Emil Narud by Sausaletus

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Emil Narud

By: Sausaletus
Last Updated: Aug 22, 2015
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Emil Narud

Herald of Amon

"I am but a servant of a far greater power."


The being known as Emil Narud has worked in secret throughout the ages.  Operating from the shadows, plotting in the darkness between the stars, tirelessly seeking the resurrection of a fallen Xel'Naga.  The advancement of a centuries long plan that culminates in the destruction of all known life in the galaxy was halted by the one known as Kerrigan, the Queen of Blades.  But Narud is a shapeshifter, one that has sewn chaos and strife under many disguises and that defeat was only a temporary setback.  A blink of the eye for one who scrapes against immortality.  Now, Narud turns his immense power once more towards paving the way for the return of his master, Amon.



Notes:

Narud does not use mana, his skills are limited by cooldown.  Instead of a mana bar, he would have a bar for Psychic Power (PWR) which would start empty but fill with a smokey, shadowy substance up to an amount that's equal to other characters' mana pools.  Narud gathers PWR when he causes damage and uses it to fuel his transformations.  

Disguises are Narud's unique mechanic where he can transform briefly into a different character.  One Disguise is part of Narud's default skill set while others can be unlocked through talents as he levels.  Each Disguise features new skills, a passive ability, and different mounts.  Maintaining a Disguise costs an amount of PWR over time.  Narud can revert to his base form or even change into another at any time but when his PWR runs out he can't transform again until he gathers more.  As Narud cannot gain PWR while transformed, a Disguise is only a temporary window of power for players to exploit that retains Narud's own identity.  He's the character that transforms but he's still a character in his own right rather than a blank slate, bland and featureless.  I'll go into Disguises in more detail below.

Combat Trait

1
SHAPESHIFTER
You are able to assume a different Disguise, transforming into a new appearance and gaining new abilities.  Doing so drains your Psychic Power (PWR).  You may revert to your base form at any time or transform into another Disguise but when your PWR is spent you will revert to your base form.  You gain PWR when you deal damage in your base form but not when transformed.  Activate this skill (D) to transform into the MINION Disguise (Additional Disguises are unlocked with talents).
2
SOW CHAOS
In your default form (Narud), when you deal damage you gain Psychic Power (PWR).  The more damage you deal, the more PWR you gain.
3
CHAOS UNBOUND
When you return to your normal form after being transformed into a Guise, you gain a temporary movement speed boost.  The duration of this boost is extended depending on the amount of time you spent transformed.

Primary Abilities

1
Dark Tendrils
Targeted.  Deal damage to target foe and restore your own health.  Any excess healing is converted into additional PWR.
2
WHISPERS FROM BEYOND
After a short delay, deal damage to all enemies in an area.  Enemies that are hit gain a stacking effect that increases the damage they take from subsequent usage of this skill.
3
HALLUCINATE
Summons a shadowy duplicate of target foe.  It deals no damage and can be destroyed with a few hits but it will attempt to follow its target as long as it is not defeated.  While it is in range, it will drain its target's vitality, causing them to progressively lose attack and movement speed over time.

Secondary Abilities

1
(Trait) MINION
Assume the appearance of a melee minion.

Level - Base
PWR Drain - Low
Attacks: Melee
(P) - Infiltraitor.  You disappear from the mini-map.  Enemy minions and structures ignore you unless you attack them first.
Z - March!  Join with the nearest minion wave of your color.  You will act in step with them until you move again.
Q - Mighty Blow.  Your next basic attack deals extra damage.  This damage is increased 300% against structures.
W - Switch Sides.  Change your color, from red to blue or blue to red.
2
(lv4) CLASSIC KERRIGAN
Assume the appearance of Kerrigan before her conversion into the Zerg queen.

Level - 4 
PWR Drain - Moderate
Attacks: Ranged (rifle)
(P) - Swift Cloak.  You enter Stealth after 1 second of being out of combat.  While Stealthed you have +20% movement speed and reduced PWR consumption.
Q - Snipe. Deals extra damage while in Stealth.
W - Psychic Spike.  After a delay, enemies in target area are damaged and Stunned.  Your Stealth is broken when the damage occurs, not on cast.
3
(lv4) GABRIEL TOSH
Assume the appearance of the Spectre Gabriel Tosh.

Level - 4
PWR Drain - Moderate 
Attacks: Ranged (pistol)
(P) - Hide and Seek.  When not seen by the enemy, you have lower PWR consumption.
Z - Reaper's Pack.  After a brief delay, you leap a large distance away.
Q - Bullet Time.  Rapidly shoot at the nearest enemy, every third strike your target becomes Vulnerable.
W - Dodge This.  Roll in targeted direction.  Your next basic attack deals bonus damage.
4
(lv7) RORY SWANN
Assume the appearance of the engineer Rory Swann.

Level - 7
PWR Drain - Moderate 
Attacks: Melee (wrench)
(P) - Saboteur.  Deals 200% damage to structures and drains ammunition with each hit.
Q - Flame Turret.  Charges.  Deals damage over time to enemies in a cone.
W - Satchel Charge.  Melee range.  Attach to target enemy unit or structure, it will explode after a short delay.
5
(lv7) ARCTURUS MENGSK
Assume the appearance of the political leader Arcturus Mengsk.

Level - 7
PWR Drain - Moderate
Attacks: Melee (power mace)
(P) - Propagandist.  When you use a skill, nearby allies have their attack and movement speeds boosted for a time.
Q - Orbital Strike.  Call down a laser beam to strike your foes, enemies in the center of the blast are Stunned.
W - Psi Emitter.  Plant a beacon that progressively slows the attack speed of nearby enemy minions and structures while it lasts.
6
(lv13) TAL'DARIN ZEALOT
Assume the appearance of one of your Tal'Darin followers.

Level - 13
PWR Drain - Moderate 
Attacks: Melee (psi blade)
(P) - Fortified.  You gain a Shield equal to 5% of your maximum health every second up to a maximum of 25% of your total.  
Z - Zeal.  Passive - When you move, your movement speed increases.  When you attack, your attack speed increases.  These bonuses are lost when you stop.  Active - Gain the maximum of these bonuses for a time but you are reset to 0 stacks when this effect ends.
Q - Stab and Thrust.  Melee range.  Slice through your target, damaging them and positioning yourself behind them.
W - Spinning Leap.  Leap into the air, spinning your blade around you.  You are Cleansed of all disables and enemies nearby where you land take damage.  Can be used to leap over terrain.
7
(lv13) Vaevictis
Assume the appearance of an infamous Zerg Hydralisk.

Level - 13
PWR Drain - Moderate 
Attacks: Melee (Claws)
(P) - Hunter Killer.  When you damage an enemy, they are Marked.  Marked enemies are revealed and suffer increased damage from your attacks.
Z - Burrow.  After a brief delay, you quickly tunnel to a visible location.
Q - Poisoning Spikes.  Launch three projectiles that land in a row at staggered distances.  Each projectile deals damage and causes additional damage over time.  This poison effect stacks.
W - Frenzy.  Gain increased attack and movement speed for a time, this effect refreshes when you kill an enemy champion.
8
(lv16) MARSHALL RAYNOR
Assume the appearance of Jim Raynor.

Level - 16
PWR Drain - High 
Attacks: Ranged (assault rifle)
(P) - Drawing Dead.  Killing any enemy lowers the cooldown of your skills.  Killing an enemy champion refreshes your skills.
Q - Buckshot.  Charges.  A wide shotgun blast that pushes enemies back. 
W - Despair.  Steal attack and movement speed from target enemy for a time.
9
(lv16) SAMIR DURAN
Assume the appearance of the turncoat sniper, Samir Duran.

Level - 16
PWR Drain - High 
Attacks: Ranged (sniper rifle)
(P) - Headhunter.  Gain attack damage and range as you attack.
Q - Sniper's Shot.  Charge to increase range and damage.  Pierces through enemies, dealing less damage for each enemy hit.  Grants you bonus attack speed after firing.
W - Kneecap.  Target enemy is Slowed and Vulnerable.
10
(Heroic) Shadow of Amon
An aspect of the Fallen One that you can control.  When controlling this aspect you gain new skills.

Level - 10 (Heroic)
PWR Drain - Moderate*
Attacks: Melee (Fists)
(P) - A Greater Power.  When the Shadow of Amon kills an enemy, you gain PWR.
Q - Gravitonic Cage.  Shoot out a beam of energy that travels a short distance and creates a field of anti-gravity that, after a brief delay, explodes dealing damage and Stunning enemies in the area.
W - Plasma Field.  Creates a damaging aura that hits nearby enemies every second while it lasts.  Deals 200% damage to minions.
E - Void Warp.  After a short delay, you appear at target area damaging nearby enemies.

Note: The Shadow of Amon will not use skills unless you are controlling it.  The Shadow costs no PWR to maintain unless you are controlling it but will last only for a set duration regardless of whether you are controlling it or not.

Heroic Abilities

1
VOID ZONE
Extremely long range.  Channel to engage in a contest of wills with your target.  You and they are unable to act and both lose X% of your maximum health every second.  When this effect ends, your target takes damage equal to the total amount of health lost and you are healed for that same amount.  If you are interrupted while channeling, you take that damage instead.  Draining health increases your PWR.
2
SHADOW OF AMON
Summon a Shadow of Amon that generates PWR for you when it kills opponents.  It will march down the nearest lane, attacking what is in its way.  While it lives, reactivating this skill will allow you to control it and its abilities.  While you control the Shadow of Amon, you are channeling and immobile and your PWR is drained at a high rate.

Controlling the Shadow of Amon grants the following abilities:
Q.  Gravitonic Cage.  A slow moving projectile that lifts enemies off the ground, stunning them.
W. Plasma Field.  A damaging aura that deals extra damage to enemy minions.
E. Void Warp.  Teleport to target area and damage surrounding enemies.
R. Revert.  Relinquishes control of the Shadow of Amon.

Special Mount

1
Wraith Form
You become intangible, unable to be targeted by enemies or allies and you cannot attack, transform, or use any of your other abilities.  While in this state, you ignore collision and can walk through units and basic terrain (But not through the walls of your opponent's base).  Drains PWR at a moderate rate.

Notes: Does not count as a Disguise.  Benefits from the movement speed boost of Chaos Unbound.

ROLE

Narud is a skulker.  Designed to creep around the battlefield causing trouble not unlike other effective Specialists.  But whereas a Hammer or Murky about to push down an otherwise unoccupied lane is a cause for concern, opponents should worry about Narud when he's gone missing and no one has eyes on him.  On his own, Narud is a weak burst mage, able to do significant damage but still inferior to a Jaina or Kael.  He has above average escape, though, as Narud will be a slippery character that's hard for an opponent to pin down.  At the same time, Narud has some excellent lockdown tools that can take opponents out of fight without killing them straight off - like Void Zone which is an effective but risky way of disabling a target.  Narud's real strength, though, is his transformation ability.  Being able to take on many Disguises lets him assume different roles, if only temporarily.  He can roar into a team fight as Raynor, laying down fields of pain.  Or he can sneak around as Kerrigan and deliver a shocking surprise to some unwary foe.  Then shift into a smokey wraith and fade away before his opponents can catch him.  Slipping away when he's caught out, only to wait for the right time to strike again.  These transformations last only for a limited time so that even though Narud is a shapeshifter, players are playing as Narud not as a vehicle to become something else.  Having to pick their moments, to plot and plan how best to unleash their hidden power.  Narud would be a difficult character to play well but one that would add something new and exciting to the game. 

DISGUISES

Narud's signature mechanic are Disguises.  These are transformations into different characters with durations controlled by Narud's gathering of PWR.  PWR is gathered when he deals damage in his default form and expended over time when he transforms.  The rate at which PWR is consumed depends on the Disguise.  I see the Minion form as lasting longest, it would have the lowest rate of all.  While the shortest durations would be for the most powerful transformations, those should last long enough to impact a team fight but not take over a prolonged engagement.  I picture that as being 8~15 seconds from a full bar of PWR.

Each disguise has a radically different kit than Narud's base form, allowing him to adopt a variety of roles.  Each Disguise comes with its own trait effect, two abilities activated by the Q and W buttons (by default) along with a button to revert to Narud's base form tied to the E key.  These have their own cooldowns, separate from Narud's base abilities or those of any other transformation.  Each Disguise has its own mount, in most cases this is the horse that Narud doesn't have but in some case it's an alternate move ability all its own.  And each Disguise has its own basic attack mode, some are melee while others are ranged.  Although there are all these different elements, what Disguises share with Narud's base form is a health bar.  Like Tychus's transformation into the Odin, Narud doesn't gain (or lose) health by transforming.  His health is conserved and any damage he's suffered carries over.

There are a few other transformations that Narud has that aren't considered Disguises for the purposes of talents and other effects.  Wraith Form is Narud's alternate mount, although it burns PWR it would be considered more like Narud's base form.  Narud also burns PWR to control his Shadow of Amon heroic but then he's channeling, his consciousness leaving his body behind so he's not really transforming at all.  Finally, I have on the drawing board a lv20 talent called Impersonate which lets Narud transform into a random Hero, any random Hero.  That would have a timed duration rather than one set by PWR.

The Disguises included are intended as a proof of concept rather than a finalized list.  It woud be very difficult to get the timing of the PWR limited duration as well as the power level of each one just right so they're bound to change.  I've drawn on the StarCraft universe, showcasing canonical fascades that Narud has adopted in those games as well as including some fan favorites and notables that there's really no in-story reason for Narud to pretend to be.  If Mengsk or Tosh ever made it in game, they could be redone to better resemble them.  As it is, the existing Disguises are adaptations of existing heroes.  This is pretty apparent when it comes to the Raynor disguise but Kerrigan, too, is a reworked Nova.  Rory Swann is a straight take on boiling Gazlowe down to his core strengths while others stray much further from their inspirations in the name of creating something suitable.  Generally, Disguises are pitched much stronger than the heroes they're based on which I think is necessary given their limited duration.  A Nova has time to recloak and reposition after a failed gank but for Narud in his Kerrigan Disguise the clock is ticking.

Narud starts with one Disguise, the Minion, as part of his core abilities.  Other Disguises are unlocked with talents, the way that the Lost Vikings have to unlock their special abilities.  Once unlocked, a Disguise goes in the numerical active abilities bar as its own button so Narud can change from one into another, if he wants (with a small delay that can be removed with a talent).  Every talent tier other than the first one and the Heroic options at levels 10 and 20, Narud will be able to pick between several Disguises.  At the moment, I have two Disguises each at levels 4, 7, 13, and 16.  So, at most, Narud can access 5 Disguises in a given game, mixing and matching as the player chooses.

lv1: Minion Disguise
lv4: Classic Kerrigan, the Ghost, versus Gabriel Tosh, the Spectre
lv7: Rory Swann, the Saboteur, versus Arcturus Mengsk, the Commander
lv13: Tal'Darin Zealot, the Fighter versus Vievictus, the Assassin
lv16: Marshall Raynor, the Commando, versus Samir Duran, the Sniper

Narud starts the game with the Minion already unlocked and tied to his trait key.  It's a bit of an outlier since it's more about the game's mechanics than rehashing StarCraft lore.  The Minion is meant to help Narud lurk around and surprise opponents, force them to always account for empty lanes and count minions to find him hidden in a wave.

The second tier sees a choice between Kerrigan the Ghost and Tosh the Spectre (Who turned out to be more of a Reaper than a Spectre who, if you squint hard, resembles Falstad, but there aren't really many Reaper characters that would be as fun to have in game as Gabriel.).  Both feature ways of conserving PWR and getting around the map that should make them viable even in the late game stages of a match.  It's a choice, though, between a Kerrigan Disguise with Nova's ability to set up ganks and hide in plain sight.  And Tosh who's better at getting around the map and in contributing to a fight where one's going on.

The third tier is about the Specialist role of tearing down lanes.  It's got Rory Tosh, the engineer, and Arcturus Mengsk, the politician.  Rory is better suited to taking merc camps and breaking down defenses while Mengsk is better at accompanying minion waves.  Rory is great at tearing down minions but should struggle with actual opponents (He's a more limited Gazlowe, in that regard, thanks to shorter ranges on his skills, and Gazlowe already has a hard time in fights).  Mengsk is more supportive and able to contribute in a fight.  But each should give Narud the ability to create pressure in a given lane.

The fourth tier is a choice between the only two non-human disguises.  I posit that Narud had to have manipulated his Tal'Darin followers to the point where he'd have the look of one in his repetoir and that lets me create a version of Zeratul that doesn't have to include more invisibility in Narud's kit.  Instead, the Tal'Darin is Narud's chance to be a melee heavy and crack heads like an Illidan or Tyrael, with all the sustain and escape that entails.  Vievictus is a nod to the game's earlier builds when it was included as a Zerg DPS.  The real draw with it is the mount alternate ripped straight from Abathur that lets Narud get anywhere on the map in a hurry at the cost of precious time burning off of his transformation.  It gets real scary, though, when combined with his other transformations as Vievictus form would let him appear out of nowhere to throw down as anyone else.  Vievictus can kick out respectable damage by itself but, really, thanks to the potential of that burrow it's going to have to be a bit lackluster.

The fifth tier features what I hope are the strongest Disguises of all.  It's a choice between the image of Raynor that Narud used to taunt Kerrigan and the Samir Duran he ran around Brood Wars as.  Both are high damage ranged attackers that should compliment Narud's inherent talents as a burst mage.  Raynor should be a beast in team fights, with fast attacks and plenty of AoE damage to throw around.  He's a powered up version of Raynor that includes elements that Raynor players would really like to have.  Duran is more about single target destruction, able to pound away at a given target.  But both would be short lasting, lethal transformations that could really swing a game if used well.

TALENTS

More details to come.

OTHER CONCEPTS

PERIGREN 'PERI' WILLIAMS, the Combat Medic [Terran Medic] (Support)

FENIX, the Steward of the Protoss [Protoss Dragoon] (Warrior)

SIGFRIED 'SKEETER' BARNES, Ace Viking Pilot [Terran Viking Mech] (Warrior)

SELENDIS, Last Champion of Aiur [Protoss Zealot] (Assassin)

EGON STETMANN, Reasonable Scientist (Support)

ALEXI STUKOV, the Living Horror (Warrior)

DYLAN CHAPEL, Fire Fighter [Terran Firebat] (Warrior)

CHO'GALL, The Ogre Mage (Assassin)

The Innkeeper, Master of Cards (Specialist) (WIP)

Ysera, the Sleeping Dragon (Support) (Concept)

Samuro, Fallen Blademaster (Assassin) (Concept)

Blackthorne, Intrepid Wanderer (Specialist) (Concept)

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