He'stan by Koetetsu

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He'stan

By: Koetetsu
Last Updated: Sep 16, 2016
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He'stan

Reclusive Druid

Background: He'stan lost his village during Baal's attack on the worldstone and the subsequent destruction of it that followed. Since then he has wandered alone in the snowy forests meditating on his nature given powers and healing the ravaged land, hidden from the sight of others but will show no mercy to those who would dare worsen the wound of the world.

Hero Stats:
Health: 1715 (+4%/level)
Mana: 500 (+4%/level)
Attack Damage: 98 (+4%/level)
Attack Speed: 1
Attack Range: 1.25

Concept Overview:
He'stan is a flexible specialist that can take on the role of a support or a tank or somewhere in between depending on his talent choices. He'stan can summon animal and plant allies to aid him in battle that can aid his team in diverse ways, from enhancing their health regeneration to reflecting damage dealt back to enemies. This flexibility comes at the cost of few escapes however and the mortality of his summons, so one way to cripple a druid is to get rid of his cronies first.

Combat Trait

1
Nature's Spirit
Ability Key: D
Cooldown: 20 seconds

Summons a Spirit to follow an ally. It exudes an aura that may benefit nearby allies or debilitate enemies. The spirit lasts until it is killed and then starts its cooldown. While active, the Spirit can be retargeted to follow another ally using the trait key. The spirit cannot be targeted by basic attacks but can be hit by abilities and area damage. If the spirit dies or an ally leaves its aura range, the benefits linger for 1.5 seconds. Has 650 (+4%/level) health.

Primary Abilities

1
Poison Creeper
Ability Key: Q
Mana Cost: 50 mana
Cooldown: 12 seconds
Respawn Time: 10 seconds

Passive: Summons a creeper vine that follows the druid. Cannot be targeted by enemies but takes damage from area damage abilities. Has 500 (+4%/level) health.

Orders the creeper vine to spread poison to a medium sized area dealing 200 (+4%/level) damage over 10 seconds.
2
Force of Nature
Ability Key: W
Mana Cost: 50 mana
Cooldown: 13 seconds

Summons a raven that divebombs the nearest enemy (prioritizing the lowest health heroes) dealing 88 (+4%/level) damage every second for 5 seconds. The raven can be driven away by the enemy's allies by attacking it 3 times.
3
Cyclone Armor
Ability Key: E
Mana Cost: 60 mana
Cooldown: 15 seconds

Sheaths a target ally (or yourself) with a swirling mass of charged particles that absorbs damage from abilities. Absorbs up to 746 (+4%/level) ability damage and lasts for 8 seconds.

Secondary Abilities

1
Incapacitating Roar
Ability Key: R
Mana Cost: 50 mana
Cooldown: 5 seconds

Lets loose a roar that deals 176 (+4%/level) damage and stuns enemies for 1.5 seconds in a cone.
2
Forest Shroud
Cooldown: 15 seconds

Grants stealth and a 50% movement speed boost for 5 seconds. Can only be used in cover(bush or steam vent).

Heroic Abilities

1
Shapeshift
Ability Key: R
Mana Cost: 100 mana
Cooldown: 110 seconds

Assumes the form of a savage bear, granting him great strength and fortitude for 20 seconds.
Increases maximum health by 75%, basic attack damage by 50% and grants 25% damage reduction.

Upgrade: Shock Wave

Gains access to the Roar ability while in Werebear form, allowing the druid to stun and damage enemies in a wide cone. Basic attacks in Werebear form cleave enemies for 25% of your basic attack damage.
2
Twister
Ability Key: R
Mana Cost: 100 mana
Cooldown: 60 seconds per charge

Summons a pair of twisters that travel to a targeted point damaging enemies they hit by 108 (+4%/level) damage and stunning them by 0.5 seconds. At the target point the twisters merge into a larger tornado that immediately sucks in enemies and deals 198 (+4%/level) damage per second. The tornado lasts 3 seconds.

Upgrade: Tempest
Tornadoes now last 1 second longer, slows enemies it damages by 25% for 2 seconds and sucks in enemies an additional time when they expire.

Talents

Tier 1

Oak Sage (Quest) - Nature's Spirit increases the health regeneration of nearby allied heroes by 10. Collecting regeneration globes increases the regeneration bonus by 1 up to 30.

Reward: After collecting 30 globes the oak sage also increases mana regeneration of nearby allies by 2.

Heart of the Wolverine (Quest) - Nature's Spirit increases the basic attack damage of nearby allies by 5. Every Minion killed near you grants an additional 0.2 Attack Damage, and Takedowns grant 0.5 Attack Damage, to a max of 25 damage.

Reward: Upon gaining 25 bonus attack damage, also increase nearby allies' ability power by 10%.

Spirit of Barbs [Trait] - Nature's Spirit grants a shield to nearby allied heroes equal to 5% of their maximum health. If this shield is broken, it releases a spray of barbs that damages nearby enemies equal to the shield amount. A unit cannot be shielded again within 15 seconds.

Tier 2

Carrion Vine [Q]: The creeper vine passively devours dying (<20% health) minions and heals the druid for 50 (+4%/level) health. Occurs once every 3 seconds.

Maul [W]: Your animal companions slow enemies they attack by 20% for 1.5 seconds and stuns them for 0.5 seconds every 3rd attack.

Lingering Essence [Trait]: When a spirit dies, allies in its aura benefit from it 5 seconds longer.

Tier 3

Dispersed Barrier [E]: Cyclone armor spreads 25% of the shield amount to allied heroes near the target.

Poison Spores [Q]: The area attacked by the creeper vine continues to poison enemies that enter the area for 3 seconds and also increases the area affected by 15% per second up to a 45% increase.

Dire Wolf [W]: Summons a Dire Wolf instead of a raven that can withstand 2 more attacks before being driven away, deals 40% more damage and lasts 2 seconds longer.

Tier 4 (See Heroic Abilities)

Tier 5

Raging Assault: Attacking the same target increases attack speed by 10% up to 40%. Wears off upon attacking another target.

Solar Creeper [Q]: The creeper vine passively devours dying (<20% health) minions and restores 20 mana to the druid.

Synergy: If the carrion vine talent was taken, both effects will stack and also restores half of the health and mana restored to allies under the aura of nature's spirit.

Wind Veil [E]: When Cyclone Armor lasts its full duration gain 3 charges of block that reduce basic attack damage from heroes by 50%. Can only hold up to 3 charges.

Tier 6

Dire Bear [W]: Summons a Dire Bear to attack your enemies. The bear has 1200 (+4%/level) health, deals 150 (+4%/level) damage and is only driven away when its health is depleted.

Synergy: If Dire Wolf was taken, Force of Nature gains a second charge that summons a Dire Wolf if the Dire Bear is active.

Incorporeal [Trait]: Spirits are now invulnerable but move 25% slower.

Wind Shear [E]: If Cyclone armor is destroyed send out a twister that targets the nearest enemy (prioritizing heroes).

Synergy: If dispersed barrier was taken, each shielded ally and enemy hit by your twisters reduces Cyclone Armor's cooldown by 2 seconds.

Tier 7

Shock Wave (See Heroic Abilities)

Tempest (See Heroic Abilities)

Wisps [Trait] - Using Force of Nature summons 2 wisps that radiate the base effect of the 2 unselected spirits.

Forest Shroud (Active) - Stealths the druid and increases movement speed by 50% for 5 seconds. Useable only in bushes or vents.

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