Kazakus by Streber

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New Hero

Kazakus

By: Streber
Last Updated: Dec 1, 2018
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Kazakus

Leader of the Kabal and Master Alchemist

This concept is still work-in-progress

This concept is my entry for CDC#7 " Calling the Gamechangers", a Community based Design Contest organized by Bliztron. You can check it out here. The contest theme quoted from Bliztron is:
“You have been assigned the task to make a character that will be showcased at Blizzcon. Your character must not only be interesting to play, and have a unique playstyle to it, but it must change how the players look at the game. Varian introduced the idea of the multi-class, Orphea introduces nexus originals, Cho’Gall introduced the idea of two players playing one character, and Alexstrasza added the first dragon aspect, making a statement on Blizzard’s viewpoint on the dragons being in the game. Your character can be of any universe or role, but must introduce something brand new to the game that will get people speculating.”



In the next three sections I’m going to:

1. explain why I chose Kazakus for this contest theme.
2. explore Kazakus' lore and fantasy
3. show how I approached the character design

For better understanding of the background of each ability, I encourage you to read the second section. For those who would like to read only the essential part of the concept, you can skip ahead to abilities and talents: I wrote the extra information and explanations after each ability or talent in this color, Counter plays in this color and tips in this color. This hopefully would make reading the concept for you easier, whether you wished to know more about each ability, or to just skip to the point. Also please make sure to check out scrapped talents/ideas section at the very end and let me know if you feel one of them should be part of the concept :)

1. Why Kazakus:


With the introduction of Orphea as Nexus original Hero, it isn’t farfetched anymore to get another Hero from another unusual universe. The only successful Blizzard game left on the launcher that didn’t join the Nexus yet is Hearthstone. Over the years Hearthstone released some nice expansions and built up its own lore with interesting characters that deserve to represent their game in Heroes of the Storm. I’m happy to present you with one of my favourites, the Kabal Leader Kazakus! The person that dominated the meta since his release and to this date in wild.
Coming from Hearthstone isn’t the only thing unique about Kazakus. Players will get the opportunity over the course of the game to mix their own potions (making up their own spells) and learn new recipes throughout talents. I don't want to spoil anything yet, but there is still more to Kazakus that I hope you'll find unique and interesting.


2. Character Description, Fantasy, and Speculations:


Kazakus is a Zandalari troll and the sinister and mysterious leader of the Kabal, an outcast of mages, priests and warlocks whose methods are too extreme. His true origins are unknown, but many rumors suggest that he is a dragon, demon or some other powerful entity in disguise. Other rumors dare to say, it’s all true! Although certain sightings (see image 2) suggest that the master Alchemist is indeed hiding something, no one in Gedgetzan really seems to care. What they really care about, are his corrupted mana potions that he sells.

(Image 1: Kazakus Concept Art)

“We of the Kabal embrace power NO MATTER THE PRICE!”
"Power should be attainable for anyone, at a price"


One of the side effects of this power are seen in his tusks. They have become contorted and twisted due to the corrupted Red Mana he uses. Like any other Kabal, he has this Red Mana inked and tattooed into his body. Those detailed tattoos serve as a massive reservoir of power when he needs the extra push. Because this Red Mana can also be highly destructive and dangerously unstable, all the Kabal wrap their potions (and themselves) in magical chains to keep them stabilized, though one famous member of the Kabal, Krul the Unshackled, found other use of the magical chains. With the help of Kazakus who saw in Krul more potential, he uses the magical chains to bind his former master into his services.
Other than brewing powerful potions, the Kabal are also known for their Portal Magic. This can be seen in the large red circle in Kazakus’ midriff. It’s a portal that goes right through his body to unknown location, some say to another dimension!


(Image 2: Artwork of all three criminal families of Gadgetzan with their leaders, except Kazakus.(notice the dragon with long deformed Tusks!!!!) This photo combined with recruiting drakonid operatives as spies and brewing Dragonfire potions really doesn’t help Kazakus case.)

Images and Info Source: https://hearthstone.gamepedia.com/

3. Design:


I really wanted him to live up to his Fantasy, so I made a list of points that I tried fulfilling while making the concept. Kazakus has to:
  • introduce new mechanic to the game as he did to Hearthstone.
  • make up different potions/spells from at least 2 options.
  • play as a tri-class mage/warlock/priest.
  • prove that power comes at a certain cost
  • make use of Red Mana and his tattoos.
  • do some sort of portal magic.
  • make use of the magical chains.
  • stay in disguise and deny any speculation of him being a demon or dragon, ESPECIALLY PROVING NOT BEING A DRAGON. :P
In addition to the points above, I tried to make sure to give him a true Alchemist feel, by making some talent recipes stay as true as possible to their WoW counterparts while also staying true towards how Kazakus uniquely uses each Ingredient.

His in game description would be: Kazakus is a very complex but flexible and versatile ranged Support**that can brew different potions during the battlefield depending on the situation. He can be a potent Healer or sustain burst Mage, while also being a Warlock that sacrifices for power.
This is definitely a Hero for those who like clicking buttons! (ME! :D)


** New roles classification: Support, with the old/current classification he’d fit better as Multi-Class and/or as a specialist same as Medivh.

Hero Strengths:

  • Very strong utility
  • Strong Crowd Control and somewhat good Zoning
  • Versatile Hero that fulfils different roles
  • Can set up combos
  • Stronger late game

Hero Weaknesses:

  • Weak to dive
  • No escape or mobility in base kit, except a level 13 talent and another Storm-talent.
  • Requires clever mana management.
  • Potions require set ups (not talking about pressing buttons, but about a well-timed reaction to a situation fast)
  • Weak early game.

Base Stats: at level 0 (~WIP)


Class: old: Ranged Multi-class, new: Ranged Support
Hitbox: 0.75

Health: 1600 (4% per level)
Health Regen: 3.3 per second (4% per level)

Mana: 490 (+10 per level)
Mana Regen: 3 per second (+ 0.098 per level)

Red Mana: Capped at 50% of maximum mana (additional resource bar, or stacks over mana bar like shields on health bar) (The cap can be changed via talents) (that equals: 245 +5 per level)
Red Mana Regen: N/A

Basic Attack Range: 5.5
Basic Attack damage: 40 (4% per level)
Basic Attack Speed: 1.2
Basic Attack Animation: Red/pink/crimson Lightning as shown in the photo or Red Mana Crystals or small potions. He uses both hands for BA. The damage is also low to compensate one of his passives later gained at level 4.

Side-notes:
Remember just like cooking, not all Ingredients go well together.
Also remember just like how different cooking Recipes share same Ingredients but each has different flavorful outcomes, same with Potions.

Combat Trait

1
[Passive] Master Mixologist
At level 0 Kazakus starts with two Ingredients and after each non-Heroic and -Storm talent tier Kazakus learns a new Ingredient to a total of 7 Ingredients. One of the Ingredients grants passive effects and the rest are Active abilities (1-6). A maximum of two Active Ingredients can be added to his Custom Potions at once.

Ingredients in the order of availability are: (see secondary abilities)

Goldthorn (1), Heart of fire (2), Kingsblood (3), Shadow Oil (Passive), Icecap (4), Netherbloom (5), Felbloom (6).

Same Ingredient cannot be added twice.
Some talents may change this maximum for some Ingredients.
Each Active Ingredient can be toggled on or off.
Activating a third (or "over-the-limit-") Ingredient will deactivate the first.
Clicking on [Q] Custom Potion while it's on cooldown resets all activated Ingredients.
2
[Active] Red Mana
Kazakus uses Red Mana to make his Custom Potions more powerful. Activate the trait button [D] to harness the Red Mana resources inked into Kazakus tattoos, restoring 20% of maximum Red Mana and corrupting 10% of his current mana into Red Mana, but taking 100% of amount gained as damage.

Passive: Killed enemy minions drop Lesser Red Mana Crystals that each restores 5% of his maximum Red Mana and killed enemy Heroes drop Greater Red Mana Crystals that each restores 100% of his maximum Red Mana.

Maximum Red Mana: 245 (+5 per level)
If Kazakus gains Red Mana while his normal mana is maximum, it’s still stored same way how shield points are stored over health points.

Maximum amount of Red Mana Kazakus can store at once equals to 50% of his current maximum mana.

Kazakus still has access to Goldthorn and Kingsblood Ingredients even if he went damage build to sustain himself, if he found himself too low on mana and health. Additionally, there are several talents on different tiers that should help him attaining Red Mana.

Even with all baseline mana-sustain he has, using abilities on cooldown over one minute will drain both of his mana bars, same as any other Hero
.

Primary Abilities

1
[Q] Custom Potion
Cooldown: 5 seconds
Cost: 15 Red Mana per Ingredient
Throw a Potion at the target location that shatters and does its effect in an area. Both its effect and area of effect are decided by each Ingredient or Potion Recipes learned via talents.

Passive: If Kazakus doesn’t have sufficient Red Mana, the required missing Red Mana is substituted with normal mana, but the Potion deals a percentage less of everything (damage, healing, buff and debuff stats) equal to the percentage of normal mana used for the Custom Potion cost, up to 50% less.
Range: 8
Point Target
Travel Speed: similar to Nazeebo’s Corpse Spiders or BW Arcane Flare or give it a defined delay of 0.5 seconds (??)
Self-cast is instant


Counter Play: Most Potions have two area of effects: an inner radius of 1 unit that has the strongest effect and an outer radius of 3. The potion should have some delay time or travel time before it hits that rewards both the player for skillful hitting (the combo with E) and the enemy for dodging.
2
[W] Multi-Dimensional Portal
Cooldown: 15 seconds
Cost: 50 Mana
Activate the Portal in Kazakus’ midriff to Summon a Kabal Imp that marches to the target location, dealing 60 (4% per level) damage to all enemies in its way. Kabal Imp then attacks nearby enemies, dealing 15 (4% per level) per attack. Additionally, Kabal Imp mimics Kazakus' Custom Potions but they deal only 25% of everything (damage, healing, buff and debuff stats).

The Imp has 750 (4% per Level) Health, but takes 250 (4% per level) damage each time it mimics a Potion.

Only one Imp can be alive at once. Effects of both Kazakus' Potions and Imp’s Potions can stack.
Range: 7
Imp cannot be ordered to move and stays in its target place.
Imp can throw potions while marching to the target location.
Imp has same Attack Speed and Range as Kazakus and will focus Kazakus BA targets if they are in range.
Activating Portal again after its cooldown is up will kill the other Imp.


At each Ingredient and Potion Recipe stats, I’m going to include the Kabal Imp Potions stats (*like this*)


Counter Play: Imp can be Killed and deals damage to itself.

Tips:
Kazakus Player should target it safely (in a bush)or use it for extra range to interrupt channeling or use it to tank skill-shots.
3
[E] Enchanted Chains
Cooldown: 14 seconds
Cost: 60 mana
Unleash all your Enchanted Chains to surround an area, dealing 70 (4% per level) damage to all enemies in its path. While circling the target area, they create unpathable terrain. After circling the target area, the chains pull all enemies inside to the center, dealing 140 (4% per level) damage, Stunning them for 0.25 seconds, and then Rooting them for 0.75 seconds.

While Enchanted Chains is in effect, Kazakus loses 10 Armor but gains 5% increased Spell Power for each Hero affected by the Chains.
Range: 9
Radius: 3

Chains will go through a straight line to the targeted area, then split both ways and start circling the area. It should take around 1 second for the travel time to the target area and then completing the circle. Passive effect of Enchanted Chains is active during Enchanted Chains animation. If they don’t hit any enemy, the passive effect (armor loss) ends here. If Chains do hit enemies, they persist until the root effect ends.

Block effect shouldn't be problematic as the chains don't stay long around the target area like Zombie Wall does.


Counter Play: Enchanted Chains should be telegraphed enough to give enemies a chance of dodging Kazakus combo.

Tips: Even if Kazakus misses, Enchanted Chains can also be used for blocking for a really short period of time. It sets up nice combo with Q.

Secondary Abilities

1
[Active 1] Goldthorn
This Ingredient is available at level 0. Added to the potion, it restores 120 (4% per level) Health to allies within only 1 radius.
Kabal Imp Potions: (*30*)
2
[Active 2] Heart of Fire
This Ingredient is available at level 0. Added to the potion, it deals 120 (4% per level) damage to the enemies within 3 radius.
(*30*)
3
[Active 3] Kingsblood
This Ingredient is available at level 1. Added to the potion, it restores 7% of maximum mana to allies within 3 radius over 3 seconds.
(*1.75% max mana over 3s, stacks with original Potion*)
4
[Passive] Shadow Oil
This Ingredient is available at level 4 and cannot be manually added to Potions, but always grants Kazakus its passive effect.
It causes Basic Attacks against enemy Heroes to spawn Shadow Bolts. Shadow Bolts deal 40 (4% per level) Spell damage and Splash in 2 radius.
Shadow Oil would be visible in the tool under Health and mana bar.
5
[Active 4] Icecap
This Ingredient is available at level 7. Added to the Potion, it Slows all enemies within 3 radius by 20% for 3 seconds, and Roots all enemies in the center (within 1 radius) for 0.5 seconds. The Root duration stacks with Enchanted Chains disabling effects.
(*5% Slow amount over 3 seconds and 0.125s Root time, stacks*)
Animation: Frosty nova coming from the center of the Potion target area.
It doesn't deal damage in exchange for more CC.
6
[Active 5] Netherbloom
This Ingredient is available at level 13. Added to the Potion, Kabal Imp no longer takes damage when mimicking this Potion and his Potions now deal 20% increased damage and healing.
-this equals 30% of original Potion stats
7
[Active 6] Felbloom
This Ingredient is available at level 16. Added to the Potion, it deals 160 (4% per level) damage to all enemies within 3 radius over 3 seconds.
(*45 over 3s, stacks with original Potion*)

Heroic Abilities

1
[R1] Potion of Polymorph
Cooldown: 40 seconds
Cost: 30 Red Mana
Throw a Mystic Wool Potion at the target location, Polymorphing all enemy Heroes within 3 radius for 3 seconds. Polymorphed targets are Silenced and cannot attack.

Kabal Imp also mimics this Potion, Polymorphing all enemies hit for 0.75 seconds. This effect stacks with the original Potion if same Heroes are hit by both.
Range 8

This heroic for those who prefers CC with low CD.
Mystic Wool Ingredient is unique to Kazakus and Hearthstone
2
[R2] NOT A DRAGON!
Cooldown: 120 seconds
Cost: 50 mana
After 0.5 seconds, throw Dragonfire Potion at self, dealing 160 (4% per level) damage to all enemies within 3 radius and transforming self into a Dragon for 14 seconds, gaining 500 (4% per level) Health in the Process.
While in Dragon form, all disabling effects are reduced by 75% and Kazakus gains new set of abilities, but can still use trait: (see new abilities below)
Hitbox increased to 1.25
If interrupted, it is put on 10 seconds cooldown.

See Image 2: I find it an opportunity loss if we don't get to see his unique dragon form in the game.
Notice in the same image his Tusks and that big red Portal (gets bigger while he is in dragon form, look closer if you missed it)

The ult upgrade name would be: "Any Public Statements To The Contrary will Be Met With Dragonfire Potions"
3
[Q] Dragonfire
Cooldown: 3 seconds
Sweep the battleground in front of Kazakus with Dragonfire dealing 30 (4% per level) damage every 0.25 seconds for 2 seconds.
Possible target arc: 180°
Range: 9
Actual damage arc: 60°
Kazakus stays in place and channels the ability
With mouse cursor change its damage arc within 180° in front of Kazakus


Counter Play:
This ability has a slow animation to it and doesn't slow, giving the enemy a good chance of dodging it or not taking its full damage.
It only hits the front area of Kazakus, so getting behind him or slightly behind on the sides will do.
it's channeled and hasn't unstoppable


Tips:
Can be channeled while charging up Dimensional Beam.
Both synergize with Red Mana Leech talent.
4
[W] Dimensional Beam
Cooldown: 5 Seconds
Cost: all current Red Mana
Kazakus charges up for 0.75 seconds, spending all his stored Red Mana and activating the Portal. After charging is finished, he releases a strong wide beam from his Portal, dealing 200% of Red Mana spent as damage. Each enemy Hero hit summons an Imp.
Range: 11
Width: around 3
Always the beam goes in front of Kazakus in whatever direction he is facing
Imps are same as Kabal Imps but they don't mimic Potions or remain still in their places. They deal same damage and also benefit from Shadow Oil.


Counter Play: During the charge time, enemies can see visual effects of Kazakus mana Crystals on his body and the Portal on his chest glowing extra.


Tips:
Dimensional Charge can be cast while both channeling Dragonfire and Tusk Strike!
This ability synergizes with any Red Mana talent and trait.
5
[E] Tusk Strike
Cooldown: 5 seconds
After 0.25 seconds, charge a short distance forward, pushing enemies in his path alongside him and stunning all enemies at the end of his path for 1.25 seconds. Enemies hit take 160 (4% per level) damage. Each enemy Hero hit drops Lesser Red Mana Crystal. If at least two enemy Heroes are hit, one of them drops Greater Red Mana Crystal.
Range: 4-5
width: ~ 3 Hitbox



Counter Play: Has a unique dragon voice attached to it and has short range and one direction only


Tips: Synergizes with Dimensional Beam.

Talents (~WIP)

Level 1/Tier 1:


[1] Greater Healing Potion:

Increase Goldthorn [1] area of effect by 200% (to 3 radius). While Goldthorn [1] is added to the Potion, it causes the Potion to heal allies in the center for an additional 80 (4% per level) Health.


- Potion will then have inner radius (1) and outer radius (3).
- Baseline stats would be (I'll name it Recap when summarizing build stats so far): Inner Radius (IR): 200 Heal, Outer Radius (OR): 120.
- Kabal Imp Potions stats will be stated like this: (*Inner Radius 50 + Outer Radius 30)


[2] Volcanic Potion:

Heart of Fire deals 100% more damage to enemies in the center.

- Recap: IR.: 240, OR.: 120
- (*IR: 60, OR: 30*)


[3] Blastcrystal Potion:

If Kingsblood [3] is used in any Potion, the Potion itself doesn't cost any mana but alternatively spends all stored Red Mana and deals 150% of its amount as damage to enemies within 1 radius and 75% of its amount to all enemies within 3 radius. Enemies hit drop Lesser Red Mana Crystals.

- Recap: At level 1: IR: up to 375 damage, OR: up to 187 damage, + stats of any other added ingredient.
- (*25% of its damage: IR: ~ 93, OR: ~ 46, also can create Lesser Red Mana Crystals*)
- Taking this talent would make Kazakus, in theory and in the contrary to other builds (weak -> strong), stronger early game but weaker late game due to mana scaling. However this talent synergizes with other Red Mana talents that tries to cover this issue.
- Please note at the start of the game, Kazakus won't be able to have max Red mana for max damage after first use. This talent definitely needs other talents to enable it. This build however opens really nice interactive and more dynamic play-style.

Level 4/ Tier 2:

[1] + [4] Shadow Protection Potion:

While Goldthorn [1] is activated, Shadow Oil [4] is also passively added to the Potion, ignoring the limit maximum but increasing the Potion cost accordingly. In addition to its effect, it also grants 20 Spell Armor to allies in the center (within 1 radius) for 3 seconds.

- Potion cost goes up to 30 Red Mana and allies hit also benefit from Shadow Oil passive effect for 3 seconds.
- (*5 Spell Armor for 3s, stacks with Spell Armor from Kazakus Potion*)

[Trait] + [4] Red Mana Leech:

10% of healing or damage done is leeched as Red Mana. Shadow Bolts granted by Shadow Oil leech 40% of their damage as Red Mana.

- This Talent is the enabler of Blastcrystal Build
- This talent is also very good Red Mana sustain for other builds
- I just want to hint out. lore-wise Kabals reserve Red mana in their tattoos for when they need it, not solely depending on them. That's why I'm giving Kazakus a Red Mana build and other Red mana obtain options. That Kazakus sacrifices Health not only when he needs extra push but also when needs extra power. That and trait alone won't be enough for sustaining himself.

[E] Chains of Raza:

Increase the radius of the target area and width of Enchanted Chains by 33%. Additionally, each enemy Hero affected (Stunned) by Enchanted Chains reduces its cooldown by 2 seconds and restores 10 mana.
- it doesn’t grant faster travel speed.


[E/W] Chains of Krul:

Kabal Imp also mimics Enchanted Chains, but it has 50% less area of effect (Radius 1.5), 50% less Root and Stun duration and it deals 50% less damage. Unlike Enchanted Chains, Chains of Krul doesn’t create unpathable terrain. Hitting same targets that are affected by Enchanted Chains makes their Stun and Root duration stack.


- additional 0.375s root time and 0.125 Stun time.
- the additional root time is way small and shouldn’t be a problem. Also aiming the extra chain should feel hard but rewarding.

Level 7/ Tier 3:

[1] + [5] Kaza-Kola:

If Goldthorn [1] and Icecap [5] are mixed, Icecap [5] loses its effect but grants 30% Movement Speed to allies within 3 radius and 30% Spell Power to allies in the center (within 1 radius). Both effects rapidly decay over 3 seconds.

- This is just an enabler talent to allies, can be taken for extra brewing options.
- We never had decaying Spell Power yet, not sure if it’s because too op for having high Spell Power for even a small fraction of a second, I really like the idea of it though.
- (*extra 7.5% decaying over 3s, stacks*)


[1] + [5] Living Action Potion:

If Goldthorn [1] and Icecap [5] are mixed, Icecap [5] loses its effect but removes Stuns from allies within 3 radius and causes the duration of incoming Stuns against allies in the center to be reduced by 50% for 3 seconds.

- (*extra 12.5% reduction for 3 seconds, stacks*)

[1] + [5] Frost Protection Potion:

If Goldthorn [1] and Icecap [5] are mixed, Icecap [5] loses its effect but removes all Slows and Roots from allies within 3 radius and causes the duration of incoming Slows and Roots against allies in the center to be reduced by 50% for 3 seconds.

[Trait] + [5] Red Mana Geode:

Each enemy Hero that is Rooted by Icecap explodes for 60 (4% per level) damage within 2 radius after the Root duration expires, leaving behind Red Mana Geode. Kazakus can collect Red Mana Geodes by right clicking them, each restoring 10% of his maximum Red Mana. If not collected, they explode after 2 seconds, each dealing 60 (4% per level) damage and Slowing Movement Speed of enemies hit by 10% for 3 seconds. The Slow amount stacks with other Slows. Each enemy Hero hit by its explosion drops Lesser Red Mana Crystal.

- (*Mana Geodes summoned by Kabal Imp explode for 25% damage and slow for only 2.5%*)

Level 10/ Tier 4:

Listed above

Level 13/ Tier 5:

[1] + [6] Superior Healing Potion:

If Netherbloom [6] is mixed with Goldthorn [1], Kabal Imp Potion heals for 40% of Kazakus Potion's heal amount. Additionally, if an ally is hit by the center of both Potions, they heal for an additional 80 (4% per level) Health.

- Potion cost is then increased accordingly to 45 Red Mana (with level 4 Shadow Protection Potion)
- Recap all [1] talents:

  • Kazakus Potion: IR: 200 Heal + 20 Spell Armor, OR: 120 Heal
  • (*Kabal Imp Potion: IR: 80 Heal + 6 Spell Armor, OR: 48*)
  • Combo hit: Ally in the center heals for: 360
-(*Kabal Imp’s Potion would deal 30% of everything*)
- Might seems good on paper, but please keep in mind that Kabal Imp is killable and that hitting bullseye by not only one Potion but by two should be extremely hard.
- Comparison to other healers at this level:
  • Rehgar has the chance of healing 260 x 3 every 3.75 seconds (not counting totem or heroic)
  • Kharazim has the chance of healing 276 to all nearby allies every ~ 4 seconds (if my math isn’t wronge) (not counting totem or heroic, with CD reduction trait).
  • Both require basic attacking
  • Kazakus requires hitting the bullseye. Any balance suggestion I’m happy to receive.

[4] + [6] Destruction Potion:

Activating Netherbloom [6] will always passively add Shadow Oil [4] to the Potion and both would count as one toward Potion cost and Ingredients maximum. Adding both to a Potion makes Kabal Imp Potions deal 40% of Kazakus Potions damage. Additionally, hitting at least one enemy Hero by the center of both Potions causes Kabal Imp Basic attacks to also spawn Shadow Bolts against enemy Heroes. Lasts until Kabal Imp dies.

(*Kabal Imp still does 25% (30% because of Netherbloom) of everything else*)

[W] Inter-Dimensional Barrier:


As long as Kabal Imp is alive, Kazakus gains 10 Armor. If an enemy or ally Hero gets affected by the center of both Potions, Kazakus gains an additional 10 Armor for 3 seconds.

[W] Dimensional Mirror:


Activating again swaps places between Kazakus and latest Kabal Imp. This can be done once every 5 seconds and until Kabal Imp is dead or Multi-Dimensional Portal cooldown is up.

- The last condition is intentional ;D

Level 16/ Tier 6:

[1] + [8] Fel Regeneration Potion:

If Goldthorn [1] and Felbloom [8] are mixed, Felbloom no longer counts to the maximum limit, causing the Potion to heal allies within 1 radius for 100% of its amount over time and allies within 3 radius for 25%, instead of dealing damage over time to enemies.

- Red Mana costs stack 4 times if all other [1] Potion talents are taken.
- In WoW, any Fel associated healing has a downside. It fits Kazakus theme perfectly that power has always a price. As being level 16 talent, I didn't want it to have that big of downside. I'm still figuring this out. (Edit: the downside has been removed for now. The heal amount has been nerfed)
- Recap:
  • Kazakus Potion: IR: 200 Heal + 160 Heal over 3s + 20 Spell Armor, OR: 120 Heal + 40 Heal over 3s
  • (*Kabal Imp Potion: IR: 80 Heal + 64 Heal over 3s + 6 Spell Armor, OR: 48 + 16 over 3s*)
  • Combo hit: IR: 360 + 224 over 3 seconds + 26 Spell Armor, OR: 168 heal + 56 over 3s

[2] + [8] Felfire Potion:

If Heart of Fire [2] and Felbloom [8] are mixed, Felbloom no longer counts to the maximum limit, and it increases Felbloom's damage over time by 50% against enemies in the center.

- Recap:
  • IR: 240 damage + 240 over 3s. OR: 120 + 160 over 3 seconds
  • (*IR: 96 damage + 96 over 3s, OR: 48 + 64 over 3 seconds*)
- Comparison to Kael'thas damage at this level: Flamestrike build with ignite:
(To ALL: 345 + 8% of maximum health + 200, enemy in the center: extra 335 over 3 seconds), tried my best to make the damage reasonable, any feedback is welcome here.
- Please note that if Kazakus decided to mix something else to provide an utility, he wastes a Potion cooldown for it and misses out damage output.


[Trait] Solia’s Crimson Tattoos:

Activating Red Mana [D] additionally grants 10% of maximum Red Mana for free.
Quest: Every Lesser Red Mana Crystal collected this game permanently increases Red Mana maximum and Kazakus Spell Damage by 0.5.
Quest: Every Greater Red Mana Crystal collected this game permanently increases Red Mana maximum and Kazakus Spell Damage by 5.


Numbers of crystals that are collected throughout the game you can see under the trait ability text.

Level 20/ Tier 7:

[R1] Mystic Wool Ingredient:


While Potion of Polymorph is on cooldown, Mystic Wool replaces the [R] button and can be added to Kazakus potions ignoring the limit maximum, but it still increases its cost accordingly. Added to the Potion, it Polymorphs targets within 1 radius for 0.5 seconds.
Passive: Reduce Potion of Polymorph Red Mana Cost by 50%.


[R2] Any Public Statements To The Contrary will Be Met With Dragonfire Potions:

While NOT A DRAGON! is on cooldown, the [R] button is replaced with Dragonfire Potion. Dragonfire Potion has 10 seconds cooldown, doesn't cost Red Mana and deals 160 (4% per level) damage. Hitting an enemy Hero by its center reduces NOT A DRAGON cooldown by 5 seconds.

Kabal Imp also mimics this Potion, dealing 25% of its damage.

[E]: Twisting Nether:


If Enchanted Chain Stuns at least one enemy Hero, all enemies around Kazakus (within 2 Radius) are pull toward him, teleporting them to the centre of Enchanted Chains target area and applying the Root effect of Enchanted Chains at them.

- The pull effect happens fast during the stun duration, so that the Root time applies on both targets

[Q] Legendary Potion:


Reduce Red Mana cost of each Ingredient by 5 and increase the limit maximum by 1. Additionally, each Hero affected by the center of the Potion reduces its cooldown by 1 second.

(B) Nexus Rift:


Reduce the channel time of Hearthstone by 33% and it cannot be interrupted by damage. After teleporting back, Kazakus leaves behind a portal in his previous location for 3 seconds. Allies can use this portal by right clicking it, teleporting to Kazakus' current location.

This talent is still work in progress.

Ending Notes:

If you made it here, you are my hero! :D I want to thank you all for taking the time reading my concept, even those who skipped some things here and there, I'm just happy you checked it out!. I hope you enjoyed reading it as much as I enjoyed making it. Hearthstone team did such an amazing job creating Kazakus and gave him just enough lore while also keeping him a mystery. That gave me so many possibilities and options to work with, which made writing this concept fun.

As for the judges, I really hope I made judging this concept easy for you (and fun! :D). I tried doing math, writing it down at each step and explaining my thoughts behind every little detail. I also tried to finish up the talent tree early to give the first judge a better picture about the concept, though it still need some work.


Skin ideas:

  • Star Gate Kazakus: Star Gates are crucial tools of space travel created by the Eternal Empire. Star Lord Kazakus was able to implement one of them in his body after countless and painful experiments. After arriving to New York, he shall prove those experiments worthy by opening up the gateway for legions of Star Wraiths(See Mephisto Skin) and conquering Earth for once and for all.
    Animation: mini cross-over to Stargate series; the portal would be similar with weird symbols around it.

  • Kaza'Kain: Ever wondered if Kazakus is the future Deckard Cain in disguise? Makes you wonder what happened in-between…
    Animation: Kazakus already has a long beard. He'd also have a cane. His Portal resembles that of Deckard’s Hearthstone animation. his potions look like Deckard's as well. All in all Kaza'kain should still look distinctive.
  • Drakonid Operative Kazakus: Shh don't tell anyone! no one will ever suspect a thing!
    Animation: looks like a drakonid.
  • A skin bundle with skins for other heroes:
    • Raza'gnaros: Ragnaros skin resembles Raza (see here). His body would be full of moving chains instead of flames.
    • Aya Blackpaw Lili: it'd be the representative of Jade Lotus. She'd have her Custom (here)
    • Kabal Crystal Dealer Jaina: Her staff should have Red Mana Crystal. All of her abilities [Q +W] are red crystals. She'd have crimson tattoos on her skin. Water Elemental is a Kabal demon.
    • Minja: a jade ninja Murky
    • Don Han'Cho'Gall: it really doesn't need much explanation :D (see here)
    • White Eyes Chen: this is also obvious I believe :D

New Magical Mount:


Red Mana Hexagon: Fresh from Kazakus!

New Banners!:


Kabal/Jade Lotus/ Grimmy Goons Banners!

Possible Interactions:

  • Kel’Thuzad: We finally meet. (Hearthstone special dialogue!)
    Kazakus: At last, a worthy Disciple!
    Kel’Thuzad: The Scourge serve your kind no longer, demon!
    Kazakus: Ugh, not this again! I’m not a demon NOR A DRAGON. You'll be hearing from my lawyers...
  • Kazakus: You wish to live forever? Join the Kabal and I'll guarantee it!
    Murky: mrrrggll.
  • Kazakus: Once again, I find myself helping you win the game!
    Tyrande: Let our enemies beware!
    Tyrande: It gladdens my heart to see you once more, friend.
    Kazakus: This time don’t let me do all the cooking!
  • Deckard Cain: I always wondered if I had a long-lost twin...
    Kaza'Kain: I'm your true self!
    Deckard Cain: What is this strange magic? Is that me?
    Kaza'Kain: Life is eternal old man, soon you’ll see muhahaha.
  • Junkrat: This explodium stuff is right fantastic, mate! Can't wait to see it in action.
    Kazakus: There's a fine line between "potion" and "grenade". Wait. Actually, there's not.

Voice Lines:


~ Embrace the power of the Kabal!
~ Serve or die!
~ Surrender your will to the Kabal!
~ I CONTROL GADGETZAN!
~ The mana calls.



Scrapped Talents/ideas:


~all talents or abilities that didn't make it or had to be removed due to the concept being "too crowded". However some of them might see a comeback. Please let me know if you believe one of those ideas should be included :D
  • [W] Multi-Dimensional Portal: it had a passive: While Enchanted Chains is in effect, allies can right click on Kazakus to teleport to the center of Enchanted chains target area
  • [R] Nexus Rift: 120 sec./100 mana: After 0.5 seconds channel time, teleport to the hall of the storm, leaving behind a Portal at your previous place for 10 seconds. Allies can use the Portal to teleport to you current location. Passive: Reduce the channel time of Hearthstone to 3 seconds.
  • [R Upgrade] Unstable Rift: Activate again to swap places between Kazakus and the Portal. Passive: Reduce Nexus Rift cooldown by 30 seconds.
  • [1 + 5] Purification Potion: level 7: If Goldthorn [1] and Icecap [5] are mixed, Icecap loses its effect, but instead removes all damage over time from allies within 3 radius and reduces incoming damage over time against allies in the center by 50% for 3 seconds.
  • [W] Nether Portal:Level 20: Two Kabal Imps can be alive at once. If both of them are alive, Kazakus' Custom Potions deals 25% more damage or healing.It doesn't reduce Multi-Dimensional Portal cooldown!
  • [Passive] Ichor of Undeath: Level 20: If Kazakus or nearby ally Hero dies, an Undead version of them is Summoned at their location. Undead allies can use untalented Basic Abilities and mimic Kazakus' Custom Potions, dealing only 25% of everything (Damage, Healing, Buffs and Debuffs stats). They have 50% of their maximum Health, take damage equal to the amount of damage or healing done, cannot be healed, and cannot move or Basic Attack. This ends earlier if the ally is resurrected or respawned.
    If Kazakus is an Undead, he reduces his Death timer by 5 seconds each time he hits an enemy Hero by the center of his Custom Potion.
  • [Trait] Kabal's Eternal Life: Level 20: Whenever Kazakus gains Red Mana other than activating the trait [D], he also restores health, equal to 200% of amount gained.

Changelog:

V 4.0: 02.12.2018, 00:03 EST


~ This version is edited specifically for the final week of judging and based on week 3 feedback.
~ Updated Scrapped talents/abilities/ideas list.
~ Added some mount/banners/voice lines suggestions.
~ Updated Possible Interactions section.
~
Abilities:
  • [Trait] Red Mana:
    • Added Functionality: Activating the trait [D] button additionally restores 20% of maximum Red Mana.
    • Amount of normal mana transformed into Red Mana by activating the trait reduced from 20% to 10%.
    • Amount of Red Mana restored by collecting Lesser Red Mana Crystals increased from 4% to 5%.
    • Amount of Red Mana restored by collecting Greater Red Mana Crystals increased from 50% to 100%.
  • [Q] Custom Potion:
    • Added Functionality: If Kazakus doesn’t have sufficient Red Mana, the required missing Red Mana is substituted with normal mana, but the Potion deals a percentage less of everything equal to the percentage of normal mana used for the Custom Potion cost, up to 50% less.
  • [R2] NOT A DRAGON:
    • Red Mana cost has been removed.
~ Talents:
  • Level 1:
    • [3] Blastcrystal Potion:
      • Adding Kingsblood causes the Potion to no longer cost any mana.
  • Level 7:
    • [Trait + 5] Red Mana Geode:
      • Added Functionality: Each enemy hero hit by Red Mana Geode explosion drops Lesser Red Mana Crystal.
      • Amount of Red Mana restored by collecting Red Mana Geodes increased from 8% to 15%.
  • Level 13:
    • [W] Inter-Dimensional Barrier:
      • Adjusted Functionality: Bonus Armor is also gained if an ally gets affected by the center of both Potions.
  • Level 16:
    • [Trait] Solia's Crimson Tattoos:
      • Adjusted Functionality: Bonus Red Mana gained through this talent by activating [D] doesn't cost health any more.
      • Increased Spell Damage and Maximum Red Mana gained by collecting Lesser Red Mana Crystals reduced from 1 to 0.5.
      • Increased Spell Damage and Maximum Red Mana gained by collecting Greater Red Mana Crystals reduced from 10 to 5.

Those changes are aimed for making Red Mana trait more enjoyable and less restricting as how it felt and meant to be before. This way Kazakus would worry less about managing both resources while also keeping the core mechanic of transforming normal mana into Red Mana intact. Another version of the same change would have been:
“By default Custom Potion’s cost is taken from stored Red Mana first then normal mana if the amount is insufficient, increasing the effectiveness (Damage, Healing, Buffs and Debuffs stats) of Kazakus’ Custom Potions proportionate to the amount of Red Mana used, up to 100%.”
While this version better showcase the advantage of using Red Mana, it makes the concept a bit more complicated, what I’m trying to avoid.
What do you think about these changes? I would love to hear some feedback from you guys here in heroesfire!



V 3.0: 25.11.2018, 01:10 am EST


~ This version is edited specifically for the 3rd week of judging and based on week 2 feedback.
~ As part of the contest I added in some skin ideas and possible interactions with other Heroes. Please feel free to share if you have some or even better ideas, I'm sure I missed a lot of opportunities here :D
~
Abilities:
  • [W] Multi-Dimensional Portal:
    • Removed Functionality: It no longer teleports allies to the centre of Enchanted Chains target area by right clicking Kazakus when Enchanted Chains in effect.
  • [E] Enchanted Chains:
    • Cooldown is now corrected to 14 seconds as intended from last update.
    • Armor loss penalty reduced from 15 to 10.
    • Direct damage increased from 60 to 70.
    • Pull (combo) damage increased from 120 to 140.
  • [R] Nexus Rift: Removed
  • [R1] Potion of Polymorph:
    • Added Functionality: Kabal Imp now also mimics this Potion, Polymorphing enemies hit for 0.75 seconds, stacks.
    • Cooldown reduced from 50 seconds to 40 seconds.
~ Talents:
  • Level 13:
    • [W] Inter-Dimensional Barrier:
      • New Functionalitey: As long as Kabal Imp is alive Kazakus gains 10 Armor. Hitting an enemy Hero with the center of both Potions grants Kazakus an additional 10 Armor for 3 seconds.
  • Level 20:
    • [R] Unstable Rift: Removed
    • New Talent: (B) Nexus Rift: Reduce channel time of Hearthstone to 4 seconds and it cannot be interrupted by damage. After teleporting back, Kazakus leaves behind a portal in his previous location for 3 seconds. Allies can use by right clicking it, teleporting to Kazakus' current location.
In efforts of making the concept simpler, I took the judges’ advice and removed the teleport mechanic all together. Honestly, I was quite sad to see this mechanic go as I intended for Kazakus to have such abilities by design. However I can totally see how Kazakus kit is quite loaded with many tools. So for the sake of making this concept better, I had to remove the teleport passive of his W/E and the second heroic Nexus Rift. Hopefully, this makes the kit simpler and gives Kazakus more defined design and game-play. What I couldn't do due to my limited time, is reviewing Red Mana mechanic again, as I received some feedback on it being fun-killer for Kazakus :(. Changing it, even slightly, would cause other major changes in Kazakus' kit and I need more time thinking this through. Any opinion in this matter is much appreciated, how do you find Red Mana? what changes you'd like to see?

V 2.0: 17.11.2018, 22:47 EST:


~ This version is edited specifically for the 2nd week of judging and based on week 1 feedback.
~ Abilities:
  • [W] Multi-Dimensional Portal:
    • March damage slightly increased from 50 to 60.
  • [E] Enchanted Chains:
    • Enchanted Chains cooldown increased from 10 seconds to 14 seconds.
    • Enchanted Chains damage to enemies in its path reduced from 100 to 60.
    • Enchanted Chains Pull (Combo) damage increased from 100 to 120.
  • [Active] [1] Goldthorn:
    • Goldthorn heal amount reduced from 160 to 120.
  • [Active] [2] Heart of Fire:
    • Heart of Fire damage reduced from 160 to 120.
  • [Active] [3] Kingsblood:
    • The duration reduced from 5s to 3s and it restores 7% of maximum mana instead of 6%.
  • [Active] [5] Icecap:
    • Removed Functionality: No longer grants Stasis to allies or enemies.
    • New Functionality: It Slows all enemies within 3 radius by 20% for 3 seconds and Roots all enemies hit in the center (within 1 radius) for 0.5 seconds. Root duration stacks with Enchanted Chains disabling effects.
  • [Active] [7] Felbloom:
    • Damage over time reduced from 240 to 160 and its duration from 5s to 3s.
  • [R3] NOT A DRAGON:
    • [Q] Dragonfire: The damage is dealt every 0.25 seconds instead of every 0.5 seconds and the damage amount is slightly increased. (from 110 per second to 120 per second).
~ Talents:
  • level 1:
    • [1] Greater Healing Potion:
      • Removed Functionality: no longer requires Kingsblood
      • New Functionality: It now increases Goldthorn area of effect to 3 radius and causes the Potion to heal allies in the center (within 1 radius) for an additional 80 (4% per level) health.
        Reasoning: In Hearthstone lore, each Ingredient appears to be a Potion in its own right, so thematically it still fits perfectly to have Potion recipes for one Ingredient as talents. Additionally, removing Kingblood will open up for more mixing opportunities, instead of just sticking to one variant.
    • [2] Volcanic Potion:
      • Removed Functionality: no longer requires Kingsblood.
      • Heart of Fire bonus damage to enemies in the center increased from 75% to 100%.
  • Level 4:
    • [1] + [4] Shadow Protection Potion:
      • no longer requires Kingsblood.
    • [Trait] + [4]: Red Mana Leech:
      • Red Mana amount leeched from Shadow Bolts reduced from 50% to 40%.
    • [W] Chains of Raza::
      • Width and target area increase reduced from 50% to 33%.
      • Removed Functionality: No longer grants damage increase.
      • Added Functionality: Each enemy Hero affected (Stunned) by Enchanted Chains reduces its cooldown by 2 seconds and restores 10 mana
  • Level 7::
    • [1] + [5] Kaza-Kola:
      • Now grants Movement Speed to all allies within 3 radius and Spell Power only to allies in the center.
    • [1] + [5] Living Action Potion:
      • Now removes Stuns from all allies within 3 radius and reduces incoming Stuns against allies within 1 radius.
    • [1] + [5] Frost Protection Potion:
      • Now removes Slows and Roots from all allies within 3 radius and reduces incoming Slows and Roots against allies in the center.
    • [Trait] + [5]: Red Mana Geode:
      • New Functionality: Rooted enemy Heroes explode for 60 damage each after the Root duration expires, leaving behind Red Mana Geode. It can be collected by right clicking it, restoring 8% of Kazakus maximum Red Mana or otherwise they explode dealing 60 damage and Slowing enemies with 2 radius by 10% for 3 seconds. The Slow amount stacks.
  • level 13:
    • [1] + [6] Superior Healing Potion:
      • Removed Functionality: it no longer requires Kingsblood and increases Goldthorn heal amount
      • New Functionality: Kabal Imp Potion heals for 40% of Kazakus Potion's heal amount. If an ally gets hit by the center of both Potions, they heal for an additional 80 health.
    • [4] + [6] Destruction Potion:
      • Kabal Imp Potion damage reduced from 50% to 40% of Kazakus Potion damage.
      • Added Functionality: If both Potions hit at least one same enemy Hero in its center, Kabal Imp Basic attacks also spawns Shadow Bolts. Lasts until Kabal Imp dies.
  • Level 16:
    • [1] + [7] Fel Regeneration Potion:
      • No longer requires Kingsblood.
      • Heal amount to allies within 3 radius that aren't in the center reduced from 50% to 25% of Felbloom damage over time amount.
      • Armor loss removed
    • [2] + [7] Felfire Potion:
      • no longer requires Kingsblood
      • bonus damage against enemies in the center reduced from 75% to 50%.
      • no longer has a side-effect.
    • [Trait] Solia's Crimson Tattoos:
      • Increased Spell Damage and Maximum Red Mana gained by collecting Lesser Red Mana Crystals reduced from 4 to 1.
      • Increased Spell Damage and Maximum Red Mana gained by collecting Greater Red Mana Crystals reduced from 20 to 10.
        Reasoning: After reviewing Fresh Meat and Nazeebo's late game quest, I figured those numbers can be broken. I'm even considering lowering both to half still, any feedback in this matter would be much appreciated!
  • Level 20:
    • [R2] Unstable Rift:
      • Added Functionality:: The cooldown is reduced by 30 seconds.
    • [R3] Any Public Statements To The Contrary will Be Met With Dragonfire Potions:
      • Dragonfire Potion damage reduced from 240 to 160
      • Dragonfire Potion cooldown reduced from 15 to 10 seconds
      • Added Functionality: Hitting an enemy Hero with its center reduces NOT A DRAGON! cooldown by 5 seconds.
    • [W/E] Twisting Nether:
      • Radius reduced to 2.
    • New Talent: [Q] Legendary Potion:: Not finished yet.
~ corrected more typos, this never ends xD

V1.0: 10.11.2018


~ 01:26 EST: Upload time
~ spending the whole same day, correcting typos and math mistakes :)
~ 21:25 EST:
  • changed noted time from CET to EST (time zone of the contest organizers)
  • Updated To-Do list and possible change-list.
  • Talents:
    • [Trait] Solia's Crimson Tattoos:
      • The increased gained Red Mana is no longer free but added to the health cost.
      • The additional Red Mana amount is reduced from 20% to 10%.
        Reason: Currently all Red Mana talents are balanced around Red Mana having a cooldown. When I first wrote the concept here, I forgot to add its cooldown and now I'm not even sure if it needs a cooldown, considering the trait still costs health. I'm still figuring all Red Mana related talents and abilities out, but for now this change is for consistency purposes.

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[-]
Meemaster | November 12, 2018 5:30pm
Quoted:
Any Public Statements To The Contrary will Be Met With Dragonfire Potions

lol
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[-]
Slombeeper (2) | November 10, 2018 12:17am
Amazing concept! So much work has gone into it and I love it! I also like the notes you added on each part.
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[-]
Streber (1) | November 10, 2018 12:49am
Thanks! I'm really glad you liked it! It took me some time, but I had so much fun making it! ^^
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