Belial by vonBoomslang

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Belial

By: vonBoomslang
Last Updated: Jun 19, 2015
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Belial

The Lord of Lies

Once, he overthrew the Greater Evils and exiled them to the mortal realms. Once, he ruled a kingdom through manipulation and deceit. Now, the two-faced Lord of Lies turns his sight upon Nexus itself.

Belial subtly manipulates the battlefield to support his allies, convincing his enemies to pass over easy targets or instilling in them a false sense of security even as he makes them chase illusions or give up their own power freely.

Combat Trait

1
Delusions of Vitality
Obscure weaknesses. Feign advantage. Child's play for the Lord of Lies.

Fool your enemies into seeing target hero's current health as up to 30% higher than it actually is. Lasts until the target hasn't taken damage for 10s.

Mana: 25
Cooldown: 20s

Enemies see false health as if it were normal. Allies see it as a gray bar. The false health visibly crumbles away if duration runs out or the hero dies; if target was an enemy, there's an animation and sound of Belial's derisive laughter, so they know what happened.

False health is initially equal to 15% of target's missing HP. Afterwards, target gains false health equal to 50% of all healing received and 40% of all damage taken.

Primary Abilities

1
Meteor Strike
Hellish power? A cunning illusion? It's real enough to hurt.

Call down a meteor to strike target medium-sized area for Q (moderate to high) damage after a 1.5s delay. Reactivate the ability to split the meteor into three shards that each hit a small area for 0.5Q damage, with no change to the delay.

Mana: XX
Cooldown: 8s

Has a clearly visible warning FX. Belial additionally sees additional targeters for the three shards, arranged in a triangle, that each follow a contracting spiral towards the impact area - these are where the shards will hit if he reactivates the power at that moment.

With good timing, all three shards can hit a target that stands in the middle of the impact are and doesn't move away.
2
False Wounds
With careful manipulation, one's enemies can be convinced their attacks are effective even as their stolen power mends your allies' wounds.

Whenever target hero takes damage (if cast on an ally) or damages an ally (if enemy), the ally accumulates that damage. 1s after casting, False Wounds becomes visible and begins healing all affected allies at a constant rate of W/s (roughly Brewmaster's Balance's healing), up to 200% of the accumulated damage. Damage is accumulated for 5s or up to a total of W (roughly Plasma Shield's shield). 

Mana: XX
Cooldown: 8s

Hit point for hit point one of the strongest non-heroic single(ish) target heals, offset by A: The need to take damage for it to heal at all and B: The need to survive taking said damage. False Wounds has a very subtle animation and no FX whatsoever until it starts healing, to make it easier to trick an enemy into hitting a protected target, or keep attacking while they are under its effect.
3
Mislead
Why merely hide, if you could have your foes chase smoke and mirrors while they're at it?

Become invisible, invulnerable, and immobile. Belial is replaced with an indistinguishable duplicate that can be controlled but cannot use abilities or attack. At any time, he can reactivate Mislead to stop controlling the duplicate (which follows its last command) and cancel his disappearance early. Otherwise, both the duplicate and the disappearance last 3s.

Mana: XX
Cooldown: 12s from end

Summoning the duplicate is invisible to the enemy. Ending the disappearance is not. The duplicate can be damaged, ccd, killed (which doesn't reveal Belial if he doesn't want to be revealed but makes it clear it was a decoy), it appears on the map, etc. Any targeted projectiles or attacks are disjointed onto the duplicate.

Heroic Abilities

1
Botfly Swarm
Onwards, minions. Do not fail me as you failed Maghda.

Sends forth a slow-moving (walking speed) swarm of insects in a straight line. Allies near the swarm are healed for R1 (low) every second; enemies are damaged for R1 (also low) with 20% of the damage distributed between allies in range as health; targets underneath the swarm itself take double damage and receive double healing.

Mana: XX
Cooldown: 30s.

The swarm ignores enemy and terrain collision. Belial doesn't have to stop to cast it - if he casts it in the direction he's moving, he'll be under the swarm still.
2
Planar Rift
Channeling the powers of a Prime Evil, Belial tears a part of the world into another dimension! Or at least that's what they all believe and that's enough.

After a 1s, create a large circular rift. The rift blocks vision and movement; additionally, units inside cannot be attacked by those outside and vice versa; abilities are also blocked (cannot be targetted & have no effect). Heroes attempting to pass the wall using blinks, leaps, being knocked back or similar fall into the endless void and are never seen again (or rather, are put into stasis and reappear at the edge when the ability ends. Enemies are stunned for 1s). The rift lasts 6s or until cancelled by reactivating or Belial dying.

Mana: XX
Cooldown: 90s

Units that intersect the rift's edge are pushed in or out. Buildings are put into stasis.

Special Mount

1
Urgency
After a short channel, Belial lifts up higher, gaining 40% movement speed.

Level 1 Talents

> Conjuror's Pursuit (Passive): Generic.
> Lasting Deception (Mislead): Increases duration to 5s.
> Scourging (Meteor Strike): Increases meteor damage by 20% and shard damage by 30%.
> Chaos (Delusions of Vitality): Recharges up to 200% faster based on number of heroes in combat near Belial.

Level 4 Talents

> Slip Away (Mislead): After reappearing, Belial gains 2.5s of stealth.
> False Danger (Meteor Strike): If Meteor Strike lands on an ally accumulating damage for False Wounds, half of the Meteor Strike's damage is accumulated.
> Reveal Deceiver (Active): Permanently reveal an allied minion as a serpentine Deceiver. Deceivers have +200% health and attack 50% faster. When damaged by an enemy hero, Deceivers instead become immune to all hero damage for 1s with a 10s cooldown. Cannot be used on Catapults. Holds 2 charges. Cooldown: 30s.
> Protective Shield (Active): Generic.
> Healing Ward (Active): Generic.

Level 7 Talents

> Splinter (Meteor Strike): Increases meteor damage by 30%. If split, adds a fourth shard, targeting the initial impact area.
> Iron Maiden (False Wounds): When an enemy's damage is accumulated by False Wounds, 25% of the damage will also accumulate on the enemy, before being dealt over time.
> Obscuration (False Wounds): Increases the delay before healing and overall accumulation duration by 1.5s. Doubles healing rate.
> Your Senses Betray You (Active): For 10s, gain vision of all enemy and neutral minion and bruiser casters. Cooldown: 30s.
> Cleanse (Active): Generic.

Level 13 Talents

> Last Gasp (False Wounds): If an ally protected by False Wounds would be killed, False Wounds ends but the ally is instantly healed for 200% of the accumulated damage.
> Shattered Illusion (Mislead): When the duplicate expires or dies, it explodes for 1.0-2.0 E (moderate to high) in a modest area, based on its remaining hit points.
> Layered Deception (Mislead): If the duplicate is killed, it will produce a ragdoll and kill notification complete with death timer, and the time Belial may stay disappeared is refreshed. The deception lasts 10s or until the enemy team gains vision of Belial, whichever comes first.
> Shrink Ray (Active): Generic.

Level 16 Talents

> Delusions of Immortality (Delusions of Vitality): If an allied hero with false health would die, the false health begins working as a shield instead. Delusions of Vitality still cannot create more than 30% false health per cast. This effect has a 60s cooldown.
> Or Are They? (False Wounds): While False Wounds is visible and still accumulating damage, the hero it was cast on takes W (moderate) damage every second. Clarification: Cast on enemy for extra damage, or cast on ally for guaranteed healing. The damage doesn't start until after it starts healing so no chance of killing said ally.
> Hardened Focus (Passive): Generic.
> Misdirection (Mislead): The duplicate can now cast Meteor Strike and False Wounds, using Belial's mana and cooldowns.

Level 20 Talents

> Lord of the Flies (Botfly Swarm): Duration and range increased by 50%. May now reactivate to order swarm to head to a location or follow a unit.
> Petty Illusion (Planar Rift): Increases duration by 2s. If Belial is inside the rift, he assumes his "true" form, growing massive and immobile as well as gaining a powerful shield. While the shield is up, his basic attacks deal increased damage, and he may cast Meteor Strike for free and on a 2s cooldown.
> Storm Deception (Active): Belial blinks away (as with Bolt of the Storm), leaving a Mislead decoy in his old spot. This uses up and may be cast even if Mislead is on cooldown, but that cooldown will be added to Storm Deception's. Cooldown: 45s.
> Rewind (Active): Generic.

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1
[-]
matheod (5) | June 20, 2015 4:52am
Oh okay, i though it would show heroes. So it's not OP ^^
1
[-]
vonBoomslang | June 20, 2015 2:52am
"As I understand, it allow you to see all enemy each 30s during 10s. So during 1/3 of the time you would know exact position of enemy. Did I miss something ?"

It shows you enemy and neutral caster minions and mercenaries - so every minion wave and every bruiser camp.
1
[-]
matheod (5) | June 19, 2015 7:15pm
"I think it's comparable to Rehgar's Farsight , covers more area but you can't use it to check on the turn-in or a boss or the jungle."

=> As I understand, it allow you to see all enemy each 30s during 10s. So during 1/3 of the time you would know exact position of enemy. Did I miss something ?

"Keep in mind the 3/5 duration on the duplicate!"

=> Oh I though the duplicate last an infinite time until we cancel the spell.
1
[-]
vonBoomslang | June 19, 2015 5:45am
matheod wrote:

I love this heroes !

For MISLEAD, I would rather allow to use METEOR STRIKE and to use auto attack, but making them having no effect (no damage). Like that it's easier to make them think it's really you (because without that the only thing you can do is move). Also can be fun to launch a fake meteor to make them move :D


Would also work, yeah. I think enemies would be more likely to notice damage floaters but no health going away.

matheod wrote:
Your Senses Betray You seem OP.


I think it's comparable to Rehgar's Farsight, covers more area but you can't use it to check on the turn-in or a boss or the jungle.

matheod wrote:
Misdirection => Again ? Stop reading my mind ! :D => It's too OP in my opinion, as it allow to do most of our work while staying at spawn.


Keep in mind the 3/5 duration on the duplicate!

matheod wrote:
A suggestion for Your Senses Betray You. It's something really special so you will probably think it's a stupid idea. (...)


I don't think it's stupid, in fact, it sounds like a really handy tool. It does, however, sound insanely OP. This would basically give you 100% uptime awareness of where the enemy team is, with no counterplay. Enemies couldn't boss or group for a gank without you knowing about it.
1
[-]
matheod (5) | June 18, 2015 5:42pm
A suggestion for Your Senses Betray You. It's something really special so you will probably think it's a stupid idea.

Instead, the idea would be that the talent is a passif (so working all the time), that would show an eye (just an UI effect, not an invocation) visible in game and in the minimap. This eye would be the barycenter of all alive enemy heroes.

If you don't know what is a barycentre, is sort of an extension of the middle, bot for more points (and if there is only two alive enemy, it's the middle, if there is only one alive enemy it's it exact location). So it's give an idea of where are all enemy.
1
[-]
matheod (5) | June 18, 2015 5:33pm
I love this heroes !

For MISLEAD, I would rather allow to use METEOR STRIKE and to use auto attack, but making them having no effect (no damage). Like that it's easier to make them think it's really you (because without that the only thing you can do is move). Also can be fun to launch a fake meteor to make them move :D

When I was reading I though one of the ulti was gonna be an ulta that allow to fake a death, but no ^^
But both your ulti are nice.

Your Senses Betray You seem OP.


Layered Deception => I said nothing about fake death :D

Misdirection => Again ? Stop reading my mind ! :D => It's too OP in my opinion, as it allow to do most of our work while staying at spawn.

My build :
Scourging, False Danger, Splinter (or Layered Deception but too OP), BOTFLY SWARM, Last Gasp, Delusions of Immortality (or Misdirection but too OP), Lord of the Flies.
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