Xe'ra by JimBeamFusel

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Xe'ra

By: JimBeamFusel
Last Updated: Apr 12, 2020
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Xe'ra

Mother of Light

Xe'ra is a ranged healer who excels at burst healing. She pairs well with melee assassins. Her auto attacks are powerful beams of light with area damage, but can be cast only every 3 seconds. Her trait allows her allies to revive her, when channeling on 3 shards of light that she drops on death, giving a boost in health and speed. If certain talents are picked, Xe'ra becomes a potent damage dealer.

I hope you like the build idea :)
Please feel free to comment!

Combat Trait

1
Hope never dies
Passive: When Xe'ra dies, she falls apart and leaves behind 3 shards of her body near the death location. Friendly heroes can channel for 1 second on those fragments. If all pieces have been successfully restored, Xe'ra is revived at the Core, gains 40% movement speed for 7 seconds and triggers the active trait without effecting the cooldown or having to channel.
Active (global): After 1 second, channel for 7 seconds sending out waves of light to all allied heroes, mercenaries and minions granting them 200 health generation per second, 10% attack and movement speed and spell power. During the channel time Xe'ra is invulnerable and cannot be interrupted (Cooldown 120 seconds)

Primary Abilities

1
Glistening Stream
After 0,5 second, cast a stream of light from the sky that heals friendly heroes and Xe'ra for a large amount every second in a small area. Lasts 2 seconds. Glistening Light can be redirected to your cursor by pressing Q (Cooldown 13 seconds)
2
Chains of Light
Cast a ring of light that (after 0,5 seconds) travels slowly to the center. If a hero is hit in the center, he is stunned for 1 second (Cooldown 8 seconds)
3
Illumination
Illuminate a friendly hero granting 5% movement speed and 10% more healing received by all sources for 4 seconds. Stores up to 3 charges. Can stack, but cannot be cast on Xe'ra (Charge cooldown 7 seconds)

Heroic Abilities

1
Light's Heart
Xe'ra can sacrifice her heart to an allied hero near her, hovering above the chosen hero (so allies and enemies can see the symbol). It grants 40% spell power/attack speed. Xe'ra becomes more vulnerable and takes 50% more damage. Duration 5 seconds (Cooldown 90 seconds)
2
Scorching Beam
Release a slow moving straight line of burning light, dealing a high amount of damage. If it hits a hero the duration of the spell is increased and it travels further (Cooldown 90 seconds)

Special Mount

1
Heroic specific mount
Xe'ra cannot use horses/magical mounts etc. She has a hero specific mount, which is displayed by a glaring light under her floating body

PROS AND CONS

Pros:
- Burst healing
- Supports allies
- Two powerful ultimate abilities
- Can be build into a high damage dealer
- Great risk, great reward playstyle possible

Cons:
- Fragile
- Can easily be dived
- Low mobility

TALENTS


- Overflowing Light (Quest) passive:
Increase the damage of your auto attacks by 3 every time you
hit an enemy hero up to 90. After that, auto attacks can be cast
every 1,75 seconds
- Free of Charge Chains of light:
Every second cast of Chains of Light costs no mana
- Grayness (Quest) Glistening Stream:
Glistening Stream now also reduces the attack speed
of enemy heroes by 10%. Reducing enemy attack speed
in that way for 40 seconds, extends the duration
of Glistening Stream by 1,5 seconds

- Quick End Chains of Light:
The chain travels faster to the center
- Light's domain passive:
Every 3rd auto attack gives friendly heroes near the splash component
of the auto attack a short burst (20%) of movement speed for 1,5 seconds.
The stacks will be displayed on Xe'ra (comparable to Raynor's Give 'Em Some Pepper)
- Sanctum New Ability:
Cast an indestructible Sphere of Light that slowly heals all allied heroes
in a medium range. Only one Sphere can be active at a time. Duration
180 second (Cooldown 45 seconds)

- Drought Period Glistening Stream:
Glistening Stream's heal is doubled and it's duration
is increased by 1 second, but it's cooldown is extended by 7 seconds.
- Blazing Armament passive:
Every time Xe'ra is damaged by enemies, they take increased
burning damage for every consecutive hit in 4 seconds
- Enhanced Enlightenment Illumination:
Illumination can store up to 4 charges

- The light burns Glistening Stream:
Glistening Stream now also damages enemies. The longer
they stay in the stream, the more burning damage they will receive
- Focused Fire New Ability:
Fire an auto attack at a random location (Cooldown 7 seconds)
- Eternal Presence Trait:
The duration of Hope Never Die is increased by 5 seconds and at
the beginning the movement speed is increased by an additional 10% for
2 seconds

- Endless wave Glistening Stream:
Adds 2 seconds to the duration of Glistening Stream,
but heals only for 25% of the value.
- Prison of Dawn Chains of Light:
When 2 or more heroes are hit by the center of Chains of Light, it extends
the duration of the stun by 1 second.
- Holy Fire passive:
Xe'ra burns nearby enemies and her auto attacks leave behind pools
of fire that deal burning damage over time

- Greatest Sacrifice Light's Heart:
Double the bonus, but Xe'ra becomes immovable during the duration
of Light's Heart.
- Vastness of Mind Scorching Beam:
The beams width is increased and it deals 75% more damage to stunned heroes
- Endless Ammunition passive/Illumination:
Everytime you auto attack an enemy hero, one charge cooldown of Illumination is reset
- Unkillable Hope Trait:
Instead of dying, Xe'ra uses her active trait and gets 50% of her HP back (Cooldown 180 seconds)

A few remarks

- I intentionally didn't put in damage + mana + stats numbers because I am not sure what would be appropriate, it is just a build idea in the style of carbot animation's idBeCoolIf - which I LOVE btw :) But i can't draw unfortunately ;)

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lucky-tiger (2) | August 13, 2020 1:33am
Absolutely love the trait!
Having your team work together in order to bring the healer back is awesome! The active is a bit too strong imo healing 1400 is too much. Especially if it happens every time Xera returns to life. My suggestion is to greatly nerf the healing to 50 per sec (at level 1) and remove the ability to manually active it.
Also i think Xera shiuld be really fragile and worth only 0.5 death xp so the trait will come to play more often.

GLISTENING STREAM should last longer so you have the opportunity to redirect it. something like 5 seconds.

CHAINS OF LIGHT should damage enemies and not just stun.

ILLUMINATION seems a bit pointless and weak, as you need a 2nd healer to really benefit from it. I also think this concept lack some aggressive healing capabilities, so you cant just stand behind your team and heal. So maybe make it grant small hot with Endless Ammunition talent on basic (with only 1 charge). some new talents can provide additional bonuses if it last longer than 4 seconds (grant armor damage enemies etc...)

None of the heroics provide any support. I think LIGHT'S HEART should grant the target armor, or redirect the damage the target takes to Xera (without the vulnerability)

Overall a really interesting concept!
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