Colonel Nero by DirtEHarry

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Colonel Nero

By: DirtEHarry
Last Updated: Jul 19, 2015
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Colonel Nero

Reaper

Hero Concept

       
First and foremost Nero is a hero that is designed to be constantly on the move. Darting into and out of lanes and team fights to harass opponents. He excels on smaller maps or maps that allow him to roam and flank the enemy team. His numbers may need some tweaking, but the concept for everything is in a good place.

Combat Trait

1
"Scram" Jets
For every 1.5s you are moving you gain a stack of "Momentum" to a max of 5. For every stack of "Momentum" your movement speed is increased by 10%. Direct damage removes 2 stacks of "Momentum". However, only direct damage taken while under the affect of slows, stuns, snares, or roots will remove stacks once you achieve 5 stacks.

If stop moving for more than 1.5s you lose your momentum and all stacks. Auto-Attacking refreshes this duration.

At 0 Stacks, Nero suffers a 15% movement speed penalty.

Primary Abilities

1
G-4 Cluster Bomb
Lob a grenade to targeted location. Upon impact explode for (75 +35 per level) and spawn 4 smaller grenades that arc out to explode for (30 +15 per level) in a "+" formation after a 1s delay.

Mana Cost: 55
Cooldown: 10s
2
"Special Sauce"
Passive: Regenerate 0.5% of your max HP while out of combat.

Active: Inject a potent mix of chemicals that increases attack speed by 40%, movement speed by 15%, and damage taken by 10% for 5s

Mana Cost: 75
Cool Down: 20s
3
Strafing Run
Activate your boosters to jump to a location. While flying, scorch the area you fly over knocking anyone caught in the flames to be knocked to the sides and take (65 +20) damage. Both the takeoff and landing cause a small nova of fire.

Mana Cost: 70
Cooldown: 10s

Heroic Abilities

1
Scour the Earth
Call in 3 waves of 3 Reapers every 1s that bombard the area with Cluster Grenades that spawn two smaller grenades next to the origin after a .5s delay. The Primary explosions deal (35 +40 per level) and the Secondary explosions (15 +20 per level) and briefly stun (.25s)

Cooldown: 90s
2
Burnout.
Passive: Grant 15% increased attack speed and 10% increased movement speed.

Toggled Active: Continuously drain mana to increase attack speed by 35% and movement speed by 30% (not stacking with the passive). When your mana is depleted, this ability will instead drain health. Effects that cause invulnerability will stop health drain but not break the effect.

Mana Cost: 5% mana per second

Health Cost: 2.5% HP per second

Special Mount

1
Nitro Boost
Activate to increase Movement Speed by 40% for 3s. And Add 3 stacks of Momentum

Cooldown: 45s

Statistics

Health
    Max - 750

         Max Health per level - 120

    Regen - 1.5       
         Health Regen per level - .265


Mana
    Max Mana - 500
         Max Mana per level - 10

   
    Regen - 1.5
         Max regen per level - .265

Attack
     Damage - 38
         Damage per level - 11
  

    Speed - 1.6

    Range - 5.5

Ability break down.

Ability Breakdown

Trait - "Scram" Jets
      When I was designing this hero I was thinking about how to make him play like the quick, darting hero that I wanted him to be. This passive I think is exactly what was needed. Because Nero takes a 15% movement speed penalty at 0 "Momentum" it is necessary that he is constantly moving and attacking, and enemies can capitalize on hard CC to remove his stacks and weaken him severely.

Z - Nitro Boost
      Because of the dependance on his trait, I felt that Nero needed a way to reliably get stacks of momentum. This way, if he gets caught during a teamfight, he has a way to rebuild momentum.

Q - G-4 Cluster Grenade     
      This is a straightforward ability. Just a decent Nuke that provides some minor zoning pressure. I basically took Tychus' Frag Grenade as the base for this and decided that it needed to to damage instead of CC. Not much more to this ability really.

W - "Special" Sauce
      Taken from the Combat Drugs that many of the Terran foot soldiers use, this ability is sort of a twist on the actual ability Combat Drugs from the SC2 Reaper unit. The activated portion of this is designed as a straight forward steroid to Nero's attack speed and movement speed. While the passive is meant to give him some small form of sustain. The increased damage taken portion is meant to make the player really think about when to use the ability, as its strengths do come with a cost.

E - Strafing Run
       This idea came from needing to give Nero an initiation/escape if he really needs it. There are three situations that I had in mind for using this ability.
1.) A hero you were 1v1 against begins to run away, using this ability you can jump to where they will be and push them away from safety just slightly so you can get the kill.
2.) An enemy hero is beating on your face, so you activate your jump jets to spring away to reengage on your terms.
3.) A teamfight has broken out and you jump across the mosh pit, if aimed right you can separate 1-2 members from the rest and get serious damage on them.

HEROICS

Fear the Reaper.

        Since reapers rarely work alone, this ability is aimed to give Nero a potentially deadly team fight ability. The bombing area is roughly half again as big as Nova's Precision strike, while the damage is potentially more. The math works out that, assuming you get hit by both grenades, it takes two waves of bombs to deal more damage than Nova's Precision strike. If you can combo it nicely and get 3 waves on an enemy they you can deal tons of damage.

Burnout

        This ability is the more single target focused ult compared to "Fear the Reaper". The idea of applying the health drain option is one that comes to create synergy with healers. Would you rather bring a healer like Malfurion to pad your health bar so you aren't draining effective health? Or would you bring Uther to pop your health up quickly and then get a bubble so you can continue fighting without the worry of your health.

LVL 1

Regen Master

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