King by Nortin

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King

By: Nortin
Last Updated: Dec 16, 2018
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King

The Bad Guy

Current version: 1.0

King is a melee tank who uses limited control of enemy movement to set up for his team, with his trait providing a second wind in fights.

Pros:
    High potential disruption
    Decent area of effect pressure
    Second wind in fights
Cons:
    No on-demand crowd control
    Reliant on skillshots and longer cooldowns
Statistics:
Health: 2,404 (+4% per level)
Regen: 4.76 (+4% per level)
Mana: 490 (+10 per level)
Regen: 3.00 (+0.098 per level)
Atk Speed: 0.91 per second
Damage: 134 (+4% per level)

Author's Note: King is a character from the demo of Deltarune, Toby Fox's next game. (If you haven't heard of Toby Fox, his previous game Undertale might ring a bell.) You can download and play the demo for free from its official website here. This concept does contain some spoilers for the game, so if you want to avoid them play the demo first (it's not that long and is free). Also, if you're interested in another Deltarune concept, I have one for Jevil here.

Combat Trait

1
Feint
Passive:
Cooldown: 80 seconds

Upon receiving lethal damage, King falls to the ground and becomes immune to all damage but unable to act for 3 seconds. During this time, he is healed for 20% of his maximum Health, and his allies can heal him, with King receiving 50% more healing from outside sources.

King wears his cloak while Feint is ready, but while it is on cooldown he does not. This provides an extra visual indicator for his enemies to know whether Feint will activate.

Primary Abilities

1
Spade Chain
Cooldown: 14 seconds
Cost: 60 Mana

After a 0.75 second windup, King throws his chain in a target direction. It attaches to the first enemy hero hit, dealing 188 (+4% per level) damage and tethering them to King for 4 seconds, preventing them from moving too far away. Once per cast, King can recast Spade Chain with vector targeting to force the target to move to the side (either direction parallel to King).

Spade Chain's tether range is slightly above a normal ranged hero's basic attack range. It pulls them back a short distance when they try to leave, like Butcher's Lamb to the Slaughter.
2
Royal Cage
Cooldown: 11 seconds
Cost: 50 Mana

King summons a spiked box around a target enemy hero for up to 2 seconds. If the target moves through the box, the box disappears early, and the target takes 220 (+4% per level) damage and is Stunned for 0.75 seconds.

Royal Cage's area of effect is the same as Deckard's Horadric Cube. It can only affect the hero targeted by the ability.
3
Flying Chains
3 Charges
Cooldown: 10 seconds
Cost: 30 Mana

King selects an area with vector targeting, and after a 0.5 second delay, a chain flies across the area, dealing 84 (+4% per level) damage to all enemies in its path and Slowing their movement speed by 10% for 3 seconds. The Slow stacks and refreshes if enemies are hit by multiple chains, up to a maximum of 30%, and has its duration continually refreshed while the target is affected by Spade Chain.

Flying Chains has a 1 second cooldown between using charges, and all charges refresh at once.

Heroic Abilities

1
King's Command
Cooldown: 65 seconds
Cost: 80 Mana

After a 0.75 second windup, King charges a short distance in a target direction, grabbing the first enemy hero hit. For up to 3 seconds, he holds them, Stunning them and taking them with him as he moves. During this time, King's movement speed is Slowed by 50% and he cannot perform any other actions.

At any point during King's Command, King can reactivate the ability to throw his target a short distance in the direction he is facing and end the ability early. Additionally, if King is Stunned or Silenced, he drops his target and King's Command ends early.

The charge distance for King's Command is the same as the grab distance for Dehaka's Drag.
2
Chained Cage
Cooldown: 90 seconds
Cost: 100 Mana

After a 1 second delay, King creates a spiked box around a target area for 4 seconds. Enemies cannot enter the box, and enemies within that touch the walls take 32 (+4% per level) damage and are thrown toward the center of the box.

While Chained Cage is active, King can recast it any amount of times at a target location to slowly move the box toward it. However, King cannot cast Spade Chain or Royal Cage.

Unstoppable enemies can leave the box but can't reenter. Movement effects that pass over walls like Muradin's Dwarf Toss or Genji's Swift Strike can enter the box, but can't leave, as they will hit the spikes and be bounced back. Chained Cage has the same radius as ETC's Mosh Pit, but covers a slightly larger area since it's a square instead of a circle.

Talents

Coming soon

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