Jubeka Shadowbreaker by Leidiriv

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Jubeka Shadowbreaker

By: Leidiriv
Last Updated: Mar 8, 2017
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Jubeka Shadowbreaker

Master Demonologist

Powerful Mage hero who grows in power as she casts spells, summoning Wild Imps who copy her casts.

Combat Trait

1
Wild Imps
Summons a Wild Imp with 350 (+4%) Health whenever Jubeka uses an ability. These Wild Imps mimic Jubeka's Shadow Bolt casts, dealing 30% of the damage she does, and aiming toward where your mouse cursor is when you activate Shadow Bolt. Wild Imp Shadow Bolts have 10% greater range than your Shadow Bolts. Summoning a Wild Imp has a 7 second cooldown. Jubeka can have up to 12 Wild Imps at once, and they take 25% reduced damage from non-Heroic sources.

Primary Abilities

1
Shadow Bolt
(Skillshot)
Deal 115 (+4%) damage to the first target hit.
Cooldown: 4 seconds
Cost: 30 Mana
2
Hand of Gul'dan
Deal 157(+4%) damage in an area, and deal 180 damage(+4%) over the next 2 seconds to all targets affected by the initial hit.
Cooldown: 14 seconds
Cost: 70 Mana
3
Fear
(Crowd Control)
Makes an enemy run away in terror for 3 seconds. Any direct damage or damage over time effects applied to the target after Fear is cast breaks Fear's effect.
Cooldown: 12 seconds
Cost: 85 Mana

Secondary Abilities

1
Life Tap
Consume (5%) Health and convert it directly into Mana.
Cooldown: 4 seconds
2
Doom
Applies a damage over time effect to the target enemy that lasts for one minute and deals 470(+4%) damage every 15 seconds.
Cooldown: 90 seconds
3
Demonic Gateway
Range: Sight
At the target point, an Exit gateway is constructed, while an Entrance gateway is constructed at your current position. The user is immediately transported to the Exit gateway, and any allies can use the Entrance gateway until either one of the gateways is destroyed. Each gateway can survive 5 hits.
Cooldown: 100 seconds
4
Imp Swarm
You immediately summon 5 Wild Imps at your position.
Cooldown: 30 seconds

Heroic Abilities

1
Summon Doomguard
Summons a Doomguard who focuses on the targeted hero, dealing 180(+4%) damage with its basic attacks. The Doomguard can be retargeted if you reactivate the ability while the Doomguard is still alive. The Doomguard has 900(+5%) HP, and lasts for 20 seconds.
Cooldown: 80 seconds
Cost: 75 Mana
2
Cataclysm
After a 1.5 second channel time, the selected area erupts in demonic fire, dealing 400(+5%) damage to all enemies in the affected area.
Cooldown: 70 seconds.
Cost: 70 Mana

Talents

Level 1-
Conjurer's Pursuit (Passive)

Life Tap (Active)

Hardy Imps (Trait): Wild Imps now have 10% extra Health

Curse of Agony (Q): Shadow Bolt now does 40% of its damage again as a DoT over 2 seconds. Shadow Bolts from Imps add additional damage and refresh the duration of Curse of Agony.


Level 4-
Enhanced Shadow Bolt (Q): Shadow Bolt's range is increased by 20%

Shadow Barrage (Q): Shadow Bolt is split into three projectiles that each do 40% of the damage that the original bolt did

Ambidextrous (W): Hand of Gul'dan now has two charges

Curse of Elements (W): Hand of Gul'dan now makes enemies affected by it lose 20 Armor for 2.5 seconds


Level 7-
Absolute Terror (E): Fear's effect can no longer be broken by damage, but its duration is reduced to 1.25 seconds

Howl of Terror (E): Fear's effect now occurs in a user-centered AoE

Mortal Coil (E): Fear now heals the user for 10% of his Health

Sleep (E): Fear now stuns the target, but can still be broken by damage


Level 10-
Summon Doomguard (R1)

Cataclysm (R2)


Level 13-
Doom (Active)

Grasping Hands (W): Hand of Gul'dan now slows all affected enemies by 20% for 3 seconds

Hellfire (Passive): You now deal 70(+5%) damage per second to enemies near you


Level 16-
Grimoire of Sacrifice (Trait): When a Wild Imp dies, you gain 10% increased Ability Damage for 7 seconds

Grimoire of Synergy (Trait): When a Wild Imp mimics your Shadow Bolt, you have a 15% chance to gain 20% increased Ability Damage for 6 seconds

Grimoire of Service (Trait): The cooldown on Wild Imps is reduced to 4 seconds

Grimoire of Supremacy (Trait): Your Wild Imps now do 25% extra damage when they mimic your Shadow Bolt


Level 20-
Demonic Servitude (R1): Your Doomguard is now a Terrorguard, gaining 20% increased Health and Damage, and it now lasts for 30 seconds

Shadowflame (R2): Cataclysm now does 60% of its damage again as a damage over time effect for 3 seconds

Imp Swarm (Active)

Demonic Gateway (Active)

Rewind (Active)


Featured Builds:
Poison Jubeka (by GeorgeGaming)-
Curse of Agony
Ambidextrous
Absolute Terror
Cataclysm
Hellfire
Grimore of Service
Shadowflame

Wild Bolts Jubeka (by uparrow)-
Curse of Agony
Shadow Barrage
Absolute Terror
Summon Doomguard
Grasping Hands
Grimoire of Supremacy
Imp Swarm

Dirty Hands Jubeka (by uparrow)-
Conjurer's Pursuit
Ambidextrous
Absolute Terror
Cataclysm
Hellfire
Grimoire of Sacrifice
Rewind

Stats

Health: 1470(+4% per level)
Health Regen: 2.96(+4% per level)

Basic Attack Damage: 72(+4% per level)

Basic Attack Speed: 1
Basic Attack Range: 5.5 (Ranged)


Mana: 500(+4% per level)
Mana Regen: 3(+4% per level)

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1
[-]
GeorgeGaming (3) | December 1, 2016 11:35pm
Overall one of the best warlock concepts i have seen. Good job and Thumbs up!
1
[-]
Leidiriv (14) | December 2, 2016 12:28pm
Thanks! I'm glad you enjoyed my idea as to how Jubeka should be added to HotS. Do you happen to have any ideas as to how she might be improved?
1
[-]
GeorgeGaming (3) | December 2, 2016 1:44pm
If fear is broken on damage, would DOTs break it? Or could that be a talent (your damage over time now no longer breaks Fear). If not, increase the duration by 1 second.
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1
[-]
uparrow (11) | November 30, 2016 10:00pm
Build Ideas
Wild Bolts (Wild Imps + Shadow Bolt, Single-Target Burst)
Curse of Agony, Shadow Barrage, Absolute Terror, Summon Doomguard, Grasping Hands, Grimoire of Supremacy, Imp Swarm

Hand (Hand of Gul'dan, Area of Effect)
Conjurer's Pursuit, Ambidextrous, Absolute Terror, Catacylsm, Hellfire, Grimoire of Sacrifice, Rewind
1
[-]
uparrow (11) | November 30, 2016 3:05pm
Really neat concept, but I have a question about Wild Imps: do they last until killed, have a set duration, or remain active until the player moves a specific distance from them?
1
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Leidiriv (14) | November 30, 2016 7:56pm
The Wild Imps summoned by Jubeka's trait last until they're killed and follow her in a kind of semicircle behind her. I'm glad you liked the concept, though :)
1
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uparrow (11) | November 30, 2016 9:52pm
Ah, that clears it up. Similar to Wild Imps summoned by Demonology Warlocks in World of Warcraft (except these Imps stay until slain).
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1
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GeorgeGaming (3) | November 30, 2016 1:35pm
Poison Build--Great Utility, and dueling

Curse of Agony, Ambidextrous, Absolute Terror, Catyclism, Helfire, Grimore of Service, and Shadowflame
Keeps DOTS active on target, duels well. Inspired by the line from raid leader "more dots more dots more dots"
1
[-]
Leidiriv (14) | August 13, 2016 5:54pm
In the spirit of inspiring creativity, any builds mentioned in the comments will be showcased in the Talents section of this concept.
1
[-]
Leidiriv (14) | July 5, 2016 10:58am
7/5 changes

Reworked descriptions to refer to Jubeka Shadowbreaker instead of Gul'dan due to the latter's kit being confirmed. I hope this does not inconvenience anybody.
1
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Demolij (1) | June 30, 2016 5:20pm
I would advise that you change your names at the least. We already have Shadow Bolts in the form of Shadow Bolt Volley for Gall, and Thrall already has Cataclysm as a heroic as well. The only clone abilities on the game are Blink on Tracer and Zeratul but that's a bit different.
2
[-]
Leidiriv (14) | July 1, 2016 11:17am
What would you recommend changing the names of the abilities TO? These are all different Warlock abilities, so to change the name would be untrue to the concept. Either way, I intend to change the character to Jubeka Shadowbreaker, as Gul'dan has been shown with a very different kit in the In Development video.

Edit: Thrall's Heroic is Sundering, not Cataclysm. No overlap there. This makes all but the second half of my comment void.
1
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Leidiriv (14) | June 15, 2016 8:44am
6/14 changes:
Increased Shadow Bolt's damage from 125(+4%) to 130(+4%)
Increased Cataclysm's damage from 350(+5%) to 400(+5%)
Amended the description on Wild Imps to fix minor grammatical errors

Reasoning: With Shadow Bolt, I felt as though the numbers to be used should be as round as possible, and adding 5 damage to Shadow Bolt does not change too much of Gul'dan's thoroughput, increasing his efficiency mildly.
Cataclysm, on the other hand, appeared to be underperforming in comparison to Summon Doomguard as its damage is very avoidable and unfocused. This buff was intended to make Cataclysm a more appealing choice overall for those intending to play Gul'dan.

As usual, all feedback is appreciated.
1
[-]
DatWaben | April 21, 2016 12:45pm
I think that the gateway should have a reduced range and only take two hits to kill, the reason being that a gateway you can teleport to from across the map is extremely powerful, and should be easy to destroy.
1
[-]
Leidiriv (14) | April 21, 2016 6:33pm
Thank you SO much for the feedback! I'll definitely reduce the amount of hits it takes to kill the Demonic Gateway, as ten is excessive for anyone BUT Tracer or Tychus, but it is limited in that it's only a one-way trip. I had intended it to be very powerful, since Gul'dan has to give up the other level 20 talents, particularly Imp Swarm, in order to get the Gateway. Perhaps reducing the health of the Gateway to 5 and making it function like Abathur's Deep Tunnel, in that the Exit can only be placed where the team has sight?
1
[-]
Rexigon | February 14, 2016 4:36pm
Nice, this actually looks really cool. I've always wanted a warlock in HotS, and this seems to incorporate a really nice demonology playstyle. Good job! I just hope we see Gul'dan soon :(
1
[-]
Leidiriv (14) | February 15, 2016 2:16pm
Thank you for the feedback! I'm glad you enjoy the concept, and I hope that any future revisions will also be satisfactory.
1
[-]
DatWaben | February 5, 2016 9:25am
Change the title to: Darkness Incarnate

It is what he goes by.
1
[-]
Leidiriv (14) | February 5, 2016 10:25am
Thanks for the heads-up, I'll change it ASAP
1
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Leidiriv (14) | January 17, 2016 4:18pm
Note: All numbers are subject to change dependent on feedback.
1
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RaidRover (2) | April 24, 2016 1:58pm
On that note I would recommend a buff to Doomgaurd. It may be able to target a particular enemy but it has less health and less than 1/5 of the damage of Gargantuan. Since it can be targeted you don't want to go overboard but 10-20% more health and double it's damage still leaves it significantly weaker than Gargantuan. and maybe for a level 20 buff instead of duration and health/damage maybe you can summon two. one that you target and one that stays close to you targeting the closest enemy, prioritizing heroes.

Also, shadow barrage seems a little weak compared to the rest of the tier. A small buff to eat bolt doing 50% damage would make it a lot more competitive.
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