Kel'Thuzad by normalice

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Kel'Thuzad

By: normalice
Last Updated: Sep 8, 2016
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Kel'Thuzad

Mage of the Kirin Tor

Clarification: Secondary abilities are those used in Lich form. Like many others, I've been wanting a Kel'thuzad hero for some time, and thought it would be neat if he were made into a support hero instead of the obvious assassin role he'd likely be listed as if he were ever actually put into the game. Also, having a "Lich" when we already have a "Lich King" would seem a bit redundant, so instead I thought of making a Kel'thuzad from before he became a Lich - a mage of the Kirin Tor. He does become a Lich on death with the possibility of negating the death altogether. However, his role changes from traditional support (healing) to that of offensive support upon becoming a lich, so while the Lich is powerful, it's a good idea to transition back into his human form as quickly as possible to rejoin the fight as a needed healer.

As in all of my hero ideas, the numbers are arbitrary - only given to create a sense of scale. Concepts are immune to notions of imbalance, as numbers can always be tweaked. The skills themselves are pretty bland (they sort-of have to be). Most of the work I do when inventing a hero is in the talents - I always strive for 'absolute synergy': i.e. any possible random selection of talents is still going to be powerful. Of course, that can't always happen, but I still try.

Combat Trait

1
Lich
On death, Kel'Thuzad becomes a lich with powerful abilities, but very little health. The lich starts with 0 mana and returns to being Kel'Thuzad when 100% mana is reached. The lich must die for an enemy to be credited with a kill.

Primary Abilities

1
Arcane Explosion
Damages all enemies in an area for 100. Shields allies in the area for 15% of the damage done for 4 seconds. Costs 1% of total mana per enemy damaged. 8 second cooldown.
2
Mage Armor
Reduces damage a target ally takes from all sources by 10 (note: not 10%, just 10). Returns 1 mana each time it reduces damage. No cooldown, lasts 5 seconds.
3
Regulator Magic
Damage enemies in a line and cause all damage they do to instead occur over time for 4 seconds.

Secondary Abilities

1
Frost Nova
Chills enemy heroes and freezes enemy structures and minions for 3 seconds. Costs 50% of remaining mana. Damage depends on cost. No cooldown. Requires at least 2 mana to cast. Chill duration is not refreshed when recast on enemies who are already chilled with frost nova.
2
Frost Armor
Protect an allied hero with frost. Enemies who attack them have 10% reduced movement speed and you receive 1 mana every time they take damage. No cooldown or mana cost.
3
Dark Ritual
Mark the ground with dark runes. Ally and enemy heroes and units that die within a moderate range of a rune return 10 mana to Kel'Thuzad. Lasts indefinitely but can only have a max of 2 runes. Enemies can not see these runes.

Heroic Abilities

1
Life and Decay
Kel'Thuzad: Heals allies in a moderate area for 350 health per second for 3 seconds. This amount is permanently reduced by 1 each time it heals.

Lich: Deals damage each second equal to the healing in Kel'Thuzad's Human form for 3 seconds to enemies in an area. This amount is permanently increased by 1 every time it does damage.

Separate 25 second cooldowns for each form.
2
Unholy Frenzy
Increase a target ally's attack and cooldown regeneration rates by 100% but also increase the damage they take by 50% for 3 seconds. If they die in this time they grant all nearby allies Frenzy, increasing attack and cooldown regeneration rates by 20% for 10 seconds and respawn 20% faster.

70 second cooldown.

Level 1 Talents

  • Arcane Imbalance - Quest! Shield 10 allied heroes with Arcane Explosion. Reward: Shield duration increased to 6 seconds and allies heal for 10% of the shielded amount per second. All stacks lost if you cast Frost Nova.
  • Frost Imbalance - Quest! Each enemy hero hit with frost nova shields you for 25% of the damage done by Frost Nova. After 5 stacks Frost Nova returns 25% of the mana cost if it hits a hero. All stacks lost if you cast Arcane Explosion.
  • Arcane Entropy - Quest! Damaging heroes with arcane explosion or frost nova increases the radius of both by 1%. Reward: after 40 stacks, casting either arcane explosion or frost nova also casts the other at 10% effectiveness.
  • Amnesty - Upon death in human form, gain invulnerability and 30% increased movement speed for 2 seconds before becoming a Lich. Can not cast spells during this time. 45 second cooldown.

Level 4 Talents

  • Cold Magic - Frost Armor also reduces basic attack speed of attackers by 10% and Mage Armor also adds 1 second to the cooldown of any ability the target is hit by.
  • Sage Armor - Mage armor also shields the target for 10% of their maximum health, but now has a 6 second cooldown.
  • Cool Headed - Frost armor also increases ability damage by 10%, but now has a 10 second cooldown.

Level 7 Talents

  • Heoric Blast - Arcane blast shields for 50% of the damage dealt to heroes, but the shield amount from damaging other enemies is reduced to 5%.
  • Enveloping Malice - Regulator Magic now roots for 1 second and Dark Ritual radius increased by 200%.
  • Listener - Dark Ritual runes reveal the area showing everything except enemy heroes (mines, mercs, creep tumors..) and grant xp for enemy minions that die in the area, even if no allies are nearby.
  • Precedent - Each enemy hero hit with Regulator Magic reduces the cooldown of Arcane Explosion by 1 second.

Level 13 Talents

  • Ominous Presence - Dark Ritual runes also cause enemies near them to capture, hire, or turn in map objectives 15% slower.
  • Arcane Reinforcement - When allies with Mage Armor are shielded by Arcane Explosion, the Mage Armor is consumed to give your next Arcane Explosion an additional 10% damage for each Mage Armor consumed.
  • Me or Them (Active) - Cast in an area to consume all ally shields, shielding yourself for 150% of the amount consumed for 5 seconds. Can be self-cast and cast as a Lich. 60 second cooldown.

Level 16 Talents

  • Master Armorer - Mage and Frost armor spreads to nearby allies upon expiration with 100% increased effectiveness.
  • Epicenter - Allies within a smaller inner radius of your Arcane Explosion gain 50% additional shielding. Enemies within a smaller inner radius of your Frost Nova are chilled for 2 seconds longer.
  • Magic Alignment - Regulator Magic cast in a direction to or from a Dark Ritual rune costs no mana and increases the duration of the damage mitigation to 6 seconds.

Level 20 talents

  • Death and Decay - Enemy and Ally heroes that die in the Life and Decay area permanently increase its duration by 1 second. Healing amount is not reduced by healing done after the first three seconds.
  • Not in Vain - Extends the duration of Frenzy to 15 seconds and additionally grants a shield to affected allies for 35% of their max health.
  • Symphony of Frost and the Arcane - Trait can now be toggled to change between the Kel'Thuzad and the Lich with a combined health pool, but you no longer change forms on death. 15 second cooldown.
  • Of Two Minds - Gain all level 1 quest talents with a 15% bonus reward to any actually taken.

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