Fandral Staghelm (Complete) by Cyous

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Fandral Staghelm (Complete)

By: Cyous
Last Updated: May 27, 2015
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Fandral Staghelm (Complete)

(Former) Arch Druid of the Cenarion Circle

Multi-Role/Hybrid Hero concept.

Fandral was one of Malfurion Stormrage's top lieutenants, and trained many of the newest generation of the Druids of the Wild. His hot temperament has sometimes clashed with the more restrained Malfurion. Fandral believes that the future of the night elves demands more expansionism and military planning. His radical beliefs and aggressive demeanor often led him to quarrel with Tyrande, the official head of the night elf government.

Combat Trait

1
Seasoned General
Passive.

Increases Attack Speed for nearby Heroes by 5%.
2
Revitalize
Activate.
Cooldown: 60 sec.

Restores 2% Health and Mana to nearby Heroes every second for 10 sec.

Primary Abilities

1
Primary 1: [Q]
[Balance] - Starfire :: Deals  92 (+27 every level) damage to primary target, and 50% damage to nearby enemies. 1.0 sec Cast.
Cost: 65 Mana

[Feral] - Rake :: Deals 68 (+18 every level) damage to the target over 5 sec.  Refunds 50% of energy cost when used on non-Hero targets.
Cost: 25 Energy 

[Guardian] - Thrash :: Deals 38 (+11 per level) damage to nearby enemies.  Heals 2% of max health for each enemy hit.
Cost:  25 Mana
Cooldown: 6 sec.

[Restoration] - Wild Growth :: Restores 136 (+18 every level) health to friendly units over 3 sec.
Cost: 80 Mana
Cooldown: 10 sec.
2
Primary 2: [W]
[Balance] - Insect Swarm :: Afflicts the target, dealing 68 (+18 every level) damage over 6 sec.  Nearby enemies will be infected with Insect Swarm.
Cost: 85 Mana
Cooldown: 18 sec.

[Feral] - Wild Charge :: Leaps to the target, stunning them for 0.75 sec. 
Cooldown: 12 sec.

[Guardian] - Stampeding Roar :: Increase movement speed for nearby allies by 20% for 4 seconds.  Slows nearby enemies by 20% for 2 sec.
Cost: 35 Mana
Cooldown: 20 sec.

[Restoration] - Typhoon :: Deals 40 (+10 every level) damage and pushes all enemies backwards.
Cost: 45 Mana
Cooldown: 20 sec.
3
Primary 3: [E]
[Balance] - Cyclone :: Stuns the target for 1 sec.
Cost: 75 Mana
Cooldown: 15 sec.

[Feral] - Ferocious Bite :: Deals 55 (+22 every level) damage to the target. Deals an additional 30% damage is target is afflicted with your Rake.
Cost: 60 Energy
Cooldown: 12 sec.

[Guardian] - Thorns :: Enemies attacking the Thorns target take 22 (+8 every level) damage over 3 seconds.  Each subsequent attack increases Thorns damage by 100%. Lasts 5 sec.
Cost: 65 Mana
Cooldown: 30 sec.

[Restoration] - Living Seed :: Grants an 32 (+18 per level) point shield to the target.  When the shield breaks, the target is healed for 32 (+18 per level).
Cost: 35 Mana
Cooldown: 8 sec.

Secondary Abilities

1
TALENT SELECTION :: Level 1
Take on a role for your team:

Balance - Ranged Specialist :: Your basic attack ranged is increased to 6.5. Health Globes return triple their normal effectiveness.

Feral - Melee Assassin :: Gains Cat Form. Your Mana is replaced with Energy.  Energy regenerates very fast.  Your movement speed is increased by 10% and you gain Stealth while out of combat.

Guardian - Melee Warrior :: Gains Bear Form. Your health is increased by 35% and gain Block charges every 15 sec.  Stores up to 2 charges.

Restoration - Ranged Support :: Your basic attack range is increased to 5.5.  Gain Conjurer's Pursuit.
2
TALENT SELECTION :: Level 4
[Balance] - Radiance :: Your Starfire's radius increased by 30%.

[Feral] - Sabertooth :: Your Ferocious Bite refunds 100% of the energy cost when used on a Minion.

[Guardian] - Bristled Fur :: Your Trash's radius is increased by 25%.

[Restoration] - Debris :: Your Typhoon deals 50% more damage.

[All Specs] - Minion kills grant 5 additional Health and Mana.  Hero kills grant 15 additional Health and Mana.

[All Specs] - Minion kills instantly return 1% of your max Health.  Hero kills return 10% of your max Health.
3
TALENT SELECTION :: Level 7
[NON-Balance] - Nature's Grace :: Increases Seasoned General's bonus to 10% and provides an additional 10% Attack Speed to you.

[NON-Feral] - Swiftness :: Seasoned General provides 10% movement speed to nearby allies.

[NON-Guardian] - Ironbark :: Incoming Basic Attacks deal 25% less damage.  3 Charges.  15 sec recharge.

[NON-Restoration] - Gift of the Earthmother :: Activate to recover 30% of your total health over 10 sec. (50sec cooldown.)

[All Specs] - MULE :: Repair buildings.

[All Specs] - Cleanse :: Removes disabling effects from the target.
4
TALENT SELECTION :: Level 13
[NON-Balance] - Moonwell Chalice :: Places a Moonwell Chalice nearby.  This acts as a Healing Fountain.  Does not work other friendly Heroes.  90 sec cooldown.

[NON-Feral] - Wild Charge :: Activate.  Leap to a target.  If the target is friendly, reduce the cooldown by 50%.  20 sec cooldown.

[NON-Guardian] - Stampeding Roar :: Activate to grant Stampeding Roar for nearby allies, increasing their movement speed by 20% for 2 sec. 60 sec cooldown.

[NON-Restoration] - Genesis :: Increases healing received by 30%.

[All Specs] - Promote :: Greatly improves a minion in lane.
5
TALENT SELECTION :: Level 16
[NON-Balance] - Bloodmoon :: Activate.  Your Basic Attacks deal an extra 50% damage to nearby enemies.  Lasts 6 sec.  45 sec cooldown.

[NON-Feral] - Predator :: Gains stealth while not in combat.

[NON-Guardian] - Infected Wounds :: Your Basic Attacks slow the target by 20% for 1.5 sec.

[NON-Restoration] - Heal Touch :: Activate.  Restores 112 (+28 per level) health to the target. 15 sec cooldown. Costs 85 mana or 50 Energy. Incurs a 15 sec cooldown.

[All Specs] - Relentless :: Reduces the duration of disables by 50%.

[All Specs] - Blood for Blood :: Steals 15% of the target's maximum health and slows their movement speed by 20% for 3 sec.
6
TALENT SELECTION :: Level 20
[Balance] - Shooting Stars :: Your Starfall deals 20% additional damage to nearby enemies.  You may cast Starfire while moving.

[Feral] - Berserking :: Tiger's Fury increases the energy refund to 100%.  Blood in the Water increases the maximum stacks to 15.

[Guardian] - Ursa Major :: Blood Frenzy causes Thorns to apply to the nearest friendly Hero; if no Heroes in range, Thorns is cast on yourself.  Savagery causes Thrash to deal 50% more damage and increases the healing from each tick to 10% of the damage dealt.

[Restoration] - Ysera's Gift :: Lifebloom heals an additional 200% on the last tick.  Dreamwalker's mana regeneration is increased by 100%.

[All Specs] - Survival Instincts :: Reduces all damage taken by 75% for 4 sec.

[All Specs] - Storm Shield :: Grants a shield worth 20% of max health to nearby allied Heroes.

Heroic Abilities

1
Heroic Ability 1: [R]
[Balance] - Starfall :: Deals 20 (+6 every level) damage every 1 sec around the caster.  Lasts 12 sec. (70 sec)

[Feral] - Tiger's Fury :: Reduce the cost and cooldown of all abilities by 50% and increase movement speed by 20%. Lasts 8 sec.  Defeating enemy Heroes refreshes the duration. (85 sec)

[Guardian] - Blood Frenzy :: Reduce damage taken by 50% for 8 sec.  Thrash heals 200% more damage while active. (70 sec)

[Restoration] - Lifebloom :: Heals the target for 32 (+8 every level) every second for 6 sec. Holds up to 2 charges.  Restores 1 charge every 12 seconds.
2
Heroic Ability 2: [R]
[Balance] - Celestial Alignment :: Reduces the cast time of Starfire to 0.5 sec and increases Starfire's damage by an additional 30%.  Lasts 8 sec. (85 sec.)

[Feral] - Blood in the Water :: Your Ferocious Bite deals 5% more damage each time an enemy Hero is defeated.  Stacks up to 10 times.  After 10 stacks, your Ferocious Bite heals for 75% of the damage done.  This effect does not reset on death.

[Guardian] - Savagery :: Thrash deals an additional 100% damage over 2 seconds.  Each ticks heals 2% of your maximum Health.  Thorns grants Evasion for 2.5 sec if used on yourself.

[Restoration] - Dreamwalking*** :: Enter to the Emerald Dream, leaving yourself vulnerable to enemies.  Your Dreamwalker increases all healing done by 20%.  Reactivate to end Dreamwalking without incurring penalties. (2 sec cast :: interrupted by damage.)
____________________

***Dreamwalking --- Explained :: Think Murky's Egg, you place yourself in a safe spot.  Now combine that idea with Abathur's Monstrosity, you control it.  A "Dreamwalker" is your spirit-self, you control it and it has all the abilities you normally have.  If your Dreamwalker is killed, your health is lowered by 70% for 15 sec (your health is already lowered simply by going into this state).

Explanation of Character

Fandral is a "build around your team" hero.  Before his descent into madness, Fandral was a very powerful druid in Azeroth.  He held the title of Archdruid.  Among his peers, he literally stood taller than the rest.  Fandral is an imposing presence that commands respect.  His attitude is fierce and stern.  Impose Illidan's arrogance upon Fandral, and make said arrogance that of a truly passionate leader.  That is Fandral, before he became a Druid of the Flame.

Fandral was incredibly strong with both shapeshifting and spellcasting.  While he did not affiliate himself with other circles of druids, he was a mentor for many.  As such, he's a very complex character with incredibly in-depth skills.

In order to capture both his fierce spirit and versatility, I think it's best to promote a hybrid playstyle.  While you are locked into a single shapeshift form, you can build tanky, support, or damage-dealer.  You can also select particular combinations of talents to best suit your playstyle and your team's needs.

Ultimately, Fandral can be very strong, but I would like to capture the personality of each form.  As such, Fandral would be fairly weak early-game, but his mid-game and late-game make him very powerful through his counter-comp talents.  Not only does Fandral provide a useful toolkit, he can have synergy with every champion imaginable.

It's best to consider the following:
- How might I build Fandral to specialize in a single role?
- How might I build Fandral to work well with other heroes?
- How might Fandral's toolkit work against "counter" heroes?

Possible Skins & Mounts


Default Skin: Looks like Malfurion without antlers/horns using T6 Druid (Blue/Brown/Purple).  Non-armor cat and bear forms.


Master Skin:  Incarnation Forms for Cat and Bear forms.  Balance and Restoration similar to Tyrande's Master Skin's moon effect.

Druid of the Flame (Epic): Firelands ~ Firecat Form.  Scorpion Form (Bear).  Includes Flametalon of Alysrazor mount.

Baseline Stats:

Health 875
Health Regen 1.78
Mana Points 500
Mana Regen 3.00
Attacks Per Sec   1.00
BA Range 1.5 | 6.5
BA Damage 34
DPS Output 34.00

Balance:

Starfire [Q]: Tuned to be similar to Nova's Snipe  (before talents).  Starfire is weaker, though the scaling is nearly identical.  Considering a cast time of 1.0 sec, it provides the player with time to react and escape.  However, this ability in team fights leads to very strong output, and makes Fandral a priority kill-target.

Insect Swarm [W]: Tuned to be similar to a stronger version of Sylvannas' Black Arrow (before talents).  Insect Swarm is meant to be a wave-clear ability with decent damage for clumped team fights.  Insect Swarm does not jump like Sylvannas' Black Arrow, but instead will persist for a short time (4 sec).  Any enemies that pass through it are afflicted with Insect Swarm.  The radius is similar to an enhanced Kael'thas Flamestrike.

Cyclone [E]: This is a skill-shot similar to Thrall's rooting-Wolf ability (W).  It will travel further, faster, but it will pass through non-Hero targets.  This ability is meant to allow long-range CC while continuously firing off Starfire attacks.

Starfall [R]: This is literally a rehash of Tyrande's Starfall, but made better for a ranged character.  Balance-spec is already powerful AOE damage, but it lacks "Area of Denial" mechanics.  Starfall will place a large circle around you, similar to Sgt. Hammer's Siege Mode.  While Starfall is active, you may mount.

Celestial Alignment [R]: Tuned to be a throughput spell, you signficantly increase the power of Starfire through cast time reduction.  Starfire, already spammable, becomes a mini-nuke in its own right.  The ability is a counter-push, which can destroy tanks.  Chain-casting Starfire is extremely potent (imagine getting hit by Nova's Snipe 2 times per 2 seconds).  If players are clumped together, then your damage skyrockets like Kael'thas' Flamestrike post-lvl16.  At level 20, you have the option to gain Starfire casting while moving.

Feral:

Rake [Q]: Tuned to provide a steady stream of sustained damage, Rake scales fairly well.  It's not meant to provide huge damage over time, but instead acts to buff Ferocious Bite.  The damage translated from the 30% bonus to Ferocious Bite makes Rake more valuable than what you may originally think.

Wild Charge [W]: This is a gap-closer.  Usable while cloaked.  Pathing/Landing is similar to Illidan's Dive [Q].  It will launch you behind the target.  You may use this to hunt heroes behind walls, such as Abathur.  You may also use this to stop some Heroic Abilities, such as Strafe or Jug of 1000 Cups.

Ferocious bite [E]: Tuned to be a burst spell, Ferocious Bite is your DPS killer.  Similar to Nova's Snipe in strength, you can combine Rake, Wild Chage, and Ferocious Bite for major damage in the early game.  The risk is that you will almost always be punished for your attack.  If you can get out with Wild Charge instead of using it to land your abilities, the reward is very gratifying.  Please keep in mind, Ferocious Bite gets very strong late-game, but the early-game will be weak.

Tiger's Fury [R]: Your abilities cost less to use and reduced cooldowns.  Rake is the only ability you can spam, so it doesn't really build into the burst of your toolkit.  However, you can use this to quickly defeat Bruiser camps.  The cooldown reduction is great for Ferocious Bite, it basically gives you an extra usage in a 12 sec. window.  The increased movement speed gives you supreme chasing capabilities, plus Wild Charge is there to help close gaps.

Blood in the Water [R]: The design resembles Gather Power.  Ferocious Bite is your big damage ability; this is improved it further.  And maximum stacks, is helps with some of the self-healing in the toolkit, allowing the player to build more tanky in some cases.  A tanky cat with burst mimics some gameplay of Sonya.  However, the tankiness is gained early-game and mid-game.  Regardless, the ability to be cloaked, have decent tank talents, and have strong burst makes you an excellent initiator.

Guardian:

Thrash [Q]: Tuned to be your basic Area-of-Effect ability.  The damage is quite low, but the benefit is very strong self-healing.  A normal wave has 7 minions, so if you hit them all, you gain 14% of your life back.  Some waves I've seen stack up to as much as 20.  You might hit up to 12 units, but that's still a very respectable amount of healing.

Stampeding Roar [W]: This ability is part of your team-fight toolkit.  You can use it to force a fight, or escape from a fight.  As a tank, your role is less of an initiator, and more of an enabler.

Thorns [E]: This ability can be used to counter many Heroes and help clear waves.  If players attack/tunnel the Thorns target, they will take huge amounts of damage.  This is a great ability to give to your team's frontline.  Each stack of Thorns is applied through any type of damage, ability or basic attack.  If Sylvannas hits you with her Withering Arrow [Q], each one of those will apply a stack to Sylvannas.  Lets use an example: Sylvannas hits you with 8 instances of damage, our basic attack damage at lvl1 is a mere 34.  Our Thorns might do 25 damage (regen considered) over the 3 sec.  If she hit our Thorns target 8 times, that's 200 damage.  Of course, this is a hard-counter with an extreme example of a lack of awareness on Sylvannas' part.  Likely, you might see 2 stacks per use.  It's great for dueling, but team-fights normally won't allow it to excel.

Blood Frenzy [R]: Tuned to be an initiator talent.  You can force a fight and combo Thorns and maintain a steady amount of health and damage.  Ultimately, your team will need to follow your lead, but you provide a strong early-game presence.

Savagery [R]: Tuned to provide more self-healing, your Thrash makes you a powerful Jungler.  The evasion bonus is meant to improve your initiator capabilities.  Trading damage reduction needs to be met with another powerful spell, Evasion fits that need.  While your damage isn't very strong, you have the tools to provide a strong early-game and a strong  mid-game.  Your late game doesn't improve much, but you can build Tanky-Support to provide your team with late-game tools.

Restoration:

Wild Growth [Q]: Tuned to be similar to Brightwing's passive.  The difference is small, and the heal radiates from your target, rather than yourself.  This ability prioritizes Heroes, and will heal up to 3 targets.  It's a lot of throughput, though the cost is very high to match it. 

Typhoon [W]: This ability has many uses, including pushing enemies out of stealth.  You can push minions back to force cannons to use ammo, helping your early game push a little bit.  Likewise, you can push minions back to conserve cannon ammo on your own side.  You can force enemies against a wall and setup body-blocks.  There is a lot of different uses for an ability like this.  You can be very creative.

Living Seed [E]: This ability is meant to be a sustainable ability. The effective healing is quite low, and the mana cost is very low as well.  This is meant to be more of an early-game option.  Late-game it gets replaced by Wild Growth.  It's still a fair amount of healing, Wild Growth will just heal for so much more.

Lifebloom [R]: This ability is tuned as your filler for team-fights.  You may not stack Lifeblooms on players.  This healing is meant to provide just enough throughput to allow pushes in enemy territory.


Dreamwalking [R]: This is a complex idea, but fairly simple in practice.  You want to find a safe way to hide.  (Similar to Murky's Egg, or an aggressive Abathur.)  You will summon an avatar of yourself, and you will be able to mount, run, cast abilities, etc.  You gain increase mana regeneration, but you are not cloaked (brush will hide you, but nothing like Nova's cloak).  You forfeit 70% of your health, as in, your max health is lowered to 30% of normal.  This is temporary.  If your Dreamwalker-avatar dies, you are extremely vulnerable for a short time and Dremwalker incurs a long cooldown (70 sec.).  The range is not global.  If your "real" body dies, your Dreamwalker is instantly killed as well.  Dreamwalker will have a short cooldown, as baseline, to allow the player to push forward or reset more backwards.

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Cyous | May 21, 2015 3:17am
Deloctyte wrote:

Holy canoli, that is quite a robust hero, but it seems like the talent system pretty much turns into a binary checklist after the first level, picking either the one your spec allows or the generic talent. I'm not sure how I feel about that. :P


howdy ~ still in the middle of editing it, and I'm not sure if having 4 talents works well. The idea seems bloated, but fairly basic. I think having 7-8 talents to select from :: only 3-4 of them usable might look weird in-game. HOWEVER, if the game can omit those options based on selections made, than it's far more likely to work. :)

I think a "non-spec" setup might work better. Makes it more hybrid-y.

EDIT:: I think this works much better. You can build some crazy hybrid-ness, as well as enhance your role.
1
[-]
Deloctyte (1) | May 21, 2015 2:49am
Holy canoli, that is quite a robust hero, but it seems like the talent system pretty much turns into a binary checklist after the first level, picking either the one your spec allows or the generic talent. I'm not sure how I feel about that. :P
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