The Soulflayer. The Faceless One. The Loa of Blood. For time immemorial, the priests of Atal'ai have served a dark master known as Hakkar. The Blood God offers his followers great power, but he enacts a wicked price - an endless stream of blood, to sate a bottomless hunger.
Hakkar is a sticky melee assassin who lacks some of the burst of his compatriots but makes up for it with sustained damage, area denial, and tools especially suited to deal with groups of enemy heroes. In essence, this is an attempt to recreate and fix the gameplay style of the launch version of Malthael, a hero that's been banished to the "not allowed to be fun" chair for the problematic nature of % damage.
Every time Hakkar damages an enemy hero, he marks them up to 3 times. Enemies with 3 marks are Revealed. Marks last 6 seconds, refreshing each hit.
Damaging a marked enemy a fourth time consumes the mark, creating a small blood pool where they're standing that bursts after 0.35 seconds to deal damage to all enemies within. This pool can apply and trigger Corrupted Blood.
Primary Abilities
1
Lash
20 ManaCooldown: 6 secondsCharge Cooldown: 1 second
Fire a spike that damages the first enemy hit. If it hits a hero, they're pulled slightly towards Hakkar and briefly slowed.
Holds 2 charges.
2
Reap
50 ManaCooldown: 8 seconds
Empower Hakkar's next 4 basic attacks within 6 seconds. They have 100% extra range, strike in a wide area, and heal him for 15% of the damage dealt.
Cooldown begins when all charges are spent or expired.
3
Harvest
30 ManaCooldown: 15 seconds
Teleport behind a target enemy, lightly damaging all enemies in an area around the point of impact.
Each time an enemy hero is hit by Corrupted Blood, Harvest's cooldown is reduced by 5 seconds.
Heroic Abilities
1
Massacre
55 ManaCooldown: 70 seconds
Dash in the target direction, damaging enemies hit and lightly pulling them in the direction Hakkar is travelling. At the end of the dash, Hakkar spins his scythes, pulling all enemies in a large radius towards him.
2
Cause Insanity
75 ManaCooldown: 90 seconds
After 1 second, tear a narrow path in a direction, slowing enemies within by 50%. Enemies hit by the initial tear are lightly damaged and Mind Controlled for 1 second, forcing them to walk towards Hakkar. The path remains for 4 seconds.
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