Rhonin by beboptimusprime

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New Hero

Rhonin

By: beboptimusprime
Last Updated: Mar 22, 2018
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Rhonin

The Dragonheart

"Rhonin was an adventurer and the former leader of the Kirin Tor. A powerful human mage, he was also known to be skilled with the sword. Rhonin was instrumental in breaking the power of the orcs at the end of the Second War by freeing the Dragonqueen Alexstrasza from her imprisonment by Nekros Skullcrusher, an orc warlock and leader of the Dragonmaw Clan who used the Demon Soul to keep her prisoner. He later traveled back to the War of the Ancients in order to heal a rift in time." - WoW Wiki

Rhonin is a somewhat minor character in-game, (though significant in books), which gives some leeway to the design of his character. He's typically portrayed as a brash character throwing out his best spells right away and running out of mana and using cantrips, but he's also a skilled swordsman and warrior from his time fighting the Burning Legion. I decided that the best way to approach this was make him a bruiser with some mage-like characteristics, sort of a hybrid of Sonya and Greymane.

His central mechanic lies in burning through his mana to become a more powerful auto-attacker. His best tool for this is Arcane Blast, which becomes more powerful with each successive cast but also costs more mana. His shield burns a percentage of his mana, so it can also be effective at triggering his trait in the right circumstances.

As an off-tank, I wanted him to be able to have some amount of CC, but I wanted it to feel magey, so I gave him a stasis mechanic that he can also use for engage mobility. It's a strong ability but difficult to hit. It's also a stasis, which makes it somewhat harder to work around in blowup comps. His Ults give him a choice of maximizing his bruiser status through CC or Damage. His CC ult allows him the unique ability of moving heroes within stasis, a very situational Stitches hook.

HERO STATISTICS


Health 2275
Health Regen 4.64
Mana 500 (10)
Mana Regen 3 (.0975)
Attack Damage 98 (4%)
Attack Speed 1
Attack Range 1.5
Armor 10

Combat Trait

1
Wild Mana
While below 25% of his Maximum Mana, Rhonin's Auto-Attacks deal 100% increased damage.

Primary Abilities

1
Arcane Blast
Rhonin selects a target within a range of 4 units. The target is hit with an explosion of Arcane Energy that deals 110 damage to them, and 70 damage in a small AOE around them.

Each subsequent cast of this ability against a Heroic Target reduces the cooldown of the next cast by 1 Second and increases its mana cost by 10 Mana. The cooldown cannot be reduced in this way below 1 Second, but the mana cost increase has no cap. Stacks of this effect reset after 10 Seconds.

Cooldown: 6 Seconds
Mana Cost: 20 Mana
2
Mana Barrier
Rhonin Sacrifices 10% of his Current Mana to receive a shield equal to 10% of his Maximum Life. Shield lasts 3 seconds (or until destroyed).

Cooldown: 8 Seconds
3
Banish
Rhonin fires a thin beam of Arcane Energy out to a range of 5 units.

If this skillshot hits an enemy hero, they are put in Stasis for 2 seconds.

This ability can be re-cast while a target is in stasis, causing Rhonin to teleport to the Stasised target's location, remove the stasis, and perform an auto-attack at 150% normal damage.

Cooldown: 10 Seconds
Mana Cost: 50 Mana

Secondary Abilities

1
Mana Prism
Rhonin enters Stasis for up to 10 seconds. While in Stasis, he loses 25 Mana per second. He deals 75 damage per second in a small AOE around him.

This ability can be canceled, and ends when he runs out of Mana.

Cooldown: 50 Seconds

Heroic Abilities

1
Master of the Void
Passive: Banish now pierces, and can place up to 2 Enemy Heroes into Stasis. When re-activating Banish, Rhonin will damage both heroes and appear next to the first hero hit.

Active:

Rhonin may target any hero in Stasis (Allied or Enemy) within 4 Units this ability to pull them to his location. This does not break their Stasis effect. (Exception would be VP, as VP is tied to its location)

Cooldown: 20 Seconds
Mana Cost: 50 Mana
2
Mark of the Kirin Tor
Passive: Arcane Blast now applies a mark to any hero it damages. This mark lasts 12 seconds, and is refreshed the first time it is applied to a New Hero.

Active:

Rhonin's next 4 auto-attacks effect all marked targets.

Cooldown: 30 Seconds
Mana Cost: 40 Mana

Talents

Level 1



Brilliance Aura

Rhonin no longer regenerates mana while this effect is active. Instead, his mana regen is granted to all allies within his vision range. This can be toggled on and off with [D].

Kirin Tor's Pursuit(QUEST)

Rhonin gains double Health Regen from Globes, and half Mana Regen

(OBJECTIVE)

Gather Regeneration Globes

(REWARD)

After gathering 20 Globes, Mana Barrier now consumes 20% of Rhonin's Current Mana and grants a shield equal to 20% of his Maximum Health.

Blood Magic

While below 25% Mana, Rhonin regenerates an additional 10 Health per Second

Level 4



Arcane Mastery (QUEST)

Arcane Blast's mana cost increases by 10 Mana

Each stack of Arcane Momentum increases the radius of Arcane Blast's Explosion by 10%

(OBJECTIVE)

Hit Heroes with Arcane Blast

(REWARD)

Each Hero Hit permanently increases Arcane Blast's damage, up to a total of 80


Reciprocal Magic

If Mana Barrier is destroyed, it stuns heroes within melee range of Rhonin for 1 second.

Magic Celerity

While below 25% Mana, Rhonin gains 25% movement speed.

Level 7



Ether Shield

When Re-Activating Banish, Rhonin gains 25 Armor for 3 seconds.

The Abyss Stares Back

When Re-Activating Banish, its Cooldown is reduced by 3 Seconds

Greater Banish

Banish's range is increased by 1.5 units, and its Mana Cost is increased by 20 Mana.

Level 10



Master of the Void

Mark of the Kirin Tor

Level 13



Arch Mage's Retort

Each stack of Arcane Momentum causes Arcane Blast to reduce the spellpower of its primary target by 10%.

Imposing Barrier

Mana Barrier slows the Attack and Movement speed of enemies who damage it by 15%

Battle Magus

While above 25% Mana, Rhonin gains 15 Physical Armor. Auto-Attacks from heroes reduce his current mana by 10.

Level 16



Arcane Echoes

At or above 3 stacks of Arcane Momentum, heroes hit by Arcane Blast's secondary explosion release an explosion from their location that deals 50% damage

Erratic Magic

Mana Barrier deals 60 damage per second to targets within melee range.

Spell Sword

While below 15% mana, Wild Mana's damage bonus increases to 175%

Level 20



(Upgrades Master of the Void)

Rhonin can target Arcane Blast on targets in Stasis. Doing so grants 2 Stacks of Arcane Momentum.

(Upgrades Mark of the Kirin Tor)

Arcane Blast's Mark deals 150 damage over 3 seconds when it is applied. If the damage is still ticking when it is re-applied, the duration refreshes (does not stack).

While at or above 4 Stacks of Arcane Momentum, Arcane Blast lowers the armor of its primary target by 25.

While below 25% Mana, Rhonin gains 25 Armor

Gain the Secondary Ability, Mana Prism

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cpt.haxray (1) | March 22, 2018 5:00pm
I love the base kit you got here, but I feel like he would still play better as an assassin bruiser than a warrior off-tank.(I just can't really picture rhoin as being super tanky). Making him ranged would probably be a good idea and outfitting him more on the 'mage' end of the mage/bruiser hybrid. He can still use the sword in his attack aims for up close. I would advise giving an attack range similar to what Cassia has.

The main problem comes with his talents. While a lot are cool, there is WAY too many focused around giving him more ways to drain his mana faster. While you definitely would want to get trait value, you also wouldn't want to be constantly draining your mana as fast as he is currently through his talents, since you wouldn't be able to get much value from his base kit abilities that rely on mana. For example, I would make Battle Magnus a toggle effect or completely rework it, as that is begging for his mana to be deleted super fast.

Additionally, giving him some way to gain his mana back reliably would be a good idea. Most likely via Evocation, as thats a trademark of arcane mages. He already drains his mana fast with his base kit, his gimmick should be managing his mana levels at any given moment, not blowing through his mana like a lunatic.

Otherwise, I like it.
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beboptimusprime | March 23, 2018 4:53pm
I may have gone overboard on the mana burning in the talents, you're probably right. I had been thinking that people would be very unlikely to take all of those talents as they're keystones of different build paths, but the potential is there I suppose.

I'll look at it again. One solution I had considered when looking at his mana was to give him a smaller pool with higher regen, making it easier to get low but harder to stay there without maintaining Arcane Momentum. Maybe I'll re-consider that.
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