The Old Gods by RaggyBoi

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The Old Gods

By: RaggyBoi
Last Updated: Feb 29, 2020
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The Old Gods

The Shath'Yar

Originating from the void, the Old Gods were given one single purpose: To find and corrupt a slumbering titan soul, so that the entire cosmos may fall to darkness. Now that they managed to corrupt their way into the Nexus, they realised that there are perhaps other ways to achieve their ultimate goal.

Combat Trait

1
The Twilight's Hammer
Due to their imprisonment, the Old Gods themselves cannot manifest within the Nexus, they instead rely on their seemingly limitless amount of cultists to do their bidding. The Player controls one such cultist, empowered by their chosen Old God on level one.
2
The True Path
On level one, the player is given 4 choices, based on each separate Old God respectively, and must choose the Old God they wish to worship. The player's kit and talents are based on which Old God they chose to follow. The player does not have any base abilities until they choose an Old God
These include:
-C'thun's gaze
-N'zoth's grasp
-Y'shaarj's torment
-Yogg-saron's voice

Primary Abilities

1
Silithid Swarmers
Cooldown: 12 seconds
Msna cost: 50

The player chooses a small area where, after a one second delay, a Silithid tunnel opens, from which two Silithid Reavers and a single Silithid Wasp arise. The Reavers will attack any enemies in range, and do not prioritize heroes, while the Wasp will spit poison at the nearest enemy, prioritizing heroes. These summons last 6 seconds before re-entering the tunnel, after which the tunnel collapses and disappears. These Silithid will protect a medium sized area around the tunnel, and will return to their original position, or choose a new target, if their current target leaves this area.


[This is the player's Q if C'thun's gaze was chosen as the player's level one talent]
2
Claw Tentacle
Cooldown: 7 seconds
Mana cost: 60

The Player summons a Claw Tentacle at the target location that has a short range. Once an enemy enters it's range, it begins a charge-up state that lasts 0.3 seconds. Once this state ends it swipes itself in a cone shaped attack, which deals moderate damage and stuns everything hit by it. This summon lasts 4 seconds.

[This is the player's W if C'thun's gaze was chosen as the player's level one talent.]
3
Eye Tentacle
Cooldown: 7 seconds
Mana cost: 70

The Player summons an Eye Tentacle at the target location which has medium range and deals max hp % based damage. It deals 2% of an enemy hero's max health every 0.5 seconds. This summon will prioritize heroes when attacking. Against minions it deals 25% of an enemy minion's max hp as damage every 0.5 seconds.This summon cannot fire through walls and its target must be within its line of sight. Lasts for 4 seconds.

[This is the player's E if C'thun's gaze was chosen as the player's level one talent]
4
Kraken's hold
Cooldown: 8 seconds
Mana cost: 70

Create a puddle at the target location that takes 1.5 seconds to "arm". Enemies will not be able to see these puddles unless these are revealed, however, while they are arming, they can be seen by enemies. Once an enemy hero steps into a puddle, tentacles emerge from the puddle, rooting the enemy hero for 0.75 seconds. This deals very light damage. The Player can only have 3 puddles out at a time. Once this cap has been reached and the player puts down a new puddle, the oldest one de-arms and disappears.

[This is the player's Q if N'zoth's grasp was chosen as the player's level one talent]
5
Wave of Woe
Cooldown: 5 seconds
Mana cost: 50

Summon a small wave of water at the target location that advances toward the target direction, knocking back all enemies that come in contact with it, dealing damage to them. If the same enemy comes in contact with the wave again, they are knocked back once more.

[This is the player's W if N'zoth's grasp was chosen as the player's level one talent]
6
Water Jet
Cooldown: 3 seconds
Mana cost: 30

Shoot out a jet of water in the target direction that penetrates minions, only stopping at the first hero that makes contact with it. Upon contact, the water splashes all around the hero that it hit, slowing enemy heroes and minions caught in this area by 20% for 1 second.

[This is the player's E if N'zoth's grasp was chosen as the player's level one talent]
7
Despair
Cooldown: 4 seconds
Mana cost: 30

Fire a stream of despair in the target direction that penetrates minions, heroes and structures, damaging everything it crosses, dealing medium damage, and causing enemy heroes to take 20% increased damage for 2 seconds. Each enemy hero hit by Despair decreases its cooldown by 0.5 seconds.

[This is the player's Q if Y'shaarj's torment was taken as the player's level one talent]
8
Pride
Cooldown: 9 seconds
Mana cost: 70

Create a small puddle of pride at the target location that lingers for 4 seconds before disappearing. Enemy heroes who step into this pool recieve 20% decreased healing until they stand in it. This effect lingers for 1 second after leaving the puddle, and is reapplied if the enemy hero enters it again. The puddle deals light damage every 0.2 seconds.

[This is the player's W if Y'shaarj's torment was taken as the player's level one talent]
9
Doubt
Cooldown: 7 seconds
Mana cost: 60

Release a blast of doubt around the player, damaging enemies caught in it and causing enemy heroes to deal 30% less damage for 3 seconds.

[This is the player's E if Y'shaarj's torment was taken as the player's level one talent]
10
Maddening whispers
Cooldown: 7 seconds
Mana cost: 60

Shoot out a bolt of madness that chases after a random target for 3 seconds. If the bolt does not reach its target within 3 seconds, the bolt will detonate where it currently is, causing massive damage. Otherwise, the bolt can be detonated remotely by the player after 1.5 seconds of the bolt departing by recasting the ability. If the bolt reaches its target, they are feared for 0.3 seconds and take medium damage. The target can be identified via a mark above their head that everyone sees. This can be a minion as well.

[This is the player's Q if Yogg-saron's voice was taken as the player's level one talent]
11
Faceless Emergence
Cooldown: 14 seconds
Mana cost: 70

Summon a Faceless One to protect the Player. The faceless one will follow the cultist for 12 seconds before disappearing back into the void. It has high health and deals moderate damage.

[This is the player's W if Yogg-saron's voice was taken as the player's level one talent]
12
Silencing roar
Cooldown: 8 seconds
Mana cost: 50

After a short channel, release a silencing roar in a cone shaped blast in front of the player. Every enemy hero caught in it is silenced for 1.5 seconds and takes light damage.

[This is the player's E if Yogg-saron's voice was taken as the player's level one talent]

Secondary Abilities

1
Champion of the Dark Gods
Only avalible to the hero if they picked the Dark Abomination talent.

Cooldown:25 seconds

Become unstoppable for 6 seconds and break any negative effects currently affecting the player (except time stops).

Heroic Abilities

1
The Friend of a Thousand Faces
Cooldown: 70 seconds
Mana cost: 90

Yogg-saron emerges at the target location. All enemies standing directly on top of him are knocked back a very short distance, so that they are positioned right next to him. After 0.5 seconds he begins his attack. First, he fears enemies towards himself in a medium sized, circular area of effect zone. This fear lasts for 1.5 seconds, after which the area of effect zone silences all enemies who step inside of it. Yogg-saron, after his initial 0.5 second wind-up state, remains on the battleground for 8 seconds total (this includes both the 1.5 second fear and the 6.5 second silence) During both of these phases he will deal light damage to every enemy inside his area of effect zone.

[This talent can only be picked if the player chose Yogg-saron's voice as their level one talent]
2
Rage Unbound
Cooldown: 70 seconds
Mana cost: 90

Y'shaarj emerges at the target location. All enemies standing directly on top of him are knocked back a very short distance, so that they are positioned right next to him. After 0.5 seconds, he begins his attack. He creates a medium sized, circular area of effect zone that makes enemy heroes recieve -100% healing, take 50% more damage and deal 70% less damage. Y'shaarj will stay on the battleground for 8 seconds before disappearing. During this time, he will deal medium damage to every enemy within his area of effect zone.

[This talent can only be picked if the player chose Y'shaarj's torment as their level one talent]
3
The God of the Deep
Cooldown: 70 seconds
Mana cost: 90

N'zoth emerges at the target location. All enemies standing directly on top of him are knocked back a very short distance, so that they are positioned right next to him. After 0.5 seconds, he begins his attack. He creates a medium sized, circular area of effect zone that, at first, roots enemies for 1.5 seconds, after which his area of effect zone slows all enemies by 60% until N'zoth leaves. After his 0.5 second wind-up phase, N'zoth will remain on the battleground for 8 seconds (this includes the 1.5 second root and the 6.5 second slow). The initial root deals high burst damage, after which he deals light damage to every enemy in his area of effect zone.

[This talent can only be picked if the player chose N'zoth's grasp as their level one talent]
4
God of Madness and Chaos
Cooldown: 70 seconds
Mana cost: 90

C'thun emerges at the target location. All enemies standing directly on top of him are knocked back a very short distance, so that they are positioned right next to him. After 0.5 seconds, he begins his attack. He creates a medium sized, circular area of effect zone, in which he fixates on the closest enemy hero. He will then shoot a deadly eye laser st his target for 1.5 seconds, dealing very high damage and slowing his target by 20%. If the target leaves the area before he finishes his eye laser, or if the eye laser is finished, he will begin casting a shadow bolt volley on every enemy within his area of effect zone. He will shoot one bolt at every enemy every 0.3 seconds, with each bolt dealing 3% of its target's max health as damage. C'thun will remain on the battleground for 8 seconds after his 0.5 second wind-up phase. This includes both his eye laser phase and shadow bolt volley phase. If his eye laser is interrupted he will instead cast shadow bolt volley earlier and for a longer time.

[This talent can only be picked if the player chose C'thun's gaze as their level one talent]
5
Twilight Falls
Level 20 talent:

No matter which level 10 ultimate the player has, this talent changes their level 10 ultimate to "The Hour of Twilight".

The Hour of Twilight:
Cooldown: 40 seconds (for each charge)
Mana cost: 60

This ability has 4 charges, one for each Old God. Using this ultimate will first use the "Fiend of a Thousand Faces" ultimate at the target location. After a 4 second delay, the player may use a second charge of this ultimate, which uses the "Rage Unbound" ultimate. After another 4 second delay the player may use a third charge of this ultimate that uses the "God of the Deep" ultimate. After another 4 second delay, the player may use a 4th charge of this ultimate that uses the "God of Madness and Chaos" ultimate. The player is not forced to use this ultimate as fast as they can and can hold onto charges. Doing so will cause the next use of this ultimate to use the next ultimate that would have come (e.g, if one charge is used, the next use of the ultimate will cause "Rage Unbound" to be used, not "Fiend of a Thousand Faces" again. Any takedowns performed by the player while any of the charges of this ultimate is active causes all current charges to remain for 8 more seconds with their secondary effects active. If all 4 Old Gods are present at one time, all 4 of this ultimate's charges are restored.
6
Dark Abomination
Level 20 talent:

This talent permanently changes the player's character from a cultist to one of the following based on which Old God the player chose to follow:
-Sha of Fear if the player chose Y'shaarj's torment
-General Vezax if the player chose Yogg-saron's voice
-Ozumat if the player chose N'zoth's grasp
-General Rajaxx if the player chose C'thun's gaze
Coincidentally their size increases massively (barely smaller than deathwing for comparison), their base health is increased by 100%, their basic attacks deal 25% increased damage and they gain an active ability, "Champion of the Dark Gods", that can make the Player unstoppable for a short amlunt of time. However, the player permanently moves 25% slower, can no longer mount up and their auto attacks become melee only.

C'thun's gaze talents

Level 4:
-Double Trouble: If both Silithid Reavers attack the same target they deal 30% increased damage.
-Precise Strikes: Increase damage of Claw Tentacle by 25%, but increase its charge-up phase by 0.2 seconds.
-Nowhere to run: Increase range of Eye Tentacle.
Level 7:
-Colossal Reinforcement: A Silithid Colossus will now additionally be summoned when using Silithid Swarmers.
-Giant Smash:Increase damage of Claw Tentacle by 25%, but reduce its cone width.
-See no evil: If Eye Tentacle can fire at the same target for 1.5 seconds without interruption, increase its damage by 0.5% max hp damage until the player dies. This effects stacks up to 3% additional damage.
Level13 :
-Corrosive Substance: Wasp summoned by Silithid Swarmers ignores armor and decreases the target's armor by 15 upon a successful attack.
-Crushing Blow: Increase Claw Tentacle damage by 25%, but reduce its stun duration.
-I spy with my little eye... : Eye Tentacle may fire up to two targets now.
Level 16:
-Hive Mind: The summoned silithid may be given a target to attack manually.
-Destructive Finish: Increase Claw Tentacle damaged by 25%, but increase cooldown by 2 seconds.
-Nowhere to hide: Eye Tentacle can now fire through walls and no longer needs to have a direct line of sight on its target.

N'zoth's grasp talents

Level 4:
-Unyielding Grasp: Increase Kraken's hold's root duration by 0.5 seconds.
-Tides of Doom: Increase zhe knockback of Wave of Woe
-Super-sea-nic: Increase the speed at which Water Jet advances.
Level 7:
-From the depths: Kraken's hold deals 20% increased damage.
-Tsunami: Increase Wave of Woe's width by 33%.
-Heartseeker: Decrease Water Jet's cooldown by 0.3 seconds for each enemy minion it penetrates.
Level 13:
-Armor-stricking assault: Enemy heroes rooted by Kraken's hold take 20% more damage.
-Unrelenting flood: Wave of Woe travels further and slows enemies it knocks back.
-Water-bender: Water Jet'd target direction csn be changed after it has been fired.
Level 16:
-Release the kraken!: You may now place up to 3 more puddles, and increase its overall damage by 25%
-Watery Grave: Using Wave of Woe results in two additional, smaller waves to also be created. Each of these additional waves travel in a cone shape away from the main wave. These waves are unaffected by previous talents.
-Expect the unexpected: Water Jet may be manually detonated, resulting in the splash it eould have created.

Y'shaarj's torment talents

Level 4:
-Destructive Despair: Despair now also damages structures and increase damage towards minions.
-Self-loathing: Increase Pride's damage by 66% and further decrease the healing enemy heroes recieve by 10%. This effeft only triggers if only one enemy hero is standing in Pride, and will deactivate if another enemy hero enters Pride.
-Hesitation: Increase the cast time of spells by 0.33 seconds on enemies affected by Doubt.
Level 7:
-Agony Arrives: Increase the damage debuff enemy heroes take by 10%.
-Boasting: Pride's effect lingers for an additional 0.5 seconds.
-Reluctance: Leaving pride slows enemy heroes by 15% for 0.75 seconds.
Level 13:
-Collective Suffering: If Despair penetrates at least 5 minions or 2 heroes, reduce its cooldown by 3 seconds.
-Egocentrism: Increase Pride's area of effect zone by 50% and enemies standing in the center of Pride take 60% decreased healing.
-Demoralising Aura: Doubt now passively decreases enemy damage by 10% in a small radius around the player.
Level 16:
-Hopelessness: Enemies hit by Despair are also slowed for 20% for 1 second.
-Stuck in your own world: If an enemy stands in Pride for 1.75 seconds continuously, they are rooted for 0.75 seconds.
-Blinding Fears: Enemy heroes hit by Doubt are blinded for 1.5 seconds

Yogg-saron's voice talents

Level 4:
-Face your fears!: Extend the fear duration or maddening bolt by 0.2 seconds if it reaches its target,
-The Void Beckons: Decrease Faceless Emergence's cooldown by 2 seconds.
-Spread the Word: Increase the radius of Silencing Roar.
Level 7:
-Madness consumes all: If Maddening Bolt reaches its target, it fears all enemies around its target for 0.2 seconds as well.
-Face of Fear: If the Faceless One summoned hits the same enemy 3 times in a row, the enemy it hit is feared for 0.5 seconds.
-Deafening Words: Increase Silencing Roar's damage by 33%.
Level 13:
-Silencing Madness: Enemies hit by either the detonation of Maddening Whispers, or the target it fixated, they are silenced for 1.5 seconds.
-Void-born: Increase Faceless One's health and attack by 25%.
-Sound of Silence: Increase Silencing Roar's silence by 0.5 seconds and lower Silencing Roar's cooldown by 2 seconds.
Level 16:
-Unending Madness: Shoot out 2 additional bolts of madness that each fixate on two different enemies. Detonating Maddening Whispers with this talent causes all bolts to detonate. Additionally, bolts can chase their target for 1.5 more seconds.
-Herald of The End: You now summon a ranged Faceless Mindlasher instead that deals high damage, but stays on the battleground for 4 less seconds.
-From Mouth to Mouth: Enemies hit by Silencing Roar emmit a seconds Silencing Roar in front of them that affects enemy heroes. Enemy heroes hit by this second Roar repeat this effect. This reprats until no enemy heroes are hit by any Roars.

Basic Idea of how to play

The idea is that you will pick the old god that can most benefit your team against the enemy team composition, e.g. N'zoth if the enemy has a ton of mobility, Yogg if the enemy mostly relies on spellcasters for their damage and so on. This highly encourages the player to switch between Old Gods with each game so that they may help their team to the fullest.
On level 20, you may consider taking Twilight Falls if your team will teamfight more often than you will fight the enemy alone. If you do end up fighting alone more, consider looking into Dark Abomination to enhance your combat capabilities.

The 4 second delay on The Hour of Twilight forces the player to calculate each of their Old God summons and not just spam them out all at once, and rewards them if they manage to use their abilities to take down an enemy.

The Hour of Twilight's rotation is designed so that Yogg fears and silences enemies so that the player and his team forces the enemy team to flee the area and fight elsewhere, after which Y'shaarj acts as a second zone denial tool, punishing enemies fighting within his range. After this the ideal play is to summon N'zoth to CC enemies inside Y'shaarj's AoE. The final strike is C'thun, who is ideally played to overlap within N'zoth so that the enemies he is firing at with his Shadow Bolt volley or initial Eye Laser cannot escape his range easily. Since performing a takedown refreshes the amount of time the Old Gods stay on the battlefield, it is possible to have all Four out at once to act as a massive zone denial tool, while rewarding the player by restoring this ultimate to all 4 of its charges. It should be noted that if this ultimate is refreshed this way, there is a 16 second delay before it can be used again.

C'thun's gaze is basically your general offlane pick with summons, that can pack quite a punch against enemy heroes as well.
Y'shaarj's torment acts as a sort of support for your team while you yourself are still a formidable foe. You will want to poke at your enemies with Despair and place Pride at places where they could retreat. Use Doubt if you are engaged by melee enemies or if you suspect that the enemy may attempt to use high damage abilities on you.
N'zoth's grasp is perfect for enemies with high mobility and waveclearing. Just like with Despair, the optimal startegy is to poke with Water Jet while using Wave of Woe to distance yourself from enemies who may want to engage you. Place your puddles strategically so that you may catch enemies who want to flank you and your team, or on popular rotate paths.
Yogg-saron's voice can nullify ranged and melee assassins, such as zeratul who won't be able to teleport away after going in for a kill, or Li-ming who won't be able to use any of her abilities and hence cannot benefit from her trait. Use Maddening Whispers to force an enemy out of the lane and detonate it early to deal massive damage to everything. Use Faceless Emergence when going into battle. It will prioritize heroes and protect you from potentially deadly foes. Use Silencing Roar when engaging a melee enemy or to potentially lock out spellcasters for a short while. This ability can chain perfectly if the level 16 talent, "From Mouth to Mouth", was picked.

In general, unless you picked C'thun's gaze, you will want to stick with your teammates to help them fight via either CC or debuffing the enemy.

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Slombeeper (2) | June 16, 2020 4:33am
Those Heroic abilities sound awesome and are well thought out! Good job!
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