Kil'jaeden by Wolfheart19

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Kil'jaeden

By: Wolfheart19
Last Updated: May 28, 2020
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Kil'jaeden

The Deceiver


Kil'jaeden is a powerful eredar demon lord and the second in rank of the Burning Legion. 25,000 years ago, Kil'jaeden, Archimonde and Velen were the leaders of the benevolent eredar people of Argus. When the Dark Titan Sargeras arrived and offered them the answer to the most important question there was, "what is the one true underlying flaw of the universe?", the eredar, as a knowledge-seeking race, accepted, led by Kil'jaeden and Archimonde. Sargeras blessed them with unimaginable power, turning the eredar into demons who would help Sargeras get rid of that flaw, while Velen and his followers fled, renaming themselves the draenei.

Kil'jaeden is ranged specialist, who weakens his enemies, and finishes them off with deadly spells.

Strenghts:
- Burst and Sustained damage
- Area Control
- Relatively high health
- Weakens enemies
Weaknesses:
- Low Mobility
- Mana Dependent
- Poor Self-sustain

Stats:
Health: 2133 (+3% per level)
Health Regen: 5 (+3% per level)
Mana: 520 (+10% per level)
Mana Regen: 4 (+2% per level)
Attack Speed: 0.74 per second
Basic Attack Damage: 112 (+4% per level)

Combat Trait

1
Manipulator (D)
Combat Trait
Cooldown: 40 sec

Dealing Spell Damage to enemy Heroes applies a stack of Manipulation, that reduces their damage and healing done by 2% for 7 second, stacking up to 20%. At 10 stacks effect increases by additional 10% and duration no longer refreshes.

Activate to reduce cooldown of Kil'jaeden's Basic Abilities by 1 second and restore 10 Mana, per Hero affected by Manipulation, up to 5 seconds and 50 Mana.

Primary Abilities

1
Dreadflame (Q)
Mana: 60
Cooldown: 14 seconds

After 0.5 seconds, unleash a blast of flames in a line, that deals 204 (+4% per level) damage to all enemies hit. Hitting enemy Heroes with Dreadflame causes them to erupt, dealing additional 121 (+4% per level) damage to all nearby enemies and refunding 15 Mana.
2
Withering Curse (W)
Mana: 75
Cooldown: 12 seconds

Creates area of dark magic on chosen location for 5 seconds that grows in size over it's duration. Enemies standing within the area take 16 (+4% per level) damage, are Slowed by 25% and receive two stacks of Manipulation per second.
3
Shadow Reflection (E)
Mana: 55
Cooldown: 18 seconds
Charges: 2

Sticks a Shadow Reflection to an enemy Hero, that attacks them for 81 (+4% per level) damage per second. Shadow Reflection has health equal to 40% of target's current health. Target Hero may have only 1 Shadow Reflection active at the time. Lasts for 8 seconds.

Secondary Abilities

1
Felclaws (1)
Mana: 30
Cooldown: 12 seconds

Activate to make Kil'jaeden's Basic Attacks melee, gain 20% increased Attack Speed and inflict additional 40% of his Attack Damage as Spell Damage. Lasts for 6 seconds once triggered.
2
Nether Gale (Talent)
Cooldown: 70 seconds.

Channel for 3 seconds, gaining 75 Spell Armor, reducing Spell Damage taken by 75%. If Kil'jaeden is Stunned or Silenced during the channel, he gains 50 Spell Armor for 1,5 seconds.

Heroic Abilities

1
Deceiver's Veil (R1)
Heroic Ability
Mana: 100
Cooldown: 100 seconds

After 0.75 seconds, cloaks large area around Kil'jaeden in darkness for 5 seconds. Enemies inside have their vision radius greatly reduced, are Slowed by 25% and take 15 (+4% per level) damage every second. Shadow Reflections that enter Deceiver's Vail have their duration refreshed and persist indefinitely while within it's area.
2
Armageddon (R2)
Heroic Ability
Mana: 100
Cooldown: 100 seconds

Calls down a hellish rain of meteors on a large chosen area. After 0,5 seconds, a meteor will fall on an enemy Hero's location, dealing 214 (+4% per level) damage immedietaly and setting the ground ablaze for 4 second. Enemies that enter scorched area will burn for 143 (+4 per level) over 4 seconds.

(Note: Impact area of each meteor is similar to the size of Diablo's Apocalypse rune.)

Special Mount

1
Burning Rush (Z)
Increase Kil'jaeden's movement speed by 25%.

(Because of his large size, Kil'jaeden cannot use other mounts.)

Talents

Level 1/Tier 1:



(Q) Eternal Flame

: Hitting enemy Heroes with Dreadflame sets them on fire, dealing 101 (+4% per level) damage over 5 seconds. Felclaws attacks extend it's duration by 1 second, up to 4 additional seconds.

Passive: Felclaws cause your Basic Attacks to cleave.

(W) Torment of Shadows

: Withering Curse deals additional damage equal to 1.5% of Heroes maximum health.

(1) Chaosborn

: Repeatable Quest: Basic Attacks against Heroes while Felclaws are active increase Attack Damage by 4, stacking up to 80. Half of the bonus is lost upon death.Reward: After damaging Heroes 20 times, Kil'jaeden's next Basic Attack within 6 seconds after activating Felclaws will deal 75% more damage and apply 3 stacks of Manipulation.

(D) Master of Manipulation

: Reduces cooldown of Manipulator by 15 and whenever Shadow Reflections deal damage, cooldown is reduced by 1 second, up to 5 seconds.

Level 4/Tier 2:



(Q) Dreadburst

: First Hero hit by Dreadflame explodes for 20% increased damage and is slowed by 40% for 4 seconds.

(W) Grip of the Deceiver

: After leaving the area of Withering Curse, its Slow persists on enemy Heroes for 2 sec. Damaging enemies with Basic Attacks extands duration of this effect by 1 second, up to 3 additional seconds.


(W) Growing Void

: Increases Withering Curse's duration by 1 second and additional 0,5 sec per each Hero affected by Withering Curse.


Level 7/Tier 3:




(E) Erupting

: Shadow Reflection upon death or when it expires deals damage to nearby enemy Heroes equal to 12% of their maximum health.


(E) Wailing

: Shadow Reflection applies twice the amount of Manipulation stacks.


(E) Malignant

: Shadow Reflecion reduces Armor of its target by 25 while it is active and for 2 seconds after it expires or dies.


(E) Hopeless

: Shadow Reflection reduces healing received by its target by 40% while it is active and for 2 seconds after it expires or dies.


Level 10/Tier 4:



(R1) Deceiver's Veil

: -

(R2) Armageddon

: -


Level 13/Tier 5:



(Passive) Felblood

: 10% of the Spell Damage done is returned to you as Health, tripled against enemy Heroes.

(Active) Nether Gale

: Channel for 3 seconds, gaining 75 Spell Armor, reducing Spell Damage taken by 75%. If Kil'jaeden is Stunned or Silenced during the channel, he gains 50 Spell Armor for 1,5 seconds.

(Passive) Web of Lies

: Each enemy Hero with Manipulation grants 4 Armor. Activating Manipulator maintains Armor granted by Heroes with Manipulation for 3 seconds and grants additional 10 Armor.


Level 16/Tier 6:



(Q) Flames of Sargeras

: Heroes hit by the Dreadflame's detoantion radiate intense heat, dealing 20 (+4% per level) damage to their allies. Flames of Sargeras generate Manipulation stacks.

(W) Soul Anguish

: Upon entering Withering Curse, enemy Heroes are Blinded and Silenced for 1,5 seconds.

(E) Reflected Souls

: Shadow Reflection gains an additional charge and its duration is increased by 2 sec.


Level 20/Tier 7:



(R1) Choking Shadows

: Deceiver's Veil slows Movement Speed by an additional 15% and doubles amount of Manipulation stacks it applies.

(R2) Smouldering Ruin

: Increase the size of burning ground left behind by Armageddon meteors by 75% and duration by 2 seconds.

(E) Hidden Enemy

: Shadow Reflecions has additional 15% of target's health and cannot be damaged by its target's allies.

(D) The Deceiver:

Manipulation's duration is increased by 2 seconds. Activating Maniuplator also reduces cooldown of Kil'jaeden's Heroic Abilities.

Example Builds

Flames of Sargeras:


1. Eternal Flame
4. Dreadburst
7. Malignant/Erupting
10. Armageddon
13. Felblood
16. Flames of Sargeras
20. Smouldering Ruin/The Deceiver

Hidden Enemy:


1. Master of Manipulation/Torment of Shadows
4. Growing Void
7. Wailing
10. Deceiver's Veil
13. Web of Lies
16. Reflected Souls
20. Hidden Enemy/The Deceiver

Felclaws:


1. Scorching Strikes
4. Grip of the Deceiver
7. Malignant/Erupting
10. Armageddon
13. Felblood
16. Chaosborn
20. Smouldering Ruin/The Deceiver

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2
[-]
lucky-tiger (2) | April 27, 2019 6:06am
you have some nice ideas, but i think you should consider some tweaks.
MANIPULATED DOUBT (D)- i would make it last less time, 12 sec is too oppressive even for small debuff (6 sec is more in line), and i think maybe make its active trigger a cd reduction effect per charge rather than just point and click debuff (like reduce cd by 0.1 sec and return 1 mana per charge). if im understanding it correctly the 1% debuff is applied every time a dot deals damage and thats why its just 1%.
SHADOW REFLECTION (E)- it a problem it mirrors the Hero's Attacks, imagine a tracer with 170 damage per aa... and considering your trait, some heroes will allo you to stack it too easily (again tracer). so maybe you should rethink about the ability entirely, and make it summon a shade with its own aa speed that targets the same target the ally does.
ARMAGEDDON (R)- seems really lackluster, maybe replace it with infernal? it can still work the same but summon a controllable infernal that deals aoe damage around it and proc your trait.
but great job overall!
2
[-]
Wolfheart19 (2) | April 28, 2019 2:06pm
With your suggestions, I made some tweaks to Kil'jaeden's kit, changing trait to work similiary to what you suggested.
Shadow Reflection indeed would be very problematic for Heroes that have high attack speed, so I decided to change the ability to work similary to Zagara's Hunter Killer, dealing X damage per second over the duration.Shadow Reflection will still mirror procentage of original Hero, however it will be changed to reflect 40% of current health instead of maximum health.
As for Armageddon, this ability became somewhat iconic to Kil'jaeden and I wouldn't really want to remove it, but I reveret it back to it's original iteration from early versions of the concept, when it worked similary to Diablo's Apocalypse.
1
[-]
kakaaakak | March 4, 2018 7:42am
Armagedon is so similar to Guldan's Rain of Destruction. I think there must be something original.
1
[-]
Wolfheart19 (2) | March 7, 2018 1:46pm
I said it before, it's more like Diablo's Apocalypse.
1
[-]
Loukasarts | December 1, 2018 4:03am
isnt it surely just identical to a larger ragnaross hammer? its nothing like RoD or apoc if its only on a single target area and is a skillshot
1
[-]
Amalkatrazz | January 15, 2018 1:51pm
I think you could alter Armageddon to be more reminiscent of its WoW namesake, i.e. Armageddon hits a relatively small area, dealing X damage to enemy players in it; if it doesn't hit any enemy hero, deal its damage to all enemy heroes regardless of their location.

(To balanced it, you can make this ult only usable when there is at least one enemy hero within melee distance of KJ).
2
[-]
Fash | October 26, 2017 6:59pm
Dang he's a tanky specialist.
1
[-]
Wolfheart19 (2) | October 27, 2017 5:57am
If its too much for him I can reduce his health.
1
[-]
pringlepingel (2) | September 14, 2017 10:17am
I see you've changed the trait. I still think this isn't a good trait because increasing mana costs has no counter play. You have to not be near him and be within a certain threshold and that kind of mechanic isn't fair or fun.

There's a reason we don't have any heroes that increase cooldowns or mana costs of their enemies. It prevents a hero from playing how they were intended to be played, without actually providing a direct counter to it. Plus there are a good amount of heroes that don't use mana, so this trait would be meaningless

Why not just make it so that enemies in that threshold of between 20% and 70% health increase your basic ability damage? Why not something simply like that that has clear counterplay and helps the hero instead of hidnering others abilities to play their desired hero the way they wish to play.
2
[-]
pringlepingel (2) | April 7, 2017 1:07pm
I like this concept. However I think it's a bit overpowered.

The trait shouldn't take over every minion, as that is too strong. It would make more sense to do like, the first 3 minions within range, instead of all.

Also, the E you gave him feels more like an ULT than an ability.

I would perhaps change it to just give the enemy a bit of Damage over time. Stick a shadowy reflection to the targeted enemy hero and have mirror the damage that hero does to an enemy by 50%, have it last for like 4 seconds instead of 14, but give it a lower cooldown. So they have to pick their fights wisely.
Other than that, I really dig the kit you built
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