Cenarius by Neptune45

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By: Neptune45
Last Updated: Aug 16, 2017
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Lord of the Forest

A ranged anti-siege specialist that excels in maintaining and protecting lanes.

HEALTH 1708.72 (+0.04)
REGEN 3.558672 (+0.040)
MANA 500 (+10)
REGEN 3 (+0.098)
DAMAGE 85.28 (+0.04)
Overgrow makes taking a lane from Cenarius a difficult task, who gains bonuses and provides structural healing from it. However it has a radius about the size of Auriel's hope and forcing cenarius to leave or help another lane will stop the healing and bonuses it provides.
Use Nature's Wrath to quickly clear out groups. With the cooldown effect you can always have a fully charged Wrath every 5 seconds, or use a charged one and one not charged right after.
Use Force of Nature to provide steady protection and push-back to minions or counter enemy mercenaries. Control of the lanes with this ability serves as Cenarius' macro playstyle.
Gale Wind are great to push back enemies keeping them off buildings or conserving building ammo. These will manipulate a lane to your advantage.
Call the Spirits is more offensive and can be used for disrupting and disabling groups. Wisps are summoned from the enemy backline and move forward toward Cenarius, changing direction as he does.
Ancient Protector is the ultimate in lane and zone protection. Can be used late game as a Core and lane protector.



Lane Protection Sustain Poke Damage Support Split Pushing Initiation Outside Lane Mobility

Combat Trait

Overgrow (D)
Cost: 30 Mana
Cooldown: 20 seconds

Entangle an Allied Structure with vines for 20 seconds healing 150 Health every second you are near.

The radius is large, similar to Auriel's Hope.

Primary Abilities

Nature's Wrath (Q)
Cost: 20 Mana
Cooldown: 2 seconds

Charge for up to 3 seconds gradually increasing radius by 25% per second. Reactive to use the ability dealing 242 (115 + 4% per level) Damage in an area.

Each second charged increases the cooldown of the next Wrath by one second.

Can move and use abilities while charging.
Force of Nature (W)
Cost: 60 Mana
Cooldown: 14 seconds

Grow a Treant in a small area every 2 seconds for 6 seconds that deal 82 (39 + 4% per level) Damage and last for 8 seconds.
Gale Wind (E)
Cost: 40 Mana
Cooldown: 12 seconds

Dealing 130 (62 + 4% per level) damage in a cone, slowing enemies Movement Speed by 20% for 2 seconds and knocking back Non-Heroes.

Heroic Abilities

Call the Spirits (R)
Cost: 70 Mana
Cooldown: 90 seconds

After 0.5 seconds summon waves of wisps that travel toward you for 7 seconds. Each wisp detonates when hitting an Enemy dealing 160 (88 + 4% per level) Damage in a small area and silencing Enemy Heroes for 1 second.

This is a reverse skillshot similar to Xul's.
Ancient Protector (R)
Cost: 100 Mana
Cooldown: 70 seconds

Summon an Ancient Protector to guard an area for 20 seconds. The Ancient Protector hurls boulders for 397 (189 + 4% per level) area damage, and can be targeted by Overgrow.

Passive: Activating Ancient Protector refreshes the cooldown of Overgrow.

Special Mount

Wild Run
Cenarius moves 10% faster by galloping, this increases to 20% in the radius of Overgrow.

Tier 1

Nourish: Quest: Regeneration Globes increase the radius of Overgrow by 20% for 10 seconds.
Reward: Once you have gathered 20 Regeneration Globes heal for 20 (+4% per level) Health a second as long as Overgrow is active.
Wellspring: Increases regeneration effects and healing from Healing fountains by 30% and reduces the cooldown by 25 seconds.
Verdeant Growth: Upon death treants drop a seed that reduces the cooldown of Overgrow by 2 seconds when collected.
Quest: Collect seeds from treants.
Reward: After collecting 15 seeds, each seed collected refreshes the duration of summoned treants.
Reward: After collecting 30 seeds, the duration of Overgrow is reduced by 5 seconds but the duration pauses when not active.

Tier 2

Cultivation: Quest: For every second Overgrow heals a Structure permanently increase the amount healed by 2, up to 200.
Reward: Upon reaching 200 Health per second it also grants 1 ammo every 3 seconds.
Storm Gale: Quest: Hit enemy Heroes with Gale Wind.
Reward: After Hitting 15 Heroes increase the damage by 50%.
Reward: After Hitting 30 Heroes increase the width by 30%.
Thorns: When Cenarius or structures are under the effects of Overgrow they deal 30 damage to enemies each time they are attacked.
Activate to increase this damage by 50% for 6 seconds. Cooldown: 25 seconds.

Tier 3

Spring Breeze: Reduces the cooldown by 2 seconds for every Allied Hero hit and increases their Movement Speed by 20% for 3 seconds.
Renewal: Reduces the Mana cost by 10 and heals Allied Minions, Mercenaries, and Summons for 50% Ability Damage.
Oaken Heart: Treants gain 50% attack damage and 75 Armor against mercenaries, reducing their damage taken by 75%.

Tier 4

Call the Spirits: After 0.5 seconds summon waves of wisps that travel toward you for 7 seconds. Each wisp detonates when hitting an Enemy dealing 160 (88 + 4% per level) Damage in a small area and silencing Enemy Heroes for 1 second.
Ancient Protector: Summon an Ancient Protector to guard an area for 20 seconds. The Ancient Protector hurls boulders for 397 (189 + 4% per level) area damage, and can be targeted by Overgrow.

Tier 5

Earthwarden: While Overgrow is active gain 20 Armor, reducing damage received by 20%.
Wild Charge: Increase the speed bonus inside overgrow to 40% this now decays to 10% over 5 seconds when leaving Overgrow.
Faerie Swarm: Activate to cause your next Wrath to Blind and reduce the enemies Spell Power by 20% for 3 seconds. Cooldown 10 seconds.
Cyclone: Knockback now affects all enemies and increases the movement speed slow to 30%.

Tier 6

Natural Affinity: Increase the radius and damage of Natures Wrath by an additional 25% when fully charged.
Cenarius' Wrath: Hitting an enemy Hero with Natures Wrath increases the damage of your next basic attack by 60%.
March of the Treants: Can now be globally cast in the area of Overgrow and the cooldown recharges 50% faster as long as a Treant is alive.

Tier 7

Ancestral Spirits: Call the Spirits lasts 3 seconds longer and increases the movement speed and silence duration of wisps by 50%.
Sacred Grove: Increases Ancient Protectors duration indefinitely and can be reordered to move location. If within the radius of Overgrow it activates it and automatically gains its effects.
Horn of Cenarius: Passively summon a wisp to circle Cenarius' Core every 2 seconds. Wisp's deal 306 (146 + 4% per level) damage in an area when contacting an enemy or dieing.
Activate to send all summoned wisps down the target lane.
Dream State: Upon taking fatal Damage become Ethereal, gaining 300% Movement Speed for 3 seconds. If you make it to the Altar of Storms while Ethereal you are instantly Revived. Cannot attack or use abilities while Ethereal and are Invulnerable. This effect has a 120 second cooldown.


Closing Notes

Thanks for reading. Cenarius is one of my favorite Characters. Although we got Lunara I really wanted a keeper of the grove character that could help protect the battlefield. I also thought that a character focusing on maintaining your team's side of the map against large pushes (specialists) is something more needed in the game, without making games last too long.

Cenarius was a key figure in stopping the advance of the burning legion and his ability to use nature as a protective power was something I wanted this concept to highlight.

If you liked my concept I have others I would encourage you to check out!



v3.3 - Changed Talents - Verdant Growth, Storm Gale, Spring Breeze, Replenish, Earthwarden, Faerie Swarm, Cyclone, Sacred Grove
Gave better synergy between the Gale Wind talents
Gave better synergy between the Force of Nature talents
Gave synergy to Ancient Protector and talents that rely on Overgrow being active.
Removed passive effect to Force of Nature.

v3.2 - Added passive effect to Force of Nature.

v3.1 - Changed Nature's Wrath description. Fixed Force of Nature summary.
New/changed talents - Verdant Growth, Thorns, Oaken Heart, Earthwarden, Wild Charge, Natural Affinity, Cenarius' Wrath, March of the treants, Horn of Cenarius.

Removed talents - Nature Rises (Bribe)

v3.0 - Large talent and ability changes. Formatting and icon changes.

v2.1 - Intro section formatting. Wide Talent changes. New closing sections.
Overgrowth no longer can damage baseline.

v2.0 - Trait from a wisp to Overgrowth. Changed trait talents and many more. New formating for talents.

v1.0 - Released

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Ohan (2) | August 11, 2017 11:23am
this is such an awesome concept dude .... im super bummed out that when they finally release Cenarius he probably wont be anything like this ..(or will he) idk lol just cuz i love what uve come up with ! the trait and ultimates sound so awesome! also the unique activatables sound like a lot of fun. the entire concept of guarding a lane is something thats completely lacking in the game! sigh we can only hope they take a direction similiar to yours... althought itll probably never be as awesome.
sidenote: do u imagine him as a ranged hero or melee? dont think its mentioned anywhere
Neptune45 (1) | August 11, 2017 7:15pm
Thank you!

This was really born from the M.U.L.E talent as I saw the mechanic as a potential Hero trait. I gave it to someone I really really want to see in the game and this concept was born. There are several things I see Blizz not copying over this concept but I hope that some of the mechanics give them inspiration, namely Nature's Wrath.

This concept is too old and perfect for me to try and modify it to more realistic blizzard standards. However the main theme of the concept (a lane protector) is something I really hope they do put into the game. I can see them making it a Starcraft Hero instead though like Karax.

P.S. I just updated it again. I really like this Horn of Cenarius!
Koetetsu (4) | October 16, 2016 11:39pm
Very good concept. Pretty much what his description is.
Berzerk (2) | November 1, 2015 7:34pm
This is a very dope concept. Liked, Shared. Keep it up man.
matrix123mko (5) | October 31, 2015 11:56pm
Great defensive specialist with support abillities.
Mermeoth | October 21, 2015 3:09am
I like it. This concept match my picture of Cenarius.
Only thing I miss is Cyclone. Maybe you could change trait to be Cyclone.
Or it could be ability from talent, however it would be very powerful for talent.
(Cyclone is ability which stuns enemy and makes him/her immune to damage, pretty much like stasis)
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