Hearth Stonebrew by GreenCorsair

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Hearth Stonebrew

By: GreenCorsair
Last Updated: Sep 28, 2022
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Hearth Stonebrew

The Innkeeper

Hearth Stonebrew is a melee support that can save any ally in a pickle with enough map awareness. He starts with 1900 health. His AA and Q range are very low, but that is offset by his passive, giving him almost infinite range. His W ability allows him to be very flexible for whatever his team needs.

Other notes: Teamwork and Health manipulation is key for exploiting Sarge as best as you can. With R1(Innkeeper's friends), you can turn around a big fight especially lategame if a teammate gets caught. His W is intended to have a lot of combos, but sadly I couldn't think of too many, for sure one you should look at is taking the druid pack at level 1 and no other cards on the other talent tiers and then upgrading R2. That way Innervate has atleast a 50% chance to add 2 copies of your ultimate to your W.

The idea is for Hearth to also work as an offlaner with certain W cards that grant him waveclear. His passive gives him quick access to his team without him even being there and his Q gives him self sustain.

Also I imagine it that every card ability he has has an animation of him playing the card and even better would be if the character exited the card as a little model, maybe like malygos following around the person with the buff and that kind of thing.

Combat Trait

1
Sarge
Sarge is Hearth Stonebrew's loyal mouse companion. He helps the innkeeper find any Heroes in trouble and aid them. Anywhere on the map, whenever an allied hero's health becomes lower than 50%, Sarge appears near them and follows them until another allied hero's health percentage is lower. While Sarge is near a hero, Hearth can cast his primary abilities as if he was in the place of that hero.

Primary Abilities

1
I’ll summon ya up a brew!
Cooldown: 8 seconds

Hearth gives a refreshing drink to the targeted hero, healing them for 500 health and giving them a 10% speed boost for 2 seconds. Very low range, forcing Hearth to either use it on Sarge's target, himself or put himself in danger.
2
Deck of Cards
Hearth Stonebrew uses cards instead of mana. Every globe reshuffles up to 2 random used cards and every tap replenishes all cards, as does recalling.

You choose your first two cards at level 1. Your W ability gets to use one of them and the others stay in the deck.
There's one card adding talent at every talent tier simulating deck building if you want to engage with that.

The cards have almost no cooldown and can be dropped almost instantly.
3
Hearthstone break
Cooldown 20 seconds

Passive: After you recall, you leave a wooden deck box for 2 seconds. If it is interacted with by an ally, they go back to base instantly.

Active: The targeted allied hero gets a buff for 1 second. During this time their recalls are instant. You cannot target yourself.

Heroic Abilities

1
Innkeeper's Friends
Cooldown: 60 seconds
After channeling for 0.5 seconds, Hearth creates a portal on the ground. At the same time Sarge creates a wooden deck box at his location. After 2 seconds, the deck box disappears and all allies in the portal teleport in its place.
2
Whoah, Legendary!
Cooldown: 70 seconds (starts at the use of the ability)
On first activation, Hearth Stonebrew chooses 1 of 5 Hearthstone Legendaries to aid him in battle. Its effect starts upon second activation of this ability.
3
Malygos
Gives the targeted ally hero 100% spell power for 5 seconds!
4
Ragnaros, The Firelord
Passive: You can no longer use your basic attack! Every 1 second you send a fireball towards the closest enemy, dealing 500 damage. You can change your ultimate after 70 seconds.
5
Alexstrasza
Either heal the targeted allied hero for 30% of their maximum health points, or damage the targeted hero for 30% of their maximum health.
6
Al'Akir, the Windlord
Gives the targeted ally hero 20 armor, 20% movement speed and 20% attack speed.
7
The Black Knight
For the next 2 seconds, whenever the targeted allied hero would get stunned or silenced, they instead retaliate to the heroes that would stun or silence them, dealing 10% of their hp.

Talent Ideas

Level 1 talents(9 of them, for each classic hearthstone class, Can add a Demon Hunter one if needed.):

Mage pack: Cone of Cold and Counterspell. (Cone of cold works exactly like Jaina's and ideally also works with her passive. Counterspell applies a buff that nullifies the next spell that hits the ally.)

Hunter pack: Hunter's mark and Kill Command. (Hunter's mark applies 15% armor reduction and kill command deals heavy damage.)

Paladin pack: Equality and Consecration. (Equality would be perfect if it lowers maximum health by a percentage or even a flat amount in a small area and consecration would deal moderate damage in a similar area)

Priest Pack: Circle of healing and Mass dispell.(Circle of healing heals allies for 500 in a medium area and mass dispell silences enemies in a similar area.)

Rogue pack: Conceal and Cold Blood. (Conceal grants stealth to the targeted ally for 10 seconds and Cold blood gives 20% attack damage to an ally.)

Shaman Pack: Hex and Lightning storm. (Hex hexes the target for 1 second, making them into a frog(the same as a 1 second polymorph) and Lightning storm rains lightning in an area, that deals moderate damage every 0.25 seconds.)

Warlock Pack: Power overwhelming and Summoning portal.(Power overwhelming gives a targeted ally minion or mercenary 40% increased damage and 40% attack speed for 6 seconds after which it dies. Summoning portal summons a demon periodically from wherever it was placed that goes to the nearest lane and attacks any enemies near it.)

Warrior pack: Shield Block and Execute(Shield block gives the targeted ally 20% armor and Execute deals damage equal to 30% of the targeted enemy's missing health)

Druid pack: Innervate and Moonfire (Innervate adds 2 copies of a random card in your deck and moonfire deals low damage at high range)

The idea is for the other talents to have only 1 card option and the others to upgrade other abilities, so you can make your deck of only your starting 2 cards or you can have a massive deck of many cards. Other card talents do not need 2 cards, but I felt like for the start of the match you would want a combo of 2 cards.

Level 20:
R1: Inkeeper's Protection: Cooldown reduced by 30 seconds. Everyone exiting the portal are unstoppable for 1.5 seconds.
R2: Deck Upgrades: Whenever you use a new Legendary card, add a copy of it to your deck. Whenever you draw it you can use it also with your W ability. You may not add another one of the same cards to your deck.

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1
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Murraythehuman (2) | October 5, 2022 5:08am
Custom Hero Contest Review:
This moveset plays with some... dangerous ideas.


Trait
This is the part of the kit that I think is unworkable, at least in its current form, and with this moveset. It ties into an issue lots of players currently have with both Brightwing and Abathur. Players enjoy having duels. They like putting their skills up against an enemy and winning because of that. Players get a bit irritated with Abathurs ensuring that a 1-on-1 can never truly happen, and players get monumentally annoyed when they don't get a kill because the enemy team has a Brightwing. Being able to provide critical heals to someone from anywhere on the map can work, but there usually needs to be a bit more of an investment (usually that the move in question is a heroic).

I do like the broad idea of a hero having two ranges, one on themself, and one on something else, but it needs to be designed like Lunara's Wisp, something Harth has to plan ahead for, and that the enemy can counter by attacking it.


Q
Point-and-click heal with a speed boost. A support is probably better off granting shields or armor rather than heals, just for identity/matchup reasons, but it's fine. Generally though, you want there to be a bit more skill expression to healing than just "pick the person who is in danger", though the low range helps there, since there's an element of danger. Of note though, if he were a healer he'd probably need some means of self-healing that doesn't require him to spend his only source of healing on himself. If it did grant shields as a true support, though, it would definitely cause some degree of identity conflict with Zarya, but I don't think it'd be a huge deal.


W
The extreme RNG element makes this inherently problematic, even if I'm not entirely against the idea of giving Harth a move like this. I think this is an element that the hero needs to be fundamentally based around if it's to exist at all. I don't hate the talent-focused execution, though, giving us our second hero who has to essentially pick a basic ability at level 1 (granted, Kharazim having that attribute is basically just cosmetic).

Going through the talents, they tend to bleed role identity in weird ways.


E
This one... is basically just an anti-fun tool. Especially when combined with the trait that makes it global. You can grant anyone on your team access to Gul'dan's level 20 warp, any time, anywhere. I could get behind a version of this move that's a 20 talent with a massive cooldown, but as a basic, it would really just be a move that makes the enemy team annoyed at just how freely their kills escape, even without the global effect. On top of that, sending your own allies out of the team fight or duel mostly just reduces the effect of a loss, rather than help your team win, so it's also very underpowered, so trying to balance it out with a longer cooldown doesn't help too much.

As for the passive component... It requires considerably more skill to pull off, at least.


R1
It's Medivac but in some ways stronger/weaker. No idea how this would play out since Medivac itself is already fairly niche. I'm not even against another Medivac, and this one could be fun to use as a life-saving tool, especially since you're all left vulnerable until it leaves, rather than being able to hide.


R2
This one's a bit much. A lot of the effects aren't super interesting, and the others are just strange. The idea of a heroic that's actually multiple heroics on one cooldown could work, but you'd need to boil it down to the essentials, and make the effects more distinct. Just having thre choices should be more than enough. Though I will note that this and the W ability suffer from a key problem: Increased complexity is not the same thing as increased depth.



I'm not too sure what to say about this one. E and Trait are very problematic, while W is very experimental. Overall, I'm not too certain what to say about it. Stonebrew as a psuedo-global hero could work, but the abilities have a fun-factor problem.
1
[-]
GreenCorsair | October 6, 2022 6:42pm
Thanks for the feedback!

I wanted the trait to be just like that, something that can ruin random 1v1s of people since it's often a bad play just to go 1v1 in some lane rather than double soak or do something useful. Also, I do believe most 1v1s have little to no skill as the matchups are pretty often clear for someone with enough experience, and I say that as a person who plays a lot of sololanes on Braxis :D

For the Q ability, I did think about armor or a shield but decided that we already have a support with some healing so it's not that big of a problem and thematically I feel it makes more sense. Also, the heal plays into the health manipulation of the trait, you can heal someone to gain range somewhere else.

E is very fun for the people who pull it off, recalling in the enemies' faces. Also, it requires teamwork as the rescued person needs to anticipate and actually click their recall button in this 1 second and it has counterplay as enemy teammates can stun them and deny them the recall, although with enough teamwork it can probably be way too good. Looking at it now it can probably become a 0.25 or 0.5s channel on the recall, while not being interruptable by damage, but only by hard cc.

As for the W, I probably didn't explain it too well, but the deck stays in the same order it is built, so if you pick cards A, B, and C, you always cast A, then B, and then C and cycle between them in that order. Otherwise as for the actual card options, for the W and R2 I do agree I didn't do the best job. Good card adaptations are hard, especially when you also want to make them make sense together :D
But for the role identity, I wanted to make him viable as both a sololaner and a second support so he needed waveclear and different supporting abilities, depending on what you need in the team. Sort of a Jack of all trades, but master of none, you can get a bit more damage, more waveclear, more healing, you just shouldn't be the main damage or the main healer.
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