Andariel by Leidiriv

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Andariel

By: Leidiriv
Last Updated: May 8, 2018
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Andariel

Maiden of Anguish

Sadistic Assassin who capitalizes on her own noxious poison.



Designed as a melee equivalent to Lunara, providing an constant, intense force on any battle she takes part in.


Works well with Tyrael, Lúcio, and Dehaka.


Works well against Cassia, Uther, and Tychus.


Struggles against Zeratul, Diablo, and Malfurion.


Favors Battlefield of Eternity, Infernal Shrines, and Garden of Terror.


Damage: 7/10
Survivability: 5/10
Utility: 410
Difficulty: 6/10

Combat Trait

1
Anguish
Passive: Your Basic Attacks inflict a poison that deals an additional 10(+4%) damage every 0.25 seconds for 4 seconds on the affected enemy. Applying Anguish to an enemy Hero also heals you for 13(+4%) every 0.25 seconds for 4 seconds.

Cooldown: 2 seconds


Activate to consume the remaining heal granted by Anguish to reduce the cooldowns of your Basic Abilities by the remaining duration.

Primary Abilities

1
Venom Spray
Mana: 45
Cooldown: 12 seconds


Spray corrosive toxins in a long, narrow cone in the target direction, dealing 132(+4%) damage to all affected enemies and negating any positive Armor for 3 seconds. If any affected enemies are suffering from Anguish, the effect of Anguish is spread to all affected enemies.
2
Poison Bolts
Mana: 50
Cooldown: 14 seconds


Activate to increase the range of your Basic Attack to 5.5 for 4 seconds. While Poison Bolts is active, your Basic Attacks deal 40% increased damage to enemies affected by Anguish, but do not apply Anguish themselves.
3
Ecstasy
Mana: 60
Cooldown: 20 seconds


Activate to consume the effect of Anguish on an enemy Hero to increase your Movement Speed and Attack Speed by 20% for the remaining duration of Anguish.

Heroic Abilities

1
Agonizing Climax
Mana: 70
Cooldown: 30 seconds

Cause your victims to burst with anguish, dealing 169(+4%) damage in an area around every enemy Hero affected by Anguish.
2
Play Rough
Mana: 100
Cooldown: 90 seconds

After a 0.5 second delay, charge in the target direction. If you hit an enemy, deal 102 (+4%) damage to them and Fear all Anguish-afflicted enemy Heroes near them for 2.5 seconds.

Stats

Health: 1948 (+4%)
Health Regeneration: 3.57 (+4%)


Mana: 500 (+10)
Mana Regeneration: 3.0 (+0.1)


Basic Attack Damage: 88 (+4%)
Basic Attack Speed: 1.25
Basic Attack Range: 1.5 (Melee)

Talents

Level 1-
- Pain and Pleasure (Trait):
Quest: Gathering Regeneration Globes increases the heal and damage duration of Anguish by 0.1 seconds, up to 2.0 seconds.
Reward: After gathering 20 Regeneration Globes, Anguish deals 20% increased damage while you are affected by the heal from Anguish.
- Special Touch (Trait): Your Basic Attacks deal 100% increased damage to non-Heroic targets affected by Anguish.
- Distraction (Trait): Applying Anguish to Minions or non-Boss Mercenaries stuns them for 1 second.


Level 4-
- Safe Word (Q): You now gain half of all Armor you strip from enemy Heroes with Venom Spray for 3 seconds, up to 35 Armor.
- Take it Slow (Trait): When Anguish expires on an enemy Hero, their movement speed is reduced by 25% for 2.5 seconds.
- Guilty Pleasure (E): Ecstasy now creates an aura around you, granting nearby allies half of your movement speed increase for as long as they remain in the aura.


Level 7-
- Submission (E): When Anguish is removed from a Heroic target with Ecstasy, it reduces the healing they receive by 5% for every second of Anguish

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Challenge (8) | April 20, 2018 9:45pm
Her basic attack baseline is kinda **** at 85 and a a 1.25 attack speed which makes using her E almost a chore?? unless you need the movement speed which isnt warranted to be a basic ability on its own when heroes like maltheal get a 25% movement speed on nearly the same cd that also removes hit collison at level 1 as a talent. 20% additional AA speed doesnt fix that either. It should be a dynamic bonus based on the amount of targets you consume the DoT rather than being static which would then make it worthwhile after spreading her D with Q

I still think rolling both active D and E into one ability would be better but thats your choice to keep it that way so thats not a big deal

On Q, With a fixed timer and precondition just removing armor all together for a short period is fine, its like anas grenade that removes all healing for 2 seconds but even harder to do because you need trait first. Group play is REALLY bad talent because 4 more armor reduction is nothing, even if you hit 3 people with it 12 armor is sitll nothing and isnt worth it, ESPECIALLY for a 16 talent. Honestly its not even good as level 1 talent. 4 armor is LITERALLY nothing and would never be the difference to a kill or not outside of super fringe situations where someone escapes at like 1% hp due to armor.

Zuljins 16 talent that makes him bypass armor entirely isnt even that valuable unless its vs garrosh. So yeah, that talent is a trap talent 100% and needs to be redesigned. Like i said, as long as its not 100% uptime as a 100% armor strip it isnt broken or op for a few seconds and wouldnt make or break cassia/uther (but may be a counter).

If youre balancing your R2 around level 20 you should add the cooldown increase to the level 20 talent specifically rather than gimping the 10 version. Like leorics entomb and lucios sound barrier get reduced duration with their 20 upgrades.
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Leidiriv (14) | April 20, 2018 11:18pm
In an attempt to alleviate your concerns, which are valid, I've made a few small and not-so-small changes that should add up nicely for Andariel. First and foremost, I made Venom Spray remove positive Armor entirely. Upon further review, it feels like the change will make Venom Spray's talents more widely usable without making the base ability too much more powerful. In addition, I increased the Fear duration on Play Rough, making it a bit longer than Horrify, to justify the longer cooldown with a greater CC effect.

Nnext up, I slightly buffed Group Play, making it reduce Armor by 5 per stack rather than 4. This, combined with the prior change to Venom Spray, should make Group Play morw widely usable. And lastly, I slightly increased the damage on Andy's AA, to make it scale a bit beter with her abilities and talents amplifying its power. As a baseline, she should be able to get around 180 DPS from range with both cooldowns popped, and the former changes should make it more than a bit safer for her to pop her trait to sacrifice her healing for more ranged damage.

I hope this addresses your concerns!
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Challenge (8) | April 19, 2018 3:52pm
Ive been working on an andariel concept myself for a LONG time as an anti spell user, but i couldnt really nail down everything i wanted so i havent published it yet. I like seeing yours to give me some inspiration possibly to finish it.

Off the bat, things i really like

Q- Simple but it has room to game. Simplying it to say something like removes any positive armor would be more clearer if thats what you are going for rather than 10 armor which is a odd number rather than just temp stopping armor all together. Cooldown is a bit long aswell.

W- reminds me of ivern from league, and ive always liked him. I think the idea of applying your trait first to get the benefit is pretty good but its not entirely dependant on it to be worthwhile. My only thought would be instead of bonus damage, it could apply a slow instead, which would allow you to continue to have uptime on a target if fleeing (uptime leads to more damage so its more valuable, especially for your teammates).

I think the trait and her R1 are both pretty cool, nothing really to note there other than active effect of the trait could just be a baseline thing to give her CDR based on active anguish on her targets per tick. Because it clashes with her E and thats definitely not fun. Having to choose between 2 psuedo dps cooldowns (CDR vs AA and movement speed) is just cumbersome and clunky when using the same minor resource.

Questions on R2. Does it stop once it hits a hero, or does it pierce like alaraks deadly charge? Secondly, i think the secondary effect is too niche. If youre in melee range to apply your trait, youre going to charge past them into danger if you dont already have anguish on (secondary targets)to fear them, since im assuming the distance is static rather than dynamic. Secondly the cooldown is way too long. Almost all damaging skillshot based ults are on a shortish cooldown for a reason with few exceptions like hanzo. 90 seconds is WAY too long of a heroic that can potentially whiff and do literally nothing while also putting you at risk. Honestly R2 is the only ability im not a fan of and could potentially be reworked to something more synergistic with her trait like R1 is.
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Leidiriv (14) | April 19, 2018 4:25pm
First off, I'm glad you liked the concept for the most part.

As for the concerns you have about Andariel, I hope you don't mind too terribly if I go through them and address/accomodate them in a pretty long-winded fashion.

1) I made Andariel's cooldowns so long because I figured that she would be actively consuming her selfheal to bring the cooldowns down to a more manageable level, with her trading survivability for damage and flexibility at a core level.

2) I had her Q place the upper limit at 10 so as not to completely castrate certain heroes' defenses (Cassia, Uther for a couple examples) while still making her effective against them. Plus it gives room later on in her talent tree to work with that mechanic a bit more, as with Group Play and Safe Word.

3) I didn't want to give Andariel a baseline slow because I felt it would be too oppressive when combined with the amount of damage she can put out, her range, and the speed she can gain from her E. Again, the decision was partially made for the sake of talent design space, as with her Q's armor limits.

4) The concern about her trait and her E requiring the same resource has been addressed previously. Ecstasy takes the DoT off of an enemy, while activating Anguish consumes her HoT. There's no interference between the two abilities, beyond her trait possibly making it less safe for her to go in after popping her E.

Her R2 does stop when it hits a hero, more like Blaze's E than anything else. Rather than being a damage ult first, Play Rough's main purpose is the Fear it applies, hence the similar cooldown to Horrify. The slightly longer cooldown is mostly because of the level 20 upgrade causing a Stasis effect on top of the already-large amount of CC it can provide. I'll offer some ideas I'd be happy to inplement for it in a future comment, if ypu're interested in hearing them.
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Leidiriv (14) | April 19, 2018 2:43pm
I've had this one done for a while in preparation for a possible hero concept contest, but I figured you guys might like to take a look anyway. If necessary, I'll come up with something else for an entry, but I just couldn't wait to share this any longer.
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