticks per second up to 4 seconds. Your primary "Parasitic Glands" effect will be doubled by both amount and duration to targets affected by Plague

[CD = 100, AoE radius = 3.25, cast range = 6]
2
Swarm Cloud
[R2] Activate to place a protective cloud on a target area which will cause targets inside gain a 25% armor and an additional 50% physical armor for targets that are attacking into targets from outside of it.

[CD = 60, AoE = 3, cast-range = 9, duration = 5 sec]

Special Mount

1
Tunneling Claws
[Z] Activate to Burrow and move with an increased movement speed (but careful you still take damage) underground for up to 5 seconds

[CD = 45 sec, movement speed bonus = 30%]

[Usage = surprise/engaging tool when combined with some of other utility of his or his allies, or most-obvious survivability/relocation/escape.]

TALENTS

Tier 1:

[D] Pulsing Glands: Range of attack is stackable/increased per Parasitic Gland stack [0.25 per attack] on target attacked. However = this effect reduces the strength of the Parasitic Glands effect by 25% [2% instead of 2.5% max HP]
[Q] Consumable life: Consume grants the Defiler 3% of consumed Target's life to his Max HP, BUT doing so increases CD of consume by 2 sec and the bonus life gained is halved on each death.
[W] Collecting biomass : Quest: Each hero takedown while Defiler is Latched on it's victim reduces CD of Latching Lunge by 1 second. Reward: After doing 5 takedowns this way gain baseline bonus basic attack as 60 (+ 30 per level after quest is completed)
[Z] Biotunnel: Allows Defiler to use Bioacidic ooze while underground

Tier 2:

[Q] Fed carapace Consuming a target gives the Defiler 1 charge of 50% physical attack block for the next 10 seconds
[W] Latch & grab: Latching onto opponent causes a life-leech effect of feeding the Defiler of 25% of it's max HP over 4 sec
[W] Adrenaline transfer: Latching onto an ally hero gives them a movement speed surge of 40% fading over 2 seconds, latching onto an opponent does slowing of 40% fading over 2 instead

Tier 3:

[D] Durable Parasite: Parasitic Gland stacks over a target that has over 4 stacks active gain increased duration buff by 2 additional seconds each
[D] Leeching Glands: Parasitic Glands now heal the Defiler back for half the threshold HP reduction effect
[Q] Greater Consume: Defiler gains a 4th charge of Consume
[Q] Fast Food: Consume's CD reduction of basic abilities is now increased by 2 seconds (up to 4 per consume instead of 2)

Tier 4:
[See heroics]

Tier 5:

[Passive] Metasynaptic Node: Passive: Defiler now gains a passive effect which reduces his CDs based on missing health up to 50%. [Active]: Activate to lose all bonus attack damage but gain 15% armor for each currently active consume stack for 4 seconds (CD = 60 sec)
[E] No evaporation: Bioacidic ooze effect becomes permanent and lasts in place until the Defiler decides to reposition it again. However effect increases the CD of Bioacidic ooze by 10 seconds
[E] Slimy ooze: While Bioacidic ooze is active the defiler gains a 20% increased movement speed

Tier 6:

[W] Bioacidic nutrition: While on Bioacidic ooze Defiler's range of cast for Latching Lunge is increased 100%, in addition when latched onto a target it's armor is increased by additional 25 (making it up to 50 instead of 25)
[Passive] Rock the boat: While moving onto ground covered by Bioacidic ooze the Defiler now rolls into a ball whose movement slightly nudges targets or knock them back
[E] Dense biomass: Increase the Bioacidic ooze slow and damaging effect by 30%

Tier 7:

[Q] Devour Titans: Consume can be now used on Heroes and kill them if they're below 500HP and gain quite a significant bonuses of doing that, or if not then damage them for 200HP with each charge of Consume without any gain of the Consume effect
[R1] Relentless infect Targets affected by Plague now are also vulnerable and each takedown of a target infected by Plague reduces it's CD by 25
[R1] Benign Swarm Increases cast range of Swarm Cloud by 400% and gains 2 charges
[Z] Where did it go: Reduces CD of Tunneling Claws of Defiler by 15 sec as well as immediately refreshes all basic abilities when reemmerging on surface

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