Tichondrius by Koetetsu

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Tichondrius

By: Koetetsu
Last Updated: Sep 22, 2017
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Tichondrius

The Darkener

Background: Tichondrius was the leader of the Nathrezim of the Burning Legion, under the command of Kil'jaeden. Playing a pivotal role in ushering the 2nd invasion of the burning legion, Tichondrius is a cunning and merciless agent of the legion.

Health: 2239 (+4%/level)
Mana: 500 (+4%/level)
Attack Damage: 104 (+4%/level)
Attack Range: 1.5
Attack Speed: 1

Design Philosophy: A warrior focused on debilitating and confounding enemies, Tichondrius prefers to lurk in the back line applying all the debuffs at his disposal before finally jumping into the fray to finish off weakened enemies. He is more suited to being an off-tank that supports the front line that brings tactical advantages to his team during team fights depending on the enemy comp or objective.

Combat Trait

1
Vampiric Aura
Ability Key: D
Cooldown: 50 seconds

Tichondrius and nearby (6 range) allied heroes gain 15% lifesteal to their basic attacks. Activating the ability increases the lifesteal bonus to 30% and now applies to ability damage for 5 seconds.

Primary Abilities

1
Carrion Swarm
Ability Key: Q
Mana Cost: 50
Cooldown: 10 seconds

Tichondrius sends out a swarm of bats that flies forward in the targeted direction dealing 125 (+4%/level) damage to all enemies in the swarm's path. The bats also latch onto enemy heroes hit dealing an additional 100 (+4%/level) damage over 4 seconds.
2
Hypnosis
Ability Key: W
Mana Cost: 60
Cooldown: 13 seconds

Hypnotizes a target enemy hero and puts them to sleep after 3 seconds, preventing them from taking any action for 5 seconds. If the target takes damage while asleep, it is immediately awakened. The sleeping enemy cannot be targeted for attack by non-heroic units.
3
Cripple
Ability Key: E
Mana Cost: 65
Cooldown: 15 seconds

Slows a target enemy hero's movement speed by 40%, attack speed by 20%, and damage dealt by 25% for 4 seconds.

Secondary Abilities

1
Carrion Lord
Cooldown: 11 seconds

Teleport to an enemy affected by Carrion Swarm.
2
Demon Gate
Cooldown: 90 seconds

Summons a Demon Gate at a target friendly fort/keep or destroyed enemy fort/keep. After 5 seconds the gate summons summon demons that will travel down the nearest lane and attack enemies. Summons 4 Fel Stalkers and a Doom Guard that lasts until they are destroyed.
While active, the gate can be destroyed by enemy attack.

Demon Gate:
Health: 850 (+4%/level)

Fel Stalkers:
Health: 425 (+4%/level)
Damage: 40 (+4%/level)

Doom Guard:
Health: 1050 (+4%/level)
Damage: 85 (+4%/level)
Abilities:
Cleave - Deals 50% splash damage with each basic attack.
War Stomp - Deals 50 (+4%/level) damage to nearby enemies and stuns them for 1 second. (autocast)
Rain of Fire - Summons 3 waves of fire that deals 85 (+4%/level) damage at the target area. (autocast)

Heroic Abilities

1
Darkening
Ability Key: R
Mana Cost: 100
Cooldown: 80 seconds

After a 0.5 second delay, Obscures the vision of all enemy heroes near Ticondrius for 3 seconds. Reduces vision radius to 2 and silences for 1.5 seconds. Ticondrius gains 20 armor and becomes unstoppable for the duration of the ability.

Upgrade: In Utter Darkness

Enemies are also blinded for the duration and has global range.
2
Inferno
Ability Key: R
Mana Cost: 100
Cooldown: 100 seconds

Calls down an infernal from the sky dealing 100 (+4%/level) damage and stuns enemies in a large area for 1 second. The infernal has permanent immolation that deals 30 (+4%/level) damage per second to nearby enemies and deals 109 (+4%/level) damage per attack. The infernal lasts for 20 seconds. (Can be controlled by the R key)

Upgrade: Rain of Chaos

Calls down 2 infernals.

Talents

Tier 1

Vampirism (Quest): Collecting regeneration globes grants 1 health regeneration up to 30.
Reward: after collecting 30 regen globes increase the range of vampiric aura by 2

Creeping Darkness (W): Enemies near the target are also slowed by 10% and are rooted for 1 second when the target is put to sleep. The slow lasts for 3 seconds.

Fel Swipes (Quest): Land 50 basic attacks against crippled enemies.
Reward: Tichondrius' basic attacks against crippled targets now deal 50% more damage and deal 35% splash damage.

Tier 2

Vampire Bats (Q): heals Tichondrius by 24 (+4%/level) health for every enemy hero hit by Carrion Swarm.

Bat Shield (Q): Bats can now latch onto allies and grants them 20 armor for 4 seconds.

Blood Frenzy (Trait): Activating Vampiric Aura increases Ticondrius' movement and attack speed by 25% for its duration. Heroic takedowns reset the duration of the effect.

Tier 3

Nightmare (W): A sleeping enemy loses 2% of its maximum health per second while asleep. If it is awoken while asleep it will take 5% of its maximum health in damage but gain 40% movement speed for 3 seconds.

Dream Eater (W): Tichondrius is healed by 40 (+4%/level) per second for each sleeping enemy.

Decrepify (E): Cripple now reduces spell armor by 15% for the duration. If Tichondrius deals basic attack damage to the target, the duration is refreshed and reduces spell armor by an additional 10%.

Tier 4 (See Heroic Abilities)

Tier 5

Drain Vitality (Trait): Each time Tichondrius or an ally steals life from an enemy hero, the cooldown of Vampiric aura's active effect is reduced by 0.5 seconds.

Dark Awakening (W): Enemies are blinded for 3 seconds after awakening from sleep.

Agony (E): Crippled enemies are stunned for 0.5 seconds when taking spell damage. Cannot happen more than once per second.

Tier 7

Carrion Lord (Active): Activate to teleport to a target affected by Carrion Swarm. If it is an enemy immediately strike them with a basic attack.

Blood Curse (Trait): Vampiric Aura now affects nearby enemies when activated. Enemies take damage equal to 30% of all damage they deal for the duration of the ability.

Contagion (E): If an enemy dies while crippled, the curse immediately transfers to a nearby enemy hero. If there are no available targets, cripple's cooldown is reduced by 50% and its mana cost is refunded.

Tier 8

Impending Doom (See Heroic Abilities)

Rain of Chaos (See Heroic Abilities)

Demon Gate: Summons a demon gate at a target Fort or Keep. Summons 4 Fel Stalkers and a Doom guard after a 5 second delay.

Night Haunter: Hypnosis now affects all enemy heroes near the target.

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XraYY | September 21, 2017 12:06am
Interesting Hero Idia! But some changes have to be done. Your Demon Gate is to Powerfull, make the change that the enemies can destroy it while it is spawning minions. Your Hypnosis and Marked for Doom is broken. Hypnosis over 3 sec ? Lets be fair and make it up for 1.5. 6 secounds stun is op. set it down to 4. And the most broken talent: Marked for Doom. 10 secounds silence? Its like putting a hero in a Teamfight out. Uther for example cant heal when you engage then. Remove the sielence or make it a 5 secound silience at max!
1
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Koetetsu (4) | September 22, 2017 5:12am
Thanks for your feedback. Below are my replies:
- The demon gate can be destroyed but was not explicitly stated, I have now updated it.
- Hypnosis puts a target to sleep after 3 seconds giving the target some room to get to a safe spot before sleeping. I think 5 seconds should be enough since the enemy has room for counterplay. This is now clearly stated in the description.
- Isolation is the primary purpose of Doom. I do admit that it is OP after reviewing it again and so I will lower the duration and damage.
edit: I've decided to make an entirely new ultimate for him. He already has an isolation ability with hypnosis so I'll just make him blind the whole enemy team.
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