Verick by Vitali

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Verick

By: Vitali
Last Updated: Oct 13, 2021
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Verick

The Radiant Duelist

Verick is the son of Raena, the Lady of Thorns, and the Dragon Knight, making him the Prince of King's Crest. Verick and his sister Delia sealed the Dragon Knight away within a statue in the middle of Dragon Shire, taking up the fight against Queen Nightshade to protect the kingdom from her infestation. When the Raven Lord attacked King's Crest, Verick and Delia combined their powers to awaken the Dragon Knight. However, the Raven Lord was able to possess him and instead defeated the two.

Now robbed of his powers and the singularity that held his realm together, Verick, his sister Delia, and the Raven Court upstart Orphea, work together to forge an alliance that may help them rebuild their ravaged lands.

Verick is a Melee Assassin who is an excellent duelist that requires careful positioning and can dance around his opponents. When his sister Delia is present on the battlefield, he may gain bonuses.

Delia, The Luminous Vanguard - Hero Concept:
https://www.heroesfire.com/hots/concept/delia-12031

Base Stats
Health : 2100
Health Regen : 4.48
Mana : 500
Attack Damage : 130
Attack Range : 1.2
Attack Speed : 1.25

Change Log:
13/10/2021
1. Changed R1 to be more streamlined
2. Changed E ability
3. Revamped talents
4. Added description for abilities
5. Changed Trait to be less loaded

1. Changed his Q and E to be more distinct; Q no longer deals damage.
2. Increased the mana cost of his W and E
3. Changed the way Grand Arena works; enemies have to accept his challenge to enter the arena. Verick can only choose by himself if no enemy accepts it.

Combat Trait

1
D - Duelist's Mark
Cooldown: 25 seconds
Verick challenges an enemy hero and applies Duelist's Mark on them. Verick's Basic Attacks against Marked enemies Heal him for 25% of the damage dealt and every 4th Basic Attack against Marked Hero deals an additional 30% bonus damage. If the Marked Hero dies, immediately heals Verick for 20% of his maximum health.

Passive - Children of The Thorns
When Delia is present and alive on the battleground, Verick's Hearthstone channel is reduced to 5 seconds. Additionally, Verick and Delia may use each other's Hearthstone.

Verick's main way of self-sustain and what makes him excellent against single target opponents. The passive component only works if Delia is picked alongside Verick on the same team. I purposefully made the passive bonus minor so that he's not too dependent on Delia. The range of this ability is around 6.5 and the mark is visible only to Verick and his marked target.

Primary Abilities

1
Q - En Garde
Cooldown: 8 seconds/charge
Mana: 25
Charges: 3
Verick dashes a short distance in a targeted direction, refreshing and empowering his next Basic Attack for 1.5 seconds. Empowered Basic Attacks gain 2.3 increased Attack Range. If all 3 charges of En Garde are used within 2 seconds, the third En Garde will Empower the next Basic Attack to hit twice.

This is Verick's main mobility tool. The dash is roughly 75% of Tracer's Blink. Casting it will immediately refresh his AA timer and empower the next Basic Attack by increasing its range, allowing Verick to damage enemies from relative safety and dance around his opponent. If all 3 charges are used in quick succession, his 3rd En Garde will the next AA to ALSO hit 2 times on top of the range increase.
2
W - Perfect Riposte
Cooldown: 13 seconds
Mana: 70
Channel to become Protected for 1.75 seconds. After this ends, Verick's next Basic Attack deals an additional spell damage equal to 30% of the damage prevented, up to a maximum of 250 bonus damage.

This is a mobile channeled ability like Genji's Deflect. It's straightforward. You become protected and at the end, you deal bonus Spell damage on your next AA for a % of the damage absorbed up to a maximum.
3
E - Solar Flare
Cooldown: 10 seconds
Mana: 50
Verick dashes forward a short distance and deals 140 damage in an arc in front of him. Enemies at the edge of this arc take 25% additional damage and are Blinded for 1 second.

The dash is around half of Valeera's Sinister Strike and the arc area is around Xul's W AA. The edge's thickness is around Zul'Jin's W width. This ability is best used from afar since the bonus is found on the edge of it.

Heroic Abilities

1
R1 - Grand Arena
Cooldown: 70 seconds
Mana: 80
Verick throws his sword forward, hitting the first enemy Hero hit and dashing towards them. Enemy heroes hit are applied with Duelist's Mark and an Arena is created underneath them that lasts for 9 seconds. While inside the arena, Verick gains 20% Movement Speed. Hitting enemy Heroes affected by Duelist's Mark with Basic Attacks permanently increases Verick's damage from all sources by 3% up to a maximum of 12% per Arena. Lose 6% of this bonus upon death.

The Arena will disappear if either Verick or the Marked Hero leaves its radius or is killed. If Verick or the Marked hero leaves prematurely, they will take 324 damage.

The Area is around 80% of Yrel's Sacred Ground and is visible to both teams. Casting this on a target applied Verick's D which removes all previously applied D if they were on a different target. The damage increase is permanent but can be lost upon death so Verick still needs to be careful. This starts off small but becomes very scary in the late game. The ability's first component is a skill-shot. The range is around 7, the width, and the projectile speed are the same as Sylvanas's Mind Control. When it hits an enemy hero, Verick dashes (gaining unstoppable) towards the hit hero and stopping 50% of the radius of the Arena. Verick will take damage if he leaves the arena prematurely, but won't lose stacks. The enemy will also take damage if they choose to run away.
2
R2 - Fury of the Sun
Cooldown:70
Mana: 70
Verick calls upon the power of the Sun, gaining 100% increased Attack Speed for 5 seconds. During this time, Verick's Basic Attacks ignore Armor.
Passive: Verick deals 20 damage per second to nearby enemies, increased by 100% for 3 seconds when Verick lands his 4th Basic Attacks.

Pretty straightforward ability. Activate to signifcantly increase his Attack Speed for a short period of time. The passive component is there to spice things up a bit. It gives more upfront value than the other one but makes him vulnerable to anti-AA defenses until at least 20.

Level 1

Q - Ballestra
En Garde deals 100 damage to the first enemy Hero hit.
Quest: Hit 25 Enemy Heroes with En Garde.
Reward: Increase the range of En Garde by 15%.

W - Advanced Riposte
Increase the duration of Perfect Riposte by 1 second, but reduce the damage bonus to 20% of the damage prevented.

AA - Pret:

Level 4

Trait - Invigorating Strikes
Increase the healing of Basic Attacks against Marked Heroes to 35% of the damage dealt. Basic Attacks reduces the cooldown of Duelist's Challenge by 1 second.

E - Dyson Blade
Solar Flare heals Verick for 12 per enemy hit. Hitting enemy Heroes heals for an additional 25% of the damage dealt.

Passive - Dawnbringer Vitality
Basic Attacks against non-heroes heals for 15% of the damage dealt. Increase the duration of Regeneration Globes by 100%. Basic Attacks against Heroes refresh this duration.

Level 7

Q - Appel
Enemies hit by all Basic Attacks empowered by En Garde are Stunned for 0.5 seconds. Increased to 1 second for Marked enemies.

W - Masterful Bladework
Each instance of damage reduces the cooldown of Perfect Riposte by 0.75 seconds, up to a maximum of 8 seconds, and return 3 mana, up to a maximum of 30 mana.

E - Unstable Star
Increase the damage bonus of Solar Flare's edge to 50%. Each enemy Hero hit by Solar Flare reduces its cooldown by 0.75 seconds. Doubled when hit by the edge.

Active - Pret: Sabre
Cooldown: 20 seconds
Activate to switch your weapon into the Saber for 6 seconds, cleaving in an arc in front and dealing 75% bonus damage to Minions and Mercenaries. Only 1 weapon may be active at a time.

Level 13

W - Disarm Opposition
The next Basic Attack against an enemy Hero after Perfect Riposte ends reduces their damage by 80% for 2 seconds.

E - Solar Wind
Increase the Blind duration of Solar Flare by 1 second. Hitting heroes with Solar Flare Slows them by 20% for 1.5 seconds.

Active - Imposing Radiance
Cooldown: 30 seconds
Every 8 seconds, Verick gains 50 Physical Armor against the next Heroic Basic Attack, stacking 2 times. Activate to Blind nearby enemies for 0.75 seconds.

Level 16

Trait - Sunkiller
Basic Attacks against enemy Heroes deal an additional 2% of their maximum health.
Basic Attacks against Marked heroes deal an additional 5% of their maximum health.

Q - Dance of the Duelist
Basic Attacks reduces the cooldown of En Garde by 0.5 seconds

E - Blazing Advance
Solar Flare grants 25% Movement Speed for 2 seconds. Solar Flare hits a second time for 50% damage.

Active - Pret: Foil
Cooldown:25 seconds
Activate to switch your weapon to a Foil, causing your next Basic Attacks within 7 seconds to deal 25% increased damage against Slowed, Silenced, Rooted, or Stunned enemies. Only 1 weapon may be active at a time

Level 20

R1 - Eternal Challenger
Damage bonus increase per Arena no longer has a maximum. If Marked Heroes die while Grand Arena is active, recast automatically for free at the nearest enemy Hero's location.

R2 - Solar Storm
Verick's 3rd Basic Attacks during Fury of the Sun also ignore Blinds. Additionally, Basic Attacks against heroes increase the duration of Fury of the Sun by 0.2 seconds, doubled against Marked Heroes.

Q - Attack Compos

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FidgetingFly (2) | June 10, 2021 8:44am
As interesting an idea as it is, I don't think that giving a hero benefits when a different, completely separate hero is on the same team is a good idea. If balanced for both heroes, it would make him too weak when played without Delia (and vice versa). But if balanced for play with one hero, it would make him too powerful when played with Delia (and again, vice versa). It would probably end up being Cho'Gall, but with two moving heroes instead of one.
1
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Vitali | June 18, 2021 5:31am
I see what you mean, and it's a similar sentiment shared by other readers, so I tried to make the passive bonus very minor; only shortening their Hearthstone channels, which hopefully won't affect them as much and give them more independence in being drafted/chosen. However, I left the level 20 talents for both of them there with minor adjustments so that the team who picks them together can gain a reward if they manage to obtain level 20, but they need to talent into it. Thanks for reading!
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