Cenarius by LittleMoxie

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Cenarius

By: LittleMoxie
Last Updated: Jun 15, 2019
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Cenarius

Keeper of the Grove

Role: Ranged Support | Difficulty: Hard
Cenarius possess strong group support and lane presence, while being able to siege enemy structures with ease.

Combat Trait

1
Efflorescence
D | Passive

Every 4th Basic Attack causes Cenarius to grow a field of flora at his targets current location. Allies in the area are healed for 70 Health, while enemies in the area take 50 damage over 4 seconds.

Type: Damage, Healing | Scaling: 4.00% (both) | Affects: Enemies, Allied Heroes, Self | Targeting: No target | Properties: Area of Effect | Cast time: Instant | Radius: 3
  • Multiple fields that overlap does not yield additional healing or damage. Targets can only be affected by 1 field at a time.
2
Living Seed
D | Active | Cooldown: 30 seconds

Cenarius plants a Living Seed with 255 (+5.5 per level) Health that lasts for 30 seconds. After 5 seconds, the Living Seed will sprout into a Living Bloom, allowing it grant vision and gather experience from nearby Minions, Mercenaries, Monsters and Structures. Stores 2 charges.

Type: Summon / Stationary | Targeting: Point target | Properties: Area of Effect | Cast time: 0.15 seconds | Range: 3.5 | Radius: 10 (vision/exp)
  • Minions, Mercenaries, Monsters and Structures will not attack the Living Seed or Living Bloom.
  • Can have a total of 3 Living Seed or Living Bloom active on the field.

Primary Abilities

1
Cyclone
Q | Active | 60 Mana | Cooldown: 10 seconds

Cenarius summons a Cyclone that slowly travels forward, growing in size and power. The Tornado does up to 50 damage per second to enemies and Structures under it, and up to 25 damage per second to enemies and Structures in its general vicinity. Lasts 10 seconds.

Type: Damage | Scaling: 4.00% | Affects: Enemies | Targeting: Point target | Properties: Skillshot, Area of Effect | Cast time: 0.15 seconds | Range: 10 | Area of Effect: Circle | Radius: 2.5 - 5 | Missile speed: 1.5
2
Brambles
W | Active | 70 Mana | Cooldown: 12 seconds

Cenarius creates a wall of brambles, damaging enemies they grow over for 170 damage. The brambles linger for 4 seconds, slowing enemies that pass through them by 30% for 1 second.

Type: Damage, Crowd control | Scaling: 4.00% | Affects: Enemies | Targeting: Point target | Properties: Skillshot (piercing/T-shaped), Slow, Area of Effect | Cast time: 0.15 seconds | Range: 10 | Hitbox: 2.75x1.5 | Missile speed: 8 | Wall width: 2.75
  • Send forth brambles in a T-shaped skill-shot, and creates a area of effect in the same shape.
3
Faerie Fire
E | Active | 50 Mana | Cooldown: 15 seconds

Cenarius command faeries to surround an enemy to reveal them and lower their Spell Armor by 15 for 4 seconds. Deals 280 damage over the duration.

Type: Damage | Scaling: 4.00% | Affects: Enemies | Targeting: Unit target | Cast time: 0.15 seconds | Range: 7 | Missile speed: 18

Secondary Abilities

1
Dream Shift
1 | Active | Cooldown: 90 seconds

Activate to Evade all Physical Damage for 5 seconds. Using Basic Attacks or Abilities cancel this effect early.

Type: Status Effect | Affects: Self | Targeting: No Target | Properties: Evade | Cast time: Instant
2
Force of Nature
2 | Active | Cooldown: 45 seconds

Activate to consume a Living Bloom and spawn 3 Treants that does 58 damage per second and lasts 15 seconds. Treants deal 100% more damage to structures and take 50% less damage from non-Heroic sources.

Type: Summon / Mobile | Scaling: 4.00% (damage/health) | Targeting: Automatic | Health: 411 | Basic Attack damage: 58 | Attack speed: 1/s | Attack range: 1 | Movement Speed: 3 | Sight radius: 10 | Leash radius: 10 | Cast time: 0.15 seconds | Cast range: Global
  • If no enemy is present, Treants will start walking down the closest lane when spawned.

Heroic Abilities

1
Faerie Swarm
R | Active | 80 Mana | Cooldown: 90 seconds

Swarm the area around Cenarius with magical faeries that deals 60 damage to nearby enemies and structures every 0.5 seconds. The fewer targets available to attack, the more damage those targets will take, up to 100% more damage. Deals 40% more damage to structures. Lasts 10 seconds.

Type: Damage | Scaling: 4.00% | Affects: Enemies, Enemy Structures | Targeting: No target | Properties: Area of Effect, Aura | Cast time: 0.15 seconds | Area of Effect: Circle | Radius: 12 | Tickrate: 2 / second
2
Dying Star
R | Active | 90 Mana | Cooldown: 100 seconds

Cenarius splits the sky above and call upon a dying star. After 1.5 seconds, deal 320 damage to all enemies within the target area and stun them for 2 seconds.

Type: Damage, Crowd control | Scaling: 4.00% | Affects: Enemies | Targeting: Point target | Properties: Area of Effect, Clamping, Stun | Cast time: 1.5 seconds | Range: 10 | Area of Effect: Circle | Radius: 5
  • Interrupting the ability during its cast time puts it on a 10 second cooldown.

Special Mount

1
Grovewalk
Z | Passive

When unseen by enemies, increase Cenarius' Move Speed by 20%.

Type: Move Speed Buff | Affects: Self | Targeting: No target
  • Cenarius cannot mount.
2
Grovewalk
Z | Active | 40 Mana | Cooldown: 75 seconds

After 2 seconds, teleport to a Living Bloom and consume it.

Type: Mobility, Teleport | Affects: Self | Targeting: Unit target | Properties: Channeled cast (stationary) | Cast time: 2.0 seconds | Range: Global
  • Interrupting the ability during its channel puts it on a 10 second cooldown.

Level 1 Talents

!Talents are Under construction!
These are not the final versions.


Photosynthesis
? Quest: Collect Regeneration Globes to increase the healing done with Efflorescence by 9, up to 180.
? Reward: After collecting 20 Regeneration Globes, allies affected by Efflorescence have their Basic Ability cooldowns recharge 25% faster, while enemies affected by Efflorescence have their Basic Ability cooldowns recharge 25% slower.

Prickling Thorns
? Quest: Hit enemy Heroes with Brambles.
? Reward: After hitting 15 enemy Heroes, Brambles deal 33 damage per second to enemies that pass through them.
? Reward: After hitting 30 enemy Heroes, Brambles root enemies hit for 1.5 seconds.

Faerie Assault
Faerie Fire hit 2 additional enemies near the initial target.

Level 4 Talents

Nightmare Thorns
Increase the range and wall width of Brambles by 30%.

Wildbrush
Faerie Fire deal 30% more damage to targets slowed by Brambles.

Corrupt Pollen
Enemies affected by Efflorescence receive 40% less healing from all sources.

Defender of the Emerald Dream
Cenarius' can use his Basic Attacks to heal an ally for 90 Health.

Level 7 Talents

Protective Thorns
Allies hit by Brambles becomes covered in Thorns for 4 seconds. The next attack against the target from an enemy Hero, deals damage to the attacker equal to 5% of the attacker's max Health and root them for 0.75 seconds.

Enhanced Faerie Fire
Double the Spell Armor modifier if the target is below 50% Health.

Early Spring
Living Seed sprouts into a Living Bloom 100% faster.
Passive: Living Bloom increases nearby allied Minion's and Mercenary's damage done by 25%.

Level 10 Talents

Faerie Swarm
80 Mana | Cooldown: 90 seconds
Active: Swarm the area around Cenarius with magical faeries that deals 60 damage to nearby enemies and structures every 0.5 seconds. The fewer targets available to attack, the more damage those targets will take, up to 100% more damage. Lasts 10 seconds.

Dying Star
90 Mana | Cooldown: 100 seconds
Active: Cenarius splits the sky above and call upon a dying star. After 1.5 seconds, deal 320 damage to all enemies within the target area and stun them for 2 seconds.

Level 13 Talents

Grasp of Nature
Brambles disables Minions, Mercenaries, Monsters and Structures for 2 seconds.

Faerie Healing
Faerie Fire can be cast on allies, healing them for 280 over 4 seconds and grant them 15 Spell Armor for the duration.

Gift of the Grove
Efflorescence heal allies below 50% Health for 30% more.
Passive: Increase the radius of Efflorescence by 50%.

Dream Shift
Cooldown: 90 seconds
Active: Activate to Evade all Physical Damage for 5 seconds. Using Basic Attacks or Abilities cancel this effect early.

Level 16 Talents

Wild Sprite
When Faerie Fire expires deal an additional damage equal to 50% of the damage overtime done.

Celestial Alignment
Cenarius and allies gains 20% Spell Power while affected by Efflorescence. This effect persist for 2 seconds after leaving the field.

Force of Nature
Cooldown: 45 seconds
Active: Activate to consume a Living Bloom and spawn 3 Treants that does 58 damage per second and lasts 15 seconds. Treants deal 100% more damage to structures and take 50% less damage from non-Heroic sources.

Level 20 Talents

Nature's Attendants
Faerie Swarm heal nearby allies and repairs nearby Structures, healing them for 60 Health every 0.5 seconds.

Stellar Drift
While casting Dying Star, you can reactivate the ability to move the impact area. Moving the impact area increases the cast time by 0.25 seconds.

Ysera's Gift
WIP.

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2
[-]
Streber (1) | June 20, 2019 6:53am
Hey! I really love your concept and especially Living Seed! and how it interacts with Grovewalk! I just love it!

My only concern with Living Seed/Bloom is that it might give a bit too much XP. Theoretically, Cenarius can soak 300% XP much like the vikings, except he can still stay with his team and be effective as 1 whole hero. Abathur for example can body soak while his team fights, but in return his team doesn't have a 5th body. I mean for heroes that can passively soak multiple lanes at once normally always have a disadvantage, Cenarius doesn't seem to have one. On the other hand, he needs to set them up and Living Seeds/Blooms can be killed by an aware enemy team.

The idea is fantastic, but as we unfortunately cannot test our concepts and numbers in game, we can only compare them with similar existing heroes. Take Azmodan for example, he can soak two lanes at once with his trait. He can gain a tone of XP and keep in mind that both Abathur's Locut and Azmodan's Demon Lieutenant only grant XP if they deliver the killing blow to the enemy minion. That's why I do feel that Living Seed might need some adjustments.

Other than that, it's a great concept! all abilities work well together, I also like Brambles and how it can set up both Efflorescence and Cyclone nicely.

P.S: the formatting you used in describing every ability is something to learn from ;)
2
[-]
Whimsy | June 13, 2019 7:47am
Really great concept, however I would think to have the Efflorescence grow at Cenarius's location rather than the target's or perhaps have Living Seed as an additional Ability given at Level 1 (like Xul's Bone Armor) and have two effects for Efflorescence; damaging Abilities sprout growth under targets hit while Basic Attacks sprouts growth under Cenarius.
1
[-]
LittleMoxie (1) | June 13, 2019 2:35pm
Thanks for the feedback. I see what you mean. Efflorescence could have a 2 part to it, Basic Attack spawn the field under the target while you can activate Efflorescence to spawn the field under Cenarius instead and have Living Seed (as you said) as a additional Level 1 Ability :D
/xoxo
2
[-]
lucky-tiger (2) | June 10, 2019 7:39am
really nice concept! i like the global presence that LIVING SEED gives! i would like to suggest some improvements:
[Z] GROVEWALK- add a speed bonus for limited time after you teleport (lets say 20% for 10 seconds). having no regular mount or any passive speed buff is a bit to restrictive with a 75 cd teleport.
[D] EFFLORESCENCE- change to work every time you damage an enemy with ability. working only on the 4th ability with his cd is too weak, and it needs to hit in order to prevent you from throwing random abilities in order to heal.
[D] DEFENDER OF THE EMERALD DREAM- dosnt feel that impactfull and has relatively low cd. think of similar abilities like dragonform- large buff with great cd.
or change it completely- make it work with the field of flora, active to make the field damage or debuff enemies and refresh the duration. and maybe make the all special effects the abilities have (while DEFENDER OF THE EMERALD DREAM) work passively if cast on field of flora.
2
[-]
LittleMoxie (1) | June 10, 2019 10:09am
thank you :D
Did some changes, removed Defender of the Emerald Dream, didn't know what I wanted to do with it, maybe will introduce it again when I get something good, but for now, it's not part of the kit.
I see what you mean with Efflorescence, I lowered the cooldowns and added a Talent that allow a little more control over the effect of Efflorescence. Grovewalker gained a passive effect, increasing he's move speed while he's not seen by enemies.
Will continue working on changing things up, some of the Talent I feel is a little dull, but for now I don't have any ideas of how I want them to be.
Thank you for the feedback :D
/xoxo
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