Fenix (Dragoon) by vonBoomslang

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Fenix (Dragoon)

By: vonBoomslang
Last Updated: Nov 6, 2017
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Fenix (Dragoon)

Steward of the Templar


A veteran of countless battles, among the Protoss' fiercest warriors, Praetor Fenix finally fell at Antioch. His spirit unbroken, his body entombed within the armored shell of a Dragoon, he fought on. Even though he finally fell on Korhal, the Nexus calls him to war once more.

Fenix is a ranged warrior, specializing in area denial. He has the ability to weather even significant amounts of poke damage but is comparatively vulnerable if focused. His durability and large hitbox combined with on-demand mobility makes him an excellent body-blocker. His damage output can be respectable, but it relies on enemies being relatively stationary or walking into area he denied.

Fenix has the lowest raw Health of any Warrior, and does not use Mana; instead, he has access to a pool of Energy equal to his base health. His trait, Phase Shield causes most of incoming damage to be redirected to his energy while it lasts.

Combat Trait

1
Phase Shield
Short Version: Fenix takes greatly reduced damage from all sources, as long as he has energy to absorb it. He regenerates energy quickly when not attacked.

Details: Fenix has an energy pool equal to his maximum health. As long as Phase Shield is active, all damage is dealt to his energy, and only 25% to his health. Trust me, the math is far easier and prettier this way than if his energy took only 75%. If Fenix is reduced to 0 energy, Phase Shield is disabled until he regenerates at least 30% of his maximum energy.

As long as Fenix hadn't taken any energy damage in the past 2s (through not taking damage or the shield being disabled), he regenerates X energy every second, up to his maximum. If he hadn't lost or spent any energy in the past 4s, he regenerates 2X energy every second instead. Think Muradin's trait levels of regeneration. Both timers are displayed on Fenix' UI and both effects have an animation.

Certain abilities and talents may cause Fenix to gain more energy than is his maximum, in which case the extra energy will decay at a rate of X energy every second. This extra energy is represented by a second bar over his normal one, both on the UI and the hero's status bar.

> If Fenix has non-zero armor, its damage modifier applies before Phase Shield takes effect.
> If Fenix has shields, they also absorb damage entirely before Phase Shield takes effect. And yes, if the shield doesn't break, damage won't delay energy regen.
> Attacks that deal extra damage to shields will deal that damage to Fenix' energy pool.
> An active Phase Shield prevents damage (but not cc) from interrupting Fenix' mount and Hearthstone abilities, but not objective interaction.

Visually, Fenix is surrounded by a faint sphere of energy that lights up as he's attacked. A ring of energy glows underneath Fenix if he's currently regenerating energy, glowing brighter if it's the accelerated rate.
2
Graviton Tethers
Hidden Passive - explained in other skills and talents, listed here for clarity.

Some of Fenix' abilities apply stacks of Graviton Tethers to targets they damage, up to 2. Each stack applies a 15% slow for 2s. Applying new stacks doesn't refresh old ones, but replaces the oldest one.

Primary Abilities

1
Graviton Burst
Short Version: Launch an energy projectile at a target area. Reactivate to detonate, dealing damage and slowing enemies in the area. Waiting before detonating increases damage and adds a stun.

Details: Targeted AoE with short cast and travel time. 0.5s after landing, it begins to charge, gaining 10% damage every 0.1s up to +250% (which sounds scary but base damage is pretty low). If allowed to charge for 0.5s (1s total time from impact), the explosion will additionally push enemies outside the radius and apply a 1s stun. The explosion applies Graviton Tethers, slowing movement by 15% for 2s per stack, up to 2.

The projectile visibly pulses at 0.5s, 1.0s and 3.0s after landing (beginning of charge, stun threshold and maximum damage), with an additional effect if Phase Disruptor was used.

Range: ~6.5.
Radius: Flame Strike or thereabouts.
Duration: Detonates after 6s if not triggered manually before that.
Cooldown: 10s from first cast.
Energy Cost: 8% of maximum (Only if Phase Disruptor active).
2
Volatile Barrage
Short Version: Rapidly scatter a barrage of energy mines over an area. The mines arm after a short delay, and will deal damage and slow enemies that touch them.

Details: Channel for 0.2s + 0.1s per mine to launch a spread of 8 energy mines. The mines arm 0.6s after landing, and will explode for moderate damage in a tiny aoe when an enemy touches them. The explosion applies Graviton Tethers, slowing movement by 15% for 2s per stack, up to 2.

The mines are scattered over a roughly circular area, in a somewhat random pattern. There is a preview available, but it's only accurate if Fenix doesn't move and none of the mines land on terrain or each other (they slide off otherwise). The spread depends on range - cast up close, it's so dense the mines are almost touching, while at max range an enemy can make their way between them without setting any off with some careful footwork.

Range: ~8.
Radius: Tiny, basically contact.
Duration: Mines fizzle out 5s after landing if not triggered.
Cooldown: 10s from first cast.
Energy Cost: 1% of maximum per mine (Only if Phase Disruptor active)
3
Phase Disruptor
Short Version: Activate to make your basic attacks and basic abilities leave behind damaging fields at the cost of some energy.

Details: Toggled ability, affecting basic attacks and abilities used while it's active. Empowered basic attacks and the explosions of basic abilities leave behind Phase Disruptor fields which deal moderate damage over time to enemies in them. Damage from multiple fields stacks, though with some diminishing returns. Deals 50% damage to buildings.

Phase Disruptor is automatically disabled if Fenix runs out of energy. Fenix can regenerate energy while spending it, but not at the accelerated rate.

Range: As basic attack/ability.
Radius: Lunar Flare-sized for basic attacks, as (talented) explosion for abilities
Duration: 3s.
Cooldown: Negligible, toggled ability.
Energy Cost: 3% of maximum per basic attack.

Secondary Abilities

1
Phase Cannon
Acquisition: Lvl 1 Quest Reward - replaces Phase Disruptor when complete.

Passive: Phase Disruptor is permanently active and costs no energy.

Active: Next basic attack deals 150% increased damage, deals Spell Damage instead of physical, hits all targets in a moderate area, applies Graviton Tethers (slowing movement yadda yadda) and leaves a matching Phase Disruptor field. Reactivate to instead fire this attack as an area skillshot.

Range: As basic attack.
Duration: Until used.
Cooldown: 12s from being used up.
Energy Cost: 10%, paid when first activated. No cost to reactivate.
2
Warp In
Acquisition: Lvl 7 Talent

Can only be used while in the Hall of Storms. Activate to instantly teleport Fenix anywhere his team has vision. Fenix spends the next 6s warping in, during which time he cannot take any action and is not protected by Phase Shield. Warp-in timer is paused while Fenix is stunned. Needless to say, don't warp where the enemies can see and reach.

Cooldown: 60s.
3
Shield Battery
Acquisition: Lvl 16 Talent

Activate to instantly set Fenix' energy regeneration rate to the maximum while simultaneously spending all of his energy to grant an allied hero a shield equal to the amount of energy spent. This shield has no set duration; instead, it decays at the same rate that Fenix' extra energy normally does.

Fenix may self-cast this ability, which has some niche uses - it may save his life if his health is low enough that the 25% bleed-through would kill him before his energy was depleted normally, for example.

Range: ~5.5.
Duration: Until depleted.
Cooldown: 30s.

Heroic Abilities

1
Unity Barrier
Short Version: Fenix gains a large amount of energy and extends Phase Shield to nearby allied heroes.

Details: Fenix instantly gains energy equal to 60% of his maximum. For the next 10s or until his energy is depleted (whichever comes first), all allied heroes in range benefit from Phase Shield, taking 25% damage while redirecting the full amount to Fenix' energy pool.

Visually, allies in range get the Phase Shield fx, and are additionally connected by arcs of energy to either Fenix or another shielded ally between them. The arc pulses when the shielded ally takes damage.

Range: PBAoE.
Radius: Storm Shield or thereabouts
Duration: 10s or until Phase Shield deactivated.
Cooldown: 50s from end of duration.
2
Force Cage
Short Version: Creates an impenetrable dome force-field, locking Fenix in with his enemies. Fenix gains a large amount of energy for each enemy hero inside the cage.

Details: Cast is a 1s channel with visible outline. The outer edge acts as a player-created wall, and will stop any attempts to cross it, including burrows, leaps, knockback, knockup, blink, flight, deep tunnel and walking. Impenetrable. Hearthstone still works. Fenix gains 40% of his maximum energy for each enemy hero caught in the dome when it forms. Attacks and abilities may cross the dome just fine, though. Would be nice if they didn't, but the technology isn't there.

Visually, the dome is projected by a Warp Prism, visible only through its shadow.

Range: ~4. Less than its...
Radius: Hyperion or thereabouts. Fenix cannot summon it without himself ending up inside it.
Duration: 6s or until Fenix is no longer inside the dome (through death or Hearthstone).
Cooldown: 90s from end of duration.

Special Mount

1
Travel Mode
Fenix cannot use normal Mounts. Instead, he may engage Travel Mode, which changes his normal movement into traveling up to 30% faster via long, synchronized strides. He is however limited to the eight cardinal directions, giving him considerable difficulty in narrow spaces.

As long as Phase Shield is active, Fenix may activate or continue to use Travel Mode without being dismounted/interrupted by damage, only CC.

Cooldown: 5s.

While in Travel Mode, Fenix does the normal ingame SC1 Dragoon gallop - moving two legs at a time in rhythm. Outside of it, he uses a more flexible but shorter-stride one-leg-at-a-time spider-walk (as is the case in SC2). He doesn't rotate at all to move in Travel Mode; outside of it, he has a "front" he likes to have facing forward but can move and attack in any direction.
2
Protected Recall
As long as Phase Shield is active, Fenix may channel Hearthstone without being interrupted by damage, only CC.

Mostly for consistency and as tradeoff for poor mobility/no escape. Bonus points for popping Force Cage and bugging out. I'm thinking there should be an 'Immune' or 'Uninterruptible' pupping up when damaged, kinda like how Samuro and Valeera get 'Unrevealable'

Level 1 Talents

  • Phase Efficiency (Phase Disruptor) - Quest: Collect Regeneration Globes to reduce Phase Disruptor cost.
    > Each globe reduces energy cost by 5%, up to 20.
    > Reward: Phase Disruptor becomes passive and is replaced by Phase Cannon.

  • Destructive Pulse (Graviton Burst) - Increased damage.
    > Flat 50% additive damage bonus at all charge levels.
    > Now scales from 150% to 300% of base damage total.
    > Does not affect time needed to activate stun/push.

  • Directed Volley (Volatile Barrage) - Casts faster, manually targeted.
    > Increases casting speed by 50%.
    > Also now uses vector targeting.
    > Mines will be scattered along the vector's length, with less spread the longer it is - a very short vector is basically an untalented cast, a long one will not be far off from a line.
    > All of the targeting vector has to be within cast range - Fenix will move until both ends are in range before casting.
    > Mines are cast in direction of vector, roughly evenly spaced.

  • Righteous Indignation (Passive) - Increase damage against distant heroes when close to an enemy hero.
    > For the players who like being up close and personal and/or punishing enemy dive by hurting their bacline.
    > 30% increased basic attack and Phase Disruptor damage vs. heroic targets further than 2 away while an enemy hero is 2 away or closer.
    > Displays the radius to Fenix, bonus damage shown as crits.

Level 4 Talents

  • Chronal Tethers (Graviton Tethers) - Increase Graviton Tethers duration, stacking.
    > Increases duration to 3s and may now stack up to 3 (up from 2).

  • Singularity Charge (Phase Disruptor) - Increased basic attack, basic ability range.
    > Passive: Increase the range of Fenix' basic abilities and basic attack by 10%. This increase is doubled while Phase Disruptor is active.

  • Amplified Shielding (Phase Shield) - Being healed generates energy.
    > Whenever Fenix is healed by any source, he also receives energy equal to 30% of the received healing.
    > Also applies to Regeneration Globes, Healing Fountains, but not to Hall of Storms healing.

Level 7 Talents

  • Saturation Barrage (Volatile Barrage) - Increases mine count.
    > Now fires an additional 4 mines.
    > Indirectly slightly increases spread and cast time.

  • Rapid Barrage (Volatile Barrage) - Decreases mine count and cooldown, adds second charge.
    > Now fires 2 fewer mines, but has 2s quicker cooldown and 2 charges.
    > Indirectly slightly decreases spread and cast time.

  • Graviton Dispersion (Graviton Burst) - Increases radius with charge level.
    > Radius grows to +50% over 2.5s.

  • Warp In (Active) - Teleport anywhere from Hall of Storms
    > See Secondary Abilities.

Level 13 Talents

  • Graviton Inversion (Graviton Burst) - Pulls in instead of pushing out. Stun duration reduced.
    > If charged above 1s, will pull enemies into the middle instead of pushing them out. Stun duration reduced to 0.5s.

  • High Yield (Volatile Barrage) - Mines gain additional arming stage with increased damage and radius.
    > 0.9s after arming (1.5s after landing), mines arm again, increasing damage by 100% and area of effect by 150% (from tiny to smallish).
    > Trigger range unchanged. Mines will not chain detonate.

  • Restorative Disruption (Phase Disruptor) - Returns portion of damage as energy.
    > Phase Disruptor damage returns X% of damage dealt as energy, doubled vs. heroes.

Level 16 Talents

  • Recursive Munitions (Graviton Burst) - Scatter Volatile Barrage mines after detonation.
    > 1-6 mines based on charge, up to 2.5s
    > Mines are talented.

  • Disintegration (Phase Disruptor) - Increases damage to Heroes.
    > 0.8% of max Health damage per second, per field.
    > Doesn't proc Restorative Disruption.

  • Persistence (Passive) - Basic abilities lifetime increased
    > Graviton Burst maximum lifetime increased from 6s to 7s.
    > Volatile Barrage mines maximum lifetime increased from 5s to 6s.
    > Phase Disruptor field lifetime increased from 3s to 4s.

  • Shield Battery (Active) - Expend all energy to give ally hero a temporary shield.
    > See Secondary Abilities.

Level 20 Talents

  • Strength in Unity (Unity Barrier) - Increases initial energy and reduces cooldown.
    > Increases energy bonus by 50% for each hero affected by initial cast, counting Fenix.
    > Each second Unity Barrier is active reduces its cooldown by 3s.

  • Void Cage (Force Cage) - Blocks enemy vision and increased duration. Fenix gains armor.
    > Enemies inside cage do not share vision with those without and vice versa.
    > Maximum duration of the cage is increased by 1s for each hero (friend or foe) inside it at creation.
    > Fenix gains 10 armor while cage is up.

  • Volatile Attraction (Volatile Barrage) - Armed mines slowly chase nearby enemies.
    > Think Chattering Teeth, though probably smaller radius and slower movement and probably also tracks minions.

  • Rapid Regeneration (Phase Shield) - Energy regenerates faster
    > Reduces all energy regeneration delays by 50%.
    > Adds another level of regeneration, 50% faster than the previous maximum after a total delay of 4s of no energy lost.

Changelog

> 22-04-2015: Created
> 21-05-2015: Published to Heroesfire; Many abilities and talents reworded for clarity; Hardened Shield (1) renamed to Deflection Shield. Sensor Ping (1) renamed to Paint Target. Shield Battery (7) reworked. Improved Shielding (16) removed. Shield Cycler (16) added. Disruptive Blast (16) renamed to Disruptive Pulse, now scales stun duration.
> 08-06-2015: Cleaned up, fixed formatting, added colors. Removed special mount mechanics. Removed Redundant Entrapment (20), added Recursive Entrapment (20)
> 03-11-2017: Started from mostly scratch. Most talents replaced, Phase Disruption and trait reworked, made prettier, etc. Old one is here.
> 06-11-2017: Cleaned up some wording, added note about walk cycle.

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1
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Koetetsu (4) | November 16, 2017 12:54am
Nice concept for Fenix with a unique take on his mechanics and with Focus on his Dragoon self. Most Fenix concepts only focus on his Zealot form (which IMO, Artanis already nailed that it's hard to find a way to set him apart from Artanis) or making a hybrid of the two.
2
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Poobutt (2) | November 3, 2017 8:25am
I really love this idea, truly captures the fantasy of Fenix. You can tell how much time you spent on this, good job!
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