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[!NEW HotS HERO!] Khyrak.Avenger - Primal Ultralisk!


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Khyrak.Avenger

PrimalUltralisk_SC2-HotS_Rend1.jpg

 

Born into a hostile environment, Khyrak was constantly trained to survive. He has learned to take a beating by feasting off of the blood off his opponents, gaining stronger in battle. He excels as a hunter, moving quickly to destroy enemies on the brink of death.

 

Strength - 40 + 6 Strength Gained Per Level (Main Attribute)

Agility - 32 + 5 Agility Gained Per Level

Intelligence - 18 + 4 Intelligence Gain Per Level

 

Attack range: 2

Movement speed: 2.9

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Hero Information

 

Affiliation: Primal Hunter

Role: Tank/DPS

Theme: Hunter with powerful debuffs

 

Primal Ultralisk

Portrait: Primal Ultralisk

Voice: Primal Ultralisk

 

Base Health: 295

Base Damage: 45

Base Armor: 3

 

 

 

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Hero Abilities

 

btn-ability-terran-ultrasonicpulse-color.jpg

 

Heroic Passive: Rupture

 

Khyrak’s 3rd attack on an enemy causes them to bleed for 6 seconds. Bleeding enemies take 15(+3% missing health) Spell Damage per second.

Skill Explanation and Uses:

Aside from his ultimate, this is where the majority of Khyrak's damage comes from. This will proc on your 3rd attack on an enemy as long as the attacks occur within 6 second of each other, otherwise the counter resets. If you are alternating attacks between 2 enemies, you will proc this on your 5th and 6th attack which are your 3rd attacks on each target. Of course since this deals damage based on an opponent’s missing health, this deals minor damage when enemies have most of their health and deals great damage when they are low. This makes it great at damaging bosses as well due to its high damage potential on high health targets: if an enemy is missing 5000 health this yields 150(+15) damage per second, increasing in damage each time it ticks.

 

 

Duration is 6 seconds

Doesn't stack, but refreshes upon application

 

 

When Playing:

  • Try to proc this every time you engage as it is extra damage you don't want to miss out on
  • Focus enemies that are closer to death to maximize your potential
  • Don't be afraid to attack tanks, as their higher health pool will make them bleed for more damage.

When Playing Against:

  • Don't risk fighting while low
  • If you have a way to cure debuffs using an item or ability, you may want to wait until after you are seperated from Khyrak to use, otherwise he will likely and quickly reapply it.

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btn-upgrade-zerg-missileattacks-level2-plus.jpg

 

[Q] Spinal Eruption

Cost: 80/95/110/125

Cooldown: 26/24/22/20

Range: 12

 

 

Active: Tunnels to a target location producing spines along the way that knock up enemies, deal Spell Damage and stun them for 1.7 seconds.

 

Level 1: 70 (+30%INT) Spell Damage

Level 2: 120(+30%INT) Spell Damage

Level 3: 170(+30%INT) Spell Damage

Level 4: 220(+30%INT) Spell Damage

 

 

 

 

 

Skill Explanation and Uses:

This skill can be used to initiate, chase, or escape as it serves as both a teleport and a stun in a linear AoE. There is a short cast time/delay to burrow and the tunnel happens quickly. It is pretty easy to see this coming and dodge it if the enemy sees Khyrak before he casts it. Otherwise, it can be very easy to surprise enemies from a distance. Enemies are knocked up for .5 seconds before the stun is applied. The stun gives time for allies to land skill shots and time for you to cast Cancerous Spew (W). Because he is underground, Khyrak is not visible while tunneling. I would max this first as it gives you good damage and a long stun.

 

 

Burrowing Time: .5 seconds

Travels 1 unit every .1 seconds -> Takes 1 second to complete if cast at max range

Knock-up goes through debuff immunity, stun does not

 

 

When Playing:

  • Try to catch enemies off guard by casting this from the fog of war.
  • Try to hit as many enemies as possible by casting beyond them.
  • This is great for initiating team fights and getting on the front line quickly.
  • Don't be afraid to use this to get away
  • Use the knock-up and stun to help allies land their skill shots and prevent enemies from pursuing them.

When Playing Against:

  • If you can spot Khyrak casting this, you can probably avoid it by simply moving to a different position
  • If you see a trail of spines heading your way, you may want to make quick use of an escape mechanism.
  • If you see him trying to burrow, quickly use a stun or silence

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btn-DOTA-item-lifestone.jpg

 

[W] Cancerous Spew

Cost: 80/90/100/110

Cooldown: 18/17/16/15

Range: 5

 

Active: Vomits toxic fluids in an area that last for 6 seconds. Enemies in the area lose movement speed and resist per second for 2 seconds, stacking up to 4 times.

Level 1: -10% movement speed, -5% resist - per stack

Level 2: -13% movement speed, -6% resist - per stack

Level 3: -16% movement speed, -7% resist - per stack

Level 4: -19% movement speed, -8% resist - per stack

 

Skill Explanation and Uses:

These fluids eat right threw enemies' resist and slow them down quickly if they remain in them. You can use this right on top of an enemy in conjunction with Spinal Eruption(Q) to ensure the most amount of stacks on enemies in the area. This can also be used to zone off enemies, as if they run through it they will take significantly more damage and lose much movement speed, up to -76% movement speed and +32% damage at level 4, while navigating around it might put them out of position. Providing the enemy remains in the location for a second or two, the slow is quite strong and the damage amp is good for taking bosses and securing kills during team fights.

 

Takes .35 seconds to transfer the acid from the mouth to the floor

AoE: 3.5 units

When Playing:

  • If your team is trying to destroy a boss go ahead and spit this on the area to increase everyone's damage
  • If the enemy is contesting, spit this in the most likely area that they will use
  • During ganks, you probably need to use this with your Q or another form of CC otherwise the enemy will likely just walts out before this really takes effect.
  • In team fights pay careful attention to when and where you drop this. If the enemy is charging into you, you may want to spit this on top of your current position, forcing them to walk through it or turn around.

When Playing Against:

  • If Khyrak spits this on you, get out of it as quickly as possible or damage that follows will really hurt.
  • Sometimes you may need to sit in it in order to remain in position, but do this with caution
  • This does no damage on its own, its not an avoid-at-all-costs ability but keep in mind that it can reduce your movement speed quite a bit, so if you sit it in don't expect to just fly away immediately afterwards.

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th_btn-upgrade-protoss-argustalisman.jpg

 

[E] Innate Hunter

Cost: N/A

Cooldown: Passive

Range: N/A

 

Passive: Bleeding enemies lose weapon speed and vision radius, leaving a trail of blood behind them. While in the trail Khyrak gains movement speed.

 

Level 1: -20% weapon speed, -2 vision radius, +.30 movement speed, trail lasts 4 seconds

Level 2: -26% weapon speed, -3 vision radius, +.60 movement speed, trail lasts 6 seconds

Level 3: -32% weapon speed, -4 vision radius, +.90 movement speed, trail lasts 8 seconds

Level 4: -38% weapon speed, -5 vision radius, +1.20 movement speed, trail lasts 10 seconds

 

 

 

 

Skill Explanation and Uses:

Totally dependent on your passive or ult, this is very strong when activated and is great for singling out a target as they won’t be able to see everything around them and will lose significant weapon speed while bleeding. The vision radius reduction is arguably the stronger element in this skill as heroes usually have 12 vision radius and level 4 reduces this to 7 vision radius, which is the longest attack range, thus making it difficult to see anything else coming at them. Additionally, when you are in their blood you gain a good amount of movement speed to help you stick to you target.

 

 

 

Debuffs persist as long as bleeding does

Blood trail is 1 unit wide, lasts for 4 seconds after the target leaves the position

.25 second lunge time

AoE 3 units

 

When Playing:

  • Whenever you can make an enemy bleed, do it - the debuffs will always be useful
  • This offers great mobility for chasing, but you can't really use it to escape
  • The weapon speed slow can give you the edge in a 1v1
  • The vision reduction can prevent enemies from knowing where your team is. This can be both offensive and defensive

When Playing Against:

  • Debuff immunity is your greatest defense whether its in the form of an item or an ability.
  • Try to stay by allied creeps or heroes so that you can share vision with them.
  • You may have to invest in more weapon speed to counter the weapon speed slow.

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btn-DOTA-Doctor-spell3.jpg

 

[R] Blood Fest

Cost: 150/200/250

Cooldown: 80/70/60

Range: 3

 

Passive: If a bleeding enemy dies Khyrak heals a percent of their maximum health.

 

Active: Goes into a frenzy striking an enemy multiple times, dealing Spell Damage over 2.5 seconds and rooting them for the duration. The initial strike pushes away other enemies

 

Level 1: 24% target maximum health heal, 300(+40%INT) Spell Damage total

Level 2: 32% target maximum health heal, 400(+40%INT) Spell Damage total

Level 3: 40% target maximum health heal, 500(+40%INT) Spell Damage total

 

(Passive)

(Active)

 

Skill Explanation and Uses:

This gives you great sustainability by granting you health from dying enemies. In order to gain the health the target must be bleeding when it dies, but does not require you to get the kill. The passive is simply an inherent benefit to making enemies bleed and the heal can come in handy to keep you alive in battle. The active deals great single target damage while rooting the enemy for 2.5 seconds and pushing away their allies. This causes bleeding after the duration but doesn't proc item effects.

 

Duration 2.5 seconds

Goes through debuff immunity.

 

When Playing:

  • Make use of the passive by healing off of neutral/lane creeps before hoping back into the fight.
  • If an enemy is close to death attack them to proc Rupture or use the active to ensure your heal
  • You should use this on an enemy immediately if you think you would otherwise only be able to attack them once or twice.
  • This damage and root goes through debuff immunity
  • Use other skills to get close to the enemy and then use the active on the hero you want to single out.
  • Keep in mind that you can't do anything else while attacking this target.
  • You will remain in this frenzy for 2.5 seconds every time this ability is cast.

When Playing Against:

  • If you have a large health pool, it is even more harmful to your team if you die as Khyrak will gain quite a bit of health from you.
  • Keep your distance as this cast range is only slightly higher than his normal attack range
  • If you are low, expect to be targeted and don't rely on debuff immunity to survive
  • During the 2.5 seconds, Khyrak will be stationary so make use of that.
  • This is a root not a stun, so you can still attack and use your abilities.
  • If you don't have a blink, don't try to run. Your best option is to attack.

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Role

 

As far as your skill order, you generally want to start with Spinal Eruption (E) which gives you a good initiation tool for early fights. Get one point in each of the other two skills at level 2 and 3. After this you can either max W if your allies already have good damage, Q if you feel like you need to be a higher contributor to the damage output, or E if you need to focus isolated targets and require more chase capability. Always upgrade your ult when you have the chance. Your combo could be to Q in to the enemy team, hitting as many enemies as possible while ending closest to or behind your main target. Then Spew W on the enemy or where you think they will be running and proceed to make your target(s) bleed. You can do this by either auto attacking or using your ult on the primary target to isolate and root them.

 

Three options are in your team's best favor.

  1. Jungle: This will generally be your first choice as it allows you to gank often to make sure that your teammates win their lanes. You are also a strong laner so if another hero on your team needs the jungle to avoid falling behind, don't be afraid to give it up.
     
  2. Short Lane Support: This should be your second option. While you won't get much farm here, you can ensure an easy lane for your carry by zoning out your laning opponent(s), then engaging and likely killing your enemies or forcing them out of the lane. Thankfully you don't need items to be useful, but benefit a lot from leveling up. Even at this position keep an eye on other lanes that may need your help ganking.
     
  3. Short Lane Carry: In some situations you may be the primary or secondary carry and take this lane if the jungle is not available. Here you want to get as much farm as possible while still playing aggressively to get ahead. If you have an opportunity to fight, choose it over farming creeps to secure an early lead. Melee carries typically shine mid game but fall off if the enemy ranged carry gets equally strong.

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Items Build/Synergy

 

Starting Items

If you get wealth, you can start with a few different items, otherwise buy components of them.

DuransBuckler.png Duran's Buckler is the best item for jungling

LostTreasure.png Lost Treasure gives you good lane sustain and extra gold every 10 seconds. Pick this up if you are going short lane support.

MinersGoggles.png Miner's Goggles gives you a lot of extra health to start with and a bit of cooldown reduction. This is an equally good item for short lane support. And will build into one of your core items.

 

 

 

 

 

 

 

Core Items:

Not that you can't do well without them, but they just work very well.

CoatofArms.png Coat of Arms gives you great overall stats while buffing both you and your team. If no one else on your team is picking this up, go for it early.

IsomorphicPyre.png Pyre syncs wonderfully with your heroic passive, giving your extra damage when the opponent has most of its health while your passive deals greatest damage when enemies are low. Pick this up unless you really need to be a tank.

 

Two possible builds:

 

Support Tank:

CoatofArms.png, ForceofEntropy.png, KorhalVanguard.png, MossbergTaser.png, DarksteelTitan.png, ChillingArtifact.png

 

If you you don't have a hero on your team who usually includes CoA in their build like Bio or MK, this would be a very strong item as it gives great stats overall and buffs both you and your team. FoE Gives you good health, a bit of damage and the especially great slow on your auto attacks, which reduces both movement and weapon speed. This stacks nicely with your W and E, and helps you better stick to your targets. Korhal is a typical pickup for any support as its stats are good and it gives a slight buff in damage resist for your team. The taser pickup is also common among supports and tanks, as is great as you can use it to single out a target after stunning them with your Q. A possible combo would be to Q in, cast W while the enemy is stunned, silence them as the stun is about to end then attack them enough to activate bleeding or use your ult. If they are alone, good luck to them. DST is the arguably the strongest item against auto attack heroes and will significantly decrease the physical damage that you take. As a melee tanky hero, this is very important so that ranged AA's don't just kite you all day while mowing down your health.

 

Tanky DPS:

CoatofArms.png, ForceofEntropy.png, IsomorphicPyre.png, Eternity.png, Shadowmourne.png, Atom_Smasher.png

 

CoA and FoE are included again because I think these items just work nicely with his skill set and play style. Pyre will give you good damage and the majority of your weapon speed. Its almost mandatory to have at least one on your team, and it works well on you as it allows your carry to focus on other items. Eternity's pickup is mainly because of the healing you will get from your bleeding. Of course it also gives decent damage but when you are attacking low enemies and they are bleeding for missing health, you will be healing quite a bit. Shadowmourne is a good item to help you proc your passive as quickly as possible while also giving you damage and a bit of health. Atom Smasher's insane slow will stack with both FoE and your W and E bringing enemies movement and weapon speed to a crawl.

 

Of course there are a ton of other great pick ups on him, as I feel he is a pretty versatile character, but these are two builds that I figured could work well.

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Q seems OP, stun is long, and it has a knockup + tele too. The E deals good damage and would be very strong when proc'ing items (atom smasher, bhm, etc.). W looks fine. How long does the passive's bleeding last? Ulti numbers seem off, as you have the level 3 making your bleed doing 65% of the enemy's max hp, which would be über OP, so I'm assuming there is something I'm not understanding there. Hero looks fun to play and looks balanced if the numbers are tweaked a bit IMHO.

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Q seems OP, stun is long, and it has a knockup + tele too. The E deals good damage and would be very strong when proc'ing items (atom smasher, bhm, etc.). W looks fine. How long does the passive's bleeding last? Ulti numbers seem off, as you have the level 3 making your bleed doing 65% of the enemy's max hp, which would be über OP, so I'm assuming there is something I'm not understanding there. Hero looks fun to play and looks balanced if the numbers are tweaked a bit IMHO.

 

Yeah, Doom answered you correctly. And yes, the stun on the Q is probably too long

 

What is the area of his w

 

Good question. I'm thinking something like 4 or so.

 

Bleeding, bleeding bleeding!!! Wtf

 

You don't like blood? Jk. Yes, he is a blood hunter who is centered around his heroic passive. Would you like a change hun?

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Hooooly snap, that passive seems to be wayyyy too strong. Like 15 + 0.5% missing health is probably realistic. Do some quick math:

 

1000 base HP

200 current HP

Every 3rd hit, you do 19 damage per second for 6 seconds. That's over 114 HP damage at 0.5%

 

I like the idea and the effect, that's pretty cool. But maybe even making it 0.1% and making it proc on every hit?

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Kog'maw when he's angry.

 

But seriously, I really like the Q + W combo. Hit them with R, then Q, then W, then E. BAM!

 

I might even suggest a full hybrid build - small bits of weapon damage where you can get them, then mainly get tankiness, INT and weaponspeed.

 

Hey, he is versatile so I would love to see some interesting builds on him. Glad you like it!

 

Hooooly snap, that passive seems to be wayyyy too strong. Like 15 + 0.5% missing health is probably realistic. Do some quick math:

 

1000 base HP

200 current HP

Every 3rd hit, you do 19 damage per second for 6 seconds. That's over 114 HP damage at 0.5%

 

I like the idea and the effect, that's pretty cool. But maybe even making it 0.1% and making it proc on every hit?

 

Keep in mind that this passive doesn't stack, but yes it can do MASSIVE damage. And this is where a lot of his overall damage comes from. I will probably decrease the percentage a bit in which case I would increase this during his ult. We'll see.

______________________________________

 

Updated for Hero Contest!

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So basically this hero kinda counters DPS heroes with its weapon speed debuff and movement speed debuff, would like to see the [W ability] used on zera while he is in bubble :D. I would nerf the ulti scaling to 20%/30%/40% and what if his maximum health is lets say 3k and he has 2.5k current health while an enemy tank with 4k health dies, will he heal for only 500 up to 3k? Or will the remaining 1.5k turn to shields or something? :P

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I like this hero! :D GJ!

 

Thank you, I'm glad you do!

 

So basically this hero kinda counters DPS heroes with its weapon speed debuff and movement speed debuff, would like to see the [W ability] used on zera while he is in bubble :D. I would nerf the ulti scaling to 20%/30%/40% and what if his maximum health is lets say 3k and he has 2.5k current health while an enemy tank with 4k health dies, will he heal for only 500 up to 3k? Or will the remaining 1.5k turn to shields or something? :P

 

Some aspects will probably get nerfed, but I think I will hold off on nerfs for a while. Imagine gaining shields from that ult, lol. He would go farm creeps at full health to pump up his shields to like 5k then jump into battle and be untouchable. I believe I will leave it only as a heal for now. Thanks for your feedback!

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Nice

Added some video content!

Nice I love your hero bruh... sireusly.... especially his Q... i just watched the videos and they look awesome but i think that his ult should be something a little more creative so you just dont have a that basicly plays with blood (stacks , dots) like make the ult something Cool :D but good job I love the hero great work. i have a question... tho

 

How did u make the video ? i mean ( the skills on the editor plz explain it to me ) gjjjjj

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Nice Nice I love your hero bruh... sireusly.... especially his Q... i just watched the videos and they look awesome but i think that his ult should be something a little more creative so you just dont have a that basicly plays with blood (stacks , dots) like make the ult something Cool :D but good job I love the hero great work. i have a question... tho

 

How did u make the video ? i mean ( the skills on the editor plz explain it to me ) gjjjjj

 

Thanks! And yeah I'm still thinking about modifying his ult somewhat to make it more interesting. As far as the video goes, using the editor takes a ton of work. This project took me like 10 hours total, and there is still some work to be done at a later date. The 2 hardest parts are 1) figuring out how to translate the ability from paper to something that actually works using data(effects, behaviors, abilities, units) and/or triggers 2) making it look good by using and modifying actors and models.

 

With this hero, I looked at the available animations and thought about what kind of abilities I could create to make use of them. If your model has fewer animations then you have to be more creative (unless you want to design them on your own which is a lot of extra work). If you want to learn to use the editor my favorite resource is sc2mapster,com where you can search and ask questions. And if I know how to do something I can help you as well, though I still have plenty to learn.

 

Do you currently know anything about the editor?

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Thanks! And yeah I'm still thinking about modifying his ult somewhat to make it more interesting. As far as the video goes, using the editor takes a ton of work. This project took me like 10 hours total, and there is still some work to be done at a later date. The 2 hardest parts are 1) figuring out how to translate the ability from paper to something that actually works using data(effects, behaviors, abilities, units) and/or triggers 2) making it look good by using and modifying actors and models.

 

With this hero, I looked at the available animations and thought about what kind of abilities I could create to make use of them. If your model has fewer animations then you have to be more creative (unless you want to design them on your own which is a lot of extra work). If you want to learn to use the editor my favorite resource is sc2mapster,com where you can search and ask questions. And if I know how to do something I can help you as well, though I still have plenty to learn.

 

Do you currently know anything about the editor?

yea i do.. I know a lot about it , i always be watching videos on youtube and learning new stuffs so ive playing and messing around with the editor.... so yh..
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I like the new ulti, it gives very good single target cc and can isolate an enemy because of the knockback.

 

Thanks, that was the idea.

 

Would be such a strong jungler with his e and passive, as a ganker with his q... It's a good idea. Should considered his body size in game tho

 

Yeah, that would be his main role. What do you mean by considering his body size in game? Should it be larger?

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