"You! Yes, you! Gaze upon me and treasure this moment of meeting, for soon the world will come to know and fear the name and stern visage of Wilfred Fizzlebang! Once my magnificent summoning is complete, no one will doubt my ability!" ____________________________________________________________________________________________
Video of his death:
YouTuber: Disguised Toast
Dialogue of his death:
Wilfred Fizzlebang yells: Thank you, Highlord. Now, challengers, I will begin the ritual of summoning. When I am done a fearsome doomguard will appear!
Wilfred Fizzlebang yells: Prepare for oblivion!
Wilfred Fizzlebang yells: A-HA! I've done it! Behold the absolute power of Wilfred Fizzlebang, master summoner! You are bound to me, demon!
Lord Jaraxxus yells: Trifling gnome! Your arrogance will be your undoing!
Wilfred Fizzlebang yells: But I'm in charge here...
Lord Jaraxxus kills Wilfred Fizzlebang.
Lord Jaraxxus yells: Insignificant gnat!
Combat Trait
1
Summoning Portal (D)
Cooldown: 25 Seconds
Place a Summoning Portal at a target location. Spawns a Fire Imps to attack down the nearest lane every 16 seconds Fire Imps last for 30 seconds. If you are fight close to your summoning portal cooldowns decrease .2 seconds faster (per second) Fire Imps throw fire balls structures and minions dealing 5 (+3 per level) same damage for heroes.
Stacks up to 2 with Demonic Gateway
Wilfred Fizzlebang can't do all the summoning himself. He needs to restore mana, so why not just let to portal take some of the weight aye?
"Don't be afraid to get near the Summoning Portal. Don't walk through it though!"
Shoot a fiery green blast of demon imps at the enemy. Damage is 55 (+4 per level) and 2 small imps summon and attack the enemy targeted with the blast. (+1 Imp) for every 4 levels your team gets. Imps deal 2.6 (+2 per level)
Wilfred Fizzlebang needs to love is little minions as well. It's almost as their all one in the same. He is tiny and annoying and so are they!
"The shrapnel is waaaaay worse than the explosion."
2
Summon Doomguard (W)
Cooldown: 22 Seconds Mana Cost: 80 Range: 1 - 10
Summon a Doomguard for 6.5 seconds to assault the target with its Doom Bolts. When the Doomguards timer is up, or when close to death he charges and disrupts the enemy.
15% of the damage done to your Doomguard is done to you. Summoning a Doomguard always comes with a price.Doomguards health bar is 510 (+65 per level)
Doom Bolts do 22 (+6 per level) Total of 4 Doom bolts. Same damage for structures.
Wilfred Fizzlebang summons all demons and they bow to his will. Wilfred summons Doomguards easily. When he attempts to summon a Fearsome Doomguard that's another story.
"Summoning a doomguard is risky. <i>Someone</i> is going to die."
Engulf enemies body with Hellfire slowing them for 10%. Dealing 20 damage (+2 per level) over time and an instant 30 damage (+3 per level). Summon fire Imps for each hero it hits, and they attack minons first, Heroes second, and structures last. If used on structures flames will attach to them dealing 4 damage for a duration of 8 seconds (+4 damage per level).
Wilfred Fizzlebang is about to light some explosive and create a Fizzlebang.
"My advice to you is to avoid Doom, if possible."
Secondary Abilities
1
Shadowfury Imp-Plosion (Q)
[Only active with Level 20 Talent Shadowfury] Cooldown: 10 Seconds Mana Cost: 55 Range: 1 - 10 [Skillshot]
Shoot a fiery green blast of demon imps at the enemy. Damage is 75 (+4 per level) and 4 small imps summon and attack the enemy targeted with the blast. (+1 Imp) for every 5 levels your team gets. Imps deal 3.6 (+2 per level)
Wilfred Fizzlebang needs to love is little minions as well. It's almost as their all one in the same. He is tiny and annoying and so are they!
"The shrapnel is waaaaay worse than the explosion."
2
Shadowguard (W)
[Only active with Level 20 Talent Shadowfury] Cooldown: 25 Seconds Mana Cost: 100 Range: 1 - 13
Summon a Shadowguard for 8.5 seconds to assault the target with its Shadow Bolts. When the Shadowguards timer is up, or when close to death he charges and stuns the enemy for 1 second. 35% of the damage done to your Doomguard is done to you. Summoning a Shadowguard always comes with a price. Shadowguards health bar is 666 (+65 per level)
Shadow Bolts do 33 (+6 per level) Total of 6 5% damage more for structures.
Wilfred Fizzlebang summons all demons and they bow to his will. Wilfred summons Doomguards easily. When he attempts to summon a Fearsome Doomguard that's another story.
"Summoning a doomguard is risky. <i>Someone</i> is going to die."
3
Shadowflame (E)
[Only active with Level 20 Talent Shadowfury] Cooldown: 16 Seconds Mana Cost: 75 Range: 1 - 12 [AoE explosion]
Engulf enemies body with Hellfire rooting them for .3 seconds. Dealing 20 (+2 per level) over 7 seconds and an instant 40 damage (+3 per level) over 7 seconds. Summon dark Imps for each hero it hits, and they attack minons first, Heroes second, and structures last. If used on structures flames will attach to them dealing 8 damage for a duration of 8 seconds (+4 damage per level).
Wilfred Fizzlebang is about to light some explosive and create a Fizzlebang.
"My advice to you is to avoid Doom, if possible."
Heroic Abilities
1
Twisting Nether (R1)
Cooldown: 105 Seconds Mana Cost: 100 Range: 1 - 7
Engulf the target area and consume them all into one area silencing them for .50 seconds and deal 230 (+40 per level) DELAY OF 1.8 Seconds.
Think of "Gravo-Bomb from Gazlowe and Twilight Dream from Malfurion"
Wilfred Fizzlebang's demons sometimes do not obey. He needs a spell you get rid of them all just incase they try and defect.
"The Twisting Nether is a formless place of magic and illusion and destroyed minions."
2
Summon Lord Jaraxxus "Fearsome Doomguard" (R2)
Cooldown: 110 Seconds
Mana Cost: 120 Range: 1 - 5
Summon a large dark portal that can body block enemies and summonLord Jaraxxus, Eredar of the Burning Legion! With his massive weapon deal 162 (6.6 per level) Splash slow of 25%, and attack speed is 1.2. Can be killed. Health bar 1500 (+66) per level. Shoots a shadow bolt at Wilfred dealing 300 damage, so don't use this ability near death. - Help @TheHereticOne
DELAY of 3 seconds
Wilfred Fizzlebang's cockiness made him get cocked by Lord Jaraxxus the most fearsome Doomguard there is.
When Lord Jaraxxus is summoned... he screams "YOU FACE JARAXXUS EREDAR OF THE BURNING LEGION" - Credit @TheHeriticOne
OR
"TRIFLING GNOME! YOUR ARROGANCE WILL BE YOUR UNDOING!!!!"
Special Mount
1
Dreadsteed (ANY)
The dreadsteed of Xoroth is the epicWarlock ground mount.
Xoroth is the home planet of these fiery, horse-like demons, who serve as the mounts of the Dreadlords. The finest belong to the Nathrezim, Lord Hel'nurath the Stable Keeper.
1. Death's Pursuit: Collecting Regeneration Globes permanently increases Mana Regeneration by 0.1015 per second.
2. The Pact: Collecting Regeneration Globes permanently increases your Health Regeneration by .75 per second. and your Doomguards health regeneration by .50 per second.
3. Grimoire of Speed (passive): Enhance your demons attack speed. Add 5% attack speed.
4. Archimonde's Darkness: Fire Imps are summoned every 12 seconds "toggle" Fire Imps throw fire balls structures and minions dealing 5 (+3 per level) same damage for heroes.
Tier 2 - Level 4:
1. Summon Mistress of Pain (1,2,3, or 4): This demon heals you for 10% of the damage inflicted to enemy heroes. Health bar is 15% of Wilfred's health. Shoots chaos bolts for 30 (+25) damage. Stays for 7 seconds. If she survives and time is up, give remaining health to Wilfred. Take the health from structures and use it to heal yourself up from damage afflicted. Cooldown: 45 seconds
2. Summon Voidwalker (1,2,3, or 4):This demon takes damage for you. Gives you shield of remaining health after time goes out for 1 second. Health bar is half of your current health bar. Health bar increases with Wilfred. Lasts for 4 seconds. Punches enemy as .01 seconds disrupts until gone. Cooldown: 24 seconds. Makes Forts not have a slow, and when he hits structures slow the amount of times it shoots.
3. Summon Floating Watcher (1,2,3, or 4): This demon stays on top of you like a scouting drone. You can set them in one place at a target location, or keep them at a set distance in front of you or behind you.Does no hero damage, but can be killed. 6 basic attacks to kill. Immune to all ammo, 2.0 Attack speed. 30 damage (+30 per level) to structures. Core still hits. Cooldown 60 seconds. 4. Summon Succubus (1,2,3, or 4): Succubus attacks a target enemy aiming at their mana bar.If she hits them with 6 basic attacks she gives off a Corruptionthat takes away their mana regeneration for 12 seconds and lowers there mana by (-20 per second for 6 seconds) Destroys 2 ammo per hit. Attack speed 1.3. Healthbar is x3 your mana bar. Lasts for 4 seconds. Cooldown: 35 seconds.
Tier 3 - Level 7:
1. Bloodfury (1,2,3, or 4): Take away 75% of you health to reset all cooldowns and restore mana up to 100% Cooldown: 35 seconds
2. Degradation: Enemies that attack you slow for 5% for 5 seconds.
3. Flames of Xoroth (passive): If Hellfire kills a Hero, summon your last Doomguard prior to the kill.
4. Triple 6 (passive): Whenever you kill 6 minions summon a fire imp, that throws fire balls at structures and minions dealing 5 (+3 per level)
Tier 4 - Level 10:
Heroic 1 (R1) - Twisting Nether
Heroic 2 (R1) - Summon Jaraxxus
Tier 5 - Level 13:
1. Demonheart (1,2,3, or 4): Become immune to all interaction for 4 seconds. Can be canceled. Immobilized."Warlock Iceblock"
2. Create Health Stone(1,2,3, or 4): For every 3 regeneration globes you get' create a healthstone you can consume to gain health back. [You can activate Health-stones on your demons or friendly allies] 3. Soul of Mal'ganis: Doomguards damage taken no longer effects you.
4. Fist of Jaraxxus: AllImps damage on structures and Heroes is doubled.
5. Unbound Will: 40% reduced impairing effects on you and your demons.
Tier 6 - Level 16:
1. Disintegrate (E) - Hellfire now wipes out a full minion wave no mater what and 33% minions hit will turn into a Worthless Imp. Worthless Imps have 1/10 the attack power of a minion, but double the health. Attacks at the same speed as a minion.
2. Demonic Gateway (D): Attain 2 stacks of Summoning Portals and now you can walk through each one of them to change lanes, or get away."They can be destroyed"
3. Dark Bargain (1,2,3, or 4): Get rid of health regeneration for 20 seconds and use your health regeneration to double your mana regeneration. Cooldown: 40 seconds
4. Kil'Jaedens Cunning (passive): Be able to move while you cast spells.If all your spells are on cooldown gain 20% movement speed.
Tier 7 - Level 20:
1. Summoning Frenzy (D): Summoning Portal can summon Mistress of Pains, Voidwalkers, Doomguards, and Floating Watchers, and Succubus's. 35% Chance to summon one of these.
2. Oblivion (R2): If Jaraxxus doesn't die in the period in which he is summoned, he will revived once more. Cooldown starts after used so if revived, you could have 3 in a row etc.
3. Black Hole (R1): After Twisting Nether consumes your enemies leave them in their for 3 seconds, then they can leave. This although cannot be canceled "Based similar to Void Prison"
4. Shadowfury (1,2,3,or 4): Activate to consume your basic abilities with a darker entity. Empowering your blasts and demons. One Shadowfury Empowerment per use for each basic ability. Mana cost is raised. Cooldown: 45 seconds
- Keeps distance
- Good Engagement
- Can dive forts effectively
- Great AoE damage
- Not noticed
- Easily missed with skill shots
- Great Solo
CONS
- Easily killed
- Has to place portal in effective areas.
- Watch mana, and health.
- Mobility, unless Demonic Gateway - Long cooldowns - Has to go back to mana fountain a lot.
E Ability (Bane of Doom) removed to fit his kit better. - Credit @Monlyth
Talents Removed/Changed: Siphon Mana removed, Voidwalker talent is moved and place into level 1 talent pool as an extra summon. All level one talents will be 4 different demons you can choose from to summon. Buffed Summoning Portal to lower cooldowns if you are standing next to it. Talents Disintegrate and Demonic Gateway were added to level 16 and replaced the old ones.
*All Talents reviewed and revamped to better his kit, lore, class, and role. *Class changed from Assassin to Specialist.
Changed Heroic Summon Jaraxxus Stats, BUFFED. Attack speed raised .2, Health bar increased, damage shot at Wilfred decreased form 666 to 300.
Combat Trait Sense Demons was removed, lack of clarification. Two combat traits are not needed. Revamping the original combat trait.
9/6/2015 Changes
Changed the cooldown for Twisting Nether from 75 to 105.
Put cooldowns on some talents to better clarify.
Changed Shadowfury talent to (act like Global Hunt) where it extends across the whole map.
Changed stats to better fit a specialist/assassin.
Added button labels on Combat Trait, and Heroic Abilities.
9/7/2015 Labor day!
Added a Pros and Cons label.
Added a body block portal with Summon Lord Jaraxxus and increased the cooldown by 10 seconds.
Renamed Global Shadow Fury to Global Hellfire.
Made a Shadowfury talent similar to Kael'thas's trait for level 20.
Explained Shadowfury in Secondary Talents.
9/8/2015 - Help @Narasimha
Hellfire and Shadowflame nerfed.
Imp-losion set to a direct # of imps and random number generator is gone.
Combat Trait Summoning Portal is more elaborated on.
Level one summoning talents reviewed and nerfed.
Removed Global Hellfire
9/10/2015
Added delays to heroic abilities.
9/11/2015
Added more information on Voidwalker Talent.
Nerfed Shadowfury
Shadowfury empowerments nerfed for Imp-plosion by lowing imp count, amount of instant damage, less added by level.
Better explanations, threw out pointless words, and phrases.
Improved grammar.
Increased the cooldown of Imp-plosion from 7 seconds to 10 seconds.
Moved talent Unbound will to level 13, as it resembles the talent Relentless.
Added new Talent Triple 6
Changed what Degradation does, from increasing damage taken for hitting Wilfred to slowing the enemy for hitting Wilfred.
Moved Level one summons to level 4, and nerfed them to fit the Tier 2 balance; elaborated on how they work. Totally AI controlled.
Added The Pact and Death's Pursuit to level 1 and removed talent Gathering Power and Mana Addict.
First off, this writeup is full of grammar and spelling errors. Second, the color scheme is trying to kill my eyes.
Third... I think it fundamentally fails because it acts as though Wilfred Fizzlebang is the character we care about. We don't. We're all here for Jaraxxus, Eredar Lord of the Burning Legion; Wilfred should be a mobile Jaraxxus delivery mechanism in a way that's more fundamental than just one ultimate to summon him.
Nice changes dude, Liking it! Vote up, although I'd like a duration on the Jaraxxus, and, checking on the first heroic, it deals 1150 damage at level 20, with a .50 second silence. Not saying anything towards it, as it looks alright to me, aside from the cooldown being a tad short -- Maybe nerfing it to 90-100 seconds? I think Gaz's gravo bomb has a cd of 100, although I'll need to check in later.
After getting feedback from you and someone else, look at some of the revisions I made on the guide and tell me what you like and don't like. Tanks for that though. It really gave me more vision for Wilfred.
Yeah, I like the guide -- it is complete, talents, stats, etc.
I (personally) think Jaraxxus would have to have at least a bit more health if it's to deal a heavy damage spell to Wilfred whenever he is summoned. (At level 20, 66 x 20 + 666 = less hp than olaf. Or 1986 hp, if you like math.) 666 damage may not be a ton, but it's usually what makes the difference between me arriving in time to cast that life saving divine palm/shield on them, or them dying and me being put in danger for no reason. Also, keep in mind that whenever you give raw damage out, it's either A) The damage at level 0, in which case you need to add a (+X/level) thing next to it, or B) The damage is always like this, no matter when you are within the game, or at what level.
666 damage plus, I would say, worst case, 20 per level would be over a thousand damage at level 20. Or, 866 damage at level 10 (Which, of course, is HUGE at that level).
Of course, if you're saying it's full raw damage, then I wouldn't suggest picking it, as it isn't viable before the levels where you can afford, as a squishy, to lose that 666 hp at lvl 10.
You could maybe...
Buff Jaraxxus himself, making him a more viable option, and give him a REAL risk/reward scenario as to when to cast him, but maybe debuff the level 20 buff, and set it to max 2 revivals. Also, lowering the cooldown -- 150 seconds is a LOT. it's nearly as much as Uther's redemption, which is a final tier talent! I'd say alright with 100, MAYBE 110.
Debuff the damage he deals to Wilfred. As I said, 666 damage at level ten (or 866) is pretty big for a squishy -- I wouldn't even think about setting my finger on the r key unless I KNOW I am safe and that they can't touch me. Sure, I may have a healer, but that healer could be using his mana in other ways (more useful ways) than healing me because I wanted to screw around with dealing myself damage.
Second point : His weapon. If he swings it at a 0.67 speed like leoric, (it deals 132 damage at level 20, for your info), then I wouldn't bother. I mean, sure, for a summon, it may be nice. But you did not give us a duration or a weapon speed -- We could be facing a summon that lasts 10 seconds, attacks once every 2 seconds or so, and swings for less damage than jaina's elemental at level 18. Giving us some extra stats on it, and maybe buffing it to +7.6, or +8 damage per level.
Note that I did not check actual stats about Jaina's elemental -- I only theorized the summon's damage.
"YOU FACE JARAXXUS, EREDAR LORD OF THE ANGRY LEGION!"
@TheHereticOne
I like that idea. I will add that in and give you the credit, I didn't think of that. If you have any suggestions or corrections I would like to hear them. A Hero Concept are ideas of the people, just type whatever. If none that's fine. Every feedback is helpful. I would like to see Wilfred Fizzlebang as a Mainly all around hero, that focuses more on damage, but can have CC, or be a specialist depending on what you spec into. Thanks for reading! Check my Chen guide out if you haven't already.
"YOU FACE JARAXXUS, EREDAR LORD OF THE ANGRY LEGION!"
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Third... I think it fundamentally fails because it acts as though Wilfred Fizzlebang is the character we care about. We don't. We're all here for Jaraxxus, Eredar Lord of the Burning Legion; Wilfred should be a mobile Jaraxxus delivery mechanism in a way that's more fundamental than just one ultimate to summon him.
Where the 20 talents BRA
It's tier 7 talents. It's labeled level 20 as well.
Keep up the good work!
After getting feedback from you and someone else, look at some of the revisions I made on the guide and tell me what you like and don't like. Tanks for that though. It really gave me more vision for Wilfred.
I (personally) think Jaraxxus would have to have at least a bit more health if it's to deal a heavy damage spell to Wilfred whenever he is summoned. (At level 20, 66 x 20 + 666 = less hp than olaf. Or 1986 hp, if you like math.) 666 damage may not be a ton, but it's usually what makes the difference between me arriving in time to cast that life saving divine palm/shield on them, or them dying and me being put in danger for no reason. Also, keep in mind that whenever you give raw damage out, it's either A) The damage at level 0, in which case you need to add a (+X/level) thing next to it, or B) The damage is always like this, no matter when you are within the game, or at what level.
666 damage plus, I would say, worst case, 20 per level would be over a thousand damage at level 20. Or, 866 damage at level 10 (Which, of course, is HUGE at that level).
Of course, if you're saying it's full raw damage, then I wouldn't suggest picking it, as it isn't viable before the levels where you can afford, as a squishy, to lose that 666 hp at lvl 10.
You could maybe...
Buff Jaraxxus himself, making him a more viable option, and give him a REAL risk/reward scenario as to when to cast him, but maybe debuff the level 20 buff, and set it to max 2 revivals. Also, lowering the cooldown -- 150 seconds is a LOT. it's nearly as much as Uther's redemption, which is a final tier talent! I'd say alright with 100, MAYBE 110.
Debuff the damage he deals to Wilfred. As I said, 666 damage at level ten (or 866) is pretty big for a squishy -- I wouldn't even think about setting my finger on the r key unless I KNOW I am safe and that they can't touch me. Sure, I may have a healer, but that healer could be using his mana in other ways (more useful ways) than healing me because I wanted to screw around with dealing myself damage.
Second point : His weapon. If he swings it at a 0.67 speed like leoric, (it deals 132 damage at level 20, for your info), then I wouldn't bother. I mean, sure, for a summon, it may be nice. But you did not give us a duration or a weapon speed -- We could be facing a summon that lasts 10 seconds, attacks once every 2 seconds or so, and swings for less damage than jaina's elemental at level 18. Giving us some extra stats on it, and maybe buffing it to +7.6, or +8 damage per level.
Note that I did not check actual stats about Jaina's elemental -- I only theorized the summon's damage.
When Jaraxxus is Summoned :
"YOU FACE JARAXXUS, EREDAR LORD OF THE ANGRY LEGION!"
@TheHereticOne
I like that idea. I will add that in and give you the credit, I didn't think of that. If you have any suggestions or corrections I would like to hear them. A Hero Concept are ideas of the people, just type whatever. If none that's fine. Every feedback is helpful. I would like to see Wilfred Fizzlebang as a Mainly all around hero, that focuses more on damage, but can have CC, or be a specialist depending on what you spec into. Thanks for reading! Check my Chen guide out if you haven't already.
"YOU FACE JARAXXUS, EREDAR LORD OF THE ANGRY LEGION!"