Troll Bat Rider by HexerVoodoom

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Troll Bat Rider

By: HexerVoodoom
Last Updated: Dec 22, 2017
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Troll Bat Rider

Anti-mobility hero

The WC3 batrider is a light flying unit used for scouting and specialized anti-air units. This design is a translation into HotS, focusing in scouting and anti-high mobility heroes.

Combat Trait

1
Liquid Fire
Tas'yia throws a fiery spear with an oil barrel attached to it, exploding on impact.

Attacking enemies causes them to ignite, receiving extra 28(+5% per level) damage over 2 seconds. Subsequent attacks increases duration by 3 up to a maxium of 9 seconds. If affected enemy moves the flames burns higher, increasing damage by extra 2 damage per yard moved up to a maximum of extra 24 damage. This extra damage decays over duration if target stands still. Causes 100% increased damage on structures.

Burning enemies are always seen.

Primary Abilities

1
Molotov
Throws a molotov, causing 320(+4% per level) damage on area of impact and burning the area for extra 160 damage over 3 seconds.
CD 10s
2
Blazing Ensnare
Targets an enemy and throws a fire totem to it's location, channeling it to the hero through a fiery net that lasts 2 seconds and causes 28(+4% per level) damage per second. Right before expiring the net will pull the targeted hero closer to the totem by 50% of moved distance since connection.
CD 12s
3
fiery trail
Increases mov speed by 20% fastly decaying over 3 seconds and leaves a fiery trail behind. Enemies stepping over the fiery trail receives stacks of liquid fire per second.
CD 10s

Secondary Abilities

1
flare
fire a flare at area, revealing it for 20s.
CD 30s

Heroic Abilities

1
Hellborn
Level 10
Active: attaches fire on self, receiving 32(+4% per level) damage over duration but increasing atk speed by 40%. Lasts for 8 seconds. Can be recast do deactivate earlier.

Passive: if killed, Tas'yia fly high in the sky screaming "WITHNESS ME!!!" and fall after 2 seconds, causing big damage on area of impact.

CD 45s

Level 20 upgrade - Elemental Empathy
Hellborn passive allows to chose target location and also apply 3 stacks of Liquidfire
2
Fire From the Sky
Level 10
Activate to enter Bomber Mode . Entering this mode requires 2 seconds of channeling. Bomber Mode causes the bat rider to go high in the sky for 10 seconds, increasing mov. speed to 30% and sight by 5 extra yards. All abilities are changed to Unstable Concotion.

Tas'yia can't be attacked during this mode but will receiving any dot applied before flight. Ending the mode will cause her to land on terrain right below.

Unstable Concotion throws a fire bomb that will hit the ground after 1 second, causing 165 (4% per level) damage on small area, knocking enemies back and aplying Liquid Fire.
CD 4s (has 3 charges, each one in a slot Q, W, E)

Passive: Reduces activation time of BatRider to 4 seconds.

CD 100s

Level 20 upgrade - It's rainning bomb!
Every 2 seconds drops a bomb right below Tas'yia, causing 220 (+4% per level) on small area. The bomb will reach ground after 1s.
3
Burning Flight
Level 20
Active: After 2 seconds fly to target location. Causes 202 (+4% per level) fire damage on take-off and landing area.

Passive: Fiery Trail now also allows to go through terrain.
CD 60s

Special Mount

1
BatRider
Tas'yia is always (just like falstad) riding her bat. Gain 15% increased Movement Speed after not taking damage for 6 seconds.

Design

Tas'yia was designed to be a translation of the WC3 Bat Rider. On the RTS, the unit had 3 jobs: scoulting, destroying buildings and fighting against flying enemies. Since we do not have flying enemies in HoTS, it was adapted to fight against high mobility heroes, since there is a point of connection between both and this role lack of heroes. Her design is highly inspired by guerrilla revolucionaries, considering the WC3 quotes and abilities and the Darkspear Revolutionary event against Garrosh. Also took inspiration from Mad Max (both Furiosa and immortal joe army) and Krieg from Borderlands 2.

Playing as Tas'yia
The bat rider has a kit that allows her to have high siege damage and high escape. So playing her against lanes should feel like a guerilla, hitting and running. A fast passed pyromaniac that will use the whole kit to burn down towers and run before the enemy can cath you. Also, during fights, your role will be counter the high mobility heroes or help your team catch the escaping enemy. So, despite the madman flaming presence, Tas'yia is a back line hero using inteligence to do the right approach, since little mistakes could cost her low life.

Playing as her ally
As an effective sieger, you may not always have her on TFs, so you should be careful when engaging while keeping enemies busy so she can put everything on fire. When she is nearby for TFs you can expect her to help you catch fleeing enemies or counter that high mobility hero diving into back line, creating the opportunity for you to burst it.

Playing as her enemy

You must be always aware of map since she can push lanes and destroy your forts while you are distracted fighting. If it is happening you must chose between avoid the battle to catch her or using the 5x4 as advantage to high engage. When she is in combat, you'll know that your chances of escaping are lower and that your diving genji will need extra support to do his job in backlines. Luckly, she herself is not that powerful in fights, so if her team is busy, your diver can still manage to reach her.



Raw Model and Hellborn Effect

(she can't actually dismount)

Talents

Level 1
Scouting Mission] Flare receives 1 extra charge but duration is reduced to 15s
Bribe Enemies minions killed nearby Tas'yia grant a stack of Bribe. Hero takedowns grant 10 stacks. Use 25 stacks to bribe a mercenary. Maximum of 100 stacks. Camps respaw 50% faster.
Seasoned Marksman Quest: every minion killed near you grants 0.2 attack damage, and take downs grants 0.5 attack damage. Reward: Upon gaining 40 bonus Attack Damage, you can slo activate Seasoned Marksman to increased atk speed by 40% for 3 seconds. 60s CD.

Level 4
Fiery Shield Fiery trail grants 171 (+4% per level) of shield
Powerfull Throw Increases blazing ensnare range by 15%
Darkspear Revolutionary Upon explosion, Molotov spreads 3 little molotovs for 30% of initial damage but 100% burning damage.

Level 7
Burn, baby, burn! Basic attacks against enemies with 3 stacks of Liquid Fire causes extra 28(5% per level) damage
Incendiary Buildings with 3 stacks of liquid fire causes 23(+4% per level) damage to nearby units
Pyromaniac Buildings can receive extra 1 stack of liquid fire. Liquid fire bonus damage against buildings is increased by 10%.
Kill it with fire! Molotov causes extra damage against enemies affected by Liquid Fire. Each liquid fire stack increases it's damage by 10%.

Level 13
Greater Spell Shield every 30 seconds , gain 75 spell armor against the next ability and subsequent abilities for 3 seconds, reducing the damage takin by 75%. Can be toggled on/off.
Exposed Nerves Blazing Ensnare reduces enemies armor by 15
Tick Web Blazing Ensnare also slow enemy by 20%.
Giant Killer Basic Attacks causes extra 1.5 enemy hero maximum life as damage.

Level 16
Extra Oil Activate to make basic attacks splash for 33% damage (applies Liquid Fire to all targets). Lasts 6 seconds. CD 24s
Fuel the fire Each 10 yards moved by enemies affected by Liquid Fire causes it to reaply for extra 1 second.. This effect can occur 3 times.
get rid of weight Fiery Trail widht is increased by 20% and it also slows enemies for 30% while stepping over it.

statistics

STATISTICS
Health 1340 (+4%)
Regen 2.84 (+4%)

Mana 490 (+10)
Mana Regen 2.90 (+10)

Atk Speed 1.2 per second
Ranged Damage 86

Alternate Skin

Troll Concepts

HEROES



MAPS

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cpt.haxray (1) | November 8, 2017 6:50pm
Ill start giving feedback on this... horrid pile of feces. Because thats what it is. You claim her design is to be anti-mobility, but she does a horrible job at doing so. What you made here, is a high damage AOE mage with no reliance on mana, thats also super mobile and with a really strong root + minor slow.

First off, her trait does almost nothing at punishing high mobility heroes. It doesn't slow them for moving, it doesn't do any really impactful damage, only tracer would really be impacted by that, and even then she blinks more than she walks, so she would avoid the majority of it. What it is, however, is a flat damage boost to her AAs that will affect pretty much every hero equally. It only really adds up on buildings. Which is also the only part of her kit remotely related to sieging.

The same problem leads onto her basic abilities, which have almost nothing to do with fighting mobile heroes. Her q is a really strong nuke + Area denial, she has possibly one of the best roots in the game(Which, due to being a skill shot that needs aim, is weaker against high mobility heroes than it is against other heroes) coupled with a minor slow, and she has a pretty strong escape for a squishy backliner in Fiery trail.

Flare does practically nothing to supplement her kit,and feels like you just added it there because you remembered "oh they were scouts in wc3'. You also only gave a single talent related to it.

As for the ultimates... The second one is a pile of ****. Long cooldown, easy to interupt, Low impact even if it does get off due to easily avoided skill shots, and those skill shots doing less damage than her normal abilities(And normal AAs I can safely assume). But her first ult is absolutely insane. The Dot is pretty minor and easily ignored, for the sheer amount of a damage boost it provides her, as well as the strong passive effect. And its on a SUPER short cooldown. The level 20 talent is even more crazy, letting her have no max duration and almost no cooldown. That heroic needs a nerf, BADLY.

And her talents are bleh. Seasoned marksman is easily the best at level 1, as shes not a very good hero for getting bribe stacks, and getting a second flare is only good against stealth heroes, who are getting neutered very soon so revealing abilities aren't needed anymore. But the real horror is her molvo related talents that makes it even more of a scary team wide nuke. Darkspear revolutionary reads like a level 16 talent with the sheer power of it,easily outclassing the other 2 talents. The trend continues with kill it with fire COMPLETELY outclassing the other talents with how high of a power boost it is for her already really strong nuke.

Ontop of this, taking those talents dont prevent her from taking giant killer and seasoned marksman, two excellent AA talents. She can also easily take reduced armor on one of the best roots on the game at the same tier if giant killer is completely unneeded with her current damage output. Then her level 16 talents are rather weak in comparison to the rest of the ludriously powerful spikes, and are relatively evenly matched.

If you want to improve her, heres what I would do:

Move molvo to her second ultimate, and make her Q unstable concoction.
Add a slow to her liquid fire trait.
Completely revamp her talents.
Nerf hellborne's cooldown to 100, or make the DOt over time actually matter.
Her aa Speed is really high for the ability damage she can make, and with giant killer down the line, but if you replace her molvo with unstable, it would be much better.

This hero is an utter fail in the execution, failing to match what she was designed to counter. Instead of a hit and run gurilla warfare specialist specialized against mobility heroes, you got a high damage mage with high mobility and strong AAs to back it up, with AOE damage that belongs in Kael's wet dreams.
1
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HexerVoodoom (2) | November 9, 2017 3:07am
It's really hard to take it seriously when you start with nonsense free cursing. Despite that, I'll do my best to read it and see if any of that makes sense to me because you put time into it and the more people get involved, the better the concept can become :)

Her trait is a lot weaker than Lunara's, for exemple. That is, if the hero stand still. If affected enemy moves as much as most heroes when running away, the damage will at most be as much as Lunara's trait. So it won't cause many harm to mages or backline heroes and she can't damage a tank as much as Lunara. But if enemy is high mobility, the damage will increase substantialy and be a real treat. Adding a slow to it would instead affect non-mobility heroes while the high mobility would just jump away unharmed. So I'm keeping it as it is. Maybe it could use some tweaks on numbers but I did the math and I'm fine with it for now.

In fact, the Blazing Ensnare could be more effective if targeted, as Xul's. But if compared to his root, malfurion's and Zul'jin's, Blazing Ensare is the worst of them because it has the worst of each of them - single target, skillshot, less time rooted. I don't want to make it target as Xul's because it would be OP, but some of your feedback makes sense and I'll consider a different option for it, and will update later. It will probably be target but instead of rooting or slowing bringing a new mechanic that limit mobility abilities.

Molotov can't damage as much as Kael can for many reasons, but in fact, the area control is bigger than it should. It was designed thinking mainly on minions and I missed how impactful it could be on TFs, so I'll be teaking it. Thanks :)

She is a very mobile hero but her mobility is a long cooldown burst that lasts only enough for her to escape a close call. Also, she does extra damage on buildings, so it's important to her to know when enemy is approaching before it's too late. And while, it's motivated by the scouting in WC3 I belive it's very important to her both lorewise and mechanically, so I'm keeping it.

The second ult is more about utilty. It gives her massive mobility, sight and knockback. It's really not about damage. She can escape pretty much any situation by flying away, can knock enemies from boss, save team mates, isolate enemies, grant sight. So if it also had high damage it would be totally OP.


About Hellborn you may be right, I'll increase the DoT and decrease the buff. Will think about other options for the 20 upgrade too, that one doesn't seem fun at all. Thanks :)

I really had trouble with her talents. In general, I'm more focused on the abilities and a few heroes I designed in a way their talent choices are very important, while others have them to just improve the kit, like this one. So I didn't want to make it very complex and relied on common talents. I'll keep it for now but will revisit it later on, re-check your feedbacks on it and change the talent tree! Thanks :D
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