Ezekiel Daun by chubra

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Ezekiel Daun

By: chubra
Last Updated: Sep 24, 2018
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Ezekiel Daun

Bounty Hunter

"Somebody wants you dead. That's fine by me. But he didn't stipulate how you were to die. Nor how long it should take. That was left up to me to decide. And we got all night."

Ezekiel Daun is the best at what he does - and what he does isn't very nice. For enough credits and some personal satisfaction, there isn't a target dangerous or elusive enough to evade Daun. Even the boldest of men tremble when they hear that this, particular, bounty hunter is on their tail. His sadism cannot be quenched, his insanity cannot be cured and his cruelty has no end. He is Ezekiel Daun, the most feared man in the galaxy.

Interested in more information? Check out his biography!

Health: 1380
Health Regeneration: 3.60
Mana: 500
Mana Regeneration: 2.75
Attack Speed: 1.0
Attack Range: 6
Attack Damage: 114

Combat Trait

1
Bounty Hunter
Passive: Daun becomes invisible after 2 seconds of being near structures and impassable terrain. Using abilities, attacking, taking damage or channeling brakes stealth. Enemy Heroes that get too close to Daun will also reveal him.

Places a Bounty on an enemy Hero. The marked Hero is revealed to Ezekiel Daun on the mini map. If the enemy Hero is killed while affected by Bounty, their death timer is increased by 10 seconds. Only one target can be affected by the Bounty at any time.
Lasts for 30 seconds.

Cooldown: 60 seconds.

The idea behind the passive stealth effect is that Daun isn't a true stealth hero like Zeratul or Nova. Stealth is just an addition to add for the lack of sustain/defensive talents/abilities, hence why you can reveal him (break his stealth) if you get close enough (something like 3-4 range) or if he performs a certain action (casting the mount will break it but if he is near walls and structures while mounted it won't break). Now you wouldn't be required to wall-hug, but still something like 3 range away and the stealth brakes. I guess an indicator could be added to show the radius when stealth brakes - whether an enemy Hero approaches or you get too far from the wall.
As for the active - its range would be ALMOST like Azmodans Globe. Obviously, the idea here is to create a target to focus on and get benefits along the way. You can use the active and it won't break stealth. The enemy will know when they are the Bounty target - this will make them more vigilant and little harder for Ezekiel Daun to kill. Also the target could have a small indicator where they are at on the MAP but they are not visible and this applies only to Daun! The point is that you can't click and use direct abilities on that target or ping their location, but it can make landing skillshots easier. You would have to explain to your team where the enemy is if they wish to track the target. You can see the Bounty Hero as you would yourself or allies on the MINI MAP.

Primary Abilities

1
Zip
Cost: 20 Mana.

Quickly move over a short distance. Doesn't break stealth if Daun Zips near structures or impassable terrain.
Stores 3 charges.

Cooldown: 7 seconds per charge.

Think of it as Tychus' Run and Gun when it comes to distance. Pretty simple ability, designed so Daun can move from one terrain to another without breaking stealth.
2
Crippling Shot
Cost: 45 Mana.

Fire a bullet in a straight line that deals 150 (+4% per level) damage to first enemy it hits. Enemy Heroes hit will loose 33% move speed every second. After 3 seconds the target will be Rooted for an additional 2 seconds.

Cooldown: 10 seconds.

CC is the spotlight here, but I also wanted to add some raw damage so he has some damage (other than Basic Attack) to his basic kit. Since it is a skillshot, it goes really well with Bounty Hunter stealth. The range would be like Stukovs Pustule or Cassias Javelin. The shot would also be fast (again similar to Cassias Javelin or faster).
3
Hologram
Cost: 60 Mana.

Daun stores a hologram of his latest victim and places it on a targeted location. Deployed holograms become functional after 1 second. Hlograms are invisible, invulnerable and last until an enemy Hero approaches, triggering them to activate. Activated holograms fear all targets in their area for 1.5 seconds and reduces their armor by 10 for the duration.
If the hologram gets triggered by the same Hero that was Dauns latest Bounty victim, then the effect is doubled for that Hero.
Stores a maximum of 2 holograms and only 2 can be placed at any time.

Cooldown: 20 seconds.

This is Ezekiel Dauns iconic ability. Feared targets wouldn't run far nor fast (certainly NOT like Gul'Dans Horror). While the hologram is arming itself, enemy players can see where they are (hence the 1 second delay). This is because they are invincible and they would be OP if you could just place them near somebody and have them activate right away. It would be a very loooong CC chain. Also by placing them I mean throwing them a very short distance (kinda like Gazzlows Turrets).

Heroic Abilities

1
Cyber Choke
Cost: 80 Mana.

Daun grabs an enemy Hero with his cybernetic arm, stunning the target for 2.5 seconds and dealing 450 (+4% per level) damage over 2.5 seconds. Only usable on targets that are Stunned, Rooted, Feared or if used out of stealth.
If Daun kills the Bounty Hero with Cyber Choke, its cooldown is reduced by 50%.

Cooldown: 90 seconds.

Another iconic ability. This is a basic "execute type" move. The idea is to mark the target for Bounty and kill it so you lower the cooldown (Daun enjoys his "work" very much and is ready to take another contract as soon as he finishes the previous one - reason for cooldown reduction). It is considered as "channeling" so you can be interrupted within those 2.5 seconds. Now I didn't want Cyber Choke to last too long (although lorewise Daun did enjoy to prolong his victims suffering) because it would be too OP because he already has enough CC. However, if it were too short then it would be just another burst (again, Daun enjoyed to torture and 1 second wouldn't satisfy him). So I think I found middle ground for a reasonable gameplay and I also did justice lorewise!
2
Expose Weakness
Cost: 80 Mana.

Activate to empower Dauns next 3 Basic Attacks to deal 100% bonus damage. Deals 150% damage to Bounty target.
Activating the ability won't break stealth. The ability expires and the cooldown starts after 3 Basic Attacks.

Cooldown: 70 seconds.

Now this Heroic is more orientated towards gameplay, rather than lore. As an assassin, Daun needs damage. I guess there are some lore aspects here: Daun tracks his victim for some time and learns all weaknesses that the victim has, hence why he can attack where they are vulnerable. This one has slightly more utility: you will deal 100% more damage to whatever you hit, unless it is a Bounty target which takes 150%.

T A L E N T S

Level 1


...Wanted Dead: Bounty target takedowns refresh Bounty cooldown.
...Ambush: Using Crippling Shot out of stealth deals 50% bonus damage.
...Fear Appeal: Minions, Heroes and Bounty targets killed near Ezekiel Daun grant him stacks of Bribe. Minions grant 1 stack, while Heroes grant 10. Bounty targets give 20 stacks. Use 25 stacks to bribe a Mercenary, instantly defeating them. Cannot be used on Bosses. Stores a maximum of 100 stacks. Camps respawn 50% faster if the entire camp is defeated with Bribe.

Level 4


...Tormentors Collection: Quest(!): Score a takedown on all enemy team Heroes. Reward(?): Increases maximum number of holograms stored by 2 and number of deployed holograms by 1.
...Haste: Using Zip increases move speed by 7%. Stacks 3 times. Stacks last for 3 seconds.
...Ocular Implant: Increases vision radius by 40% and Attack Range by 1.

Level 7


...Wounding Shot: Basic Attacks deal 16 (+4% per level) bonus damage over 4 seconds. Stacks 5 times.
...Pierce: Crippling Shot now pierces through first 2 targets hit. Slow and Root effects don't apply to pierced targets.
...Sharpshooter: Quest(!): Hit 10 enemy Heroes with Crippling Shot. Reward(?): Increases the range of Crippling Shot by 50% and reduces Mana Cost by 15 Mana.

Level 10


...Cyber Choke.
...Expose Weakness.

Level 13


...Stalker: Zip charges refresh 100% faster while stealthed.
...Throat Shot: Crippling Shot also applies Silence to targets affected by Crippling Shot's Slow and Root effects.
...Sadism: Bounty Hero takedowns refresh the cooldown of stored holograms.

Level 16


...Without Deadline: Bounty lasts until the enemy Hero is killed or another target is selected. Additionally, adds global cast range.
...Payday: Targets killed while under the effect of Bounty permanently increase Dauns Basic Attack damage by 14 and Attack Speed by 5%. Stacks up to 5 times.
...Hologram Of Doom: Increases armor reduction by 15 (total of 25 for Non-Bounty and 50 for Bounty targets). Additionally, both Non-Bounty and Bounty targets have their spell armor reduced by 20, taking 20% more damage from spells.

Level 20


...Empowered Cybernetics: Cyber Choke can be used without requirements.
...Marked For Death: Basic Attack damage increase against Bounty and Non-Bounty targets is further increased by 50%.
...Smell Fear: Enemy Heroes below 40% Health are revealed.
...Elusiveness: Allows Zip to be used over impassable terrain.

C h a n g e l o g

I gave an explanation on how abilities should work in-game. With no way to test ability, basic stats and talent numbers, everything should be taken with a grain of salt. I think that abilities and talents (especially talents!) are well rounded and can fit multiple playstyles.
All suggestions are welcome!

7/15/18 (15.07.2018)
Published.

7/22/18 (22.07.2018)
Level 13 talent Throat Shot: Silence is also applied while the target is slowed by Crippling Shot.
Level 16 talent Payday: Damage gained increased from 10 to 14. Maximum number of stacks reduced from 6 to 5.

9/24/18 (24.09.2018)
Minor text clarification.
Level 1 talent Wanted Dead reworked: Now refreshes Bounty cooldown (instead of reducing its cooldown by 20 seconds).
Additional Level 20 talent added: Elusiveness.

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