Wilfred Fizzlebang by ShasVa

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Wilfred Fizzlebang

By: ShasVa
Last Updated: Jul 14, 2018
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Wilfred Fizzlebang

Master Demonologist

Once slain by the Eredar Lord Jarraxus, Wilfred Fizzlebang returns to life within the Nexus.

Base Stats

    Attack Type: Ranged
    Health: 985
    Health Regen: 3.105
    Resource: 500 Mana
    Armour: 0
    Attack Speed: 1.0
    Attack Range: 55
    Attack Damage: 80

Combat Trait

1
Demonbolts
Basic attacks deal 1.5% more damage per every demon minion that you have summoned.

Primary Abilities

1
Hand of Doom
Calls down a meteor of fel energy, dealing 60 (+4% per level) damage to enemies in the target area, and summoning 3 Wild Imps that attack for 40 (+4% per level) damage. Wild Imps last 12 seconds.
    Cost: 60 Mana
    Cooldown: 6 seconds
2
Summon Dreadstalkers
Summons a pair of Dreadstalkers to attack the target in melee, dealing 120 (+4% per level) damage over 6 secs.
    Cost: 70 Mana
    Cooldown: 8 seconds
3
Summon Bilescourge Bomber
Summons a Bilescourge to bombard the target path 3 times, dealing 80 (+4% per level) damage per hit.
    Cost: 85 Mana
    Cooldown: 10 seconds

Secondary Abilities

1
Summon Felhunter
Summons a Felhunter that can silences the target enemy Hero for 3 sec.
    Cost: 80 Mana
    Cooldown: 12 seconds
2
Summon Succubus
Summons a Succubus that can charm enemy minions and heroes into fighting for you for 3 sec.
    Cost: 90 Mana
    Cooldown: 24 seconds
3
Summon Observer
Summons an Observer that attacks enemies in a target area for 70 (+4% per level) damage every 0.5 seconds for 10 seconds.
    Cost: 100 Mana
    Cooldown: 30 seconds

Heroic Abilities

1
Summon Doomguard
Summons a Doomguard at your current location. When summoned, it slows all enemies in the area by 50% for 2.5 seconds, and deals 90 (+4% per level) damage to its nearest target, prioritizing enemy Heroes. Only one Heroic Ability demon can be summoned at any time.
    Cost: 120 Mana
    Cooldown: 60 seconds
    The Doomguard can be Ordered to attack enemy units by pressing "R".
2
Summon Infernal
Summons an Infernal at the target location. When summoned, it stuns all enemies in the area for 2.5 seconds, and deals 90 (+4% per level) damage to all enemies in melee range, prioritizing enemy Heroes. Only one Heroic Ability demon can be summoned at any time.
    Cost: 120 Mana
    Cooldown: 60 seconds
    The Infernal can be Ordered to attack enemy units by pressing "R".
3
Summon Pit Lord
Summons a giant Pit Lord that marches along the current lane for 18 seconds. Deals 120 (+4% per level) damage to all enemies in front of it, prioritizing enemy Heroes and Structures. Only one Heroic Ability demon can be summoned at any time.
    Cost: 160 Mana
    Cooldown: 90 seconds
    The Pit Lord can be Ordered to attack enemy units by pressing "R".

Tier 1 Talents

Piercing Bolts
Wild Imps' attacks pierce through non-Hero enemies.

Wildfire
Wild Imps restore 1% of your maximum mana when they attack.

Shadowflame
Wild Imps' burn enemies for 30% of their damage over 3 sec.

Tier 4 Talents

Dreadlash
When summoned, Dreadstalkers hit all enemy units near their initial target for 20% of their damage.

Dread Riders
Dreadstalkers also spawns a pair of Wild Imps that accompany them.

Shadow Fangs
Dreadstalkers also slow their target's Movement Speed by 50% for 2.5 seconds when they attack.

Tier 7 Talents

Bombing Run
Bilescourge Bomber travels back along the target path, but does 30% less damage on that second flight.

Explosive Fel
Increases the radius of Bilescourge Bomber by 100% and the damage inflicted by 50%.

Saturation
Bilescourge Bomber leaves a trail of fire along the target path for 6 seconds, dealing 35 (+4% per level) damage every 0.5 seconds to enemies that walk into the fire.

Tier 10 Talents

Summon Doomguard
Summons a Doomguard at your current location. When summoned, it slows all enemies in the area by 50% for 2.5 seconds, and deals 90 (+4% per level) damage to its nearest target, prioritizing enemy Heroes. Only one Heroic Ability demon can be summoned at any time.

Summon Infernal
Summons an Infernal at the target location. When summoned, it stuns all enemies in the area for 2.5 seconds, and deals 90 (+4% per level) damage to all enemies in melee range, prioritizing enemy Heroes. Only one Heroic Ability demon can be summoned at any time.

Tier 13 Talents

Demonic Calling
Basic attacks reduce the cooldown of your abilities by 1 second.

Demonic Skin
You take 1% reduced damage for every demon minion that you have summoned.

Demonic Strength
Basic attacks increase the damage of your next summoned demon minion by 25%.

Tier 16 Talents

Summon Felhunter
Summons a Felhunter that can silence enemy heroes for 3 sec.

Summon Succubus
Summons a Succubus that can charm enemy minions and heroes into fighting for you for 3 sec.

Summon Observer
Summons an Observer that attacks enemies in a target area.

Tier 20 Talents

Summon Doomlord
You now summon a Doomlord instead of a Doomguard. The projectiles fired by the Doomlord deal 50% damage to all enemies in a small area around its initial target.

Summon Abyssal
You now summon an Abyssal instead of an Infernal. Enemy units damaged by the Abyssal burn for 35% of its damage over 4 seconds.

Summon Pit Lord
Summons a giant Pit Lord that attacks the current lane. Lasts 15 sec. Attacks in melee and at range.

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Korthrax (6) | July 15, 2018 10:10am
Overall, i like the concept, but these are just some thoughts that i have about it

- Health is too low
- Trait is very, very bad. 1.5% damage per demon is hardly any damage
- This correlates with my previous point, but the entire baseline kit (Level 1) is all damage abilities. (No displacement / escape / healing, ect). I think it would be better to switch your trait with the level 13 talent 'Demonic Skin'. The trait could be "Your Armor is increased by 2 / 3% for every Demon you have summoned." Or perhaps a different version of Demonic Skin that is activate able.
- Hand of Doom damage is a bit low, and the Wild Imp's damage is a bit high, considering you summon 3 of them. Perhaps increase the impact damage and reduce the imp damage?
- I'm a bit unsure how the Dread stalkers work. Are they summons that last for 6 seconds and deal 120 damage per attack? Or do you launch them from your hero, and they bite a hero, disappear, and leave a DoT effect on them?
- Same Question for Bilescourge. Is it a summon that stays on the battlefield that is attack able? Or is it simply a spell?
- Personally, i don't like either of the ultimants, simply because the infernal just seems far better (2.5 second AoE stun on a 60 second cooldown). I think you could include some different spells from WoW to make more unique ultimants (e.g Demonic Tyrant, Nether Portal)
- Mana costs are a bit high for such short cool downs too.
- Confused about how the Level 16 summons work. For example, when you summon the felhunter, do you target an enemy hero, then the felhunter spawns and silences / attacks the target? Or does it spawn at your hero and silence random heroes at certain intervals while it is alive?

Furthermore, while i see that the Level 1 / 4 / 7 talents are enhancing each of the basic abilities one at a time it can also be a problem, as one talent can be considered better than others. I'll just list my opinions on each of the talents quickly ...
Level 1 - Each of them seems pretty good, at first i thought maybe Piercing Bolts wouldn't be useful but it could work on say Braxis Hold or against lane pushes. Although, i am curious how the Imps attack targeting works since that could actually effect the use of the talent?
Level 4 - Dreadlash doesn't seem as good as the other talents.
Level 7 - Bombing Run doesn't seem as good as the other talents.
Level 13 - Change Demonic calling to only affect Basic Abilities, and maybe reduce the amount to 0.5, since you could get an overload of pets that might seem a bit extreme (Not too sure about that though). Change Demonic Strength to affect only non - Heroic demon minions. New talent to replace Demonic Skin if you make that the trait.

Overall, i think the concept is pretty good, but i am unsure of what era of Demonology Warlock you are trying to emulate from WoW. I can see the main basic abilities are from BfA, although the ultimants are more 'traditional' warlock spells. Demon bolt i can see too, although it is vastly different from WoW. Perhaps you could change Bilescourge into Demonbolt as a spell that gains charges when Wild Imps die? Could be interesting.

Exciting to see more from this concept, and again, great work !
1
[-]
ShasVa | July 14, 2018 4:59am
FYI this is my first ever HotS concept. Please consider this when commenting. :)
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