Entropius by Scudmarx

0 Votes
Rating Pending

Entropius

By: Scudmarx
Last Updated: Feb 14, 2017
Quick Share

Entropius

Lord of the Void

Entropius is an embodiment of the void, a being of endless hatred and unmatched evil.

Combat Trait

1
Mortal Despair
Enemies near Entropius receive reduced healing the closer to it they are, to a maximum of 50% reduced healing while touching it.
Range: 5.5

The touch of the Void terrifies enemy heroes, forcing them to think of nothing but their own survival. Nearby enemies cannot see anything outside their own vision radius, which is reduced to a maximum of 3x their distance from Entropius.
Range: 8.5

Primary Abilities

1
Spirit Rip
Q - Entropius rips out the target's soul, dealing 20% of the target's maximum health in damage and healing Entropius for that amount. If the enemy remains nearby, they will slowly recover their lost essence, taking this health back from Entropius over 6 seconds.

Cost: 60 Mana
Cooldown: 12 seconds
Range: 5.5 (Leash range: 8.5)
2
Void Zone
W - Forms a zone of nothingness at the target location which deals 140 damage per second to enemies within a small area. Lasts 6 seconds.

Cost: 80 mana
Cooldown: 9 seconds
Range: 9
3
Void Shard
E - After 1 second a shard of void energy forms at the target location, providing vision for 12 seconds.

The shard will shatter on contact with an enemy hero, dealing 240 damage to them and exploding across the area, stunning all enemies hit for 1 second and dealing 180 damage.

The shard cannot be hidden and is killed by two basic attacks.

Cost: 30 Mana
Cooldown: 12 seconds
Range: Unlimited

Heroic Abilities

1
Void Scream
R - Entropius emits a chilling wail of pure hatred, stunning all other heroes for 3 seconds, enemy and ally alike.

Cost: 100 Mana
Cooldown: 70 seconds
Range: Unlimited
2
Endless Fury
R - Entropius instantly teleports a short distance.

Cost: 30 mana
Charges: 2
Charge Cooldown: 12 seconds
Range: 3

Passive: Permanently grants 20% movement and attack speed.

Special Mount

1
The Horror In The Dark
Passive: Entropius moves 20% slower but can move through other units.

Z - Activate to dissolve into shadow and move rapidly to the target location, ignoring any terrain in-between.

Range: 15
Cooldown: 20 seconds

Talents

  • Level 1

    • Spirit Collector (Q) - Quest: For each 1% of Entropius' maximum health that it receives from Spirit Rip, Entropius gains 1 spirit, which is lost if he cannot keep that health. The collected spirits grant 0.05 health regeneration and 0.03 mana regeneration.
      Reward: After collecting 100 spirits, grants an additional 150 maximum health and 100 maximum mana.
    • Shadow Block (Passive) - Basic attacks against enemy heroes grant a charge of block, which reduces damage taken from the next hero basic attack by 50%. Can store up to 3 charges, and stores one charge automatically every 8 seconds.
    • Soul Collector (Passive) - Quest: Enemy heroes that die within Mortal Despair's effect grant 2% increased attack damage, to a maximum of 40%.
    • Shadow Collector (Z) - Quest: Collecting a regeneration globe unleashes an explosion which deals damage equal to 0.5% of Entropius' maximum health for each regeneration globe gathered, up to a maximum of 10%.
      Reward: After gathering 20 regeneration globes, The Horror In The Dark also unleashes the explosion as Entropius appears.
  • Level 4

    • Entropic Sharding (E) - Void Shard gains a second charge, and the cooldown is reduced by 2 seconds.
    • Crystallised Despair (E) - Void Shards also apply Mortal Despair.
    • Peering Void (E) - Void Shards also reveal the area around them.
  • Level 7

    • Draining Claw (Q) - Spirit Rip also steals 20% of the target's attack speed and movement speed, fading over 3 seconds.
    • Chilling Void (W) - Void Zone also reduces enemies' movement speed by 30%.
    • Crippling Claws (Passive) - Entropius' basic attacks reduce the target's movement speed by 20% for 2 seconds.
  • Level 13

    • Spirit Shred (Q) - Spirit Rip reduces the target's physical armour by 15, increasing all damage they take from basic attacks by 15% while it is active.
    • Spirit Agony (Q) - Spirit Rip reduces the target's spell armour by 15, increasing all damage they take from abilities by 15% while it is active.
    • Giant Flayer (Passive) - Your basic attacks deal additional damage to nearby enemies equal to 1.5% of the primary target's maximum health.
  • Level 16

    • Darkness (W) - Every second while an enemy hero is within Void Zone, its radius grows by 0.5 and its duration is increased by 0.5 seconds.
    • The Dark Side (Active) - Activate to grant one target hero 25% movement and attack speed for 6 seconds. Cooldown: 60 seconds.
    • The Horror (Active) - Activate to blind and silence one enemy hero for 2 seconds. Cooldown: 90 seconds.
  • Level 20

    • Nightmare Wail (R) - When Void Scream ends, enemy heroes are feared for 1 second.
    • The Terrible Fury of the Void (R) - Increases the passive bonuses from Endless Fury to 40%.
    • Null (Active) - Activate to remove all shields and heal over time effects from nearby enemy heroes. Cooldown: 45 seconds.

Notes

Design Goals



Entropius was designed with the following goals in mind:
  • Counters healing
  • Counters global heroes
  • Punishes tanks

Spirit Rip (Q) + Mortal Despair (Trait) Interaction



I'm not sure how clear it is from the kit alone, but Spirit Rip interacts with Mortal Despair in a way which makes it notably more powerful than it might appear at first.

Enemies get chunked for a huge amount of damage when it hits, but if they keep fighting and do not flee they will eventually heal all of that damage back over 6 seconds - however - they need to stay near Entropius, whose trait reduces all healing they receive while nearby.

The leash range on Q is further than the range of Mortal Despair's healing reduction, so if they position well they *can* perfectly counterplay the ability and get all their health back, but if they are too close to Entropius they will only recover (down to) 50% of the damage they took, and of course if they stray too far away (or Entropius combos with its Z, ouch, nasty) they may break the leash and stop healing altogether.

The amount of health the enemy recovers is taken from Entropius, so the self-healing aspect of Q is also affected by the healing reduction of Mortal Despair.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved