Belial (Melee Specialist) by kid-karma

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Belial (Melee Specialist)

By: kid-karma
Last Updated: Mar 2, 2016
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Belial (Melee Specialist)

The Lord of Lies

Belial, Lord of Lies, is the most elusive of the seven Evils and is a master of deceit. It is said that he manipulated Azmodan into revolt against the Prime Evils. This began the Burning Hells' civil war, which ended with the Dark Exile of the Prime Evils to our mortal realm.

Belial's goal is to spread confusion and paranoia among the enemy heroes. Although many of his abilities favor ambushing enemy heroes he is not an assassin; Belial excels at being a consistent and unpredictable threat.

Combat Trait

1
(D) Deceiver
Summon an Illusion with the appearance of an allied hero. Long range. Appears on minimap if enemy has vision of it. Illusions deal no damage and have 35% of the health of the hero they appear as (casting on the ground brings up a display similar to the ping wheel; simply select which of your 4 teammates you wish to copy). Illusions last for 30 seconds. 30 second cooldown.

If Deceiver is cast on Belial he takes on the appearance of an enemy hero. Illusion can be cast on Belial even when it is on cooldown and casting Deceiver on Belial does not trigger the cooldown. Illusions on Belial are broken if he deals damage.

Primary Abilities

1
(Q) Decay
Channel a short range cone of pestilence in front of Belial. Lasts 4 seconds. Damage increases by 15% per second. Can move while channeling. 10 second cooldown.
2
(W) Smoke And Mirrors
Belial can teleport a short distance away, leaving behind an Illusion of himself that lasts for 1 second.

10 second cooldown.
3
(E) Reveal
Reveal any Illusion to be false, transforming it into a Snake Warrior. Last 8 seconds. 5 second cooldown.

Casting Reveal on Belial when he is shrouded in an Illusion reveals him and spawns a Snake Warrior.

Heroic Abilities

1
(R1) Veiled Threat
Target Mercenary camp will not appear to be capped and its Mercenaries will not appear on the minimap. 50 second cooldown.
2
(R2) True Vision
Belial transforms into the True Vision of the Lord of Hell. He moves slowly while slamming the ground in front of him for massive damage. 90 second cooldown.

Special Mount

1
(Z) Fog Of War
Belial becomes cloaked and his vision radius turns blue. Belial moves 50% faster while moving through the fog of war. His augmented vision radius does not technically break the fog of war and does not provide vision. 1.5 second cast time.

Casting any ability other than Illusion or Reveal, or being damaged breaks 'Fog of War'.

Talent Tree

Level 1:
-Machinations: Taking down an enemy hero conceals 1 of your talents from the enemy.
-Exploit: Minions killed by the enemy grant a stack of Exploit. Use 40 stacks to Exploit target mercenary, instantly defeating them.
-Shells: Attacks by Illusions against structures destroy 1 ammo.
-Doppelgangers: Reduces the cooldown of Deciever by 10 seconds.

Level 4:
-Fooled Again: Damage dealt to Illusions by enemy heroes reduces Belial's cooldowns.
-To Dust: Decay slows the target by 20% and increases the damage bonus per second to 20%
-Venom: Snake Warriors attacks deal an additional 25% damage over time.
-Snake And Mirrors: The Illusion left behind by Smoke And Mirrors transforms into a Snake Warrior when it expires.

Level 7:
-Betrayal: Every second spent near an enemy hero (to a maximum of 4 seconds) while concealed within an Illusion increases the damage of your next Decay by an additional 10%.
-Dance, Puppets: Attacks by Illusions have a 10% chance to trigger a ping for the enemy team. Attacks against heroes trigger "Attack" pings on the Illusion. Attacks against structures trigger "Defend" pings on that structure.
-Reconstituted Flesh: Decay heals Belial for 15% of the damage it deals.
-Profiteer: Time spent in the fog of war heals Belial.

Level 10:
-(R1) Veiled Threat: Target Mercenary camp will not appear to be capped and its Mercenaries will not appear on the minimap.
-(R2) True Vision: Belial transforms into the True Vision of the Lord of Hell. He moves slowly while slamming the ground in front of him for massive damage.

Level 13:

-Enough Subtlety: Damage dealt by Belial within 5 seconds of coming out of an Illusion is increased by 20%.
-Pants On Fire: Increases Belial's speed by 20% for 3 seconds after using Smoke And Mirrors.
-Your True Self: Minions and mercenaries killed near a Snake Warrior have a chance to become a Snake Warrior.
-Bald Face Liars: Allied heroes near an Illusion with their appearance are healed over time.

Level 16:
-Why'd It Have To Be 'Snakes'?": Reveal now summons 2 Snake Warriors.
-Dim Vision: Damage dealt to an Illusion by an enemy hero reduces that hero's vision radius by 80% for 3 seconds.
-Unnatural Causes (Active): Causes a death message and death timer to appear for the enemy team when cast on an allied hero as though that ally had been killed in combat. 60 second cooldown.
-Paranoia (Active): After 30 seconds 2 Illusions appear outside of target enemy hero's vision radius. These Illusions will only attack the target they spawned from.

Level 20:
-Facade: Activate to give all nearby allied Heroes a shield for 20% of their maximum health for 3 seconds.
-It's Not A Lie If You Believe It: Casting Veiled Threat on a mercenary camp causes it to indefinitely appear capped to the enemy team when viewed through the fog of war.
-Petty Illusions: Belial spawns a Snake Warrior every time he strikes while in True Vision form.
-Rewind: Activate to reset the cooldowns of your basic abilities.

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2
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Who_You_Expect (2) | April 15, 2016 6:03pm
I approve of this concept 100%(Even though that probably means almost nothing in the grand scheme of things.). 10/10 would insta-buy and never stop playing.
3
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IrraDeX (1) | January 29, 2016 1:41pm
11/10 would lie again.
1
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Yvodkanapero | January 9, 2016 3:32pm
I just love it!!! I think that very fun to play, and can be competitive!!! In Diablo 3 he's my favorite boss... The synergy between his talents are very interesting! I would love to see him in game
1
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Deioth | January 8, 2016 9:28pm
I like it. Your Z is confusing though, he goes blind while using it...? or does he just not reveal his vision to friendlies?

Veiled Threat, I think, would be better used to make it seem a merc camp or boss was claimed but wasn't. Unless an enemy hero sees the camp or attacks at least one of the created illusions, the enemy team will see the camp move on the minimap and the camp showing as claimed. Level 20 could allow the illusions to cause 25% of their damage and allow use on a boss camp without the damage/health. If the camp is claimed, the illusions disappear. Illusions from this heroic (maybe renamed at this point) must be killed by a hero and can make towers spend ammo maybe as well?
1
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Dalmasca | October 22, 2015 1:25pm
I LOVE the idea behind his trait! It kind of reminds me of playing a Spy in TF2. I was wondering if you considered making the meteors from the D3 Act II boss fight one his abilities (heroic)?

I don't think the level 1 talent "Machinations" would work well in practice though. Part of the interesting counter-play in the HotS comes from viewing talent builds in-progress and building against them. This talent would only require one takedown every 3-4 levels to hide all of your talents. Moreover, it's not changing gameplay of the heroes, just the information available. It might feel underwhelming when you can simply infer the chosen talents based on what you see happen in-combat.

Likewise, the level 7 talent, "Dance, Puppets" and the level 16 talent, "Unnatural Causes" are creative, but could be borderline spammy. Plus, "Dance, Puppets" obfuscates the more commonly used --and arguably, more important-- "On-my-way" and "Danger" pings.

I'm not sure I understand his special mount correctly, but it would be cool to have the ability to decrease enemy vision of an area while he is mounted! Imagine countering Zagara creep tumors and Abathur toxic nests just by standing near them! Edit: Your level 16 talent, "Dim Vision" is more what I had in mind. Good job!

I really like the Snake Warrior build potential, and the talent "Betrayal". Very flavorful backstab elements!

Lastly, I think your level 10 heroic, "Veiled Threat" could have a greater impact if it affected actual units, not just the minimap. Here are some iterations on your idea:
  • "Cloaks un-captured or friendly mercenaries and sends Illusions of them down the nearest lane. (Enemies will see a respawn timer instead of units on un-captured camps)"
    This could be used to make it appear like you've already capped a camp when you haven't; thus giving you time to take it while the enemy incorrectly defends the lane. Conversely, you could hide already-capped mercs in the lane next to your Illusions of them. It would effectively give Mercs 30% more health, which is pretty powerful when stacked with other Illusion modifications.
  • "Friendly mercenaries deal 10% more damage for every Illusion you have active and can be pinged to fight in the lane nearest your hero."
    This is a concept that may address SteggySaurus' concerns. It synergizes very well with the talents that allow you to spawn multiple Illusions and allows you to really add some macro/micro to your lane push.
1
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SteggySaurus | October 19, 2015 9:42am
Nice concept, but Veiled Threat seems too easy to soft counter by looking at what talents players are picking during the course of a game via the Score Window, unless Ranked has different rules there; but the idea is the same - the Heroic ability being hard countered by something as simple as vision, with talents such as Flare and other warding abilities seeing more frequent use makes it hard to see the benefit of rolling with this ability, considering that ambushes and teamfights happen without anything like this talent in game already. It just misses something. I'd love seeing the ability tweaked that you can somewhat direct and control the Mercs after capping, with your current idea of making it appear uncapped on the map, to go into different lanes besides the one they are normally programmed for, or to stay where they are, but within YOUR control, such as gaining a boss, then hiding in a bush with it near their boss with your team and then ambushing them for a double boss push.

The window of opportunity would be excruciatingly tight, especially on smaller maps, and there is no way to safely assume your Heroic ruse and entire ambush wasn't spotted a mile off by a cloaked player or someone in a bush (or the Beliac player simply didn't see them...); in short, the risk does not make up for the reward in my opinion, and the level 20 talent to improve it seems lacklustre as well sadly.

Besides all of the above, the duration of the talent itself would be fairly dependent on how long before the Mercs start getting into combat in lanes, which often isn't very long at all.


Besides this (hopefully constructive) criticism, I love the sound of this hero! (:

Edit: To clarify, Mercs or Bosses under your control as Beliac would NOT engage in combat, simply follow you or be directed to a position before being 'unleashed' and allowed to engage normally, or prioritize a gate.
1
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MuXu | August 6, 2015 7:00pm
Oh... wow... amazing concept!
1
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kid-karma (2) | June 24, 2015 12:29pm
What do Illusions do, pretend to attack nearest target?
That's what I pictured them doing, yes. If there is no nearby target they move up the lane like minions.


How strong are Snake Warriors?
A little weaker than Zagara's hydralisks since there is potential for them to be spawned quite frequently. They'd feel a little different because they're melee.


When is he considered to be in the "fog of war", for Profiteer for example?

So remember his Z ability "Fog of War" does not provide vision technically. All that grey stuff on the map that you can't see through is the actual fog of war, so while he's moving through that he's not technically breaking it. While in that he heals if he's taken the profiteer talent.

What's the cooldown on Paranoia and why that insane delay?
No idea what the cooldown on Paranoia would be. The delay was because I wanted it to suit the idea of being paranoid. The enemy hero would know it had been cast on them (I kind of pictured a debuff icon above their head like Zagara's hydralisks apply that slowly fades). The long wait before the illusions arrive causes the enemy to be worried about their arrival. Soon two "enemy heroes" are going to come running up. With coordinated teams a few people could rush in and you wouldn't know who is a real threat. Without support Belial could still turn one of the illusions into a snake warrior at least. In short the delay is just to emphasize the "oh no, they're coming" feel.


Why is his Storm Shield clone renamed and why is it before the heroic upgrades?
I renamed the Storm Shield just because I hate the generic talent theme. Like Nazeebo has "ice block"; that's just dumb. I just think it's cooler if the ability is themed to the hero. I understand why they don't do it, but it's just a concept, so I did. And it's before the heroics just because I thought of it first.


Does Veiled Threat have a duration? Does it have to be cast before or after it's capped?
Not sure about the duration. Would have to see how it felt in game. I did imagine it needing to be cast before the camp is capped though, or else the enemy team would hear the alert, and then suddenly on the map it's like "er... no nevermind. just forget that", which doesn't work.


Good questions!
1
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vonBoomslang | June 15, 2015 3:45am
I'm seeing at least two "chance" talents, and HotS so far doesn't have any of that (and it's a good thing if you ask me). I like the design of messing with the enemy team but a few things are unclear. What do Illusions do, pretend to attack nearest target? How strong are Snake Warriors? When is he considered to be in the "fog of war", for Profiteer for example. What's the cooldown on Paranoia and why that insane delay? Why is his Storm Shield clone renamed and why is it before the heroic upgrades? Does Veiled Threat have a duration? Does it have to be cast before or after it's capped?
1
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LordDreadman (1) | May 29, 2015 8:01pm
This is perfect. Very flavorful, and true to the Lord of Lies theme, as well as Diablo III gameplay.

Excellent work!

Lord Dreadman
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