Hank by Koetetsu

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Hank

By: Koetetsu
Last Updated: May 11, 2017
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Hank

HERC Mercenary


Background: Sent in as part of a special team in Jarban Minor on escort detail, Most of Hank's company was wiped out until they were saved by Nova Terra and her covert ops crew in exchange for their help in extracting terrazine. With nowhere else to turn to for a living; Hank quickly sold his unique talents in the mercenary market that lead him to get sucked into a wormhole leading to the Nexus on his last assignment.

Health: 2815 (+4%/level)
Energy: N/A
Attack Damage: 124 (+4%/level)
Attack Speed: 0.85
Attack Range: 3.5
Armor: 20 (Spell)
Design Philosophy: Hank is a short ranged warrior that can grapple opponents allowing him to close the gap between them and give them a well earned shot in the face. Hank's suit allows him to soak up ability damage for his team and his basic attacks also grant him good wave clear with 75% splash damage. Hank's weakness however is that he is an all-in hero and therefore a well placed grapple must be followed up by his team or he will have just pulled himself to his doom.

Combat Trait

1
Flash Welder
Basic attacks deal 75% splash damage.

Primary Abilities

1
Grapple
Ability Key: Q
Cooldown: 14 seconds

Fires a grappling hook in the target direction. If it collides with an enemy hero they take 100 (+4%/level) damage and Hank pulls himself toward the target for up to 3 seconds. If Hank catches up to his target he immediately hits them with a basic attack. Enemy minions, summons and non-boss mercenaries are pulled toward Hank instead.
2
Chemical Treatment
Ability Key: W
Cooldown: 12 seconds

Gains 65 spell armor that reduces ability damage by 65% for 3 seconds.
3
Weld
Ability Key: E
Cooldown: 10 seconds

Fires a welding beam at a target hero that deals 85 (+4%/level) damage per second to the target and gradually slows them by 20% per second for up to 5 seconds. At 100% slow the target is rooted for 1.5 seconds.

Secondary Abilities

1
Spotlight
Cooldown: 60 seconds

Activate your spotlights for 5 seconds. Enemies in front of you are blinded for 3 seconds and have 50% reduced vision for 2 seconds after the blind wears off. Enemies cannot be affected again until the next activation of the ability.

Heroic Abilities

1
Mag Mine
Ability Key: R
Cooldown: 35 seconds/charge

Deploys a Mag Mine at the target location that takes 3 seconds to arm. After detecting an enemy hero the mine activates and fires a warhead after 1 second that damages enemies in a line until it collides with an enemy hero or reaches its max range. Deals 250 (+4%/level) damage and deals 350 (+4%/level) damage to heroes. Mag mines can be destroyed with 2 hero basic attacks. Stores up to 2 charges and can have up to 6 mines active at a time.

Upgrade: Mag-nificent

Mag mines now deal full damage to all units it passes through and now pierces through enemy heroes. Travel distance is also increased by 15%.
2
Magrail Harpoon
Ability Key: R
Cooldown: 60 seconds

After a 0.5 second delay, fires a magnetically accelerated harpoon in a line piercing through all units hit and rooting them for 0.5 seconds and then pulled toward Hank a certain distance as he reels in the harpoon. Deals 248 (+4%/level) damage

Upgrade: Mag-Flip

Enemies hit within 4 range are instead thrown behind Hank. Each flipped enemy reduces the cooldown by 5 seconds.

Talents

Tier 1

Arc Welder(Quest): Root 15 heroes.
Reward: Weld also arcs to 2 nearby enemy heroes; Damaging, slowing and rooting them for half the amount.

Heavy Impact (Q): Reduces the pull duration by 1 second and knocks back the target upon collision. If the target collides with impassable terrain it is also stunned for 1 second.

Chem Sprayer (Quest): buff 75 heroes with Chemical Treatment
Passive: Chemical Treatment now grants 20 spell armor to nearby allies.
Reward: Increases Chemical Treatment duration by 1 second and grants an additional 10 spell armor to allies.

Tier 2

Supercharger (Trait): If hank has not attacked in 6 seconds, his next basic attack deals 50% more damage and 100% splash damage in a 20% larger area. Using an ability also triggers this effect.

Healing Spray (W): Chem Treatment also restores 10% health over its duration. An additional 15% health is restored if Hank does not take damage for the whole duration.

Ablative Foam: Healing received at full health now fills a shield up to 15% of max health that lasts for 10 seconds.

Tier 3

Adrenaline Rush (Q): Gain 25% movement and attack speed for 4 seconds after a successful hook on an enemy.

Shielded Metal (W): Gains 30 physical armor on activation.

Fusion Cutter (E): Weld increases its damage by 15% per second.

Tier 4

Mag Mine (See Heroic Abilities)

Magrail Harpoon (See Heroic Abilities)

Tier 5

Rubber Gripper (Q): Grapple may now be used on allies and grants them 20 armor while Hank pulls himself towards them but increases the cooldown by 6 seconds.

Blinding Cloud (W): Activating Chemical Treatment now blinds nearby enemies for 2 seconds.

Flux Trail (E): The main target leaves behind a trail of flux that slows enemies that step on it by 40% for 2 seconds. The trail lasts for 3 seconds.

Tier 6

Hank the Grappler (Q): Successfully landing a Grapple on an enemy allows you to cast it again for free within 5 seconds.

Chem Barrier (W): Chemical treatment now reduces the damage of the first instance of spell damage by 100%.

Juggernaut (Trait): Activate your trait to become unstoppable for 3 seconds and causes your basic attacks to knock back enemies.

Tier 7

Mag-nificent (See Heroic Abilities)

Mag-Flip (See Heroic Abilities)

Spotlight (Active): Activate your spotlights for 5 seconds. Enemies in front of you are blinded for 3 seconds and have 50% reduced vision for 2 seconds after the blind wears off. Enemies cannot be affected again until the next activation of the ability.

Compact Welder (Trait): Your basic attacks now apply a Weld effect stack on the main target excluding ability damage.

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