The Troll Batrider is a siege focused hero with a small health pool meant for 'hit-and-run' style assaults. Because he is so siege focused, the Troll Batrider does not have the same flight mechanic as Falstad; if he did his ability to backdoor keeps or merely hop from lane to lane taking down towers would be no fun to play against. Instead (as a means to solve his always mounted movement issue and his survivability with such a small health pool) his trait called "Troll Regeneration" gradually amps up his movement speed to be consistent with other hero's mounted speed.
On a cosmetic note I decided to have it so the Batrider's auto attack comes from his bat shooting out small waves of sound. I feel this provides more flavor for the bat than just being a mount and really emphasizes the power of the Batrider's Liquid Fire bombs being a special ability instead of being visually similar to his basic attack.
I hope for the Troll Batrider to come across as a high-risk/high-reward type of hero. He has a small health pool, but various means of escape. However his escapes are a little more complex than average and as such I feel the difference between a skilled Batrider player and an average one would be impressive. Take a listen to the Troll Batrider's lines from Warcraft 3 if you've never heard them. I think his personality as a sort of crazed demolitionist would fit into the HotS roster well.
Combat Trait
1
Troll Regeneration
After not taking damage for 1 second, your movement speed and health regeneration increases by 8% per second for 5 seconds. These bonuses remain until the next time you take damage.
Primary Abilities
1
Liquid Fire
Lob a vial of Liquid Fire at the target location that will explode, dealing damage over time to targets in the area for 3 seconds. Deals double damage to non-heroic units and structures. Enemies that are already taking damage from Liquid Fire take 25% increased damage from subsequent Liquid Fires. 3 charges on a 6 second cooldown.
2
Dive Bomb
Swoop in an arc (roughly the same size and shape as Leoric's Skeletal Swing), dropping 5 small cluster bombs along your path that explode after 1 second. These bombs provide a 0.5 second stacking stun (i.e. if the enemy is standing between 2 bombs they are stunned for 1 second). 12 second cooldown.
3
Echolocation
Launch a slow moving ring of sound that moves in a line and lasts for 3 seconds. While within the radius of Echolocation the Batrider cannot be damaged. 15 second cooldown.
Heroic Abilities
1
Unstable Concoction
Explode after a 3 second delay, dealing damage to all nearby enemies equal to two times your remaining health and dealing damage to yourself equal to 90% of your remaining health.
If you are killed within 5 seconds of Unstable Concoction's explosion then the experience you award to the other team and your death timer are both reduced by 20% per enemy hero you hit with Unstable Concoction. 90 second cooldown.
2
Dire Bat
Increase your attack speed, maximum health, and damage by 25% for 10 seconds. While Dire Bat is active you cannot lose stacks of Troll Regeneration. Each ability you cast while under the effects of Dire Bat increases the duration of Dire Bat by 1 second. 40 second cooldown.
Special Mount
1
Batrider
The Troll Batrider cannot use regular mounts and instead relies on his passive ability to gradually increase his movement speed up to mounted speed.
Talents
Level 1: Voodoo Victuals: Permanently gain 0.5 health regeneration per stack of Troll Regeneration you have when you pick up a health globe. Ammo No Mo': Liquid Flame destroys 1 ammo every time it deals damage to a structure. Sticky Flame: Liquid Fire sticks to enemies even after they've left the area, burning them over 3 seconds. Rapid Regeneration: Reduces the time between gaining a stack of Troll Regeneration to 0.75 seconds.
Level 4: Fire And Forget: Increases the duration of Liquid Fire to 4 seconds and increases its radius by 25%. We Be Listenin': Echolocation provides vision of nearby cloaked units. Mojo: Increase the health regeneration bonus from Troll Regeneration to 16% per second. Vampire Bat: Basic attacks against structures provide you with a shield equal to 30% of the damage they do.
Level 7: First Aid: Activate to heal 35% of your max health over 6 seconds. Structure Busta': Structures hit by Liquid Fire burn for 6 seconds. Duskwing: Batrider cloaks while Dive Bombing and remains cloaked for 1 second afterwards. Fire It Up Mon: Dive Bomb restores 1 charge of Liquid Fire if it stuns a hero.
Level 10: Unstable Concoction: Explode after a 3 second delay, dealing damage to all nearby enemies equal to two times your remaining health and dealing damage to yourself equal to 90% of your remaining health. Dire Bat: Increase your attack speed, maximum health, and damage by 25% for 10 seconds. While Dire Bat is active you cannot lose stacks of Troll Regeneration. Each ability you cast while under the effects of Dire Bat increases the duration of Dire Bat by 1 second. 40 second cooldown. Level 13: Darkspear Special: Liquid Fire will now bounce, causing a second Liquid Fire to be launched from first's impact point. This second Liquid Fire has 25% of the range and is 50% smaller. Tuned Up: For 2 seconds after leaving Echolocation damage against you does not reset your Troll Regeneration. Big Boomers: Increases the radius of cluster bomb's explosions by 50%. Guano Then Gone-O: Batrider drops 1 cluster bomb every 0.5 seconds for 1.5 seconds after using Dive Bomb.
Level 16: Momentum: Increases the range of Liquid Fire by an amount equal to your movement speed bonus from Troll Regeneration. Speed Of Sound: Echolocation will match the Batrider's speed while he is with its radius. Echo Isles: After Echolocation expires it splits into 3 new Echolocations that are 50% smaller and stationary (they are arranged in a sort of triangle shape). These smaller Echos last 3 seconds. Shockwave: Reduce the cooldown of Echolocation by 1 second for each enemy hero stunned by Dive Bomb.
Level 20:
Da Ends Justify Da Means: Unstable Concoction now essentially turns the Batrider into a homing missile, making him unstoppable and able to launch himself at a specific target enemy hero at rapid speeds, killing himself and the target. The Batrider provides full experience to the enemy if he dies this way. En Fuego, Baby: Your auto attacks become Liquid Fires while under the effect of Dire Bat. Fire Bombs: Liquid Fires drop 3 cluster bombs upon impact. Bolt Of The Storm: Activate to teleport to a nearby location.
"I just miss the cooldowns and resource (if there is any) spent with any ability"
Not sure what you mean by this. The cooldowns are listed on each ability and he just uses mana, if that's what you're asking.
EDIT: Ooooh are you asking about the mana cost of his abilities? I never list stuff like that. People end up focusing on small details and replying with "His Q costs too much mana, this concept will never work". I don't think you need to fine tune something like that in a concept; broad strokes.
Nice idea! I like the trait stacks a lot, seems like a nice way to "mount up" and heal. I just miss the cooldowns and resource (if there is any) spent with any ability.
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Not sure what you mean by this. The cooldowns are listed on each ability and he just uses mana, if that's what you're asking.
EDIT: Ooooh are you asking about the mana cost of his abilities? I never list stuff like that. People end up focusing on small details and replying with "His Q costs too much mana, this concept will never work". I don't think you need to fine tune something like that in a concept; broad strokes.