Gabriel Tosh by Vitali

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Gabriel Tosh

By: Vitali
Last Updated: Nov 14, 2021
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Gabriel Tosh

Rogue Spectre

Gabriel Tosh, Rogue Spectre, was once a talented Ghost in the Dominion. However, after being accidentally mind blasted by his close comrade, Nova Terra, he became immune to the propagandas of Arcturus Mengsk... and the heinous mind-wipe technology he employ to brainwash and keep his agents in line. Disillusioned, Tosh believes himself to have been freed from the Mengsk's thrall and started a rebellion, recruiting many other Ghosts whom he freed using Terrazine and enhanced using Jorium.

However, after his rebellion failed and ultimately lead to his fellow Spectres being captured and detained, Tosh sought the help of James Raynor and his Raiders. Together, they freed the other Spectres and Tosh helped Raynor in his final fight against the then infested Sarah Kerrigan. Tosh also assisted his fellow Terran Dominions, now under the rule of Valerian Mengsk, when Amon instigated the Second Great War. He and his volatile Spectres ventured into the Void to help Raynor, alongside both the Swarm and the Daelamm, defeat Amon once and for all.

Now Tosh has come into the Nexus with his trusty rifle and a few canisters of contraband. Will he use his enhanced psychic powers for the good of the realms? Maybe Yes. Maybe No.

Tosh is a dynamic Ranged Assassin that uses a unique double resources system with Terrazine and Jorium instead of Mana to maximize his power.

Vitals
Health: 1530
Resource: 50 Jorium and 50 Terrazine
Attack Damage: 92
Attack Speed: 1.25
Attack Range: 5.5

Combat Trait

1
D - Spectre Protocols
Cooldown: 12 seconds
Activate to become Stealthed for 10 seconds and Unrevealable for the first 0.5 seconds of it.
Being a Spectre, Tosh regularly takes drugs to enhance his powers. Thus, he uses Terrazine and Jorium instead of Mana. However, he cannot risk an overdose and so both Jorium and Terrazine have a combined maximum.
For each point of Terrazine spent, gain 1 Jorium.
For each point of Jorium spent, gain 1 Terrazine.
After not consuming either for 10 seconds, slowly returns to equilibrium at 50 maximum Jorium and 50 maximum Terrazine.

?Quest: Gather 25 Regeneration Globes
?Reward: Each Regeneration Globe gathered increases Tosh's total maximum Resource by 4. After gathering 25 Regeneration Globes, gain 0.5 Basic Attack Range.

No Spectre is complete without a Stealth mechanic so this trait can be just that. I made this a timed thing because I don't want it to take too much of Tosh's power budget. He's more of a traditional ranged assassin than an ambush sniper like Nova. The double resources thing was something I thought would be cool and people have given feedback on how it could be interesting so I decided to make it a dynamic thing where as Jorium increases, Terrazine equally decreases and vice versa. The maximum is capped at 100 so the 2 resources will essentially have to "share" the same bar. The Quest component is to make Tosh's abilities more liberally used in later stages of the game. I was thinking of locking it behind a talent but I think this is an important part of Tosh's kit to make him less clunky.

Primary Abilities

1
Q - Plasma Fire
Cooldown: 5 seconds
Costs: 20 Jorium
Grants: 20 Terrazine
Shoot in a line after 0.5 seconds, dealing 124 damage to all enemies hit and leaving a trail that deals 32 damage every 0.5 second for 4 seconds.

Tosh's primary damage-dealing ability. The range is 6 and the width is similar to Orphea's Q. This ability is used as his primary Terrazine generation mechanic. The trail left behind deals periodic damage in an area equal to the trail it left the projectile left behind (like Tassadar's Psi Storm, this AoE damage does not stack with each other). The projectile has a relatively slow travel speed (think Ranged Deathwing's Stun travel speed).
2
W - Consumption
Cooldown: 14 seconds
Activate to consume all remaining Jorium and Terrazine. Heals Tosh for 250 Health over 4 seconds and causes his next Basic Attack to deal 20% additional damage.
Each point of Jorium consumed increases the Heal amount by 0.5%.
Each point of Terrazine consumed increases the Damage dealt by 1%.

This ability interacts with Tosh's Resources. This is Tosh's main Sustainability that grants a decent Heal as well as a burst of decent on his next AA. The heal increases as his Jorium increases and the Terrazine increases the damage bonus of his AA.
3
E - Mind Blast
Cooldown: 8 seconds
Costs: 25 Terrazine
Grants: 25 Jorium
Target an enemy, shooting a bolt of psionic energy that deals 78 damage and Slowing them by 25% for 1.25 second. If this enemy is hit with Tosh's Basic Attack while the Slow is active, immediately detonate Mind Blast to deal an additional 185 damage in an area around that target and Slowing nearby enemies hit by 25% for 1.25 seconds.

Tosh's primary Jorium generation ability. The ability has a range similar to Sylvanas's W and acts similarly. It is a point-and-click damage ability that deals damage slows the targeted enemy. If Tosh AAs it, immediately detonate it for additional damage to that target as well as the enemies around that target and Slow them as well (the AoE is similar to Hanzo's explosive arrow). The Slow effect from the detonation does not stack with itself.

Heroic Abilities

1
R1 - Ultrasonic Pulse
Cooldown: 50 seconds
Costs: 50 Jorium
Grants: 50 Terrazine
Throw a charge that explodes after 0.75 seconds, dealing 234 damage, Silencing all enemies hit for 1.25 seconds, and Disabling Structures for 2.5 seconds.

Tosh's more straightforward heroic option. This ability has a projectile and then an AoE indicator on the ground before it explodes (like Gazlowe's bombs). Provides a hefty AoE Silence and damage to make him more dangerous. The range is about 7.0 and the radius is similar to Tychus's Grenade.
2
R2 - Mad Voodoo
Cooldown: 40 seconds
Costs: 40 Terrazine
Grants: 40 Jorium
Shoot a bolt of psionic energy which hits the first enemy Hero, dealing 120 damage and Stunning them for 0.5 seconds. After that, the bolt will bounce to the nearest enemy Hero and link them together. Linked Heroes take 75% of the damage the other one receives for the duration of this effect. If no other enemy Hero is nearby, the bolt will return to Tosh, healing him for 25% of his missing Health.

A unique heroic ability. Acts similar to other bounce abilities like Valla's Q or Johanna's Blessed Shield. The first bolt is a skill shot and the second one will automatically seek out the nearest enemy hero. The bolts will deal damage and Stun enemy Heroes, but if there is no second hero nearby, the bolt will return to Tosh after stunning the first enemy and heal him instead.

Level 1

D - Illusive Man
While Stealthed and for 1.25 seconds after breaking it, gain 30% Movement Speed
Passive: Reduce the Cooldown of Spectre Protocols by 4 seconds and increase the duration of its Unrevealable to 1.5 seconds.

Active - Terrazine Canisters
Cooldown: 30 seconds
Activate to temporarily gain 120 Terrazine for 6 seconds.
Passive: Each point of Terrazine increases Mind Blast's damage by 1%.

Active - Jorium Stockpile
Cooldown: 30 seconds
Activate to temporarily gain 120 Jorium and for 6 seconds.
Passive: Each point of Jorium increases Plasma Fire's damage by 0.5%.

Level 4

Q - Advanced Thermal Clip
If Plasma Fire's missile hits a hero, reduce its cooldown to 2 seconds.

W - Psionic Shell
If Jorium was higher when Consumption is cast, grant 200 point Shield

E - Narcotic Momentum
While Terrazine is above 60, Mind Blast recharges 100% faster.

Level 7

Q - Overdose
Increase the damage of Plasma Fire's trail by 30%. Increase this damage by 2.5% everytime it damages an enemy Hero.

W/AA - Super Stimpack
Consumption increases Tosh's Attack Speed by 1% per each point of Jorium consumed for 5 seconds and now enhances all of Tosh's Basic Attacks within that duration.

E - Murder in the Dark
Casting Mind Blast while Stealthed reduces the target's Armor by 25 for 6 seconds.

Level 13

Q - Biotic Plasma
Tosh heals for 80% of the damage dealt by Plasma Fire to enemy Heroes. Each time Plasma Fire damages an enemy Hero, reduces their healing by 5% up to 25%.

W - Nervous Breakdown
If Terrazine was higher when casting Consumption, the next Basic Attack against an enemy Hero within 6 seconds Silences the target for 1.5 seconds.

E - Fried Synapses
Increase Mind Blast's Slow to 30%. If Jorium is higher, Tosh's first Basic Attack against enemies Slowed by Mind Blast Roots them for 1.25 seconds.

Level 16

W/AA - Redstone Bullets
Casting Consumption while Jorium is higher increases Tosh's Basic Attack damage by 45% for 5 seconds.

W - Living the High Life
Casting Consumption while Terrazine is higher grant Tosh 30% Spell Power for 10 seconds.

E - Mindbreak
Basic Attacking enemy Heroes Slowed by Mind Blast's detonation also releases another detonation. These additional detonations do not spread more detonations.

Level 20

R1 - Deadman's Switch
Increase the radius by 25%. After 2 seconds, explodes once more, dealing 125 damage and pulling enemies into the center, Stunning them for 0.5 seconds.

R2 - Big Bad Mojo
Increase the damage taken by a Hero to their linked partner to 100% and the number of bounce to 3 Heroes. Additionally, the bolt always returns to heal Tosh.

Q - Toxic Chemtrails
Enemy Heroes hit by Plasma Fire leave a trail of Plasma Fire behind them for 5 seconds. If they die while under this effect, creates a Plasma Fire puddle beneath them.

E - Dead Before Dawn
Mind Blast's detonation deals an additional 10% of the primary target's maximum Health as damage.

Active - Do What I Wanna Do
Cooldown: 50 seconds
Activate to reset Spectre Protocols, gain 40% Movement Speed, and Unstoppable for 5 seconds.

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