Totem master (kit not hero) by Rilakkuma

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Totem master (kit not hero)

By: Rilakkuma
Created: Aug 25, 2017
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Totem master (kit not hero)

The totem master

Master of totems
How I came up with this heroes kit was one day I was watching a streamer and they said "well there are more way to do damage then to heal damage." And I agree, but I'm always up for a challenge. I started come up with idea's, and one of the things I thought of was a memory of play wow being a shaman with a fortress of totems. Well Reghar has a the earth totem what about all the other totems.

Combat Trait

1
Totem's
Instead of mana you have the use of totems. Totems last until picked up, destroyed, or hero's death. If totems are destroyed they take 5sec until they return to you. At level 1 you have two totems, you gain an extra totem at 4,7,13,16,and if talented. Totems effects are based on game time to avoid bursting damage/healing. Your totem pick up and put down range is 1-2 units (unless it is talented). Your totems do not have a CD.
2
Orginal idea
The thought was that your totem had a long CD and based on how many totems you had out increased your totem CD reduction by 1 for each totem. I was think "we have battle momentum when heroes attack/ when heroes pick up scrap but not when you had to defend what you place down to keep the cd's low. But as I thought about it I wanted to see someone that had to chose between which totem to place out. If you place out too many water totems you wouldn't have enough for a lava totem. If you place out too many Lava totems you wont be able to see that gank coming. You would just place all your totems in a bush just so you can CD your heroic and that didn't seem like fun.

Primary Abilities

1
Lava totem
Every odd game sec totem will send a wave of fire damaging enemies for (100-150?)
Passive: Stores up a charge (from 100 to 500 damage) that increases the next initial heal from the water totem by 50% of the charge.
1 totem cost

Lava totems do not reveal location they are placed.
2
Air totem
Will reveal location in line of site of totem. Does not reveal stealth.
1 totem cost
3
Water totem
Every even game sec totem sends out a wave healing allied heroes for 150.
1 totem cost

Heroic Abilities

1
Totem recall.
Recall all totems on the field and lower the CD of all your allied heroes abilities by 1 sec per totem recalled.
Passive for every totem you have out lower the CD by 1 sec.
120 SEC CD
2
Totem Jutsue
Trade places with any totem on the field. Increases your maximum totem count by 2.
15 sec CD

Talent teir 1

Option 1 "I see you": For every 10 sec you see an enemy hero with air totems increase the effective range of totems by .01.

Option 2 "Long live the totems": For every 1000 siege damage that you do gain a stack of totem life. 1 totem life increases the health of your totems by 30, increases the damage that of lava totem does to heroes by 1%, and increases healing by water totem by .5% of heroes maximum health poll.

Option 3 "were did that come from": For every 500 healing you do increase the range that you are able to place your totems.

(Now notice how I have been saying totems and not abilities. Anything that effects one totem, effects all totems including any totem abilities you pick up).

TALENT TEIR 2

Option 1 "two totems, one... totem?" your air totems cost .5 totems.

Option 2 "More power" increase the charge that you receive from lava totems damage by 300%.

Option 3 "Wall totem" The size of your and health of your totem is increased by 100% and your alleys can by pass your totems but your totems can now be seen from bushes.

Option 4 "Come at me" Your Flame totem pulls enemies towards it.

I want to place placement totem here but I'm not sure what to put on this teir and what I can take away.

TALENT TEIR 3

Option 1 "No heal for you" Place a totem that reduces enemy healing/shielding received by 50%.
1 totem cost 20 sec CD lasts 4 sec

Option 2 "What was that" Place a totem that provides 50 spell armor.
1 totem cost CD 30 sec lasts 15 sec

Option 3 "Seeing the wind" Your air totems can now see stealth.

Option 4 "Smoke totem" Place a totem that proves a cover from vision against enemy heroes outside the range.
1 totem cost 30 CD lasts 30

I didn't go for a physical armor totem because that is just a copy of earth alley.

HEROIC TOTEM RECALL

When I first thought of this hero it was before lucio was announced and I had originally thought of recalling all your totems to gain a shield based how many totems you recalled. But that was also when they were still based on mana. The thought was you worked to get your totem count high while still trying to manage your mana. And then when the fight goes down your pop totem recall shielding for a large amount for 4-5 sec but you scarified the placement of your totems. As I wanted to see less heroes based on mana it turned into a large aoe heal for a % of everyone health. I also had the thought of making it to where every time an allied hero is hit by it their health increases permanently. But I know cho'gall's health poll is already insane so you would have to go giant killer just to deal with this ult. But then I had the thought of making it reduce the the cd on allied heroes abilities. Just think about it, "**** we just spent all our abilities and we didn't kill anyone. Well fine then lets try this again." Or "I just missed a Stiches hook, reset."

TOTEM JUSTSU

When I thought of this ult it was in the way of your enemy is not going walk into your lava totem's for free (never lucky), and they are not going to let you walk up to them and walk away. So you place a lava totem you run up to the enemy, swap places with your totem getting charges for it. Spend your charges on a big heal for your team. Or you can soak on one side of the map trying to stack for your "long live the totem and jump down to your team just like Zagara... But we already have BW so maybe there should be a range on that.

TALENT TEIR 5

Option 1 "Cleanse totem" Place a totem that cleanses all allied heroes in range.
1 totem cost. 60 sec cd. lasts 4 sec

Option 2 "Reaching far" Place a totem that increase the range of abilities of allied heroes by 50%
1 totem cost. 30 sec CD last 20sec

Option 3 "Wind rush" Your air totem increase your allied heroes movement speed by 60%

Option 4 "More totems" Reduce all your CD's by 4 sec and increas the number of totems by 3

I know what you are saying "An aoe cleanse that would just be too broken" but think about it. You can cleanse a mosh pit and your a God. But if you cleanse a flame strike then you just burn one of the few CD this hero will has... dumb butt (try not to be reported I'm sorry).

TALENT TEIR 6

Option 1 "Power totem" Place a totem that increase the ability power of allied heroes and restores 10 mana a sec.
1totem cost 30 sec CD lasts 20 sec

Option 2 "Faster Stronger Further" Place a totem that increase the attack range and speed of Allied heroes.
1 totem cost 10 sec CD Lasts 8 sec

Option 3 "Taking to long" Place a totem that the reduces time reduction on enemy heroes CD's
1 totem cost 10 Sec cd lasts 6 sec

HERO STORM TALENTS AND STUFF

"Total recall the squeal" Reduce all abilities CD by 10% per totem recalled.

"Shadow clone totem justsu" when you swap places with a lava totem it will become a copy of you and head towards Enemies heroes while still preforming the effects of your totem. When you swap places with a water totem with will target and fallow the closes allied hero. When you swap places with a air totem it will reveal the area for the next 20 sec.

"Double the trouble double the fun" Totem's effects now stack

"Storm shield totem" Place a totem that shields for alleys for 20 every sec for 4 sec
1 totem cost 90 sec cd

Suggestions

We could make this hero amazing or we could end up in a universe where we have to pair up with Jim lanenor to blow up Theramore before Dread Lord Jaina destroyed the murlock home world. Where we have to be putting on a clinic... putting on a clinic... putting on a clinic, now drop the bomb. Or not I'm not your supervisor.

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