Grom Hellscream (Collateral damage concept) by Unruler

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Grom Hellscream (Collateral damage concept)

By: Unruler
Last Updated: Nov 24, 2015
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Grom Hellscream (Collateral damage concept)

Redeemer of the orcs

High risk/reward melee assassin. What makes him special is that sometimes (will be specified when in abilities description) he can damage or kill players on his own team, when that happens, however, enemy team is denied of experience and kill credit, which will go to the team where Grom is. Therefore, sometimes it may be wise to finish off your own team if you see that there is no way you're winning, this way, denying enemy experience and kill credit.

Combat Trait

1
Lust for Carnage
Upon hero takedown, gain half of his maximum health for 30 seconds.

Primary Abilities

1
Charge!
Charge in the straight line, pushing enemies away. If hits enemy hero, inflict minor damage and 1.5 second stun. Skillshot. 20 second cooldown.
2
Blood Frenzy
Gain 50% attack speed for 4 seconds. 10 second cooldown.
3
Hamstring
Wound target enemy hero applying moderate damage bleed and 50% movement speed reduction for 3 seconds. Melee range. 15 seconds cooldown.

Secondary Abilities

1
Execute
If target hero has 15% health or less, deal lethal damage to him. Melee range. 60 second cooldown. Available as level 4 talent. Can be used on friendly heroes.
2
This wolf still has teeth
Get tied to a tree, gaining invulnerability for 3 seconds, after that, deal lethal damage to nearby hero. 90 seconds cooldown. Available as level 16 talent. Cannot be cancelled after casting. Nearby hero includes friendly heroes.

Heroic Abilities

1
Equip Gorehowl
Gain 100% bonus attack damage, but attack speed slowed by 75%. Every third attack inflicts 1 second stun. 15 second duration. Every takedown increases duration for 5 seconds. 60 second cooldown.

Has visual effect of changing Grom's weapon to Gorehowl. Originally, he starts with double axes and has high attack speed.
2
Drink Mannoroth's blood
Gain unstoppable and immunity to stasis. Attack and movement speed, damage dealt and inflicted are doubled. Become hostile to both teams. Lasts 30 second, every takedown increases duration for 15 seconds. 120 second cooldown.

Becoming hostile to both teams allows you to last hit your own teammates as well as creeps and structures. Credit goes to your team. Does not work on cores. You will be attacked by your team's structures however and blocked by gates.

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Icejumper4 | November 30, 2015 1:09pm
Nice concept! I wanna see him in the nexus. I would love the ability to kill your teammates.
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