Wilfred Fizzlebang by Da Huuuuuudge

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Wilfred Fizzlebang

By: Da Huuuuuudge
Last Updated: Sep 9, 2018
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Wilfred Fizzlebang

Master Summoner

Once a powerful Warlock of the Alliance, Fizzlebang had his sights set on fame and glory through his mastery of the fine art of demon taming. However, his hopes and dreams where tragically cut short when, during the Argent Tournament, Wilfred got too caught up in impressing his superiors and ended up summoning a demon far beyond his ability to control. Having been given second life within the Nexus, The Master Summoner is now as determined as ever to prove that nobody can best his control over the dark forces.

Wilfred Fizzlebang is a unique and highly customizable Ranged Specialist who offsets his low health with his ability to harass his opponents from afar. Unlike other summoners, Fizzlebang's demons are more focused around utility than pushing a numbers advantage. Knowing what talents to pick for different team compositions, along with learning when and how to spend his Soul Shards, will be imperative to mastering this hero.

Strengths:
    Strong Poke
    Lots of Options
    Harassment
Weaknesses:
    Very Frail
    Silences

Comments, suggestions and criticism all welcome!

Combat Trait

1
Soul Shards
Certain abilities grant Soul Shards or Soul Fragments under certain conditions. Four Soul Fragments creates 1 Soul Shard. Activating Soul Shards will cause your next Basic Ability to consume 1 whole Soul Shard, Empowering it and reducing the Mana cost by 20. Can Carry up to 4 Soul Shards.

Soul Shards are lost on death.
2
Jaraxxus: Incinerate Flesh
Spell Damage from Jaraxxus applies stacks of 10% Heal Block to enemy Heroes for 3 seconds, up to 30%. Basic Attacks refresh the duration.

Primary Abilities

1
Shadow Bolt
Cooldown: 4 Seconds
Mana Cost: 30

Shoot a bolt of shadowy magic in a target direction, dealing 120 damage to the first enemy it hits. Hitting a hero with Shadow Bolt grants 2 Soul Fragments, while hitting any other non-structure enemy will grant 1 Soul Fragment.

Soul Shard will increase Spell Power by 20% and increase Soul Fragments granted by 1.
2
Felhound
Cooldown: 12 seconds
Mana Cost: 60

Summon a Felhound with 850 Hp to chase down a target enemy Hero for 6 seconds. If the Felhound catches the target, it will bite down on them, dealing 120 damage and stunning the target for 2 seconds. As the Felhound bites, it will drain 1% of the target's Total Mana every 0.5 seconds from the target. If the Felhound manages to stay attached to it's target for the entire stun duration, gain 1 Soul Shard.

Soul Shard makes the Felhound Unstoppable and grants it 20 Spell Armor.
3
Summon/Command Demon
Cooldown: 15 seconds
Mana Cost: 70

Choose one of three demons from your Level 1 Talent Tree to bind to this ability.

Secondary Abilities

1
Jaraxxus: Fel Fireball [Q]
Cooldown: 5 seconds

Launch a fireball in the target direction that explodes on contact with an enemy, dealing 130 damage. Directly hitting a Hero with the projectile will increase the radius of the explosion by 1 meter and the damage by 15%.
2
Jaraxxus: Burning Inferno [W]
Cooldown: 8 seconds

Ignite a target Hero that is effected by Incinerate Flesh, locking their Heal Block at it's current level for 5 seconds. Target also deals 30 damage per second to nearby enemies and themselves for the duration.
3
Jaraxxus: Nether Portal [E1]
Cooldown: 10

Becomes available if you pick Summon Voidwalker as your Level 1 talent. Open a portal to the Nether in a target area, slowing enemies in it by 30% and doing 20 damage per second. Reactivating this ability will cause the portal to collapse after a 0.5 second delay, dealing 110 damage and pulling all enemies toward the center.
4
Jaraxxus: Mistress of Pain [E2]
Cooldown: 10

Becomes available if you pick Summon Succubus as your Level 1 Talent. Mistress of Pain works very much like Succubus, only with more health, can walk through terrain, and Charms targets for 2 seconds. When reactivated, Mistress of Pain will start spinning back toward it's spawning location, dealing 135 damage to enemies hit by it's blades.
5
Jaraxxus: Infernal Eruption [E3]
Cooldown: 10

Becomes available if you pick Summon Felguard as your Level 1 talent. Create a crag of Fel Energy at a target location that explodes after 1.5 seconds, dealing 125 damage. If Infernal Eruption hits at least one enemy Hero, Spawn an Infernal from the fissure to chase and attack nearby enemy Heroes for 10 seconds. Infernal gains an additional 100 Hp to his Total Health for each hero hit by Infernal Eruption and deals 20 damage per second to nearby enemies.

Heroic Abilities

1
Summon Jaraxxus
Cooldown: 110
Mana Cost: 100

After a 2 second summoning channel, summon Jaraxxus directly on top of you, killing Wilfred instantly and granting you control over Jaraxxus. Jaraxxus is a large and powerful Melee Assassin who throws out a lot of sustained area damage, and gains a new Trait and set of Basic Abilities, the last of which changes based on your Level 1 Talent choices. Lasts 25 seconds.
Jaraxxus cannot use, collect or benefit from Soul Shards.
2
Hand of Gul'Dan
Cooldown: 70 seconds
Mana Cost: 80

Lob a meteor of Fel Energy at a target area, consuming all of your complete Soul Shards. Area deals 150 damage, plus 15 (+4%) damage for each Soul Shard Consumed. Each Soul Shard also creates an Imp at the location, up to 4, that will target nearby enemies with ranged attacks, prioritizing heroes. Imps will not attack the same target as another Imp unless there are no others. Imps last 5 seconds, deal 67 damage per hit, and have 275 health.
Soul Shards consumed do not lower Mana Cost.

Talents

Level 1

Summon Voidwalker [E]
Summon a Voidwalker at a target location for 8 seconds. Voidwalker is surrounded by a 20% slowing aura, and will attack enemies who enter the area, increasing the slow to 40% for 2 seconds with each hit. Prioritizes low Hp Heroes.

Reactivating Summon Woidwalker casts Void Shift, swapping the location of Wilfred with his Voidwalker. Can be used once per ability cast.

Soul Shard grants Wilfred a 100 Hp sheild for each enemy Hero hit by the slowing area after Void Shift is cast. Shields lasts 3 seconds.

Summon Succubus [E]
Summon a Succubus who walks in a straight line in the chosen direction. Succubus is surrounded by a Charm aura, any heroes who contact the aura become Charmed, following the Succubus unable to attack or use abilities for 1.5 seconds. Heroes can be charmed only once per cast.

Reactivating Summon Succubus causes the Succubus to cast Whiplash, knocking back all enemies in her Charm radius, dealing 110 damage. Hitting Charmed targets with Whiplash stuns them for 1.5 seconds. Succubus despawns after Whiplash cast.

Soul Shard increases Charm duration to 2 seconds, and lowers the cooldown of Summon Succubus by 2 seconds for each Hero stunned by Whiplash.

Summon Felguard [E]
Summon a Felguard to chase down and Attack a chosen target for 10 seconds. Recasting causes the Felguard to cleave for 110 Physical Damage in the area around him, with a 3 second cooldown. Each enemy Hero hit by the cleave lowers it's cooldown by 0.5 seconds.

Soul Shard grants Felguard 20 Physical Armor and heals Fizzlebang for 20% of the damage dealt by cleave.

Level 4

Chaos Bolt [Q]
Quest: Hitting Heroes with Shadow Bolt increases it's damage by 1, up to 30.
Reward: After hitting 15 Heroes, increase the range of Shadow Bolt by 20%.
Reward: After hitting 30 Heroes, increase damage by an additional 20 and cause heroic hits to grant a full Soul Shard.

Shadow Burst [Q]
Shadow bolt deals 70% area damage in a short radius around the target. All extra targets hit grant a Soul Fragment.

Feral Imps [D]
Hitting enemy Heroes with an empowered ability summons an Imp near the impact. Imps will harass nearby enemies with ranged attacks, prioritizing Heroes, and last 5 seconds or until killed. Can have a total of 2 Imps active at once. Imps summond by Hand of Gul'dan do not count toward this total.

Level 7

Nethermancy [D] [Passive]
Each completed Soul Shard increases Basic Attack damage by 10%.

Manastalker [W]
Increases Mana Drain to 1.5% per second. Half of mana drained is returned to Fizzlebang.

Soul Link [E]
20% of damage you take is dealt to you're Summoned Demon instead. Only works while Demon is Active.

Level 10

HEROICS

Level 13

Fetch [W]
Felhound drags the target back toward Fizzlebang.

Unending Resolve [Active]
Cooldown: 40 seconds
Activate to gain 40% damage reduction and immunity to Silence for 4 seconds.

Demonic Empowerment [E]
Increase Health of all demons by 40%.

Demonbolt [Q]
Increase the damage of Shadow Bolt by 25 (+4%) for every Demon you have Active upon cast. Increases the cooldown of Shadow Bolt to 6 seconds.

Level 16

Soul Contract: Voidwalker [Active]
Bind an untalented version of Summon Voidwalker to a Number Key. This version of the ability has no mana cost, but has no Command Demon option, twice the Cooldown, and cannot benefit from Soul Shards or Talents. Cannot choose this ability if you chose Summon Voidwalker at Level 1.

Soul Contract: Succubus [Active]
Bind an untalented version of Summon Succubus to a Number Key. This version of the ability has no mana cost, but has no Command Demon option, twice the Cooldown, and cannot benefit from Soul Shards or Talents. Cannot choose this ability if you chose Summon Succubus at Level 1.

Soul Contract: Felguard [Active]
Bind an untalented version of Summon Felguard to a Number Key. This version of the ability has no mana cost, but has no Command Demon option, twice the Cooldown, and cannot benefit from Soul Shards or Talents. Cannot choose this ability if you chose Summon Felguard at Level 1.

Ritual of Summoning [Active]
Cooldown: 15 seconds
Channel a portal at a target location that links to your team's Hall of Storms. Heroes can select the portal at the Hall of Storms to teleport to your portal's location. Can be channeled indefinitely, but taking damage will interrupt the ability.

Level 20

Learning From Mistakes [R1]
Drop a Summoning Circle at your feet right before Jaraxxus crushes you. When you respawn at the Hall of Storms, you have 6 seconds to reactivate Summon Jaraxxus to teleport to your Summoning Circle.

Imp-plosion [R2]
Reactivate Hand of Gul'Dan to cause all active Imps to rush toward their current target and explode on contact, dealing 130 damage in a small radius. Gain 2 Soul Fragments for each Hero hit by an exploding Imp.

Demonwrath [Passive]
All summons deal 30 (+4%) damage per second to nearby enemies. Imps will now use melee attacks.

Soul Stone [Active]
Complete Soul Shards are no longer lost on death. While dead, activating Soul Stone will consume all your complete Soul Shards and reduce your death timer by 20% for each Soul Shard.

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