Millhouse Manastorm by Lillmy

2 Votes
Rating Pending

Millhouse Manastorm

By: Lillmy
Last Updated: Feb 13, 2020
Quick Share

Millhouse Manastorm

The Mighty Forgemaster

.

A brilliant, mighty, all-powerful, small but still huge mage!
It's Millhouse Manastorm!



A powerful mage that excels at dealing heavy consistent AoE damage and disrupt his enemies, but not in the same space twice.

Criticism and suggestions are very welcome!




Health: 1300(+4% per level)
Health Regen: 1.785(+4% per level)
Attacks per second: 1
Ranged: 5.5
Damage: 68
DPS: 68



PROS/CONS

+ Consistent Damage
+ Burst Damage
+ Crowd Control

- No Escape
- Squishy
- Vulnerable to Crowd Control

Combat Trait

1
Magical Currents
The whole map is covered in Magical Currents for Millhouse.

When Millhouse casts an ability, Magical Currents in that area break. Millhouse can not cast any basic abilities outside of Magical Currents.


The Magical Currents repair themselves similiar to how Zagara's creep spreads, but in smaller chunks, inwards and a lot slower. Enemies and Allies don't see the Magical Currents, instead they see the holes in them.

Magical Currents appear as a transparent purple hue on the ground to Millhouse and the holes have outlines that are a bit darker purple which both Millhouse and other players can see.

Millhouse's abilities can still affect enemies outside of Magical Currents, but he can't target the spells outside of them.

Primary Abilities

1
Arcane Blast
Cooldown: 2 Seconds
Cost: 40 Mana
Range: 8
Radius: 2
Magical Currents hole radius: 4

After 0.5 seconds, blast the targeted area with arcane, dealing 170(+4% per level) damage to enemies hit. If Arcane Blast hits a hero, it will explode a second time after 0.5 seconds.


Both ally and enemy heroes can cause Arcane Blast to explode a second time.
The hole in Magical Currents is formed when Arcane Blast Explodes, not when it is cast.
2
Arcane Swirl
Cooldown: 11 Seconds
Cost: 60 Mana
Range: 8
Radius: 2
Magical Currents hole radius: 4

Alter the magical flows in the targeted area, after 2 seconds, enemy heroes in the area take 200(+4% per level) damage and are rooted for 1 second.


The hole in Magical Currents is formed when Arcane Swirl Explodes, not when it is cast.
3
Scoop Up!
Cooldown: 17 Seconds
Cost: 90 Mana
Range: 8
Radius: 3
Pull Distance: 3
Magical Currents hole radius: 6

Deal 240 (+4% per level) damage to enemy heroes in the targeted area. Enemy heroes in the area are pulled a fixed distance towards the center of this ability.


If an enemy is 2 meters away from the center of the ability, they will be pulled 1 meter behind the center of the ability.

Heroic Abilities

1
Arcane Tapestry
Cooldown: 4 Seconds
Cost: 80 Mana
Range: 10
Radius: 10

After a 2 second channel, the targeted area is filled with Magical Currents and all heroes in the area gain 4% increased movement speed until they die or enter a region without Magical Currents. Stacks up to 5 times.


If there were any holes in the Magical Currents in the area of Arcane Tapestry, then they're patched.
2
Impending Doooooom!
Cooldown: 100 Seconds
Cost: 100 Mana
Channel Radius: 5
Explosion Radius: 10
Magical Currents channel hole radius: 6
Magical Currents explosion hole radius: 12


Channel for 5 seconds, while channeling, nearby enemies take 90(+4% per level) damage every 0.5 seconds. When the channel is complete, release a large explosion of shadow and arcane, dealing 600(+4% per level) damage to enemies.

Both the channel area and explosion area break Magical Currents.


Millhouse can not cancel the ability.

Talents

.

Tier 1 (Level 1)



(QWE) Infinite Range!

Quest: Damage enemy heroes with Arcane Blast.
Reward: After hitting enemy heroes with Arcane Blast 25 times, increase the range of Arcane Blast by 25%.
Reward: After hitting enemy heroes with Arcane Blast 50 times, increase the range of Arcane Swirl and Scoop Up! by 25%.


(QWE) Insane Radius!

Quest: Damage enemy heroes with Arcane Blast.
Reward: After hitting enemy heroes with Arcane Blast 25 times, increase the radius of Arcane Blast by 50%.
Reward: After hitting enemy heroes with Arcane Blast 50 times, increase the radius of Arcane Swirl and Scoop Up! by 50%.


(D) Not so Infinite Range!


While there are no holes in the Magical Currents, Arcane Blast has a global cast range.




Tier 2 (Level 4)



(1) Arcane Ward


Passive: Gain 10% Passive Movement Speed.

Cooldown: 30 Seconds
Activation Radius: 2.5
Explosion Radius: 4


Activate: Conjure an Arcane Ward at the targeted location that arms after 1 seconds. Once armed, if an enemy comes near it, the ward expunges, dealing 280(+4% per level) damage to nearby enemies. Lasts for 30 Seconds.


(1) Frost Ward


Passive: Gain 15 Armor, reducing damage taken by 15%.

Cooldown: 30 Seconds
Activation Radius: 2.5
Explosion Radius: 4


Activate: Conjure a Frost Ward at the targeted location that arms after 3 seconds. Once armed, if an enemy comes near it, the ward expunges, dealing 150(+4% per level) damage and slowing nearby enemies by 60% for 4 second. Lasts for 30 Seconds.


(1) Fire Ward


Passive: Maximum Health and Health Regeneration increased by 20%.

Cooldown: 30 Seconds
Activation Radius: 2.5
Explosion Radius: 4


Activate: Conjure a Fire Ward at the targeted location that arms after 3 seconds. Once armed, if an enemy comes near it, the ward expunges, dealing 200(+4% per level) damage and stunning nearby enemies for 1 second. Lasts for 30 Seconds.




Tier 3 (Level 7)



(Q) What a Blast!


If you hit an enemy hero with Arcane Blast, your next Arcane Blast deals 100% more damage. Stacks up to 2 times.


(Q) Arcane Charges / Charged Up!


Casting Arcane Blast causes your next Arcane Blast within 6 seconds to deal 50% increased damage and cost 20 more mana. Stacks up to 3 times. Resets upon leaving Magical Currents.

Charged Up!


Cooldown: 60 Seconds


Activate: Instantly gain 4 Arcane Charges for atleast 3 seconds.


(Charged Up! Arcane Charges remain for at least 3 seconds even while standing outside of Magical Currents. After 3 seconds, they function just like regular Arcane Charges and disappear when leaving Magical Currents.)


(Passive) Concentration and Disruption


While above 75% Health, gain 35% Spell Power. While below 25% Health lose 15% Spell Power.




Tier 4 (Level 10)


(Heroic 1) Arcane Tapestry


Cooldown: 4 Seconds
Cost: 80 Mana
Range: 10
Radius: 10

After a 2 second channel, the targeted area is filled with Magical Currents and all heroes in the area gain 4% increased movement speed until they die or enter a region without Magical Currents. Stacks up to 5 times.


If there were any holes in the Magical Currents in the area of Arcane Tapestry, then they're patched up.


(Heroic 2) Impending Doooooom!


Cooldown: 100 Seconds
Cost: 100 Mana
Channel Radius: 5
Explosion Radius: 10


Channel for 5 seconds, while channeling, nearby enemies take 90(+4% per level) damage every 0.5 seconds. When the channel is complete, release a large explosion of shadow and arcane, dealing 600(+4% per level) damage to enemies.

Both the channel area and explosion area break Magical Currents.


Millhouse can not cancel the ability.




Tier 5 (Level 13)



(D) Magical Gnome!


Millhouse creates Magical Currents under him wherever he goes in a 1 Radius.


(D) Rapid Repairs


Radius: 6

Magical Currents repair 100% faster. and Millhouse gains 100% increased Mana and Health Regeneration if he's not near an area not affected by Magical Currents.


(Passive) 2 Gnomes Forward...


Basic Ability cooldowns recharge 100% faster but are increased by 1 second.


(2) What is this doing here?


Cooldown: 60 Seconds.

Activate: Channel for 1 Second to summon a Fel Imp. The Fel Imp's Basic Attacks deal 80(+4% per level) damage. The Ability can be reactivated to retarget the Fel Imp. Lasts for 30 Seconds.




Tier 6 (Level 16)



(Passive) Manastorm


After standing still for 1 seconds, Millhouse's Mana Regeneration is increased by 200% as long as he stands still.


(B) Manastone


Reduce the cast time of your Hearthstone by 50% and restore 100% of your Maximum Health and Mana when arriving at the Hall of Storms but Hearthstone now costs 100 Mana.


(3) Teleport: Ally


Cooldown: 45 Seconds
Cost: 50 Mana


Activate: After a 3 second channel, teleport yourself to the targeted ally. Global Range.


(Passive) Manaburn


Whenever you deal damage to an enemy hero, steal 10 mana from them.




Tier 7 (Level 20)



(Heroic 1) Tailoring 300!


Arcane Tapestry is now instant and also grants 3 Armor per stack.


(Heroic 2) It actually does something!


While channeling Impending Doooooom! Millhouse gains Unstoppable and 30 Armor, reducing damage taken by 30%. Each enemy hero hit by the explosion reduces it's cooldown by 10 Seconds.


(4) Evocation


Cooldown: 6 Seconds.

Activate: Consume all of your mana and regenerate 100% of your Maximum Mana over 5 seconds. Taking damage will interrupt this effect and set the ability on a 6 second cooldown.

The cooldown will trigger even if the effect isn't on.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
2
[-]
matrix123mko (7) | January 26, 2020 12:31am
I love it, but idea of seeing arcane currents(in Warcraft they are called leylines) fits blue dragon more. However, I must admit that your kit is creative and trait would be interesting(and annoying) to play.
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved