Goldshire Captain by Suppenritter

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Goldshire Captain

By: Suppenritter
Last Updated: May 22, 2015
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Goldshire Captain

Stalwart defender of Stormwind

Combat Trait

1
Ready for Action
The Captain commands a squad of 6 Footmen, who will attack nearby enemies.
Dead units respawn after 12 seconds.

Every of your units near the Captain regenerates 1% of their health per second and take 30% less damage from AoE attacks.

Using D will stop the units from attacking and rally around the captain.

Primary Abilities

1
To Arms!
Mana cost: 90
Cooldown: 8

The Captain charges in a straight line, slowing the first enemy hit and dealing 70(+8 per level) damage.

Nearby Footmen will also charge in the same direction, dealing 20(+3 per level) damage each.
2
Shields up!
Mana cost: 70
Cooldown: 15

Every nearby Footman rushes towards the Captain and he gains a shield that absorbs 30(+4 per level) damage per Footman over 5 seconds.

While Defensive Formation is active the Footmen will move together with the Captain, attack nearby units in meele range and can not be targeted.
3
Hit that one!
Mana cost: 60
Cooldown: 6

The Captain attacks target enemy unit, dealing 50(+14 per level) damage and stunning it for 0.5 seconds.

Your units will focus attack that enemy until it is either dead or 4 seconds passed.

Heroic Abilities

1
The Knights of Stormwind
Mana cost: 120
Cooldown: 100

5 knights of Stormwind will charge targeted area in a straight line from behind the Captain, each dealing 100(+40 per level) damage and stunning the first enemy they hit.

After they hit something or reach the end of the charge, the knight will follow the Captain and attack nearby enemies for 20(+6 per level) damage as units of his squad for 20 seconds.
2
Raise the Standard
Mana Cost: 100
Cooldown: 120

The Captain plants the flag of Stormwind, inspiring units in an area for 12 seconds.

Friendly units gain 30% attack speed and are healed for 3% of their max HP each second.
The bonus is doubled for units of the Captain's squad.

Special Mount

1
To Battle!
Increase the Captain's and the Squads movespeed by 20% for 8 seconds.

Statistics

Captain

Health: 960(+210)
Regen: 2.158 (+0.500)

Mana: 500(+10)
Regen: 3(+0.098)

Atk Speed: 1.23
Damage: 40(+9)

Footman
Footmen are the backbone of your squad.

Health: 240(+30)

Atk Speed: 0.70
Damage: 15(+4)

Rifleman
Riflemen are ranged attackers.

Health: 170(+30)

Atk Speed: 0.60
Damage: 40(+6)

Priest
Priests heal a nearby wounded unit for 60(+20 per level) HP every 4 second, prioritizing heroes.

Health: 160(+20)

Knight
Knights are fast and durable meele attackers.

Health: 400(+40)

Atk Speed: 0.90
Damage: 20(+6)

Talents

Tier 1 (Level 1)

Recuitment Season (D)

Add 3 Footmen to your squad.
Footmen respawn 40% faster.

Long Arm of Stormwind (Q)

Add 1 Rifleman to your squad.
The range of To Arms! is increased by 33%.

Bribe (Stormwind version)

Add 1 Footman to your squad.
Gain a stack each time a nearby enemy minion dies, use 20 stacks to instantly defeat a mercenary.

Up to 50 Stacks.

Regeneration Master (Stormwind version)


Add 1 Priest to your squad.
Increases Health Regeneration by 4 per second. Every 3 Regeneration globes gathered increases this bonus by 4.

Tier 2 (Level 4)

Upgraded Shields (W)

Add 1 Footman to your squad.
Increases the shield gained by Shields up! by 30%.
Your Footmen have 20% more HP.

Devotion (D)

Add 2 Priests to your squad.
The cooldown of your Priest's heal is reduced by 2 seconds.

Focus Fire (E)

Add 1 Rifleman to your squad.
The target of  Hit that one! takes 25% increased damage for 4 seconds.

Superiority (Stormwind version)

Reduce damage taken from non-Heroic sources by 50%
Reduce damage taken from non-Heroic sources by 25% for your squad.

Tier 3 (Level 7)

Cavalry Charge (Q)

Add 1 Knight to your squad.
Knights also charge along with your Q, dealing 50% more damage compared to footmen.

Firing Formation (W)

Add 2 Riflemen to your squad.
Riflemen also come to you during Shield up!, giving you half the shield each and becoming untargetable.
They can still fire at targets for the duration.

Stop them in their tracks. (D)

Add 2 Footmen to your squad.
Your Footmen's attacks apply a stacking slow.
The Captain's attacks apply 3 stacks.

Tier 4 (Level 10)

See Heroics

Tier 5 (Level 13)

Stormwinds finest (Z)

Add 2 Knights to your squad.
The Captain gains a horse, permanently activating To Battle! if he is out of battle for 6 seconds.

Strength in numbers (D)


Add 3 Footmen to your squad.
Half the respawn time of Footmen.

Shield of Faith (W)

Add 1 Priest to your squad.
Priests join the defensive formation, giving half the shield value and healing the captain for 5% of his max HP over the duration.

Sprint (Stormwind Version)

Add 1 Knight to your squad.
Activate to increase the Captains movespeed by 75% for 3 seconds.

Tier 6 (Level 16)

Modern Army (D)

Add 3 Riflemen to your squad.
Your Riflemen gain 20% extra range.

Defensive Action (D)


Add 1 Footmen to your squad.
Double the AoE damage reduction of your squad.

Swift Justice (E)

Add 1 Footmen to your squad.
Your Footmen charge the target of Hit that one! dealing 15(+3 per Level) damage each.

Momentum (Q)

Add 1 Knight to your squad.
If the charges of 6 units hit, To Arms!'s cooldown refreshes.

Tier 7 (Level 20)

Air Support (R)


Add 2 Knights to your squad.
A group of griffon riders do bombing runs along the path the knights charge, repeatedly doing 100(+10 per level) to everything hit.

Invincible Army (R)

Add 6 Footmen to your squad.
Increase the effect of Raise the Standard by 50%.
The Captain now carries the flag around with him.

Bolt of the Storm

Activate to teleport a short distance.

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DavianThule | May 23, 2015 7:50am
I don't think having 26 units on the field at the same time would be a good idea:
recruitment season
devotion
firing formation
strength in numbers
modern army
invincible army
18 footmen 2 priests 5 riflement captain
3.6 second respawn time
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