Wilfred Fizzlebang by Konf

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Wilfred Fizzlebang

By: Konf
Last Updated: May 26, 2017
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Wilfred Fizzlebang

Master Summoner

Wilfred Fizzlebang is a ranged specialist. He’s supposed to be extremely squishy while in lane (but also very annoying), therefore heavily relying on his trait and certain mobility talents to survive. His specialist game play revolves around charging his heroic ability, which similarly to Ragnaros’ passive brings out a raid boss – Lord Jaraxxus - but this time anywhere on the map. His whole point is to be ineffective in a lane, but give your team a power spike when contesting an objective.

The main design goal for certain talent tiers (L4 and L13) was to provide a trade-off between being a more impactful character throughout the majority of the game while outside of his heroic form, or focus entirely on the latter.

Ritual of Summoning would take a considerate amount of time to charge (think about average time of 2 minutes or even longer if he’s countered and not given an opportunity to spam his abilities).

Combat Trait

1
Soul Conduit

20% of the damage you deal is granted to you as Shields for 8 seconds, stacking up to 35% of your maximum Health.

2
Towering Presence

Lord Jarraxxus has 15 Armor, reducing all incoming damage by 15%, but he cannot be healed by any means other than his own abilities.


Basic attacks against enemy heroes restore 5% of total Health.


Abilities restore 2.5% of total Health each time they do damage.

Primary Abilities

1
Shadow Bolt

Launch a shadowy bolt at an enemy, dealing X damage.


Cooldown: 2 seconds.

2
Implosion

Launch a fel bolt at an enemy, which deals X damage and splits into four Wild Imps upon impact. Wild Imps deal Y damage per second and last 5 seconds.


Cooldown: 12 seconds.

3
Mortal Coil

Fear an enemy hero for 1.5 seconds and restore 20% of your maximum health. Your Movement Speed is increased by 30% while the fear is active.


Cooldown: 25 seconds.

4
Ritual of Summoning

Become immune and commence a ritual. After 2 seconds, summon a fearsome “Doomguard”, binding it to your will for 15 seconds. This Ability is slowly charged over time by dealing damage to enemies with Basic Attacks and Abilities.

Secondary Abilities

1
Fel Fireball

Launch a fel blast at an enemy, dealing X damage immediately and Y damage over 2 seconds.


Cooldown: 4 seconds.

2
Fel Lightning

Strike an enemy hero with fel energy, dealing X damage and slowing them by 30%, decaying over 2 seconds. After 2 seconds, lightning jumps to a nearby enemy hero, up to a maximum of three. Prioritises unique targets.


Cooldown: 6 seconds.

3
Inferno!

After 1.25 seconds, summon an Infernal from the sky, dealing X damage and stunning all enemies within Y yards. Infernal lasts for 7 seconds and has an incineration aura, burning all nearby enemies for Z damage per second.


Cooldown: 15 seconds.

Heroic Abilities

1
Incinerate Flesh

Place a curse on an enemy hero, which absorbs X healing. After 4 seconds the enemy will take Y damage, unless the curse has been out-healed.


Cooldown: 60 seconds.

2
Oblivion!

Summon an aura around you, which deals % Health damage per second to all affected enemy heroes and heals you for the amount of damage dealt.


Cooldown: 60 seconds.

Talents



Level 1

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