Kel'Thuzad by Who_You_Expect

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Kel'Thuzad

By: Who_You_Expect
Last Updated: Mar 7, 2017
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Kel'Thuzad

Master of Naxxramas(Massive Update)

Welcome to my newly revamped Kel'Thuzad concept. In this, he is a specialist, with the ability to drain allied minions for mana, shield allies, summon undead, and destroy enemy minion waves. He's also another 'special snowflake' hero that starts with additional abilities.

Rough Level 1 Stats

Health - ~1550
Attack Damage - ~80
Attack Speed - ~1.1

Combat Trait

1
[D] - Dark Ritual
Active; Yo, that's rude.
Sacrifice an allied minion, restoring ~2.5% of your maximum mana. Has a ~4 second cooldown. Can target minions that Kel'thuzad summons.

Primary Abilities

1
[Q] - Frost Nova
Active; Frosty Nuke
Let a blast of ice out starting from target enemy, dealing ~260 damage to the targeted enemy and rooting them for ~0.75 seconds. Nearby enemies take ~200 damage and are instead slowed by ~30% for ~1.5 seconds. Costs ~40 mana and has a ~10 second cooldown.
2
[W] - Detonate Mana
Active; Thanks for having extra mana.
Detonate target enemy hero's mana, burning ~5% of their mana and dealing damage equal to ~15 times that.(For example, level one, it burns ~5% of their mana, which equals ~25, which is ~375 damage.). If you target a hero with no mana, deal ~20 damage to them. Costs ~80 mana, and has a ~18 second cooldown.
3
[E] - Frost Armor
Active; Winning Lane
Kel'thuzad shields target allied hero for ~400, or an entire allied minion wave for ~20% of their maximum health. Basic attacks against targets with Frost Shield slow the attacker's attack speed by ~20% for ~2 seconds. Frost Shield lasts ~6 seconds. Costs ~50 mana, and has an ~8 second cooldown when shielding a hero, and a ~12 second cooldown when shielding a minion wave.
4
[1] - Raise Dead
Active; This seems familiar...
Channel for ~3 seconds, before raising the last ~5 minions to die(Side doesn't matter) in this general area as skeletal minions. These will follow you and attack your target, and last until killed. These have 80% of the health & damage of the original minion. Costs ~50 mana and has a ~45 second cooldown. (When cast with minions still alive, will raise enough to cap the number.)

Secondary Abilities

1
[1] - Chains of Kel'Thuzad
Active; Level 1 Talent; Quite Commanding.
Instead of your Raise Dead minions following you, they are now commanded through this ability. They lose the ability to interrupt objective channels, however, and can only be a certain(large-very large) distance from you. Has a ~0.5 second cooldown between commands.
2
[20] - Guardian of Icecrown
Active; Level 20 Talent; Who said you were allowed to die?
Channel for 3 seconds, before raising target dead allied hero as a Guardian of Icecrown for ~15 seconds. During this time, their death timer is frozen, and they no ability kit besides a trait. Shares a cooldown & cost with Raise Dead.

Guardians of Icecrown have ~1500 health and ~80 attack damage with an attack speed of ~1.3.

(I know they're supposed to be nerubians, but the name was fitting enough.)
3
[20] - Blood Tap
Passive; Guardian of Icecrown Trait; Ruun awaaay
For every second the Guardian of Icecrown lasts, its attack damage is increased by 15%. This damage increase is multiplicative.

Heroic Abilities

1
[R] - Death & Decay
Active; Kill all the things
After a ~0.75 second channel, begin casting Death & Decay at target location, dealing ~5% of every hero or boss' maximum health per second and ~20% of every non-heroic non-structure non-boss caught inside. Damages allies. Costs ~100 mana and has a ~100 second cooldown.
2
[R] - Naxxramas
Passive; This is neat
Permanently replace your Core with Naxxramas, which spawns minion waves with ~10% increased strength. In addition, it has two attacks; A normal core attack, from Naxx itself, and Sapphiron firing an attack with 150% of the Core shot's strength every 1.5 seconds at nearby enemy heroes, slowing their movement and attack speeds by ~20% for ~1 second.
3
[R] - Boss Rush
Active; Level 20 Naxxramas Upgrade; Absurd Complexity
Naxxramas gains an active ability; Upon activating in target lane, a ping wheel offering choices between many Naxxramas bosses(specifically ones unlikely to be heroes) appears, allowing Kel'Thuzad to send a powerful(not quite boss) officer down a specific lane. Each one has a unique effect, and can only be sent once every 3 casts. Has a ~100 second cooldown.

These bosses focus heroes above minions.
(I'm willing to remove any boss from this list if you make a believable case for why they'd make for a really good unique hero. (^_^) )
4
[R] - Boss Rush Bosses(OPTIONS!)
Anub'Rekhan
Spawns two Crypt Guards upon spawning, and additionally refreshes them every ~30 seconds; These each reduce damage Anub'Rekhan takes by ~50%, stacking. Anub'Rekhan has ~40% of a boss' stats, at most.

Grand Widow Faerlina
Gains 1% additional attack, health, and size every time an allied minion dies nearby, stacking up to 100 times. Starts with ~30% of a boss' stats at most.

Maexxna
Every ~30 seconds, spawns a swarm of ~20 spiderlings. Has ~45% of a boss' stats at most.

Noth the Plaguebringer
Will blink every ~5 seconds, casting a Cripple that slows nearby enemies' attack and movement speeds by ~20% for ~3 seconds. Has ~45% of a boss' stats at most.

Heigan the Unclean
Every ~10 seconds, will begin a 1 second channel, during which time 3/4 of the ground around him will light up. After the channel, said areas will erupt, dealing ~450 damage to any enemies caught in it. Has ~40% of a boss' stats at most.

Loatheb
Halts mana regeneration and doubles mana costs of spells for nearby enemy heroes. Has ~35% of a boss' stats at most.

Instructor Razuvious
Has ~75% of a boss' stats.

Gothik the Harvester
Resurrects nearby allied minions that die passively, turning them into spirits that are ~20% more powerful for ~8 seconds, before they die again. Has ~35% of a boss' stats at most.

Patchwerk
Strikes out every ~4 seconds, dealing ~666 damage split evenly between two targets nearby eachother, or ~666 damage to one target if it is alone. Has ~40% of a boss' stats at most.

Grobbulus
Injects a nearby enemy, causing them to explode for ~300 damage to all nearby enemies after ~3 seconds, every ~15 seconds, occurring more frequently as Grobbulus loses health, up to every ~5 seconds at ~10% health. Has ~40% of a boss' stats at most.

Gluth
Devours nearby allied minions every ~15 seconds, healing for ~10% of his health, devouring enough to fully heal himself. Has ~40% of a boss' stats at most.

Talents

Level 1|Tier 1
Necrotic Invigoration - Minions raised by Raise Dead now have 50% more health, and ~25% more damage.
Master of Undeath - Raise Dead can hit 3 additional minions. In addition, lower Raise Dead's cooldown by ~15 seconds.
Chains of Kel'Thuzad - See 'Secondary Abilities'.

Level 4|Tier 2
Unprepared - Minions take 100% additional damage from Frost Nova.
Deep Freeze - Frost Armor now slows attack speed by ~30%.
Remote Detonation - Detonate Mana now has ~20% increased range.

Level 7|Tier 3
Dark Pact - Dark Ritual now heals you for ~1.5% of your maximum health.
Stolen Sacrifice - Dark Ritual can now target enemy minions, with three times the cooldown.
I'll Take That - Detonate Mana now replenishes mana equal to 50% of what it detonates, rather than consuming mana to cast.

Level 13|Tier 5
Remorseless Blast - Frost Nova reaches ~25% farther, and deals ~30% increased damage to enemies besides the primary target.
Frozen to the Core - Casting Frost Nova on a target slowed by Frost Armor now stuns them for as long as it would normally root for, and deals ~50% increased damage.
Immobilizing Armor - Frost Armor now reduces movement speed by an amount equal to the attack speed reduction.

Level 16|Tier 6
Breaking Resources - Detonate Mana affects anyone with a resource, draining it like it drains mana.
Frost Barrier - Frost Armor now grants the target Resistant, reducing damage they take by ~15% until it expires.
Unblock Spam - Dark Ritual now has a ~1 second cooldown, and Frost Armor now has a 6(Hero)/9(Minion) second cooldown, depending on what it was cast on.

Level 20|Tier 7
Focused Decay - Death & Decay now only hits enemies. In addition, it lasts up to 3 additional seconds.
Boss Rush - See 'Heroic Abilities'.
The Scourge of Lordaeron - Minions killed by minions that spawn from Naxxramas now resurrect after 1 second, with 80% of their normal stats, and begin pushing for Kel'Thuzad's team. This effect is passive, and permanent.
Guardian of Icecrown - See 'Secondary Abilities'.
Frost Lich - Frost Nova gains a second charge that refreshes with the first.

Changelog

3/30/2016
Uploaded.

4/12/2016
First Iteration of full Talent Tree.

12/31/2016
Full Talent Tree rework, base abilities modified, Naxxramas 100% changed, format neatened.

1/1/2017
New Year! Instant balance update; Death & Decay now deals 5% of a Boss' health per second instead of 20%.

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[-]
Who_You_Expect (2) | January 5, 2017 8:04am
Normally I wouldn't randomly comment on one of my concepts, instead of just replying to a comment someone else made, but I have made a proposition for a Warcraft themed event over on the Blizzard forums! Go ahead and click right here and view it if you'd like to. As always, I appreciate all feedback and suggestions. (^_^)
1
[-]
Rexigon | January 1, 2017 2:20am
It's a really awesome concept. I love the idea of Frost Nova being target upon an enemy. However, there are a few issues. First of all, does Dark Ritual give enemies exp for the minion killed? I assume it does. Could be abused by trollers to just murder a minion wave every time it comes out,but I suppose there are a lot of heroes with opportunity to troll. About Detonate Mana, I do hear that devs have specifically avoided abilities that interact with enemy mana because they don't think it's fun, but I think it's cool. Death and Decay seems ridiculously overpowered, and I dont like that it also attacks allies. I love Raise Dead because Kel'thuzad the Necromancer totally needs to summmon undead but unfortunately I see it being too close to Xul's skeletons.. Finally, I absolutely Love the idea of Naxxramas replacing your core, but the level 20 upgrade is insane. It's way, way too complex, and because of how many different bosses it has, it requires an insane amount of effort into just making the model, let alone balancing all the different bosses, and all for just 1 level 20 talent.

Over all, I love this concept, but some things need to be changed or toned down a little. =)
1
[-]
Who_You_Expect (2) | January 1, 2017 3:23am
Dark Ritual would, indeed, give experience if an enemy hero was nearby. Would be kind've stupid if it didn't. (^_^)
Mana Draining is a mechanic I personally would be fine with, if it was in moderation, like this. Especially compared to stun-locking.
Death & Decay is channeled for 5.75 seconds at level 10 and 8.75 seconds at level 20. That is the balancing factor.
Naxx's "Boss Rush" was, quite literally, intended to be absurd. You could remove all but 4 bosses and it'd likely be much better, but. I just felt like it. (<_<)
(Edit #2): If I were to keep 4 specific bosses, I would say: Anub'Rekhan, Heigan the Unclean, Razuvious, and Patchwerk. 1 per quarter.
(Edit): The Raise Dead mechanic is different enough I believe it would be fine compared to Xul, though that could be removed if it was too much of an issue.

Thanks for the positive comment, though. Always appreciated.
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