Blackman and Dabiri by normalice

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Blackman and Dabiri

By: normalice
Last Updated: Jul 10, 2018
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Blackman and Dabiri

Rivals in Arms

Two heroes in one (similar to TLV). One is a support, the other a specialist. The two grow in competing power the closer they are to each other. These are protoss from rival mercenary factions that are forced into a "competitive cooperation" until level 10. At that point the dark templar and high templar must merge, which results in one having dominance over the other.

Combat Trait

1
Opposing Forces
Blackman passively increases health regeneration of nearby allies by up to 1000% and Dabiri is permanently cloaked taking up to 90% less damage from structures. These amounts are reduced by distance between Blackman and Dabiri. If either is dead, these default to 100% and 10%, respectively.

Primary Abilities

1
Arc
A pulse of healing arcs from Blackman to Dabiri. Or a pulse of damage arcs from Dabiri to Blackman. Toggle trait to change direction. Damage does extra damage to non-heroic units and structures. Damage/healing reduced based on length (distance) of arc.
2
Pull of Fate
Blackman and Dabiri become unstoppable and run at each other at 150% move speed. Upon colliding, do X healing in a cone in front of Blackman, and Y damage in a cone in front of Dabiri.
3
Balance of Power
Equalize the health pools of Blackman and Dabiri.

Secondary Abilities

1
Shadow Arc
Target a small area to reduce armor of all non-heroic units and structures in that area by 50 for 5 seconds. Can be reactivated within 5 seconds to cause the shadow to arc back to Dabiri, damaging all enemies in its path.
2
Pull of Darkness
Refresh the duration of Shadow Arc and become unstoppable while running towards it, damaging all enemies in your path. Upon reaching it, can reactivate within 3 seconds of casting to return to your original location. Quest: Every 5 heroes hit increases Shadow Arc duration and allowable reactivation window by 0.1 seconds. Every 25 heroes hit increases Pull of Darkness and Shadow Arc cast range by 25%.
3
Imbalance of Power
Summons a minor (non-hero) version of Blackman (small archons). This heals nearby minions and non-boss mercenaries, but not heroes. Upon expiration, the minor archons return to Dabiri, damaging all enemies in its path. If three archons are active, Dabiri regains stealth until the number of summoned archons falls below 3.

Heroic Abilities

1
Conquer the Shadow
Dabiri's shadow becomes a pet of Blackman. Use your trait to order the shadow to a location. Arc can only be cast from Blackman to the shadow, and the shadow no longer moves during Pull of Fate. Activate Conquer the Shadow to place a healing ward on the shadow. If no allies are near the shadow after 0.5 seconds, the shadow is healed for a moderate amount, but if any allies are near the shadow after 0.5 seconds, the shadow is not healed, but the nearby allies are healed for 50% of their missing health. Cooldown is longer for the latter case.
2
Vanquish the Reavers
Blackman disappears, reducing this to a singular hero. Trait can now be toggled between 50 armor to structures or 500% increased health regeneration. Dabiri is no longer cloaked. Basic abilities are changed as shown in the Secondary Abilities. Activate Vanquish the Reavers to draw all health globes on the map to you, globally, destroying minions that are still carrying them, and causing X damage to enemy units they pass through.

Talent Concepts

Level 1:
Grey Area - Quest! Each allied hero healed with Blackman's Arc adds X healing to ally minions with Dabiri's Arc. Each enemy hero damaged with Dabiri's Arc adds X damage to enemy heroes with Blackman's Arc. Reward: When a level 10 talent is selected, the rate that stacks were accumulated for the disabled arc are passively applied to the remaining arc for the rest of the game.
Death Quest - Quest! Heal allies and damage enemies while either Blackman or Dabiri is dead. Every 100 health healed by Blackman or 200 damage done by Dabiri reduces the cooldown of Balance of Power or Imbalance of Power by 0.1 seconds. Quest ends when a level 10 talent is selected.

Level 13 (After 10 there are actually two separate talent trees, depending on which level 10 talent is taken):
Conquer the Shadow taken
Dark and Light - Balance of Power can be reactivated within 3 seconds to swap positions.
Dark side - Balance of Power also heals for the difference in health
The Draw of Power - You are always unstoppable when moving towards Dabiri for more than one second. Effect is canceled immediately if you stop moving or are not moving towards Dabiri.

Vanquish the Reavers taken
Brightness - Each active minor archon increases vision radius by 15%. When three or more archons are active, you can see over terrain.
Worthy Sacrifice - As long as at least one minor archon is active, Imbalance of Power can be activated while stunned to destroy a minor light to instantly remove the stun and all other movement impairing effects.
Speed of Darkness - Pull of Darkness movement speed increased by 500% and passes through terrain. Damage increased by 20% for each unpassable terrain passed through.

Level 20:
Vanquish the Reavers upgrade: also consumes enemy globes, destroying ally minions.

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furynator (3) | August 7, 2017 2:57pm
Man you have done a fine damn job with this concept. Very interesting and hard to play hero. Can't wait for all the talents and a specific hero. Maybe a Naaru and a dark Naaru
1
[-]
normalice | September 21, 2017 2:40pm
Thanks! Yeah, I intended to work out the talents more thoroughly, but haven't had time. I'll work on it later.

Still not sure who the heroe(s) would be, though. Naaru and dark Naaru seems viable.
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