Kel'Thuzad (Complete! Now with 100% more Death and Decay!) by Ralliden

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Kel'Thuzad (Complete! Now with 100% more Death and Decay!)

By: Ralliden
Last Updated: May 28, 2015
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Kel'Thuzad (Complete! Now with 100% more Death and Decay!)

Kel'Thuzad, Lord of Naxxramus Role Description

Lane Role

Kel'Thuzad is a monster at pushing his lane, having two AoE spells for wave clear, and his third Ability giving a structure damage bonus. Combined with his passive he will wreck structures if left unchecked. Azmodan can do much the same at a slower rate, but Azmodan also has his tanky body to get away, Kel'Thuzad lacks the meat on his bones and is easily bursted down if out of position.

Watch the Enemy teams locations closely only push lanes where you are safe, and keep at least one ability off cooldown, his barrage of slows can buy time for escapes. 

Much like Zagara you dish out a lot of damage in 1v1's, essentially a psuedo-assassin, but a 2v1 will swiftly result in your death and if you are stunned don't expect to make it out, at least not in one piece.

In lane your best bet is to stay behind your archer line where your trait will hit all your minions. This essentially gives you 1.5 waves per wave of minions, making enemies spam abilities to keep you off the towers and keep valuable ammo. Try to pressure your opponent out of the lane when you do get close enough by dropping Cold Dead Hands behind their gates dealing damage to the structures as well as the hero, then blast a tower with Shadow Fissure and back off, chances are you are attracting a lot of attention. 

If you fear a gank by one hero keep close to a bush and keep ALL abilities off cooldown if more than one just back to your gate, remember your trait makes mindless skeletons they care not for their master and will just attack what's infront of them. Once you see the enemy hero enter the bush and drop Cold Dead Hands, get distant then hit them with a Frost Blast, With the crippling 65% slow on them line up the perfect Shadow Fissure giving them a devastating amount of slow if they attempt to escape finish off with some autos or if ten with Mana Detonation try for the kill. After securing the safety of a 4v5 push that lane to pieces, then rotate to a new lane.

Teamfight Role

This rotates around your Heroic choice, if you took Chains grab that Illidan/Kerrigan or other auto attack hero, slow a target to oblivion and beat them down with their friend. 

If you took Mana Detonation play it safe, slow melee fighters like Illidan/ETC/Diablo make sure they can't disrupt your back line too much. When you see that low mana
Kael/Jaina/Uther/Rhegar/Brightwing take them out of the fight immediately.

People to Fight and People to Avoid

Favorable Match-Ups
+Zagara- Bait Hunter Killer, then slow her down and finish the job.

+Falstad- Slow him when he jumps on you, leave thunder radius and put him on the run.

+Jaina- After she blows all her cooldowns just slow slow slow.

+Thrall- He will never close the distance.

+Nazeebo- Dodge the Zombie wall and you have him.

+Tyrael- After he throws the sword his last chance to lock you down will be to judgement

Unfavorable Matchups

-Illidan- With all your slow he can stick himself to you by just spamming abilities.

-Muradin and Sonya- Even if slowed will leap right after you.

-Kerrigan- Her whole combo will tear you apart.

-Nova- Can get behind you and pop you before you even know it.

-Zeratul- Is invisible and will hunt you down even if slowed.

-Anub'arak- Burrow negates all slows, and his stuns are harsh.

-Diablo- If he gets the jump you'll most likely die.

-Uther- His stun will set up for lots of deaths.

Pros & Cons

Pros
+Very high structure damage.
+Can play the role of Psuedo Assassin.
+Great peel for your assassins.
+Very strong lane presence.
+Unique Heroic Abilities that both have very strong applications.
+He's Kel'thu-freaking-zad

Cons
-VERY squishy (think Kael'Thas where if you are out of position you're dead).
-Trait has almost no application in teamfights, and requires you to stay close to lane.
-Only slows, no hard cc besides heroic.
-Positioning is everything for both Heroics.
-Cooldowns and mana costs make sustained fights hard.
-Low Sustain has to choose between pushing or damaging lane opponent can't do both.
-Team fight applications are low and only shines in small skirmishes or pushing 

Traits

Key:
Passive Bonuses
Frost Blast Bonuses
Shadow Fissure Bonuses
Cold Dead Hands Bonuses
Hotbar Abilities

Tier 1-Level 1

Death Pact: Harvest souls of the lost to fuel your mana pool. Every enemy minion that dies near you regens 1% of your mana pool.

Kel'Thuzad's Obol: Unique Bribe, Kelthuzad gains a coin everytime an enemy minion dies, at 25 coins Kel'Thuzad can Harvest the soul of an mercenary killing it and refreshing 25% of his health and mana. Max 40 Coins.

Cold Grasp of Death: If the target was already slowed Frost Blast's cooldown is lowered by 1.

Shadow Blast: Shadow Fissure now displaces an enemy in it towards which ever edge of the circle they were closest to.

Tier 2-Level 4

Cold Dead Claws: The hands tear at enemies very souls, Cold Dead Hands now takes 14 mana every second.

Envenom: You all know this, just some extra psuedo assassin for him.

Lich's Touch: Basic attacks now slow for 5% stacking up to 15%.

Undying Pact: The skeletons have taken the pact, now have 70% health and attack.

Tier 3-Level 7

Thieves' Grave: Cold Dead Hands deals 50% bonus damage to structures and steal 1 ammo per second.

Shadow Dweller: Shadow Fissure now spawns a shadow denizen at target location, the shadow will attack anything nearby for 4 seconds dealing 20 (+2*level) damage. Prioritizes Minions, then structures.

Embrace the Cold: Kel'Thuzad retreats into a cradle of ice regenerating 20% health and 30% of his mana, three attacks breaks the cradle.

Clairvoyance: You guys know this one too, STOP THEM GANKS!

Heroics-Level 10

Tier 5-Level 13

Frost Lance: Frost Blast's range is increased by 25% and slow duration is increased by 1.

Spell Shield: For that pesky Nova

Undying Abomination: If 4 or more minions die within 1 second of each other Kel'Thuzad mashes them together to create an abomination with 500% health of a minion. The first enemy unit or structure the abomination collides with takes damage equal to the abominations health and the abomination dies.

Grip of the Dead: Cold Dead Hands slow now persists for 2 seconds after leaving the AoE

Tier 6-Level 16

Shield of Bone: Activate your trait to sacrifice all active skeletons and abominations and amass their remains around you for a shield equal to their health. Cooldown: 45

Abyssal Call: Shadow Fissure now stuns a hero for .5 seconds when it's slow is removed, and causes structures to be disarmed for 5 seconds.

Frosted Skin: Frost Blast now applys Vulnerable.

Shadow Rot: Shadow Fissure's DoT now burns half the damage as mana but deals 25% less damage.

Storm Abilities-Level 20

Heroic Upgrades

Arcane Power: You know it.

Naxxramas Answers to ME!: Call Naxxramas over a designated area for 5 seconds, every second three ghouls rain from the floating Necropolis attacking the nearest structure. Will ignore minions and Heroes. Ghouls have 1300 health each and deal 15  (+1*level) damage. Each ghoul lasts 7 seconds. Cooldown: 120

Stats

HP: 710
HP Regen: 1.5
Mana: 500
Mana Regen: 3
ATK/Sec: 1.2
Range: 5.5
Damage: 35
DPS: 42

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1
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Nimdok | October 23, 2015 9:03pm
Absolutely LOVE that passive
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Haccylccion | June 2, 2015 9:40pm
Absolutely LOVE that passive, it's so cool and creative, however (to me) the rest is less than desired. It seems like the Q and E are similar to the lich king. The R2 ability seems like it would be extremely difficult to balance, only 4 seconds with a 110 sec cooldown, however, a MC on other player seems waaaaaaaaaay to OP.

I think he would best work with the Q W and E ability summoning something and at least one of the R abilities summoning, talents to get maybe 1 or 2 abilities that actually do direct or DoT damage.

MC=really cool, but probably not feesible
passive=amazing

I like the concept but he seems very off-balanced. I'd also love to see him in the game, but I think blizzard really needs to focus on making more Diablo and Starcraft heroes first.
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kaiser24 | May 29, 2015 10:44pm
Death and decay **** yeah! i want to play KT , i hope blizzard pay attention to this... HEY BLIZZARD, MAKE IT HAPPEND
1
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Ralliden | May 28, 2015 4:13pm
You are all right and after EXTENSIVE research, as there aren't many %health damage over time abilities in HotS yet, and a lot of tweaking I think I have made Death and Decay a useable skill.
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kaiser24 | May 25, 2015 8:30pm
very nice concept, interesting trait but kel'thuzad needs death and decay, that is his most iconic spell (that and resurrecting things, cuz, c' on, he is The Necromancer)
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RexxDraconem | May 21, 2015 9:23pm
Ralliden wrote:


Mana Detonation is actually one of Kel'Thuzad's abilities in the Naxxramas Raid, and although I agree with you on Death and Decay as it was one of my favorite abilities in Warcraft 3. I was having a hard time balancing it when I brought the damage down it didn't feel like a heroic, when I kept it as is you're right it felt far too over powered. When I made it only affect structures, KT lost all his team fight application, when I made it affect only heroes, minions and mercenaries he felt too dependant on teamfights and lost his identity as a pusher. Eventually I decided to just tone it down and make it a standard ability but then it just didn't feel like Death and Decay, and thus Cold Dead Hands was born.

I hope this explains why it isn't included, but don't worry I'm still working on getting it in like I said it was one of my FAVORITE abilities in Warcraft. :)


Ah did not know that, I didn't start raiding until BC, never did do Naxx. Sorry. What about it being percent current HP? That way in team fights it can be used to deal good damage, but not too too much, then with buildings it will melt them starting out because their HP pool is so large. In team fights its weakness would be lack of finishing power?
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Ralliden | May 21, 2015 7:06pm
I really appreciate that Deloctyte, even the critiques :). Some of them are a little tongue in cheek on purpose because KT was always a little snarky lol. Figuring numbers by the way was a pain it was a whole lot of playing Kael'Thas, and Jaina in test matches and figuring out Arthas, Diablo, ETC, Kerrigan, Falstad and kill times, and how much their health grew. I tried to balance him a lot by playing Zagara and seeing her numbers as well. Overall I was never one to leave a job half done :P
1
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Deloctyte (1) | May 21, 2015 2:33pm
As a rival KT creator, I have to say, you made a pretty awesome hero. I'm always amazed by those who actually sit down to work out the numbers, and you didn't spare on any of the details. A few tiny caviets: Mana detonation also feels kinda non-fitting to me, just like RexxDraconem said, but then again, I never did the raid. Speaking of, some descriptions (Mana Detonation in particular) feel a tad tongue-in-cheek. Is that on purpose?
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Ralliden | May 21, 2015 1:50pm
RexxDraconem wrote:

My one complaint is his R1. Its not very, Kel'Thazad-y nor very lich-y. May I suggest something similar to Death and Decay from WC3, his Heroic ability in that game. http://classic.battle.net/war3/undead/units/lich.shtml

to straight copy will make it overpowered, but it is a starting point.

Great concept otherwise!


Mana Detonation is actually one of Kel'Thuzad's abilities in the Naxxramas Raid, and although I agree with you on Death and Decay as it was one of my favorite abilities in Warcraft 3. I was having a hard time balancing it when I brought the damage down it didn't feel like a heroic, when I kept it as is you're right it felt far too over powered. When I made it only affect structures, KT lost all his team fight application, when I made it affect only heroes, minions and mercenaries he felt too dependant on teamfights and lost his identity as a pusher. Eventually I decided to just tone it down and make it a standard ability but then it just didn't feel like Death and Decay, and thus Cold Dead Hands was born.

I hope this explains why it isn't included, but don't worry I'm still working on getting it in like I said it was one of my FAVORITE abilities in Warcraft. :)
1
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RexxDraconem | May 21, 2015 12:27pm
My one complaint is his R1. Its not very, Kel'Thazad-y nor very lich-y. May I suggest something similar to Death and Decay from WC3, his Heroic ability in that game. http://classic.battle.net/war3/undead/units/lich.shtml

to straight copy will make it overpowered, but it is a starting point.

Great concept otherwise!
1
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Severage (29) | May 20, 2015 9:09pm
This kit is totes legit dude. His field control looks amazing, love the concept and flavor text.
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