Introduction Top
Leoric is a slow, lumbering, warrior with talents that can take him two very different directions. You can either have an absurd amount of health regeneration while dealing solid damage and slowing/disrupting the movement of your opponents, or you can go nuts and just put out a ton of damage by sacrificing some survivability.
I call him "slow and lumbering" mainly in reference to his attack speed which, at 0.77/second, is quite slow.
Stitches,
Diablo, and
Johanna are tied for next slowest Warrior attack speed at 0.91/second. Naturally, his attack does a large amount of damage to compensate for the speed, but suffice it to say that your abilities, not your auto-attacks, are your greatest weapon.
His trait
Undying, which lets you remain in wraith-form after death, keeps you on the battlefield at all times providing vision to your team, slowing the movement of the enemy team, and reducing your death timer based on landing your wraith-form abilities.
The
Undying trait may lull you into sacrificing yourself for a kill, or a chance for a kill, much like
Murky will because you get to remain in the fray, so to speak. Don't do that. You still give full XP to the enemy team when you die. You still are leaving your team without a tank to protect them when you die. Potentially slowing some members of the enemy team is nowhere near as useful as if you just pull back, use your huge HP regen + Support to quickly return to full health, and get back in the fight.
Treat
Undying like insurance: you have it in case you need it, but you're much better off if you never need to use it.
Pros and Cons Top
Trait and Abilities Top
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Trait: UNDYING allows you to remain out on the battlefield after your death and respawn on the spot when your death timer runs out. Using your abilities slightly reduces your death timer. This trait is excellent for several reasons:
1) You can continue to provide vision for your team at no risk to you since you're dead... as long as you get out of harm's way before you respawn.
2) You have zero travel time from your hearth to wherever you need to be on the battlefield.
3) Your death timer is almost always shorter than it would normally be due to your landing wraith abilities or using
Ossein Renewal.
But remember, no matter how many benefits this trait gives you while dead, being alive is infinitely more useful. Don't unnecessarily sacrifice yourself!
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Heroic 1: ENTOMB is your disrupting heroic ability. You throw up a "U-shaped" wall in front of you (positioned so that you are blocking the only exit) trapping anyone caught inside for 4 seconds. Can be used offensively as a trap, defensively to stop an enemy from chasing a teammate, or simply as a wall to close off a section of the battlefield since it is quite large. Excellent if your team has burst or AOE damage to take advantage of it. Short cooldown at only 50 seconds.
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Heroic 2: MARCH OF THE BLACK KING is your offensive heroic ability. You become unstoppable and move forward taking 3 swings, like your
Skeletal Swing, but each deals 100 more damage and heals you for 7.03% of your maximum heal per enemy hero hit, per swing.
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The Build Top
One of
Leoric's greatest strengths is his vast array of talents that allow for increased health regeneration or theft. Every non-gimmick
Leoric build will include several of these talents. The difference will be knowing when you can get away with sacrificing the "standard" tanky health regen talents for something more aggressive. Thus, this build will be mostly keyed toward survivability, but will offer suggestions as to when a deviation can and should be taken.
Remember, you regenerate health. That is your main schtick. Don't die unless it's unavoidable or you're getting a large value for your death, because you can back out and quickly come back into the fray at full health.
Tier 1 Top
Reanimation is essentially
Regeneration Master customized for
Leoric. You get the exact same health regeneration boost at 1.5/second per globe. The only addition is that
Reanimation specifies that the extra health regeneration does in fact hasten your death-timer countdown. It also allows you to gather globes while in
Undying form, which is pretty rare, but doesn't hurt. Just a generally strong regenerative base for a hero that revels in health regeneration.
Solid choice on any map that involves a fair amount of laning, taking out lots of mercs, or those juicy garden terrors that drop multiple orbs. This is slightly better than a usual
Regeneration Master talent selection because it contributes to the reduction of your death-timer as well, but it's not good enough to be a do-or-die pick since 40 or so extra health/second in a team fight isn't really gonna swing the tide of battle. Take it to boost your self-sustain in laning/push heavy maps like Tomb of the Spider Queen and Garden of Terror. Maps that involve a lot of team fighting out of lanes or include objectives that don't drop you orbs are ones where you can opt against
Reanimation: Battlefield of Eternity, Haunted Mines, etc.
Alternative Picks
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Mana Thirst returns 10 mana per enemy hit up to a full refund of your
Skeletal Swing. Basically this makes clearing minion waves almost instantaneous AND free. The only thing is that
Leoric doesn't really have mana problems unless you're just being reckless with your casting. Unless you need the training wheels, stick to either
Reanimation or
Block for the added bulk.
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Hopelessness increases the range of
Drain Hope by 20%. First of all, that's not a ton. you might get an extra half second of drain off if someone's running away. Also,
Drain Hope is an ability you want to cast when you're close to someone so you get the maximum drain before they get away. You don't want or need to be able to hit someone from afar with it.
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Block is a solid flex choice. All the maps that don't give you a ton of orbs to pick up for
Reanimation usually involve a lot more skirmishing anyway, so you'll be blocking more auto-attacks. Also consider it on all maps if the opponent's composition consists of multiple auto-attack based heroes, i.e.
Raynor,
Valla,
Falstad,
Illidan,
The Butcher, etc.
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Tier 2 Top
Hardened Bones is great. The fact that you get it this early is even better. This turns
Wraith Walk from an ability that lets you move around the map a little faster to a legitimate escape ability. Taking 25% less damage while using
Wraith Walk will make you much harder to finish off and seriously increase the number of times you escape a fight when you otherwise wouldn't. You now have the time to wraith away while the enemy is wailing on your physical body without having to worry about them killing you before you get to safety. It also allows you to hang in there to land one more auto-attack or one more
Skeletal Swing before you have to back out.
Note you can also pop
Wraith Walk when you see big bursts of damage incoming that you don't have time to dodge - i.e.
Precision Strike,
Blizzard,
Flamestrike, etc. - and take 25% less damage from it instead of having no choice but to eat the full 100%.
Alternative Picks
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Fealty Unto Death is alright, but it's one of those "training wheels" talents that if you can do without it, there are better choices. Basically, you get a small amount of health and mana whenever you are near a minion that dies. Same as the reasons not to take
Mana Thirst,
Leoric doesn't really have mana problems, so that benefit is unnecessary. The health gain is only 1% per minion. So Fealty offers you a decent sustain boost while you're laning, but offers nothing while team fighting or fighting over objectives. Would combine well with
Consume Vitality at level 16.
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If you are confident that you don't need the defensive boost of Hardened Bones, then Willing Vessel is a decent second choice. It grants a 5% increase in the maximum healing gained from
Drain Hope. It does not increase the damage beyond 25% and of course you don't get the full effect unless you hold the entire duration of
Drain Hope. Not to mention that 5% isn't a very large boost for an entire talent slot. All that said, however, Willing Vessel is still a positive boost that will be useful about half the time you cast
Drain Hope when you get a full drain.
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Royal Focus is pretty lackluster. IF your body doesn't take damage throughout the duration of your
Wraith Walk, the cooldown is knocked down to 4 seconds. In theory, this could be used to chain, though you'd still have to wait 4 seconds in between, Wraith Walks and chase people down. Or I guess you could chase someone down and then escape again after 4 seconds. The point is, ignoring the fact that this talent will be useless most of the times you'll want to use
Wraith Walk - in the middle of a fight or to escape, that the most likely outcome of chasing after people all the time is a lot of deaths for you.
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Tier 3 Top
Ossein Renewal is life regeneration that you'll almost never want to give up. 20% self-healing every minute goes a long way in keeping you in the fight and out of the hearth. If that wasn't enough, it is also useable in
Undying form to significantly speed up your death timer.
Tier 4 Top
Entomb is the default Heroic for
Leoric by far. With a multitude of uses both offensive and defensive (described in the abilities section), you will set up far more enemy kills than you could ever hope to achieve with
March of the Black King. You might even save a few friendly lives from aggressive chasers. Unless your team is seriously lacking in DPS, and thus won't be able to take advantage of the trap, this should be your Heroic choice.
Tier 5 Top
This tier has some good choices, but you're most likely going to want to pick one of the
Drain Hope talents. Which one depends on how the game has been going and the enemy composition.
Drain Momentum removes the 20% speed decrease from
Leoric when using
Drain Hope, making it much easier to and more likely that you achieve the full drain from
Drain Hope. This is useful if the enemy composition has several quick heroes with "dash" abilities like
Vault,
Run and Gun, or
Barrel Roll and has been quickly breaking your drains all game. Also, this allows you to maneuver through fights at full speed.
Crushing Hope, on the other hand, deals an additional 10% damage to the enemy (does not heal you)
if you maintain a full drain. So if you've been landing the full 4 seconds of
Drain Hope most of the game, likely because your enemies have a larger melee composition or you have a good amount of Crowd Control on your team, then absolutely take the extra damage boost. That's 35% of your enemy's HP gone.
Tier 6 Top
Another tier with several good talents, I often feel that the burst heal from
Consume Vitality edges out the others - again, taking into account that this build is leaning toward the tanky, self-sustaining side of
Leoric. Having said that, all of the other talents in this tier are perfectly viable giving the individual situation of each game and your individual play style. But as for
Consume Vitality, 2% of your maximum health returned, up to 10%, for each enemy hit with
Skeletal Swing is useful for several reasons:
1) As mentioned before, it's a burst heal of potentially 10% of your HP when you've largely been relying on slower heals-over-time and regeneration up to this point.
2) The
Skeletal Swing arc is huge and hitting multiple enemies is very easy to do if they are close to each other.
3) This allows you to gain a quick 10% HP top off from any minion wave, giving you great sustain in a lane, and also letting you back out of a fight, swing at some minions (along with your other heals), and basically get right back in it.
4) It is useful in
Undying form and will greatly reduce your death timer.
If, however, you often find yourself hitting a single target in team fights with
Skeletal Swing, you will likely want to forgo
Consume Vitality for one of the other excellent talents in this tier.
Tier 7 Top
Spectral Leech adds damage and healing equal to 5% of the enemy hero's HP to
Leoric's basic attacks. We take this for the additional burst heal and because
Buried Alive is so lackluster (since most of the time you will be taking
Entomb). The extra damage is a nice boost, but isn't going to be changing the game. Just another heal to the growing pile of small heals that keep
Leoric's health coming back.
Maps and Strategy Top
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