Yogg-Saron by Rorus Raz

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Yogg-Saron

By: Rorus Raz
Last Updated: May 4, 2016
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Yogg-Saron

Talents

Tier 1: Influence

Promise of Death: Minions killed while under the effects of Corruption generate 2 extra influence.

Zealous Followers: Reduces the cooldown of Corruption by three seconds and increases the number of charges by two.

Old God's Offering: You generate 15 influence when you collect a regen orb.

Tier 2: Defenses

Protective Spines: Every six seconds you spawn an untalented tentacle at your location, up to three. You take 10% less damage for every tentacle within range of your Corruption aura, up to 50%. Talent inactive while dormant.

Corrosive Corruption: Increases your maximum HP by 33%, and all enemies within range of your Corruption aura take 1% of their maximum HP in damage every second. Inactive while dormant.

Sarah's Anger: Increases your auto-attack damage by 75%, and enemies that attack you have their attack speed slowed by 50% for three seconds.

Global Infestation: Translocate is instant cast, but the cooldown is tripled.

Tier 3: Damage

Crushing Tentacles: Tentacles have +50% HP and damage while awakened, but their Influence cost is increased by five.

Encroaching Shadows: You gain +10% Shadow Blast damage every ten seconds while awakened, up to a maximum of five stacks. Stacks are lost when dormant.

Yogg-Saron's Chosen: You may mark an additional hero, but the damage bonus is reduced by 2.5%

Old God's Dominion: Increases your maximum Influence by 50.

Tier 4: Heroic Abilities

See Hero Page

Tier 5: Utility

Creeping Shadows: Your Shadow Blast stuns targets for 0.75 seconds. While dormant, they are slowed by 25% instead.

Death Cultists: Spawn five cultists which will head down the nearest lane, or attack the nearest hero.

Design

Caveat: Like a lot of atypical design, it is very hard to just pull numbers out of a hat and get a balanced result. Something like Yogg would require a lot of playtesting to nail down good values, so treat numbers with a grain of salt. I decided against specific numbers for this reason, relying on percentages to give an idea in how much talents boost abilities.

I really wanted to make an "immobile hero" almost like a more extreme version of Abathur. The problem is compensating for the loss of a hero without just making another Abathur.

The first solution is to make it impossible to truly kill Yogg-Saron. He is never out of the battle, simply diminished in strength, and therefore can continue to harass enemies and assist in pushing lanes. However, it still has to be rewarding for the enemy team to kill him, which is why a number of his talents switch off and just about everything takes a significant power hit.

The other solution is his ability to buff teammates. Yogg can give an ally a permanent +10% to damage, and buff all other allies for +5% so long as they stay near him. A strategically placed Yogg can tip the scales in favor of his team.

I also wanted Yogg to be able to enter the battlefield personally. He would have quite a bit of HP, think Azmodan, allowing him to personally enter teamfights and offer his aura to allies. This also allows for aggressive use of his defensive talents, which is the intent of talents like corrosive corruption. Is draining 1% of max HP from all nearby enemies in a teamfight overly powerful? Again, it's hard to say since you can always just move away from Yogg.

Yogg's heroics are fairly self-explanatory. Charm effects are a big part of the Yogg fight in WoW, and the five second wait for it to go off has two purposes. The first is to replicating the whole "growing madness" angle, and second is to soften a a very powerful effect. The victim is given a chance to back off and minimize the damage done. Death Ray is another ability from the fight, similar to the Artanis heroic, but with twist: Yogg's immobility gives the opportunity to allow the player to control the beam, making it a more fun ability to use. The balance question is, of course, whether or not Yogg should be able to use ults while dormant. The more I think about it, the more I feel like he shouldn't, as it's a good incentive for the player to stay alive. However, I did like the idea of Yogg, just like in Ulduar, quietly turning his enemies against their allies while seemingly imprisoned.

As a specialist, Yogg is still effective at tearing down lanes, by buffing minions and using his tentacles to tear a base apart. He also has the same perk as Abathur: being able to soak while still participating in teamfights. Note that Yogg cannot

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