Tichondrius [WIP] by Warlockami

0 Votes
Rating Pending

Tichondrius [WIP]

By: Warlockami
Last Updated: Aug 21, 2017
Quick Share

Tichondrius [WIP]

the Darkener

Tichondrius is the leader of the nathrezim of the Burning Legion, under the command of Kil'jaeden and Archimonde. A powerful and cunning Dreadlord, Tichondrius served as an envoy of the Legion's will to Arthas Menethil as the Scourge prepared to summon the Legion to Azeroth. Tichondrius, along with the other Dreadlords, commanded the Scourge during the invasion of Kalimdor. Tichondrius later met his end in battle against the empowered Demon hunter Illidan Stormrage.


In Game Statistics and Role
Health 1,858 (+4.0%)
Regen 3.87 (+0.250)
Mana 500 (+10)
Regen 3.00 (+0.85)
Atk Speed 1.1 per second
Damage 142 (+4.0%)

Tichondrius is not a multiclass hero so much as he is a sort of hybrid between an assassin and a support. While he does not have raw healing potential to rival Lt. Morales or Lucio, his strength lies in a team composition featuring hard hitting auto attackers like Raynor, Valla, or Samuro. Vampiric Aura allows his teammates to stay in the fight longer, while Tichondrius himself sows discord and pain in the enemy ranks.

Combat Trait

1
Vampiric Aura
Passively causes heroes within 4 range (including Tichondrius) to heal for 15% of the Basic Attack damage dealt to their primary target.

Primary Abilities

1
Carrion Swarm
Mana Cost: 85
Cooldown: 7

Deal 225 (+3% per level) damage to all targets in a cone.
2
Sleep
Mana Cost: 75
Cooldown: 24

Puts a target enemy unit to sleep for 5 seconds. Any amount of damage dealt by a hero, building, or neutral source will wake the unit.
3
Carrion Plague
Mana Cost: 60
Cooldown: 13

Deals 184 (+2.5% per level) damage over 4 seconds to target unit. Tichondrius's Basic Attacks against afflicted targets slow the target by 15% for 2 seconds, stacking up to three times.

If the plagued target dies while afflicted by Carrion Plague, the plague spreads to a nearby enemy unit, refreshing the duration.

Heroic Abilities

1
Inferno
Mana Cost: 140
Cooldown: 150 Seconds

After a short delay, summon an Infernal at the target area, stunning all enemy units within for 1.25 seconds when the infernal lands. The infernal lasts 45 seconds and will attack nearby enemy units, prioritizing heroes. You may activate this ability again to focus the infernal on a new target.

The infernal has a little less health and attack than Nazeebo's gargantuan, but has a permanent immolation aura, dealing damage to nearby enemies.
2
Feast of Blood
Mana Cost: 120
Cooldown: 90

Lower target hero's Armor by 15 for 5 seconds, increasing all damage taken by 15%. During this time, healing from Vampiric Aura is increased by 400% for all units that attack the target.

Level 1 Talents

Vampiric Thralls:
Vampiric Aura applies to minions, mercenaries, and summons within the aura. This effect can be toggled on and off.

Revel in the Hunt:
Quest: Every minion killed near you adds 0.2% movement speed, and Takedowns add 0.5% movement speed to Vampiric Aura.
Reward: Upon gaining 20% movement speed, Vampiric Aura also increases attack speed by 10%.
Maximum movement speed increase of 20%.

Malicious Aura:
Units affected by Vampiric Aura also heal for 15% of Ability Damage dealt.

Regenerative Aura:
Quest: Gathering regeneration globes causes Vampiric Aura to increase affected heroes' health regeneration by 1 per second.
Reward: After gathering 20 globes, Vampiric Aura's healing is increased by an additional 10%.

Level 4 Talents

Ravenous Swarm:
Quest: Kill enemy Heroes and minions within 1 second of being hit by Carrion Swarm.
Rewards: Enemy Heroes that die increase its damage by 5.
Rewards: Enemy minions that die increase its damage by 1.
Maximum damage bonus of 250.

Dire Swarm:
Increase the length and width of Carrion Swarm by 40%.

Night Terrors:
Quest: Put enemy Heroes to sleep.
Rewards: After putting enemy Heroes to sleep for 30 seconds, Sleep deals 35 (+3.5% per level) damage to the target each second. This damage does not wake the unit.
Rewards: After putting enemy Heroes to sleep for 60 seconds, when Sleep ends, the unit is silenced for 1.5 seconds.
Rewards: After putting enemy Heroes to sleep for 90 seconds, sleeping units lose 25 Armor, taking 25% increased damage. This lasts for 1 second after waking.
Rewards: After putting enemy Heroes to sleep for 120 seconds, Sleep gains a second charge, with a 1.5 second cooldown between uses. (Charges have their own cooldown, and are not returned at the same time).

Plaguebringer:
Whenever Carrion Plague spreads to a unit, increase Tichondrius's basic attack damage by 10% for 3 seconds, stacking up to five times.

Level 7 Talents

Hibernation:
Sleep can be cast on allied Heroes, healing them for 4% of their maximum HP every second they remain asleep.

Carrier:
If there are no enemy units in range when a unit affected by Carrion Plague dies, the plague will attempt to spread onto an allied target, dealing no damage. After the plague's duration ends, it will spread to a nearby enemy unit if one is within range. Allied Heroes carrying the plague recharge basic ability cooldowns 50% faster.

Symbiotic Swarm:
Carrion Swarm removes most negative effects from allied Heroes in its area, and makes them Unstoppable for 1 second.

Level 10 Talents

Inferno and Feast of Blood, above

Level 13 Talents

Endless Swarm:
When Carrion Swarm hits a unit affected by Carrion Plague, reduce the cooldown of Carrion Swarm by 5 seconds.

Maneater:
Takedowns restore 30% of Tichondrius's maximum HP over 10 seconds.

:

Nightmare:
After Sleep ends, summon an illusion of the Hero that attacks nearby enemy units, prioritizing heroes. The illusion has 20% of the unit's maximum HP and deals 20% of the unit's damage, increasing the HP and damage by an additional 20% each second the target remains asleep.

Level 16 Talents

Comatose:
Sleep's duration is halved, but stuns the target for the duration, and no longer breaks upon taking damage.

Pandemic:
Carrion Plague now spreads to all enemy units within the area when a plagued unit dies. If a unit is already plagued, the duration is refreshed.

Unending Thirst:
Vampiric Aura's range is now global.

Level 20 Talents

Ritual of Doom:
Inferno summons a Doomguard instead of an Infernal. Doomguard have powerful ranged attacks in addition to their melee damage. (Animation is slightly different for the summon, as the Doomguard appears as opposed to falls from the sky. Doomguard have stronger attacks and more HP than an infernal, and also randomly use a Rain of Fire spell on nearby enemy units, damaging them in waves of fire strikes in a circle, similar to Jaina's Rain of Frost.)

Rain of Chaos:
Inferno now summons two Infernals. The Infernals land in random areas near the targeted area, have 75% of the HP and Damage of normal Infernals, and they can no longer be controlled (They will travel to the nearest lane and then down it, similar to Azmodan Demon Warriors).

Eternal Feast:
Feast of Blood lasts an additional 15 seconds, and the Hero is revealed and can't move faster than 100% move speed.

Alone in the Dark:
Basic Attacks slow the target by 20% for 1 second. If there are no allied heroes within 4 range of the target, Basic Attacks also deal an additional 25% damage. Additionally, Tichondrius no longer appears on the map.

Dark Machinations:
Quest: Each time you get a takedown on an enemy Hero that has been affected by all of Tichondrius's basic ablities within 2 seconds, increase your Spell Power by 3%. This bonus is retroactive.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved