King Krush by BigFatObeliX

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King Krush

By: BigFatObeliX
Last Updated: Dec 23, 2016
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King Krush

Terror of Sholazar

The deep, lush jungles of Sholazar Basin might resemble an oasis in the vast, frozen wastes of Northrend, but listen well, and you are bound to hear the distant roar of a mighty beast, the ancient ruler of these lands. That is, unless he has roamed too far...

On his trip to the Nexus, the fearsome devilsaur King Krush helps his new teammates as a warrior. Using all parts of his own body as means of combat, he can grow even more powerful at level 10 and 20, or choose to embrace his true role as King and call upon a pack of raptors to do his bidding, which usually boils down to... hunting all kinds of prey for a light afternoon snack.

Combat Trait

1
Ancient Warbeast
Every third auto-attack against the same enemy deals full damage in an area.

King Krush's favourite combat style is the good old jaw chomp -> foot stomp -> tail swipe. It is animated this way, of course; switching targets triggers the earlier attack types first. The area is not large without further upgrades.

Primary Abilities

1
Feast
Deal a moderate amount of damage to the target enemy with your jaws, healing for 5% of your maximum health. Instantly kills a minion. Healing doubled vs. heroes.

Cooldown: 8s
Mana: 50
2
Primal Roar
Let out a mighty roar, fearing all enemy heroes in a small area around you for 0.5 seconds.

Cooldown: 15s
Mana: 60

Works like a small Horrify, centered on Krush.
3
Devilsaur Charge
Channel to charge in any direction, dragging the first enemy hit in your jaws the full distance of your charge, stunning them until the charge ends. Deals light damage to the enemy hero when they are first hit.

Cooldown: 12s
Mana: 70

The set-up works like Alarak's Deadly Charge, but it's not interrupted by damage (it is interrupted by stuns, roots, fears, and silences), and when the set-up has been finished and Krush is charging, he runs slower than Alarak. If you hit a wall or terrain as you are running, it ends the charge, and it counts as having ran the full distance for the purpose of talents and modifiers. The only other way to stop Krush from reaching the full distance is a stun.

Heroic Abilities

1
Unnatural Evolution
Grow 50% larger, gaining 25% more maximum health, 25% reduction of all crowd-control effects on you, and empowering all your standard abilities.

Ancient Warbeast: The area hit by the third auto-attack is 25% larger. You have a bigger tail, you know.

Feast: Now targets a small area. You still gain health for each enemy hit, it still kills minions instantly, and hitting multiple heroes is a massive heal. It's quite difficult to hit more than two heroes, and it does not hit the entire minion wave at once, even when it stops to fight your minions. That would be just a little bit too silly.

Primal Roar: The affected area is 25% larger and the fear effect on enemy heroes lasts 0.25 seconds longer.

Devilsaur Charge: When the charge ends at its full distance, and you dragged an enemy hero with you, throw them into the air, stunning them for 0.5 seconds as they land, dealing a large amount of damage. This will not trigger against very large heroes (same rules as for Anub'arak's Web Blast). If you are stunned while you are running with the hero in your jaws, this will also not trigger, as the charge has not reached the full distance you prepared to travel to as you were setting the spell up.

The intent of this heroic passive is to make you a better Warrior if your team already has enough damage dealers.
2
The Raptorcalypse
Call upon 8 of the most faithful of your raptor followers to wreak havoc on the enemy team, prioritising heroes and dealing massive amounts of damage. The raptors do not leave the battlefield until they are killed. The cooldown will not start counting down until the last raptor has died.

Cooldown: 120s
Mana: 100
Raptors summoned: 8

If summoned outside combat, just in a lane, the raptors will follow Krush until they find an enemy to attack. You cannot have more than 8 raptors up - that's what I tried to say in the description. If you summon them in a lane, they have to die before the ability even goes on cooldown, so it's probably not the best use for them. They have around the same health as a minion, and deal a lot of damage, so they absolutely cannot be ignored by the enemy team in a fight. This heroic ability is intended for when you feel you need more damage than pure control, and the raptors really do more damage than anything else in your arsenal.

Talents

Note 1: King Krush cannot use any mounts other than his "Running" mount, which behaves like any other basic mount (except level 20). Just makes him run faster.
Note 2: There could be more talents, these are just the ones that I managed to think of. It's not easy.


Level 1
Q: Feed to Live - Each enemy hit by Feast grants you a charge of Block that reduces enemy attack damage by 75%. Maximum 2 charges.

Q: Protein Overload - Quest: each enemy hit by Feast increases your Health Regeneration by x amount. Upon hitting 50 enemies with Feast, also increase your max Health by y amount.

W: The Screamer - The cooldown of Primal Roar is lowered by 3 seconds.


Level 4
D: Krush Under Foot - All three types of basic attacks deal increased damage to minions and mercenaries (same amount as similar talents in the game).

W: Ferocity - Primal Roar increases movement speed of you and all allies in the affected area by 15% for 3 seconds.

Dino Jump - activable ability (1), lets Krush jump into a small target area and slow enemies hit by 25% for 2 seconds. Cooldown: 15s The range is around that of untalented Li-Ming blink.

Amplified Healing - increase all healing effects on you by 30% (this obviously doesn't make you heal instantly for 40% of your HP when Feasting a hero, it's 10% +30% of 10%. Just standard Amplified Healing)


Level 7
Q: Deep Wounds - Feast applies a damage over time effect on all affected enemies, dealing additional 50% of its damage over 6 seconds.

E: Trample Over All - Devilsaur Charge ignores all terrain and walls, letting you run through them.

Dino Momentum - basic attacks lower the cooldown of Feast and Devilsaur Charge by 1 second.


Level 13
D: The Beast Adapts - The first (jaw chomp) auto-attack heals you for 1% of your maximum health and the second one (foot stomp) slows an enemy by 25% for 2 seconds.

W: Louder than Thunder - Primal Roar also grants Resistant to you, reducing all damage taken by 25% for 4 seconds. Their hands are still shaking and cannot hit you properly.

E: Outrunner - Increase the maximum charge distance by 25% and it takes 25% less time to fully prepare the maximum charge distance. In the same time it would take you to get ready to charge a long way, you now charge further away.


Level 16
Q: Endless Carnage - Feast gains an extra charge.

W: All Must Run - Increase the duration of the fear effect on enemy heroes by 0.5 seconds.

E: Devilsaur Supercharge - You gain Unstoppable for the entire distance of your Devilsaur Charge. Not for the initial setup.


Level 20
R1: Gigantosaurus - You grow even larger, increasing your maximum health to 50% of your base amount, the crowd-control effect reduction to 50%, and improving your already improved abilities further.

-Ancient Warbeast: The area affected by your tail swipe is increased by an additional 25%. In addition, you no longer need to hit the same target three times in a row to trigger the tail swipe, it triggers on each third attack. You are now so big you can do whatever you want in the heat of combat.

-Feast: The area is increased by 25%.

-Primal Roar: The affected area is 25% larger and the fear effect on enemy heroes lasts 0.25 seconds longer. The fear now lasts 1 second without other talents.

-Devilsaur Charge: Can now throw any enemy hero in the air, their size no longer outmatches you. The stun is increased by 0.25 seconds and the damage they take by 25%.

R2: Emperor Krush - Increase the amount of raptors summoned to 12 and they gain 50% more health.

Z: Never Exhausted - Your mount is now instant, and you cannot be dismounted until you deal damage.

Hardened Shield - reduce all damage taken by 75% for 4 seconds.


Well, that's all, folks, it's all up to Blizzard now to give the true king of the jungle some love. ;)

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1
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Challenge (8) | June 3, 2017 5:56pm
Seems like a fun concept. Im assuming hes supposed to be a Bruiser, moreso than a tank. Doesnt seem to be too much numbered specifics and thats ok. Not much to say about it besides it looks clean and fun, but i can say, perosnally im not the biggest fan of the second ult. I get the idea of Jurassic park mania, but i think i would personally like to see another selfish, and scary ultimate that revolves around king krush himself rather than minion summoning
1
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Philosophical Nihilism | June 3, 2017 4:32pm
Blizz, pls. I need dis.
1
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DoctorFoxman (1) | June 2, 2017 12:02am
This feels so flavorful, fun, and yet still balanced. Krush would be very fun and interesting in-game, especially if he picked evolution.
1
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Koetetsu (4) | January 17, 2017 12:53am
Cool concept. Would love to play a rampaging Dinosaur in HotS
2
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Waaxx (1) | December 22, 2016 2:08pm
i love everything. the 2 ults are superb
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