Duriel by Challenge

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Duriel

By: Challenge
Last Updated: Jun 24, 2019
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Duriel

Lord of Pain

Duriel is a Diablo Melee Tank who loves to single out targets

Difficulty: Medium

Duriels design is intended to be true to his boss fight. To be terrifying to fight. Duriel has very little ways to engage a fight himself and lacks wave clear and AOE damage aswell as the ability to rotate very quick, but once engaged from an enemy, Duriel becomes a true terror, able to outchase almost any opponent, and being singled out can easily assure a quick death.



STATISTICS
2931 Health
0.88 Attacks per second
111 Damage



Additional Notes
Duriel cannot use mounts
Duriel does not use mana, his resouce bar is his pain levels

Combat Trait

1
D - Savor the Pain

Passive

25% of all damage taken by Duriel and nearby allied heroes is redirected to Duriel as a DoT on himself over 10 seconds. This damage is reduced by 50%

Primary Abilities

1
Q - Annihilate

4 Second Cooldown
AoE around you

After a 1 second delay, wildly slash all around you dealing 439 damage evenly split between all enemies hit.

-Goal is to always single out a target to inflict maximum amount of damage.

2
E - Demonic Cleave

12 Second Cooldown

When activated Duriels next basic attack knockbacks all other nearby targets and deals an additional 136 damage over 3 seconds to the target and reducing their movement speed by 40%.

-Cooldown starts upon auto attacking
-Will not knockback the auto attack recipient.

3
E-Blood Maggot

15 Second cooldown
Point and Click


Drain all of your Savor the Pain to spawn a Blood Maggot that will charge attack its target. Maggots heal duriel for 150% of the damage dealt. Blood maggot's damage is increased based on the amount of Savor the Pain transferred. Last 15 seconds

Health- 1070
Movement speed- 110%
Attack Speed-1.00
Basic attack 0% Pain-69
Basic attack 100% Pain-138


-Can be controlled as a pet, similar to Ultralisk, Water Elemental, and Raynor's Banshees.
-More pain used=more damage done=more healing recieved
-Point and click cast will cause the Maggot to charge at its target is only upon being casted

Heroic Abilities

1
R1 - Enraged Frenzy

Passive


While Break out is active, your abilities are empowered-

Anhilliate will pull enemies nearby closer to duriel while charging
Blood Worms gain 50 armor
Demonic Cleave's knockback distance is increased by 50%
Break out's maximum movement speed is increased to 40%


Storm Talent-While break out is active, you gain an additional 5% attack speed every second, stacking up to 100%

2
R2 - Unholy Aura

70 second cooldown

Enemies near duriel recieve less healing and deal less damage, up to 50%. Enemies closer will be more effected. Last 6 seconds

Passive


Your ability power is increased based on the amount of pain you have, up to 100%.


-The further you are from Duriel the less this will affect you.
-The bonus ability power is also applied to his Blood worms, which can further increase its damage/healing


Storm Talent-Unholy Aura also slow enemies, up to 25%

Special Mount

1
Z - Break Out

30 Second Cooldown

Passive: Duriel moves 10% faster

Duriel gains an additional 25% movement speed. Last 1.25 Seconds. If Duriel takes damage the duration is refreshed

-Mainly to be used in combat. Duriel cannot use mounts.
-Team fight bread and butter
-Savor the pain will proc the refresh.

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lucky-tiger (2) | June 22, 2019 1:25pm
i like how unique this concept feels! but i do have some comments:
ANNIHILATE- (minor nerf) a bit too much damage on a 4 sec cd for a tanky hero, even 100 damage to all enemies isnt that bad on that cd. so i'd reduce it to 400.

DEMONIC CLEAVE- 3 displacements one after another seems a bit too annoying, i would suggest to make it only one (on basic) and reduce the cd.
BLOOD MAGGOT doesnt seems to belong here, i would suggest to replace it with a more straight forward ability-
redirect pain- for the next ~4 seconds damage taken with pain is split among all nearby enemy heroes, heal from 50% damage done. (it could also be just an active for his trait if)

ENRAGED FRENZY- i would suggest make it reduce BREAK OUT cd in one way or another.

UNHOLY AURA- would suggest making it an active with set duration and increased effect so its not just a passive minor healing reduction, and of course, keep its increased effect according to pain.

overall great inspirational concept! would love to see some talents that increase his capabilities if he is soloing one hero (like increased damage/cc if only one hero was hit with abilities)
1
[-]
Challenge (8) | June 24, 2019 11:39am
Thanks so much for the feedback. I've made the following changes

-Annihilate damage slightly nerfed from 499 to 439
-Demonic Cleave- Removed the 3 auto attack and stacking component. Increased the damage, cooldown and added a slow to compensate.
-Unholy Aura- Now is an active ability with an increased effect.
-Break Out- Cooldown reduced from 45 seconds to 30

I still feel blood maggots accomplishes the same as your suggestion, just in a different way that offers more counterplay. It still purges him of his stored pain and allows it to be used offensively, so I kept that as is for now.

Thank you so much for your feedback, if you'd like i very much encourage you and others to give feedback on my other concepts aswell. Thanks :D
1
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Challenge (8) | April 20, 2018 10:54pm
Feedback welcomed, feeling this one so i might actually do talents for him
1
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chubra (1) | April 21, 2018 8:44am
I like this concept it's quite cool!
I assume you didn't want to add a frost attack which he has in D2 (although I feel that the level 20 talent for Unholy Aura - to slow - is kinda a reference to Duriels frost attack, which is nice and not OP at the same time).
I'd change Break Out (Z) a bit: I'd change the passive increase so that it grants move speed ONLY when you take damage (so something like the active part). It can still remain at 10 or buff it to 15% and it could last for 1 second. As for the active, I would just put to grant some 30(ish)% increase to move speed for 1.5/2 seconds and add a longer CD. This way Duriel would be restricted before initiating the fight, but he will have a slight advantage over his foes once he starts taking/dealing damage. Since the passive would add less move speed than the active, its constant refresh in fights won't be so OP. You can keep up and eventually kill your opponents, but if they have some hard escape mechanism (blink, teleport, charge, jump, etc.) it will be hard to keep up - this is where you could use the active to catch up and proceed to kill!
That's just what I would do. Overall, I think this kit suits Duriel very well (Especially the Pain mechanic!).
1
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Challenge (8) | April 21, 2018 10:53am
Youre exactly right on the frost thing. I added it as a storm as a throwback and without stepping on arthas's toes too much. Also i feel like the frost aura was more of a product of super early game design where generic frost/poison/lightning based attacks was the normal rather than tailored to the hero itself so i opted out of it mostly.

I made his trait the way it is as an observation to the other non mounted heroes, who all have some baseline speed boost to help them rotate to things. Lunara has his gallop thing at 20% movement speed, probius passive 10% movement speed, brightwings E gives movement speed, dehaka gains movement speed in bushes, falstad gains passive MS when not taking damage, dva has boosters, lucio has wall ride (in addition to speed boost). They all have SOMETHING to help rotate and arnt completely walking around at vanilla speed.

But i kinda agree more with the active part that you said. Since its basically up 100% during team fights I can change it a bit. Looking at it 25 seconds is way too generous and makes it up every single fight so I upped it to 50 seconds to make it almost on par as a heroic ability in comparison and as an offset to having passive heroics. So basically nerfed it all around since i realized it was super OP and added an extra benefit to break out in his R1. If you have insane movement speed in team fights it adds a lot of value to both his heroics
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