Tichondrius is a Melee Warcraft Support, a malicious support who encourages aggression
Difficulty: Medium
Tichondrius is largely based off the Dreadlord WC3 Unit, where they acted as psuedo support through Vampiric Aura but also takes inspiration from his Nighthold Boss fight. He possess very good in combat sustain for both him and his allies but he doesnt really have a way to recover health if there isnt any action going on. He can also further increase the value him and allies get from his trait with Tainted Blood and the armor reduction from Carrion Swarm.
Strengths
-AoE
-High damage pairings
-Crowd Control
Weakness
-Mobility
-Susceptible to Burst
-Out of combat recovery
STATISTICS
1987 Health
1 attacks per second
93 Damage
For comparison Uther is
2156 Health
1 attacks per second
81 Damage
Additional Notes: -Tichondrius uses mounts similiar to Azmodan and Zagara
Combat Trait
1
D-Vampiric Aura
Passive
Allies near Tichondrius are healed for 12.5% of the damage they deal. Tichondrius gains double the benefit
-Radius as shown
Primary Abilities
1
Q-Carrion Swarm
4 Second Cooldown
Cone Projectile
Passive: Dealing damage with basic attacks marks enemies for 6 seconds.
Active: Send a Carrion Swarm at each enemy afflicted with the Mark, dealing 79 damage. Can hit multiple times.
-Carrion swarm is a cone shapped projectile from Tichondrius's body, so enemies who stack with the mark can be hit multiple times
2
W- Tainted Blood
15 Second Cooldown
Point and Click
Target an enemy non-structure, increasing the effect of Vampiric Aura against them by 100% for 3 seconds.
If the target dies, all allies nearby are healed for 782
3
E- Cloud of Hypnosis
300 Second Cooldown
Targeted AoE
After a short delay, summon down a large Infernal, which deals 216 damage and stuns enemies for 1 second upon impact to enemies
The Infernal will fixate on the nearest enemy hero, slowly moving towards them. Lasts for 6 seconds and burns nearby enemies for 49 damage a second
Damaging enemy heroes with Carrion swarm will reduce the cooldown by 20 seconds
-Has a very large health pool so focusing it down in the heat of battle isnt optimal.
-Longest basic CD in the game. Basically hitting 15 heroes with carrion swarm will refresh it entirely, its to ensure its not for pve and aslong as you are fighting it will be up frequently
Heroic Abilities
1
R1-Echos of the Void
100 Second Cooldown
AoE pulse
Tichondrius becomes unstoppable and calls on the void, inflicting 112 damage around him every second for 5 seconds. Getting a takedown while channeling will refresh the duration.
Tichondrius can still use other abilities while channeling
-Radius is same as trait
Storm Talent- The damage of each tick is increased by 15%, stacking forever or until the cast ends.
2
R2- Dreadlords Guile
80 Second Cooldown
Point and Click
Take on the image of the targeted enemy hero, gaining their abilities for 10 seconds with 50% cooldown recovery. Vampiric Aura is still active.
Reverse version of Ultimate evolustion. Can still die during it however. Does not copy health.
Storm Talent- Increase the cooldown recovery to 100% and increase the duration by 5 seconds
Kinda iffy on the idea. I do like that its a support dreadlord instead of a specialist(Vampiric aura is just begging for one to be labeled a support), his ults seem a little underwhelming, and i'm not a big fan of another support having a baseline armor reduction(as that was pretty much tyrande's main standout feature). One ult is a rather generic 'damage field around hero', and the other one seems almost disappointing to how famous the dreadlord infernal ult was back in warcraft 3. Maybe if the storm talent let the infernal move around, it would fit better.
well for the first ult its from his nighthold boss fight
4:09, its mean to be kinda of a zoning ult similiar to brightwing but instead of the knockback it just does large damage. I also wanted both ults to be about aoe just in different fashions.
I am thinking about making one of his moves similiar to carrion plague instead of a simple carrion swarm. Thats where he marks players and then sends out a carrion swarm to each player in a line. So if say 5 players have the mark, and they stack, they get hit 5 times each but if they are spread they only get hit once (or however many players overlap the swarm cast.)
I was also considering that for the infernal itself. I imagined it as a gaint zoning ult where its kinda like sindragosa, but instead of disabling structures, its a giant health pool meatshield so while its doing large aoe burning damage around it, its also eating tower and keep shots and such. But since both of you guys mentioned my first iteration of the spell i will probally go back to making the infernal move, probally just make it fixate on the nearest hero in range.
The armor reduction idea came from i wanted something to support his trait but also different from the W. I might do that but with the Carrion Plague thing I said instead of Carrion Swarm.
Originally i had sleep as an ult but infernal as a basic ability but they seemed better swapped.
Love it... But, I think that the storm talent for Summon Infernal should allow it to follow enemies around in a small area (similarly to naz golem). This would add a lot of zoning potential in conjunction with the AOE damage.
Other than that, great concept. Well Done!
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4:09, its mean to be kinda of a zoning ult similiar to brightwing but instead of the knockback it just does large damage. I also wanted both ults to be about aoe just in different fashions.
I am thinking about making one of his moves similiar to carrion plague instead of a simple carrion swarm. Thats where he marks players and then sends out a carrion swarm to each player in a line. So if say 5 players have the mark, and they stack, they get hit 5 times each but if they are spread they only get hit once (or however many players overlap the swarm cast.)
I was also considering that for the infernal itself. I imagined it as a gaint zoning ult where its kinda like sindragosa, but instead of disabling structures, its a giant health pool meatshield so while its doing large aoe burning damage around it, its also eating tower and keep shots and such. But since both of you guys mentioned my first iteration of the spell i will probally go back to making the infernal move, probally just make it fixate on the nearest hero in range.
The armor reduction idea came from i wanted something to support his trait but also different from the W. I might do that but with the Carrion Plague thing I said instead of Carrion Swarm.
Originally i had sleep as an ult but infernal as a basic ability but they seemed better swapped.
Other than that, great concept. Well Done!