Belial by Murraythehuman

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Belial

By: Murraythehuman
Last Updated: Nov 16, 2023
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Belial

Lord of Lies

A crafty bruiser that can trick opponents with the illusion of danger.

This moveset was initially inspired by this reddit post. I found the moveset to be an intrinsically interesting way to handle the character, but thought that it had some elements that didn't gel well together. As such, this is my own take on the idea, with a focus on streamlining the abilities and creating a single cohesive playstyle.

The only parts retained from the original were the concept behind the trait, the use of the ability name 'Mind Break', and some of the elements in their ability 'Seeing is Believing'.


Belial is the Lord of Lies, and as such, he makes good use of subterfuge and trickery to force his opponents to give up their positioning. His abilities are easy to avoid due to their long trigger time, and so forcing enemies to dodge the illusions he creates with his trait is key to playing Belial effectively. Because Belial's damage is high for a bruiser, his enemies must respect the possibility that any given ability is real.

Following some feedback, this concept has been reworked from Melee Assassin to Bruiser.
Design Goals (and Solutions):
  • Decrease the amount of inherent screen clutter (Hardcap ability screentime durations to 1.5 seconds)
  • Make him less unfun to fight (Reduce Belial's ability to force the enemy to make blind guesses, and make it less punishing to take his hits)
  • Reduce his potential for free escape (Give Hellstrike a longer cooldown and worse power as an escape tool, but keep it powerful by giving it Hard CC)


Attack Type: Melee
Attack Speed: 1.00
Attack Range: 1.25

Attack Damage: 127
Health: 2276
Health Regen: 5.8

Resource: 500 Mana

Combat Trait

1
Deception
Cooldown: 8 seconds

Activate to make Belial's next basic ability an illusion. Illusions are copies of the original ability that vanish before dealing damage. Illusions don't consume the ability's cooldown and can be cast while the original ability is on cooldown.

Illusions still cost mana, but the mana is refunded after the illusion fades.


Illusions cost mana primarily so players can't immediately figure out which abilities are fakes by looking at Belial's mana pool.
Illusions appear as the original ability up until they are set to 'go off', at which point their 'detonation' fizzles out.

Primary Abilities

1
Mind Break
Cost: 40 Mana
Cooldown: 8 seconds

Belial creates a conduit for his power that travels towards the target destination. After 1.25 seconds, it fires a psionic blast back towards Belial, dealing 170 damage to all enemies in its path, and healing Belial for 125% of the damage dealt to heroes and 25% of the damage dealt to non-heroes.

The conduit displays the intended direction of the move with a small arrow at its base, pointing towards Belial (with a second pointing towards his Hellstrike Illusion if it's in play).
The reason the ability is fired from Belial and not just placed in an area is to prevent Belial from putting it somewhere outside vision and just hitting the opponent with an un-telegraphed surprise.

Range: 8
Width: 1.5
2
Tempt Fate
Cost: 40 Mana
Cooldown: 8 seconds.

Create a ring of runes around a target enemy. The runes detonate after 1.5 seconds, igniting foes hit, causing them to receive 205 damage over 2.5 seconds and slowing them by 25% for the duration.

To be clear, this is a ring-shaped ability, similar to Jaina's Ring of frost. Foes standing in the middle are not hit.
A very basic tool designed to scare Belial's enemies into remaining still when they don't need to, scare them stiff!
Using this on a foe who is already moving will not hit them unless they are slowed. Moving at 100% speed should allow a hero to just barely avoid being hit, assuming they were moving when the ability was first cast.

Range: 7
Damage area size: 2.5
Safe area size: 1.9
3
Hellstrike
Cost: 70 Mana
Cooldown: 14 seconds.

After a short delay, charge to the target location and channel in place there for 1 second to release a blast in the area that deals 155 damage to all enemies in range and stuns them for 1 second.

If cast as an illusion, Belial creates a clone of himself to perform the attack in his stead. After creating the illusion Belial gains stealth for 1.25 seconds, and will also become invisible and unrevealable until he moves.

This is the only ability with special rules if cast as an illusion.
There is a very small delay at the start of the move, followed by very rapid travel time, so the total time the move is active is about 1.25 seconds.
General Stealthing rules apply here, such as attacking/casting abilities removing Stealth, etc.

Range: 8
Blast Radius: 3.3

Heroic Abilities

1
Overwhelm
Cost: 75 Mana
Cooldown: 80 seconds

Belial takes on a monstrous form, gaining Unstoppable and channelling to slowly increase the radius of Overwhelm over 3 seconds. Upon reactivation Belial swings his claws in a semi-circular area, stunning and dealing damage to all enemies hit. Activates automatically upon reaching full charge.

Deals 108 damage and stuns for .25 seconds. Every second the ability is channelled increases the Stun duration by .5 seconds and increases the damage dealt by 158.

This move's maximum range is equal to 3 seconds of walking at 100% movement speed, so it's impossible to catch someone with this unless they're already within its radius or slowed.
There would be markers that help to notify what radius is what damage radius, as well as a 'heart pumping' sound as each increment is reached, with Belial's body also becoming more intense.
2
Demonic Possession
Cost: 75 Mana
Cooldown: 80 seconds

After 1 second, Belial inhabits the body of an adjacent enemy hero, becoming invulnerable. The possessed enemy is slowed by 50% and put under Mind Control for 3 seconds, allowing Belial to control their movements. Afterwards, Belial leaves their body in the direction the target was facing.

Belial will be ejected prematurely if the target is cleansed of Mind Control.

Like Mal'ganis's channel time when swapping health, the target must remain relatively close to Belial during the channel, or it will be disrupted.

Level 1 Talents

Talents that help Belial close the gap.

Q: Incept - Hitting heroes with Mind Break grants Belial 20% increased movement speed for 2 seconds. Basic attacks against heroes refresh the duration.

E: Lord of Flies - Whenever Hellstrike damages an enemy hero Belial is surrounded by flies for 4 seconds. Flies deal 22 damage per second and slow enemies in their radius by 25%.

Passive: Patient Manipulator - Belial gains 5% increased movement speed and mounted movement speed. Each basic ability/trait not on cooldown increases this bonus by 2.5%.

Level 4 Talents

Flexibility talents that let Belial lean into different roles. Laning (with a bit of sustain), w questing, or raw dive.

Passive: Ichor Claws - Belial's basic attacks cleave and heal him for 20% of the damage done.

W: Fated Foe - Quest: Damage heroes with Tempt Fate. Reward: Every time a hero is damaged by Tempt Fate its damage over time is increased by 2. Damaging the primary heroic target of Tempt Fate with the explosion grants an additional 6 bonus damage.

E: Hellforgery - Belial gains 30 armor while moving and channelling with Hellstrike. The armor then persists for 2 seconds afterwards for each enemy hero hit by Hellstrike's explosion, up to a maximum of 10 seconds.

Level 7 Talents

Offensive talents for some extra playmaking power and disruption.

W: Fatebreaker - While heroes are slowed by Tempt Fate, their physical armor is reduced by 20, causing them to take 20% increased damage from basic attacks.

E: Demon Imprint - Enemy heroes hit by Hellstrike's explosion are marked for 5 seconds. Hitting marked heroes with Belial's basic attacks removes the mark and damages them for 3% of their maximum health, healing Belial 50% of the damage done.

Trait (D): Lunacy - Each basic ability not on cooldown causes Lunacy's cooldown to refresh 25% faster. Passive: Increase the range of Belial's basic abilities by 10%.

Heroic Talents

(Detailed above.)

Level 13 Talents

A flexible talent tier that lets Belial find new strengths. These talents all bring out the best of Belial's level 4 quest.

Q: Harvester of Minds - Tempt Fate and Hellstrike have their cooldowns reduced by 1.5 seconds whenever a hero is damaged by Mind Break.

W: Ruler of Fate - Tempt Fate can be cast on Belial, reducing its cooldown by 2 seconds. When cast this way, Belial receives a 251 health shield for 2 seconds when the runes explode, and the width and radius of of the runes are increased by 33%.

Trait (D): Guess Again - After an illusion ability fades, the next basic ability cast within 2.5 seconds has 25% increased spell power.

Level 16 Talents

High power potential talents for Belial that have the power to swing fights.

Q: Break the Unbreakable - Whenever Mind Break deals damage to a hero, its damage is increased by 25%, up to 125%. These bonuses are lost if Mind Break fails to hit a hero, or if Belial dies.

Q: Thoughtshatter - Mind Break's Conduit explodes into energy .75 seconds after firing its psionic blast, dealing 190 damage and silencing all heroes hit for 1.5 seconds.

Active: Veiled Magi - Summon a Veiled Magi at a target location. After 4 seconds, if Belial is in range, the Magi casts a spell that heals Belial for 75% of the damage he took over the last 4 seconds. Veiled Magi can be cast as an Illusion using Deception.

Storm Talents

Upgraded heroics continue to focus on being either multi-target or single-target focused. Hell to Pay opens up some ability to pull off some cascade situations. Madness Returns has high utility and can get you out of a fight going south, or be faked to take your opponents by surprise.

R1: Witness my True Form - Belial can now hold Overwhelm at maximum charge for up to 3 seconds. Every hero hit by Overwhelm reduces its cooldown by 15 seconds, up to a maximum of 75 seconds.

R2: Body Snatcher - Reduce Demonic Possession's cooldown and mana cost by 50%. If Belial's Mind Control target is killed while he is still Mind Controlling them, he gains health equal to the amount of health the target had when they were first possessed.

E: Hell to Pay - Increase hellstrike's range and explosion radius by 25% and reduce its cooldown by 4 seconds. Takedowns refresh Hellstrike's cooldown.

B: Madness Returns - Belial's Hearthstone channel duration is reduced by 50%. Belial can cast his hearthstone as an illusion, granting him stealth and invisible for 20 seconds or until he moves.
It grants him these effects only AFTER the 4 second channel is complete.

Changelog

3/9/2020
-Put the cleaving talent from Level 7 onto the 'auto attacks heal' talent at level 1, as the former effect seemed only useful when paired with the latter. In turn, I moved the original armor effect from Ichor Claws to Level 7, improved the armor to compensate, and added a way to get increased or decreased value from the talent based on your ability to land Hellstrike.
-Added a note at the top stating how much inspiration was taken from the original Reddit post.

19/9/2020
-Lowered the silence duration of Mind Break. The payoff of landing Belial's abilities needs to be very high, but 1.25 seemed a bit much.
-Level 7 W talent renamed to Thoughtshatter with more streamlined functionality. Taking the talent returns the removed .25 second silence time.
-Lingering Madness changed to be more consistent, allowing the talent to only proc once per cast, but at full power rather than half.
-Belial by Fire renamed to Mind Killer. Simplified to just be a normal percent damage move.
-Attempted to add ranges. Range numbers are one of the least learnable aspects of HotS, since they're referenced very infrequently in rules text, and they've been moving towards expressing range increases in terms of percentages. I may later just describe the ranges in terms of other abilities.

15/10/2020
-Returned the silence duration of Mind Break back to 1.25 seconds after looking at all the other Silences in the game. Most of those are much longer, but are riskier due to being close-range. Belial's isn't risky, but is instead hard to land, so the trade-off is justified.
--I kept the additional .25 second bonus duration on Thoughtshatter, for a total of 1.5 seconds of silence time. A net buff for Belial.
---This required Lingering Madness to be changed to a talentless blast, as otherwise the synergy between the two would turn Lingering Madness into a must-pick for players who take Thoughtshatter.
-Added a line to Lord of Flies to prevent it from triggering its own effect. However I am now looking to rework the talent entirely, as an issue I was aware of but brushed off is becoming harder to ignore - namely that it gives away whether or not the move was an illusion when using Hellstrike. I want the move to be a tool that sustains Belial while in the thick of things, without being too troubling to deal with.
-Level 1 healing talent, Veiled Magi, has been adjusted to just give one big heal, as otherwise it would be obvious which version is real when cast as an illusion, just based on when Belial is healed. It also makes the payoff and counterplay more interesting.
-A line added to Deceiver's Wrath to clarify its relationship with charge-based talents.
-Added some minor clarifications and corrections.

26/1/2021
-Changed Deceiver's Wrath (20) into an activated ability.


28/09/2023
BRUISER REWORK.
A rework aiming to really bring together Belial's gameplan, and force him to get into dangerous situations more often.
  • Health has been increased from 1900 to 2276.
  • Basic attack damage has been reduced from 177 to 127.
  • Deception's cooldown has been increased to 8 seconds and it now refunds the mana it used.
  • Demonic Flare has been removed.
  • New basic ability: Tempt Fate. A move that's more unique to Belial, and has a more uniform counterplay, as simply standing still will make the move impossible to hit.
  • Mind Break has been moved to Q, and is now a weaker move with a faster detonation time, but less range. It also self heals instead of Silencing.
  • Hellstrike's range and power have been greatly decreased, and the move now stuns baseline. It now has a channel time of 1 second, up from .75 seconds, and its cooldown has been increased from 10 to 14.
  • As he's now a Bruiser, Overwhelm has been adjusted to grant Unstoppable, but it can no longer be cancelled. Once you start the channel, you MUST release the ability, and it'll be done for you after 3 seconds. Additionally, the move now improves its damage and stuns in increments, to give the move a more consistent feel.
  • Demonic Possession now slows the target by 50%. Before there was an element of fairness to its 'free pick' potential because it required a squishy to get right in an enemy's face. The 50% slow now makes it a coin flip as to who will be killed, based entirely on which team gained the most ground.
  • Belial's talents have been completely overhauled.

6/11/2023
Updated the wording on a number of talents.

17/11/2023
  • Lunacy has been modified to instead reduce its cooldown while your abilities aren't on cooldown, rewarding more deliberate use of illusions rather than ability spam.
  • Level 16 talent Veiled Magi has been streamlined, now working like a mini Dehaka Heroic, just on a hero less capable of using it, and with more counterplay.

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lucky-tiger (2) | August 14, 2020 6:49am
DECEPTION is such a good simple fitting idea! And it works great with the kit you created. Really well done!
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Murraythehuman (2) | August 14, 2020 8:26am
Thank you! I wish I could say it was entirely my own, but it was the one thing copied wholesale from the reddit post I mentioned.

As an aside, a trait like Deception is VERY hard to build talents around. Every time I thought I had a good one, I realised "wait, wouldn't this just give away the illusion?" and had to scrap it.
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