Deathwing by Demolij

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Deathwing

By: Demolij
Last Updated: Oct 10, 2018
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Deathwing

he's deathwing

Scroll down for abilities
Deathwing is awesome. He's also really big, which is still awesome, but makes it a little difficult to make into a hero. How do you make something big fit in properly, without becoming watered down and pathetic? Blizz succeeded in that field with Ragnaros, Cho'Gall, and Alexstrasza, so fitting Deathwing in as well is not an impossible feat. My design is focused on making him something of a gigantic juggernaut, with a lot of power and an imposing presence, but with a lot of limiting factors to make him not overwhelming. He doesn't really work as a tank, but has a great deal of survivability and could work as a pseudo-bruiser.

Deathwing has a very large model, being even bigger than Alextrasza in Dragonqueen, though he only has a slightly larger hitbox and stands up straighter. He also has a very, very slow movement speed, making it very difficult to chase enemies down. In return Soar lets him travel extremely long distances very quickly when used, making you excellent for catching up to enemies or repositioning just before a fight, although it can be broken with a little focus fire. To top it off, he also has the most raw health in the game, and some decently hefty attacks to boot, although his attacks have a delay similar to Fenix's Phase Bomb, and the real damage only comes in at melee range. In the end, you are very immobile when you want to have an impact, but that doesn't mean enemies can just kite and kill you for free. Your damage is high but not absurd, so you won't go winning fights one-sidedly all the time if the enemy ignores you, but you can still have a solid impact. As a side note, your mana costs are balanced quite high, to force you to return to the Altar often.

Molten Plate is the only thing keeping him alive for the most part. Innate thorns means that if enemies try and kill you they will be taking damage in return, and if you hit them or they hit you your health regen increases to 1% of your max health a second, which gives you an edge on sustain. The damage reflected is based on the damage taken, so if you have physical armor and the target has physical armor, the damage is reduced twice, unless you upgrade it at level 20 to make it unreduceable. This means that enemies can't just poke you to death or they will risk killing themselves instead, and helps balance against %health damage. Molten Spray is your main damage ability, it's kind of like a 1 second Lurking Arm but it deals more damage to heroes, and is quite spammable with a good deal of range. If enemies do try and get too close however, you also have Tremors which is an instant damage and mini-stun to quickly cancel any channels and disrupt the enemy team. You have a great deal of range to work with but if the enemy gets close they are in for lots of hurt. Finally, Flame Sweep is your big-boom basic ability, providing strong on-demand mobility and heavy AoE damage, but it has a windup and a long cooldown, so picking your moments will give you plenty of opportunities for big moments.

For heroics, your first option is Degredation, an easily used instant debilitation skill that weakens any hero that you hit or were hit by recently, chopping off a percentage of their maximum health for a short while and then dealing some damage. It isn't suited for being a finisher but it certainly can make it much easier for your teammates to clean up a bunch of squishier foes. For a more tactical approach Eruption lets you deal plenty of sustained damage with a large AoE. The damage it deals will not interrupt a channeled objective and the such to prevent cheese, but if enemies are stuck in one place for a long time they will start suffering more and more damage. You can create one huge AoE for a large amount of zone control, and then place some smaller areas to cover up the blank spots.

For talents you have a decent amount of flexibility. Levels 1, 7, and 13, mostly allow you to spec into close range against heavy melee, longer range for anti-kiting, or just a nice mix. Level 4 is slightly different, offering some more defensive options. Level 16 is the real kicker, with a talent offering an easy escape and quick mobility, more durability for entering a fight, or simply a global repositioning tool. Level 20 has mostly utility talents, except for The Shattering, which is an ability you will only be expected to use once but can have a crazy impact. If you want any more of my designs, here is my profile with some other concepts.

Statistics
Health: 3300 +4% per level
Health Regen: 6.93 +4% per level
Attack Speed: 0.81 +0.25 delay
Attack Damage: 210 +4% per level
Attack Range: 6

Combat Trait

1
Molten Plate
Enemies take damage equal to 12% of their damage dealt to Deathwing, reflected after armor and cannot be reflected back. Dealing damage to an enemy hero grants 26.07 (+4% per level) health regeneration for 1 second.
2
Basic attacks
Deathwing's basic attacks deal 20% reduced damage to enemies greater than 2.5 range away.

Primary Abilities

1
Burning Spray
50 mana - 5 second cooldown

Channel to deal 160 (+4% per level) damage over 1.5 seconds in the target AoE. Heroes take an additional 60 (+4% per level) damage over 1.5 seconds, refreshing on hit.
2
Tremors
70 mana - 11 second cooldown

Nearby enemies in an area around Deathwing take 108 (+4% per level) damage and are stunned for .25 seconds.
3
Flame Sweep
85 mana - 18 second cooldown

Take flight after .7 seconds, becoming unstoppable as you fly to the target location dealing 250 (+4% per level) damage to enemies in the path.

Heroic Abilities

1
Degredation
80 mana - 70 second cooldown

Instantly deal 96 (+4% per level) damage to all enemies recently damaged by Deathwing, and reduce their maximum health by 10% for 10 seconds.
2
Eruption
100 mana - 110 second cooldown

Create a large lava field at the target location for 20 seconds dealing 19 (+4% per level) damage per .25 seconds, increasing by 5% per hit but does not interrupt. Can be recast 3 times to create smaller lava fields, but the damage does not stack and all lava disappears after the first field ends. Does not damage structures.

Special Mount

1
Soar
6 second cooldown

After a 2 second channel lift off into the air, gaining 100% increased movement speed and becoming unstoppable while ignoring terrain and pathing. Lasts until cancelled or upon taking 650 (+4% per level) damage, after which Deathwing is disabled for 1 second.

Passive: Deathwing's unmounted movement speed is reduced by 60%.

Talents

[Level 1]
Earth Warder: Tremor grants an additional 34 (+4% per level) health regen for 3 seconds on stunning a hero.
Lava Spit: Basic attacks gain +1.5 range but the damage reduction against distant targets is increased to 35%.
Vast Sweep: Flame Sweep max range increased by 10%, and enemies hit are slowed by 25% for 4 seconds.


[Level 4]
Close to the Flame: Molten Plate damage reflection doubled against nearby enemies.
Adamantine Armor: 50 second cooldown
Activate to gain 75 armor for 2 seconds, but then lose 25 armor for 2 seconds afterwards.
Dragon's Stride: Deathwing's speed reduction is reduced to 45%.


[Level 7]
Stand in the Fire: Burning Spray damage over time is increased by 10% per hit up to 100%.
Dragon's Claws: Basic attacks against enemies within 2.5 range deal 30% increased damage.
Caustic Plates: Enemies that damage Deathwing take 28 (+4% per level) damage per second for 1 second.


[Level 10]
Degradation: Damage and weaken attacking enemies.
Eruption: Create multiple lava fields dealing increasing damage.


[Level 13]
Aftershock: Tremors releases 3 more pulses around Deathwing 0.75 seconds apart, each dealing 22 (+4% per level) damage and slowing by 75% for 0.25 seconds.
Constant Spray: Burning Spray cooldown reduced by 1 second, reduce the cooldown by an additional 1 second if the channel hits a hero for the full duration.
Destruction: Increase all damage dealt to structures by 50%, increased to 200% against structures below 20% health.


[Level 16]
Mighty Wings: Flame Sweep now causes Deathwing to instantly mount, and can be cast while mounted.
Air Superiority: Soar grants a 650 (+4% per level) health shield that lasts until 3 seconds after landing, an additional 20% speed, and landing is now instant.
Takeoff: Soar now teleports Deathwing to a global visible location after a 2 second channel and lands after 1 second, but the cooldown is increased by 6 seconds. Taking 850 (+4% per level) damage breaks the channel.


[Level 20]
Dragon's Soul: Degredation also reduces enemies' damage by 10%, and the duration is paused while nearby Deathwing.
Volcano: The first cast of Eruption creates a pathing blocking volcano, and the area gradually increases up to 20% after 10 seconds.
Blistering Heat: Molten Plate damage ignores armor on Deathwing and the attacker, and reflected damage is not dealt to Deathwing.
Shattering: 180 second cooldown
Activate to create a line through Deathwing across the entire map after 1 second that lasts 3 seconds, enemy heroes that touch it are instantly teleported to the altar.

Notes

Deathwing is great. I've always wanted to make a hero that works like a warrior-variant of Sgt. Hammer, who can't move normally but has really high conditional mobility. I've also wanted to make a hero with Thorns, and also wanted to make a hero with more earth based powers. This big guy, who plenty of people apparently have difficulty making a kit for, seems like the perfect fit. I dunno if Blizzard will ever see this, but I really hope he gets a real shot.

EDIT 1: Reworked mount, global teleport now a talent.
EDIT 2: Modified basic attacks.

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