Grom Hellscream is a bruiser that mixes the arms and fury concepts of a wow warrior using the rage mechanic with the lore of Hellscream.
To preface this, it's a common misconception that Grom was a blademaster due to his appearance in WC3, this is not the case and was only done this way as a means to showcase multiplayer heroes in the campaign, if his kit was lore accurate he would have been more similar to the pitlord introduced in TFT expansion, the wc3 campaign is not to be taken literally in this aspect, for example Jaina takes the role of the archmage hero but was not actually an archmage. Blademasters in warcraft are exclusive to the burning blade clan, hellscream is the leader of the warsong clan.
His kit makes use of his signature traits and lore in many ways including:
His legendary howls that cause fear to enemies on his trait ability and a battle cry that can slow enemies and speed up allies as a talent
Gorehowls whistle which slows enemies as he cleaves as a talent
His blood rage which fuels his offense by enhancing his damage
Incorproates his imfamous gorehowl toss as a heroic
His renowned iron will that grants unstoppable and reduce cc durations
His design is intended to be an in your face bruiser fit for a legendary warrior that always wants to be at the front of battle.
He is intended to blur the line a little between melee assassin and bruiser.
I still hope for new heroes in a hots 3.0 resurgance next year.
Combat Trait
1
Hellscreams Fury
Hellscreams Fury causes his rage to fuel his attacks. Rage is generated through charge, basic attacks and receiving damage. Rage is capped at 100.
When at or over 100 rage this trait can be activated to let loose a howl that fears all enemies around Hellscream for 3 seconds on a 60 second cooldown.
Primary Abilities
1
Charge
Charge at the targeted enemy, generating 25 rage. Enemies hit during charge excluding the target are stunned for 0.1 seconds and generate an aditional point of rage for each enemy hit.
30 second cooldown
2
Bloodthirst
Strike at your enemy with force, dealing 190 damage +4% per level and healing for 5% of current health.
Costs 30 Rage.
Melee
10 Second cooldown
3
Cleave
Swing out in an arc infront of you. Damaging all foes hit for 175 + 4% per level slowing their movement by 20% for 2 seconds.
Costs 20 Rage.
15 Second cooldown.
Quest
Generate 500 rage
Reward: Increases max rage to 150
4
Unbridled Rage
Every 10 rage generated reduces the cooldown of hellscreams fury by 5 seconds
5
Ignore pain
Every 15 seconds gain 75 armor against the next physical attack, stacks 2 times,
Every 20 rage generated or spent reduce the recharge time by 2 seconds
6
Level 4 Talents
7
Iron Will
Active
Grants unstoppable for 1.5 seconds and reduce cc durations by 20% for a further 4 seconds
60 second cooldown
8
Deep wounds
Cleave and blood thirst now cause bleeding damage over time dealing damage equal to 1.5% of maximum health per second for 4 seconds.
9
Rip and Tear
5% more attack speed and move speed per 25 rage generated, lasts 4 seconds stacks up to 5 times, stacks refresh
10
Level 7 Talents
11
Death Rattle
Gorehowls whistle shrieks during cleave increasing slow duration to 30% for 4 seconds
12
Enraged Regenaration
Heal 10 health over 5 seconds for each point of rage generated and spent, this bonus is doubled at or above 100 rage
13
Oppression
Charge generates 15 more rage and now slows target by 20% for 3 seconds
14
Level 13 talents
15
Hunger for blood
Blood thirst heals for 10% more, this bonus is doubled to targets that are bleeding.
16
Death Wish
Active
Reduces your armor by 20 and healing taken by 100% while restoring all basic ability cooldowns and setting them to 1 second for 5 seconds
60 second cooldown
17
Onslaught
Every 3rd consecutive blood thirst or cleave that hits the same target each time consumes no rage
18
Level 16 Talents
19
Mortal Strike
Bloodthirst now reduces targets healing received by 50% for 2 seconds
20
Hellscream
Active ability
Unleash a warcry increasing movement speed of nearby allies by 25% for 5 seconds and reducing nearby enemy movement speed by 25%
45 Second cooldown
21
Vanguard Chieftain
Hellscream and nearby allies gain 10 armor when within range of him.
22
Level 20 Talents
23
Rampage
Execute now consumes all rage, if execute lands a killing blow refunds all rage spent, reduces cooldown to 10 seconds
24
Chains of Iron Grip
Gorehowl remains impaled in an enemy for 10 seconds. Reactivate In for the Kill while impaled in an enemy to pull them to you dealing an additional 300 + 4% per level damage, if Gorehowl is not impaled into an enemy pull yourself to Gorehowls location reducing the cooldown by 30 seconds.
25
This Wolf Still Has Teeth
Blood thirst cooldown reduced by 2 seconds and gains a second charge, For every 10% of missing health blood thirsts cooldown is reduced by an aditional second.
26
Overpower
Cleave disarms enemies hit leaving them unable to basic attack for 4 seconds
27
Vessel of Destruction
Permanent Passive
Give in to the demonic taint in your blood and become the vessel of destruction you were destined to be growing in size and turning from green to red.
Increases damage done by 30% and damage taken by 25%, abilities no longer cost rage, movement speed increased by 25% but your hearthstone and mount are permanently disabled.
Heroic Abilities
1
Execute
Spend up to 50% of your maximum rage to deal 330 + 4% per level damage to target, damage increased by 1% per rage spent causing target to bleed for small damage
40 Second cooldown.
2
In for the Kill
Toss Gorehowl at your target impaling them dealing 500 + 4% per level damage, rooting them in place for 5 seconds, reducing armor by 20 and causing them to bleed for 10% of maximum health over 10 seconds.
Hellscream is disarmed until the weapon is retreived or In for the Kill cooldown expires.
For 5 seconds or until death the weapon is impaled in the target then dropped to the floor. Hellscream or any allied hero getting within range of Gorehowl after it has been dropped will retreive it.
Hellscream will retreive gorehowl from an impaled enemy when in melee range of them.
70 Second cooldown
3
Jab- Basic ability replacement when Disarmed from In for the Kill
You are disarmed not dead, Throw punches at your enemy dealing 100 + 4% per level.
Each basic ability is replaced with Jab while disarmed, 5 second cooldown on each seperate jab.
Hitting the same target with 3 jabs within 10 seconds will stun the target for 2 seconds.
Basic attack damage reduced by 75%
Generates 5 rage per jab
Summary
Hellscream would be a formidable bruiser who can dish out the pain and control the battlefield.
He has a few high risk high reward talents to secure kills, has ways to increase sustain, damage, cc or utility options with some unique mechanics thrown in.
I've given him all the tools and options a bruiser would need to fit into hots while keeping him accurate to his lore and general theme of an orcish fury/arms warrior hybrid that's fueld by demonic blood.
It would have been much better if you had placed Talents into Text Section instead of Secondary Abilities, and did not use unique icons for each talent, as the game itself uses icons of related abilities for clarity. These two changes would drastically improve this concept.
Starting with [Hellscream's Fury] and its active part, a 3 second Fear is ridiculous. Unless it has a very small radius and takes forever to charge, this would be unfun to face.
[Charge] already belongs to Varian, and a 30 second cooldown for a basic ability is just too big for how fast HOTS matches can be.
[Bloodthirst] already belongs to Garrosh and even has an almost identical effect, and healing for current Health instead of missing feels rather counterproductive for a Hero who wants to get damaged.
[Cleave] already belongs to Zeratul, and a 15 second cooldown for a worse Leoric's Q feels kind of weak.
[Execute] causes what bleed damage exactly?
[In For the Kill] is broken on many levels. Even its damage almost reaches Pyroblast, not even talking about a FIVE second Root from a "target point" ability that you cannot even avoid, and then it also allows you to Stun enemies with Jabs that have no conditions.
[Demonic Blood] feels like it would take an entire match to complete for a mediocre reward.
[Unbridled Rage] is just asking for disaster with how strong the Fear effect is.
[Rip and Tear] has confusing wording. Were you trying to say that it grants AS and MS for 4 seconds every time you gain 25 or more Rage at once?
[Death Rattle] did not need the fancy wording.
[Enraged RegenEration] could be quite broken depending on how much Rage is generated when taking damage.
[Hunger for Blood] is poorly designed due to this kit not having "bleed" baseline.
[Vanguard Chieftain] is very vague. What exactly does "within range of him" mean? This effect also feels out of place for a character who is supposed to "blur the line a little between melee assassin and bruiser".
[Vessel of Destruction] is poorly designed:
Taking 25% more damageis an incredible disadvantage compared to 30% bonus damage, as this is not just your Armor being lowered;
Abilities no longer costing Rage not only makes it impossible to complete [The Warsong Reigns Supreme], but is also broken with [Death Wish];
Being unable to use Hearthstone would be very frustrating on most maps.
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Starting with [Hellscream's Fury] and its active part, a 3 second Fear is ridiculous. Unless it has a very small radius and takes forever to charge, this would be unfun to face.
[Charge] already belongs to Varian, and a 30 second cooldown for a basic ability is just too big for how fast HOTS matches can be.
[Bloodthirst] already belongs to Garrosh and even has an almost identical effect, and healing for current Health instead of missing feels rather counterproductive for a Hero who wants to get damaged.
[Cleave] already belongs to Zeratul, and a 15 second cooldown for a worse Leoric's Q feels kind of weak.
[Execute] causes what bleed damage exactly?
[In For the Kill] is broken on many levels. Even its damage almost reaches Pyroblast, not even talking about a FIVE second Root from a "target point" ability that you cannot even avoid, and then it also allows you to Stun enemies with Jabs that have no conditions.
[Demonic Blood] feels like it would take an entire match to complete for a mediocre reward.
[Unbridled Rage] is just asking for disaster with how strong the Fear effect is.
[Rip and Tear] has confusing wording. Were you trying to say that it grants AS and MS for 4 seconds every time you gain 25 or more Rage at once?
[Death Rattle] did not need the fancy wording.
[Enraged RegenEration] could be quite broken depending on how much Rage is generated when taking damage.
[Hunger for Blood] is poorly designed due to this kit not having "bleed" baseline.
[Vanguard Chieftain] is very vague. What exactly does "within range of him" mean? This effect also feels out of place for a character who is supposed to "blur the line a little between melee assassin and bruiser".
[Vessel of Destruction] is poorly designed:
Taking 25% more damageis an incredible disadvantage compared to 30% bonus damage, as this is not just your Armor being lowered;
Abilities no longer costing Rage not only makes it impossible to complete [The Warsong Reigns Supreme], but is also broken with [Death Wish];
Being unable to use Hearthstone would be very frustrating on most maps.