Vengevines by HeWhoHungers

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Vengevines

By: HeWhoHungers
Last Updated: Oct 23, 2026
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Vengevines

The Rose Terror

Nobody realy knows much about this particual creature, beside that it's bloodthirsty, apears only at night and always... ALWAYS comes back, no matter how many times it was reported dead.
Several stories about Rose-like looking horror stalking Royal Gardens at night passes through King's Crest citizen's eaars. Some say that its another traveler from other worlds, some that it was so unforgivable and disapointing lover that Queen Nightshade cursed him for eternity of servitude in Gardens, and others say its the will of their petrified Queen made thorn and vine, seeking vengence upon Raven Lord. The last story is obviously realy catchy and people quickly started to call the creature "The Vengevines"...

One particular group have very common stories. The people that fought it. Fought and survived at liest twice. They are absolutly sure they killed the monster and saw its broken husk wither away, only to see it yet again some time later. Ofcourse some scepics would say that its just another one of its kind, but thous who faced it somehow felt it remebered them.
Guardsman speak about it giggling in terrifying manner when it saw them again and started to slaughter newcomers with its thorny sickles, letting "old rivals" run free of chase.
Merceneries recruited several times to deal with it by Queen Nighshade, mention its appearance at exact spot they killed it last time and "welcoming gesture" made by the creature towards them.
Even some heroes from other realms that traveled The Nexus and came to King's Crest to take on the challange were reporting seeing or slaying such monster in other realms and that they feel like this "Vengevines" met them before.

Another strange news came form royal gardeners. Despite bloodshed happenning at night in the Gardens, no bodies can be found after the sun is up. And not only bodies. Not a single drop of blood stains ground, walls or plants. As garden itself fed on flesh and blood of poor souls that has been torn apart in its shadows. The only thing that could be found is victims equipment.

This situation was running for so long that gossips of betreyal started to spread among population of King's Crest. Since so few countermeasures were introduced and Queen's visible unwillingness to find any new solutions beside throwing another body at the problem, whispers about Queen Nightshade's involvment in nurturing or even creating that creature are passed in many places. Stories of loyal subjects fed to the beast that Queen of Spores only pretends trying to get rid of...

For now "The Vengevines" continues its rampage across The Nexus... and the mystery behid its origins and purpouse is yet to be unveiled...








Vengevines is melee bruiser from Hero of the Storm universe. Beside providing additional frontline to the team, it excels in agressive playstyle, trying to run down important targets or lock them in place with little regards for its own safety.

In early stage of the game Vengevines is best as solo laner due to his build in sustain and wave clear. Even if you can't push your opponent out of lane, you can at liest, more or less, keep up with them. It's also decent in capturing merceneries alone, taking advantage of Thorn Host's passive.
In team fights your tactics should be adjusted based on chosen ultimate. Shambler's Fate encoureges agressive run down of important targets, forcing enemy team to peel you off and taking punishment for doing so anyway. Feed the Garden on the other hand, requires more patient plan, catching several enemies with Feeding Vines for impactful pull and lockdown.
Always remember that you can take more punishment and be persistant headache to enemy team thanks to Nightshade's Curse. Obviously it should be used to its most potential. Like for example: after getting cought off guard before objective.

Vengevains thrives against low mobility Heroes and enemies that it can outsustain, since it has very potent damage, lacks meaningful mobility itself and hitting its abilities is essential to be impactful. If you can't connect your Feeding Vines, or enemies can just leave its range easyly, you are denied alot of your damage output, survivability and even your ultimate if you picked Feed the Garden. So heroes with great mobility and disengagment counters Vengevines directly.



Stats



Health: 2488 (+4% per level)
Health Regen: 5.1 per second (+4% per level)
Resource: 500 Mana (+4% per level)
Mana Regen: 3 per second (+4% per level)
Attack Damage: 107 (+4% per level)
Attack Speed: 0.85
Attack Range: 2


Combat Trait

1
Nightshade's Curse
Cooldown: 60 seconds

(!)[Repeatable Quest] Enemy minions dying near Vengevines grant 1 stack and hero takedowns grant 5 stacks, up to 50
Reward: After collecting 50 stacks, you can activate this ability to consume all stacks and instantly revive

Primary Abilities

1
Feeding Vines
Mana Cost: 25
Cooldown: 8 seconds
Range: 6.5
Max Range after connecting: 7.5
Missile speed: 20
Hitbox: 1
Tickrate: 1 per second
Cast time: 0.125 second

Launch vines in target direction that sticks to first enemy hero hit for 5 seconds or until they leave its range. Each second vines drain life from all affected enemies dealing 64 damage (+4 per level) and healing Vengevines for the same amount. If Feeding Vines hits an enemy hero, set its cooldown to 1 second. Enemies affected by Feeding Vines can't be targeted by it again for a duration
2
Rip Apart
Mana Cost: 30
Cooldown: 4 seconds
Dash Range: 3
Area of Effect: Radial
Radius: 5
Arc: 180 degrees
Middle Arc: 30 degrees
Cast time: 0.1 second

Dash a short distance and swipe with both sickles dealing 213 damage (+4 per level). Enemies in the middle of area are delt 100% more damage
3
Thorn Host
Mana Cost: 75
Cooldown: 14 seconds
Passive Radius: 3.25
Passive cast time: Instant
Range: 7.5
Area of Effect: Circle
Radius: 3.5
Cast time: 0.125 second
Tickrate: 4 per second

Passive: When Vengevines uses ability or takes damage, a salvo of thorns erupts from his body dealing 44 damage (+4% per level) to all nearby enemies. This effect has 0.5 second cooldown

Active: Mark an area. After 0.5 second, thorned roots will sprout from the ground rooting all enemies hit for 1.25 second and dealing 143 damage (+4 per level) over the root duration

Heroic Abilities

1
Shambler's Fate
Mana Cost: 50
Cooldown: 90 seconds
Cast time: Instant
Area of Effect: Circle
Initial Radius: 4
Max Radius: 6.5
Gas Tickrate: 1 per second

Vengevines gains 25% movement speed, ignores unit colision and starts decomposing itself, losing 6% of its maximum health every 0.5 second until it dies.
When Vengevines dies under the effect of Shambler's Fate it grants only 25% of a Hero's takedown experience and its corpse will realise expanding cloud of toxic gas over large area for 5 seconds.
Gas poisons all enemies that comes into contact with it, dealing 436 (+4% per level) damage over 5 seconds. Each time enemy hero is damaged by poison gas, gain 1 stack of Nightshade's Curse
2
Feed the Garden
Mana Cost: 75
Cooldown: 45 seconds
Cast time: 0.125 second
Range: 7.5
Missile speed: 50

Pull all enemies affected by Feeding Vines to Vengevines and root them for 0.75 second

Talents






(Passive) Corpse Soil

Heal for 1.5% maximum health of each non-structure that dies nearby




(Passive) Thornmail

Every 16 seconds, gain 50 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 50%
Stores up to 3 charges. Damaging enemies with Thorn Host's passive reduces cooldown by 3 seconds




(Q) Nullifying Bark

While any enemy hero is affected by Feeding Vines, gain 20 Spell Armor




(W) Bloodthirsty Sickles

(!)[Quest] Each enemy hero hit by Rip Apart increases its middle area damage increase by 2%, up to 50%
Reward: After hitting 25 enemy heros, increase base damage of Rip Apart by 50






(Q) Invigorate

Each enemy affected by Feeding Vines increases all healing recived by 10%




(Q) Seeker Vines

Increse Feeding Vines range by 20%




(Q) Feed on Stamina

Gain 10% movement speed for each enemy hero affected by Feeding Vines






(D) Cursed Blessing

Each stack of Nightshade's Curse grants 8 maximum health




(W) Backswing

Rip Apart swings second time but with no middle area damage bonus




(E) Crippling Thorns

Enemies damaged by Thorn Host have their movement speed slowed by 20% for 1 second





(D) Royal Execution

Increase the number of Nightshaed's Curse stacks granted by takedowns by 3




(D) Self Consume

Dying grants 15 stacks of Nightshade's Curse




(W) Flesh Connoisseur

Each enemy hero damaged with Rip Apart grants 1 stack of Nightshade's Curse







(Q/E) Parasitic Symbiosis

Damaging enemies rooted by Thorn Host with Feeding Vines, increases the duration of root to 2 seconds
Enemies rooted by Thorn Host take 25% more damage from Feeding Vines for 5 seconds




(W) Cut Out the Weeds

Damaging enemy hero with Rip Apart reduces its cooldown by 0.5 second, increased to 1 second for middle area




(E) Lethel Burst

Rooting eneny heros with Thorn Host deals additional 8% maximum health damage after the root expires
Thorn Host's passive deals additional 1% maximum health damage to heroes






(R1) Fate Accepted

Shambler's Fate grants 25% incresed damage and Unstoppable while at or below 40% of maximum health




(R2) Never Sated

Passive: If enemy hero is affected by Feeding Vines for 3 seconds, cast Feed the Garden on them. This effect can only occur once every 45 seconds per hero




(D) Aggressive Rebirth

Nightshade's Curse revives after 2 seconds in selected area within huge range around the allied Core. Place of revival is telegraphed to all player that have vision over selected area
Range: 60



(Passive) Seeds of Vengence

Upon dying, 3 shamblers erupts from location of Vengevines and run at nearest enemy heros for 4 seconds. When they reach the target or expire, they explode into salvo of thorny vines dealing 235 damage (+4% per level) in small area to all enemies and rooting them for 0.75 second. This effect has 120 seconds cooldown
Health 800
Sight radius 9.0
Movement speed 6
Unit radius 0.625
Area of Effect: Circle
Radius: 3

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SMILE (2) | October 23, 2026 7:09pm
I doubt the community would positively react to getting another HOTS original, especially one with an even smaller background than Qhira, but still:
1)Is it intentional that his Mana and Mana Regen scale differently from all other characters?
2)Does "Max Range after connecting" of [Feeding Vines] means the Active Range from Vengevines? Is it like an improved version of Leoric's [Drain Hope] (W)?
3)You wrote the width of [Feeding Vines], but what about the height?
4)Is the healing from [Feeding Vines] considered lifesteal?
5)[Rip Apart] is overtuned in terms of both damage and cooldown. Dealing 200+ damage in AOE from a dash every 4 seconds is insane.
6)Is [Thorn Host] not just an improved version of Arthas's [Howling Blast] (W)?
7)Wait, what is the cast range of [Thron Host]? It is not global, is it?
8)[Nightshade's Curse] is poorly designed. It forces you to farm Minions for most of the match.
9)Where does [Nightshade's Curse] revive you? If it is at your death location, then it needs an overhaul, as it is not only frustrating to play against due to doubling your life, but can also heavily backfire for your team.
10)[Shambler's Fate] is poorly designed. It steals EXP from your enemies, punishes them for trying to kill you, and can be used last minute to still get the benefit.

I am not sure what niche this character is supposed to fill, but anyway, it is time for his talents:
1)What is the radius of [Corpse Soil] exactly?
2)[Thornmail], like every Block talent, is poorly designed. It either does nothing or does too much.
3)Does [Seeker Vines] increase both cast range and active range?
4)[Cursed Blessing] is both weak and only aggravates the problem with stacking this ability.
5)[Backswing] allows you to clear Minions and Mercenaries faster than Hogger. This is not okay.
6)[Self Consume] is extremely poorly designed. Talents that reward dying are simply unhealthy for the game.
7)[Seeds of Vengence], like [Self Consume], rewards you for dying.

This concept needs a lot of work. I do have a lot of suggestions:
1)Starting with the elephant in the room, [Nightshade's Curse] is impossible to balance. Here is the replacement:

Cursed Rebirth (D)
Cooldown: 180 seconds
Activate to immediately respawn. Can only be used while dead.

Cursed Seed (New Active 1)
Place a cursed seed near an allied Fort, Keep, Core, or Hall of Storms. Reactivate to relocate it. Global cast range. Can be used while dead.
Passive: Unlike other Heroes, Vengevines respawns from the cursed seed, removing it afterwards.

Cursed Rebirth keeps the flavor of being able to respawn at will and removes the constant need to farm.
Cursed Seed does not require any cast time or investment, and the seed cannot be interacted with, but can be seen by the enemy team while in sight.
Worth noting is that the cursed seed is automatically placed at the Hall of Storms when the match starts.

2)Increase the cooldown of [Rip Apart] to 8 seconds, its Mana cost to 40, and decrease its damage to 200.
3)Switch [Rip Apart] with [Thorn Host]. It feels more natural to have the movement ability on the (E) button.
4)Remove the passive effect of [Thorn Host]. It feels out of place and creates too many problems in the long run.
5)Increase the damage of [Thorn Host] to 160, but decrease the Root duration to 1 second.
6)Rename [Thorn Host] to [Thorned Roots] to make the name match the effect.
7)Replace [Shambler's Fate] with this:

Cloud of Decay (R)
Mana: 60
Cooldown: 65 seconds
Radius: 6
Vengevines casts for 1 second to release a toxic cloud at his current location. Lasts 5 seconds. Interrupting the cast refunds Mana and cooldown.
While within the cloud, both enemies and Vengevines take 120 damage per second, but Vengevines also gains 30% Movement Speed and Unstoppable.

I understand that this is an entirely different ability, but I simply do not see the way to make [Shambler's Fate] not problematic, which is why I went this way.
1
[-]
HeWhoHungers | October 24, 2026 2:44am
SMILE wrote:
I doubt the community would positively react to getting another HOTS original, especially one with an even smaller background than Qhira, but still:


Yeah, I get that. I wrote background with and idea of HOTS story and lore expanding in time. I wanted it to be a pointer towards Garden of Terror and Nightshade's descent into madness that could be a subject of a story later

SMILE wrote:
1)Is it intentional that his Mana and Mana Regen scale differently from all other characters?


No. To be honest I throwed there a number from my previous concept and forgot to adjust it

SMILE wrote:
2)Does "Max Range after connecting" of [Feeding Vines] means the Active Range from Vengevines? Is it like an improved version of Leoric's [Drain Hope] (W)?


Yes. 6.5 is a range of Feeding Vines [Q] projectile only. 7.5 is its area that enemies need to leave to actualy break the effect.
[Drain Hope] has some different aplications. Yes, it is main sustain tool for Leoric, but it focuses on presuring high health heroes and it is always a single target ability. Feeding Vines [Q] play around connecting and draining multipile enemies for flat, not % health, damage and are essentialy enabling one of your ultimate to be even used [Feed the Garden] [R2]

SMILE wrote:
3)You wrote the width of [Feeding Vines], but what about the height?


Can you elaborate? I can't see such parameter there

SMILE wrote:
4)Is the healing from [Feeding Vines] considered lifesteal?


Yes

SMILE wrote:
5)[Rip Apart] is overtuned in terms of both damage and cooldown. Dealing 200+ damage in AOE from a dash every 4 seconds is insane.


I had second thoughts about it aswell. After doing math it came out that it does over 1k burst on level 20 in its sweet spot if correct talents were picked. Im not even including CDR from [Cut Out the Weeds] talent. I agree on that one absolutly. One remark only. The dash is more like side step. Its not a mobility tool but rather little help in reaching targets

SMILE wrote:
6)Is [Thorn Host] not just an improved version of Arthas's [Howling Blast] (W)?


We can say it is improved Howling Blast. Designing the kit I needed one ability that would pin enemies down to helps connecting Feeding Vines [Q] to at liest one target. I had a couple of ideas, like throwing seeds that root when enemies step on them but I landed on simplier idea in the end. Could be reworked if we need it to be distinct

SMILE wrote:
7)Wait, what is the cast range of [Thron Host]? It is not global, is it?


I guess you checked concept right after I made it public. I corrected it shortly after. Range is 7.5

SMILE wrote:
8)[Nightshade's Curse] is poorly designed. It forces you to farm Minions for most of the match.


Agree and disagree.
The bad part is that stacking it can be boring and make players to be late for every teamfight becouse "they need to satck passive"
The good part is that stacking it as a side laner should't be as big of a deal. Constant brawling also is encouraged through getting stacks for takedowns.
I'll also point that we have such mechanic in the game already. Diablo does very similar thing and I think its not a bad passive.
I like your design more tho but I'll get to it later

SMILE wrote:
9)Where does [Nightshade's Curse] revive you? If it is at your death location, then it needs an overhaul, as it is not only frustrating to play against due to doubling your life, but can also heavily backfire for your team.


My bad for not precising. You revive at the Altar

SMILE wrote:
10)[Shambler's Fate] is poorly designed. It steals EXP from your enemies, punishes them for trying to kill you, and can be used last minute to still get the benefit.


I realy want this ultimate to feel like "Do or Die" button. Yet I can't disagree on overdesigning it. EXP steal and after death effect were suppose to fit with constant rebirth theme and taking advantage of it. I have an idea to mix it with your proposed design to make it more healthy


SMILE wrote:
1)What is the radius of [Corpse Soil] exactly?


Good question. My bad. I'll fix it

SMILE wrote:
2)[Thornmail], like every Block talent, is poorly designed. It either does nothing or does too much.


I have no strong feeling towards this talent. The idea of Level 1 talents was to have a choice to adjust your defences properly if needed via more sustain or right type of armor. Do you have any idea for fixing Physical Armor?

SMILE wrote:
3)Does [Seeker Vines] increase both cast range and active range?


Yes. Didn't precise it beacouse it affects all parameters by default

SMILE wrote:
4)[Cursed Blessing] is both weak and only aggravates the problem with stacking this ability.


This talent was attempt to get something more then revival from your passive. I know it's not great. But since we talk about redesigning passive as a whole I think problem will solve itself here

SMILE wrote:
5)[Backswing] allows you to clear Minions and Mercenaries faster than Hogger. This is not okay.


It's an ability problem, not talent problem. Adjusting [Rip Apart] [W] will probably fix it

SMILE wrote:
6)[Self Consume] is extremely poorly designed. Talents that reward dying are simply unhealthy for the game.


Same case as [Cursed Blessing]. Redesinging passive will force me to erase this talent

SMILE wrote:
7)[Seeds of Vengence], like [Self Consume], rewards you for dying.


I can't see a problem here actualy. We have such mechanics in game. ETC and Diablo, both have level 20 talents that rewards them for dying and i can't see complaints about them. Maybe some about ETC, becouse it's pretty much instant Mosh Pit after he dies, but Diablo's Apocalypse is well telegraphed and gives time to react. I'd leave this talent as it is. Shamblers are well telegraphed and need to reach targets. Also they don't explode after being killed
1
[-]
SMILE (2) | October 24, 2026 9:20pm
Quoted:
[Drain Hope] has some different aplications.


I was more so talking about its mechanical aspect. I wanted to know if the active range is centered around Vengevines or the target hit.

Quoted:
Can you elaborate? I can't see such parameter there.


Projectiles have both width and height to determine their hitbox. For example, Muradin's [Storm Bolt] (Q) has 1.25 width and 2 height, making the hitbox 1.25x2.

Quoted:
The dash is more like side step. Its not a mobility tool but rather little help in reaching targets.


Are you saying that it is not considered a movement ability?
Speaking of movement, how fast is the dash exactly? For example, Valla's [Vault] (E) has a missile speed of 14.


Quoted:
I'll also point that we have such mechanic in the game already. Diablo does very similar thing and I think its not a bad passive.


Diablo stacks it much faster. He does not need to actively farm lanes.


Quoted:
I can't see a problem here actualy. We have such mechanics in game. ETC and Diablo, both have level 20 talents that rewards them for dying and i can't see complaints about them.


[Death Metal] is actually an incredibly toxic talent.
[Dying Breath] is tied to [Apocalypse] and provides value outside of dying.

Quoted:
I'd leave this talent as it is.


It is up to you. I just think it would be rarely picked.

Quoted:
Also they don't explode after being killed.


This is actually really bad. They would get killed before they reach anyone most of the time.

Quoted:
One thing that i want to avoid is making another Murky.


It is quite different from Murky. Sure, it shares the idea of placing your respawn point, but it does not reduce your death timer and can only be placed at the aforementioned Structures. It cannot be used offensively.

Quoted:
How about adjusting damage to 150, cooldown to 6 secondsa and leave mana cost on 30?

That works too.

Quoted:
What problems do you have in mind? This passive is there for better trading with melee heroes and especialy becouse of [Shambler's Fate] [R1] procing it at 100% efficiency. I could decrese damage or add more cooldown but I like this passive there.


It makes you deal damage when you might not want to, as the enemies will trigger it way more often than you do, causing you to, for example, wake up enemies from Sleep. It also feels out of place because it does not synergize with the rest of the kit.

Quoted:
Cloud of Decay (R1)
Mana: 50
Cooldown: 0.5 second
Radius: 6
Toggle: Vengevines gains 30% movement speed, ignores unit collision and starts decomposing itself, losing 6% of its maximum health every second. While this ability is active cloud of toxic gas surrounds Vengevines. While within the cloud enemies take 120 damage per second. Each time an enemy hero is damaged by Cloud of Decay, reduce cooldown of Cursed Rebirth by 0.5 second. After activation you can deactivate this ability after 5 seconds. Vengevines can die from damage from this ability


While this iteration fixes the most major flaws, now there is an issue of evaluating if the damage taken is worth the movement speed bonus and damage dealt. This is why I went with making it an area denial.

Quoted:
I have no strong feeling towards this talent. The idea of Level 1 talents was to have a choice to adjust your defences properly if needed via more sustain or right type of armor. Do you have any idea for fixing Physical Armor?


Can you tell me what each talent tier is supposed to add? Do you want them to be strictly focused on one thing?
1
[-]
HeWhoHungers | October 24, 2026 3:52am
You also asked about niche it would fill. What I had in mind at the beginning is a tanky rundown hero that lacks mobility but has good sticking potential and good damage output.
But the more scenarios I imagine the more I'm convinced it's actualy a anti-melee and anti-dive design.
The kit feels like chasing down backline heroes is a wishful thinking but jumping on enemies that try to dive your bacline is very potent. With melee heroes being easier to target with [Feeding Vines] [Q] and [Rip Apart] [W], short root and a passive on [Thorn Host] [E], punishing heroes that comes in your range seems very likely option. Also both ultimates ruin atempts to escape or disengage. [Shambler's Fate] [R1] (or Cloud of Decay actualy) helping to catch up with enemeis that try to get away from danger zone, and [Feed the Garden] [R2] literaly denying that atempt in first place
1
[-]
HeWhoHungers | October 24, 2026 3:17am
SMILE wrote:
Cursed Rebirth (D)
Cooldown: 180 seconds
Activate to immediately respawn. Can only be used while dead.

Cursed Seed (New Active 1)
Place a cursed seed near an allied Fort, Keep, Core, or Hall of Storms. Reactivate to relocate it. Global cast range. Can be used while dead.
Passive: Unlike other Heroes, Vengevines respawns from the cursed seed, removing it afterwards.

Cursed Rebirth keeps the flavor of being able to respawn at will and removes the constant need to farm.
Cursed Seed does not require any cast time or investment, and the seed cannot be interacted with, but can be seen by the enemy team while in sight.
Worth noting is that the cursed seed is automatically placed at the Hall of Storms when the match starts.


Like I said above I like this design better. One thing that i want to avoid is making another Murky. I could agree on [Cursed Seed] as a level 20 talent. The rest is cool

SMILE wrote:
2)Increase the cooldown of [Rip Apart] to 8 seconds, its Mana cost to 40, and decrease its damage to 200.


How about adjusting damage to 150, cooldown to 6 secondsa and leave mana cost on 30? It's the only relyable waveclear and main damage tool of this hero so I'd rather make it weaker but accesable more often

SMILE wrote:
3)Switch [Rip Apart] with [Thorn Host]. It feels more natural to have the movement ability on the (E) button.


Sure. Reasonable request

SMILE wrote:
4)Remove the passive effect of [Thorn Host]. It feels out of place and creates too many problems in the long run.
6)Rename [Thorn Host] to [Thorned Roots] to make the name match the effect.


What problems do you have in mind? This passive is there for better trading with melee heroes and especialy becouse of [Shambler's Fate] [R1] procing it at 100% efficiency. I could decrese damage or add more cooldown but I like this passive there

SMILE wrote:
5)Increase the damage of [Thorn Host] to 160, but decrease the Root duration to 1 second.


Ok. No problem

SMILE wrote:
7)Replace [Shambler's Fate] with this:

Cloud of Decay (R)
Mana: 60
Cooldown: 65 seconds
Radius: 6
Vengevines casts for 1 second to release a toxic cloud at his current location. Lasts 5 seconds. Interrupting the cast refunds Mana and cooldown.
While within the cloud, both enemies and Vengevines take 120 damage per second, but Vengevines also gains 30% Movement Speed and Unstoppable.


So my proposition to for redesign would be:


Cloud of Decay (R1)
Mana: 50
Cooldown: 0.5 second
Radius: 6
Toggle: Vengevines gains 30% movement speed, ignores unit collision and starts decomposing itself, losing 6% of its maximum health every second. While this ability is active cloud of toxic gas surrounds Vengevines. While within the cloud enemies take 120 damage per second. Each time an enemy hero is damaged by Cloud of Decay, reduce cooldown of Cursed Rebirth by 0.5 second. After activation you can deactivate this ability after 5 seconds. Vengevines can die from damage from this ability



It strips EXP denial and punishment for killing Vengevines, but still makes it a suicidal threat to enemy team and interacts with rebirth mechanic. Also adding a gap between activating and deactivating forces players to make a good judgments and cant be just poped to run away from enemies due to possibility of dying from it if you're below 30% of health
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