Cairne Bloodhoof by Healing Mantra

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Cairne Bloodhoof

By: Healing Mantra
Last Updated: Nov 28, 2015
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Cairne Bloodhoof

Tauren Chieftain

Slightly Easy Base Level 10 Level 20 Level 30
Health 2520 3730 5522 8173
Health Regen 6,65 9,84 14,57 21,57
Mana 490 (+10) 590 690 790
Mana Regen 2,04 (+0,2) 4,04 6,04 8,04
Attack 119 176 261 386
Attack Speed 1,00 1,00 1,00 1,00
Range 2 2 2 2
Damage: 6/10
Utility: 5/10
Survivability: 8/10
Complexity: 5/10

Combat Trait

1
Cleaving Strikes
Your attacks deal an additional 32~104 bonus damage to all enemies nearby. This does not deal damage to primary target.
Range: 2,75 (From the target)

Primary Abilities

1
Stomp
Cairne stomps, dealing 168~545 damage to nearby enemies and slows them for 5 seconds by 20%.
Mana: 65
Cooldown: 10 seconds
Range: 3 (Point Blank)
2
Protective Earth
Cairne surrounds himself with earth shards, that absorb up to 261~847 damage. The shield lasts for 4 seconds and takes damage reduced by 38~123.
Mana: 60
Cooldown: 14 seconds
Range: 0 (Self-cast)
3
Fissure
Cairne stomps, creating a perpendicular fissure, that deals 125~405 damage to enemies hit, pulls them towards you and slows them by 55% for 2 seconds.
Mana: 70
Cooldown: 12 seconds
Range: 6 (Cast range) / 5,75 (Width) / 0,5 (Length)

Heroic Abilities

1
Cataclysm
After 1 second of delay, Cairne pulls all nearby enemies to himself, deling them 460~1492 damage and shielding himself, decreasing damage taken by 45% for 4 seconds.
Mana: 100
Cooldown: 105 seconds
Range: 5,25 (Point Blank)
2
Greater Endurance
Cairne empowers himself, decreasing damage taken by 45% and gaining Endurance Aura for 4 seconds. Endurance Aura increases attack speed and movement speed of nearby allied heroes by 50%.
Mana: 100
Cooldown: 85 seconds
Range: 9,25 (Aura radius)

Tier 1 Talents

Block: Periodically reduces damage taken from Hero Basic Attacks by 50%. Stores up to 2 charges.

Ground Slam: Stomp also knocks enemies up for 0,4 seconds.

Lasting Shield: Protective Earth lasts 5 seconds instead of 4 seconds.

Regeneration Master: Collecting Regeneration Globes permanently increases Health Regeneration by 1,5 per second.

Mighty Cleave: Cleaving Strikes applies an effect that increases damage taken from Cleaving strikes by 10% for 2 seconds. This effect stacks up to three times.

Tier 2 Talents

Power Strikes: Cleaving Strikes's bonus damage is now also applied to primary target.

Mighty Stomp: Increases radius of Stomp by 25%.

Slowing Fissure: Fissure now slows by 80% instead of 55%.

Endurance: Increases movement speed by 10%.

Health of the Chieftain: Casting an ability permanently increases your maximum Health by 7.

Tier 3 Talents

Earth Rending: Decreases cooldown of Stomp and Fissure by 2 seconds.

Earth Block: Protective Earth costs 45 mana. Also causes Protective Earth to give you 1 charge of Block.

Tauren Launch: Gives Stomp 5 range. When casting Stomp now it causes Cairne to leap into targeted location and stomping when landing.

Protecting Allies: Protective Earth can be cast on allies. Range is 6,25.

Stunning Fissure: Fissure now stuns for 0,9 seconds.

Tier 4 Talents

Cataclysm: After brief delay, deals massive damage to all surrounding enemies, pulls them to you and greatly decreases damage taken.

Greater Endurance: Greatly reduces damage taken and grants powerful hasting aura for short duration.

Tier 5 Talents

Cracking Fissure: Fissure now creates an impassable terrain at affected area that lasts 1,75 seconds.

Cracking Stomp: Casting Stomp creates 2 located randomly within radius stones of size 0,7 that are impassable and last 2 seconds.

Rending Cleave: Cleaving Strikes now also decreases movement speed of affected enemies by 12% for 2 seconds.

Duelling Chieftain: Grant 1 stack of Duelling Chieftain every time an enemy is hit with Cleaving Strikes. These stacks last up to 2 seconds and refresh every time you deal damage with Cleaving Strikes.  Each stack of Duelling Chieftain decreases damage taken by 1% and you can have maximum of 20 stacks.

Cracking Earth: When affected by Protective Earth, your attacks stun enemies hit with your basic attacks and Cleaving Strikes for 0,25 seconds.

Tier 6 Talents

Pulling Stomp: Enemies hit by Stomp are pulled to your location.

Reflecting Earth: Enemies that attack you while you are affected by Protective Earth take 55~178 damage.

Imposing Pressence: Enemies that attack you have their attack speed slowed by 50%.

Endurance Aura: An aura that increases movement speed by 5% and attack speed by 10% of all friendly heroes within 9 units.

Mighty Swing: Enemies hit by your basic attacks and Cleaving Strikes are knocked back 0,7 units away.

Tier 7 Talents

Earthrending Cataclysm: Cataclysm now gives you an aura that decreases movement speed by 70% of all nearby enemies within it's base radius for duration of buff.

Massive Assault: Greater Endurance now grants an additional 100% movement speed buff to all nearby allies. This buff fades over 2,5 seconds.

Hardened Shield: Activate to reduce incoming damage by 75% for 4 seconds.

Bolt of the Storm: Activate to teleport to a nearby location.

Reincarnation: Whenever you die, revive after 5 seconds with 100% of your health and mana and not granting any takedown. Cooldown: 240 seconds.

Some words about:

This Cairne was planned to be a true warrior with health and crowd control. His high defense and mediocre damage would allow him probably to win most of 1v1 fights, allowing also to keep enemies close to him to allow him to attack even more and disallow enemies to escape, however he isn't decent source of damage - his role is to take damage (greatly reduced by Protective Earth) and disrupt (by Stomp he keeps nearby enemies close to him and good Fissures allow to pull an enemy).
The choice between ultimates is based on whether a player prefers damage and an additional crowd control or a strong buff, however I'm not sure if one of them isn't way better than the second one, so feedback is very appreciated!
I didn't want to make Cairne a next ag of health (as Diablo, whose skills deal no damage and crowd control is weak, in exception of Apocalypse) and to let him be useful in other ways than taking damage (Pull a bit similar to this of Kerrigan, however harder to land with long slow and great damage reduction provided by Protective Earth)

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