Karax
Phasesmith of the Daelaam
Universe: Starcraft
Role: Healer
Karax was once simple engineer of Khalai, but after the catastrophic Fall of Aiur he became one of the Daelaam’s best weapons designer. Furthermore during the War against Amon he also assumed the role of military commander.
Karax is a strong teamwide healer with global presence. Unlike most healers he focuses almost completely on shielding his allies and preventing damage. He can also provide small amount of mana to help his allies in the long run.
Karax also has unique ability to obtain Solarite and use it to enhance his abilities (in addition to regular talent tree).
Trait (D) - Power field
Passive:
Karax projects power field around him that heals allies and recharges their mana
Power field heals 10 life and grants 1 mana per second.
Active:
Cooldown: 10 seconds
Activate to transfer Karax’s power field to a targeted area anywhere with vision. The power field lasts up to 15 seconds and can be cancelled early.
Karax doesn’t recharge any mana without his powerfield
Trait (D) - Power field
Passive:
Karax projects power field around him that heals allies and recharges their mana
Power field heals 10 life and grants 1 mana per second.
Active:
Cooldown: 10 seconds
Activate to transfer Karax’s power field to a targeted area anywhere with vision. The power field lasts up to 15 seconds and can be cancelled early.
Karax doesn’t recharge any mana without his powerfield
Orbital smite - (Q)
Cooldown: 5 seconds
Mana: 25
Small AoE
After 0.5 second grants 200 shields for 3 seconds in small (Like Chromie’s W) area and deals 120 damage in 50% larger area.
If the ability is used within the power field, shield lasts 2 seconds longer and enemies are slowed by 20% for 2 seconds.
Stores up to 4 charges.
This ability has standart casting range.
Orbital smite - (Q)
Cooldown: 5 seconds
Mana: 25
Small AoE
After 0.5 second grants 200 shields for 3 seconds in small (Like Chromie’s W) area and deals 120 damage in 50% larger area.
If the ability is used within the power field, shield lasts 2 seconds longer and enemies are slowed by 20% for 2 seconds.
Stores up to 4 charges.
This ability has standart casting range.
Containment matrix - (W)
Cooldown: 8 seconds
Mana: 40
Skillshot
Fire a fast moving projectile that deals 90 damage to first enemy hero it hits and reduce their autoattack damage and spell power by 15% for 4 seconds.
If the enemy hit is within the power field, they take 25 damage per second and the duration is increased by 2 seconds.
This ability has standart casting range.
Containment matrix - (W)
Cooldown: 8 seconds
Mana: 40
Skillshot
Fire a fast moving projectile that deals 90 damage to first enemy hero it hits and reduce their autoattack damage and spell power by 15% for 4 seconds.
If the enemy hit is within the power field, they take 25 damage per second and the duration is increased by 2 seconds.
This ability has standart casting range.
Power field overcharge - (E)
Cooldown: 15 seconds
Mana: 60
AoE
After 0.5 second all enemies within power field take 210 damage and allied heroes gain 300 shields for 3 seconds.
Power field overcharge - (E)
Cooldown: 15 seconds
Mana: 60
AoE
After 0.5 second all enemies within power field take 210 damage and allied heroes gain 300 shields for 3 seconds.
Solar lance - (R1)
Cooldown: 50 seconds
Mana: 70
Large AoE
After 1 second deals 250 damage to all enemies in the area and set it on fire for 5 seconds. Fire deals 30 damage per second and slow enemies by 25%.
Additional 6 Orbital smites are fired on random nearby allies over next 3 seconds.
This ability has standart casting range.
Solar lance - (R1)
Cooldown: 50 seconds
Mana: 70
Large AoE
After 1 second deals 250 damage to all enemies in the area and set it on fire for 5 seconds. Fire deals 30 damage per second and slow enemies by 25%.
Additional 6 Orbital smites are fired on random nearby allies over next 3 seconds.
This ability has standart casting range.
Chrono field - (R2)
Cooldown: 65 seconds
Mana: 70
Channelled AoE
All enemies in the power field are fully slowed (cooldowns, movement, attacks, regen…) by 15% and allies are fully boosted by 15%.
Lasts 6 seconds and Karax can move while channeling.
Chrono field - (R2)
Cooldown: 65 seconds
Mana: 70
Channelled AoE
All enemies in the power field are fully slowed (cooldowns, movement, attacks, regen…) by 15% and allies are fully boosted by 15%.
Lasts 6 seconds and Karax can move while channeling.
Stats
Statistic
Value
Health
1550
Health Regeneration
3.2/s
Attack Damage
80
Attack Speed
1
Attack Range
5.5
Mana Maximum
500
Mana Regeneration
5 + 1
Karax has standart per level stacking.
The reason Karax has slightly higher mana regen, is because he doesn’t regen any without his Power field. This somewhat limits his ability to influence fights on the other side of map.
Stats
Statistic | Value |
---|---|
Health | 1550 |
Health Regeneration | 3.2/s |
Attack Damage | 80 |
Attack Speed | 1 |
Attack Range | 5.5 |
Mana Maximum | 500 |
Mana Regeneration | 5 + 1 |
Karax has standart per level stacking. | |
The reason Karax has slightly higher mana regen, is because he doesn’t regen any without his Power field. This somewhat limits his ability to influence fights on the other side of map. |
Solarite upgrades
Tier
Power field - (D)
Orbital smite - (Q)
Containment matrix - (W)
Power field overcharge - (E)
1
Power field's healing is increased by 2
Orbital smite's damage is increased by 10
Containment matrix's debuff is increased by 5%
Power field overcharge's shield is increased by 15
2
Power field's healing is increased by 2
Orbital smite's damage is increased by 10
Containment matrix's debuff is increased by 5%
Power field overcharge's shield is increased by 15
3
Power field's healing is increased by 2
Orbital smite's damage is increased by 10
Containment matrix's debuff is increased by 5%
Power field overcharge's shield is increased by 15
4
Power field's healing is increased by 4 and mana recharge by 1
Orbital smite's shield is increased by 50
Containment matrix reduces armor by 10
Power field overcharge stuns enemies for 0.5 seconds
Karax gains 5 Solarite on every talent level.
Upgrades on tiers 1 - 3 cost 5 Solarite
Upgrades on tier 4 cost 10 Solarite
(Karax has option to gain Solarite through talents)
Karax can redistribute his Solarite at any point in the game.
Karax gains 5 Solarite for every level after level 20.
Solarite upgrades provide Karax with small but useful additional flexibility during the match and allow him to better fullfill his team’s needs. Solarite also allows Karax to stack well into the late game.
Solarite upgrades
Tier | Power field - (D) | Orbital smite - (Q) | Containment matrix - (W) | Power field overcharge - (E) |
---|---|---|---|---|
1 | Power field's healing is increased by 2 | Orbital smite's damage is increased by 10 | Containment matrix's debuff is increased by 5% | Power field overcharge's shield is increased by 15 |
2 | Power field's healing is increased by 2 | Orbital smite's damage is increased by 10 | Containment matrix's debuff is increased by 5% | Power field overcharge's shield is increased by 15 |
3 | Power field's healing is increased by 2 | Orbital smite's damage is increased by 10 | Containment matrix's debuff is increased by 5% | Power field overcharge's shield is increased by 15 |
4 | Power field's healing is increased by 4 and mana recharge by 1 | Orbital smite's shield is increased by 50 | Containment matrix reduces armor by 10 | Power field overcharge stuns enemies for 0.5 seconds |
Karax gains 5 Solarite on every talent level.
Upgrades on tiers 1 - 3 cost 5 Solarite
Upgrades on tier 4 cost 10 Solarite
(Karax has option to gain Solarite through talents)
Karax can redistribute his Solarite at any point in the game.
Karax gains 5 Solarite for every level after level 20.
Solarite upgrades provide Karax with small but useful additional flexibility during the match and allow him to better fullfill his team’s needs. Solarite also allows Karax to stack well into the late game.
Talents
Level 1
Focused mind: While above 50% health Karax’s abilities recharge 10% faster and he gains 10% more mana.
Rare elements: Regen globe mana and health are increased by 30% and every regen globe grant Karax 1 Solarite.
Chrono burst: Hitting an enemy hero with ability grants Karax 20% movement and attack speed for 3 seconds.
Level 4
Shield generator: Allied heroes within the Power field that haven’t taken damage within the last 2 seconds gain 50 shield per second to a maximum of 250. Shield last indefinitely within Power field and for 2 seconds after leaving it.
Interference: Allied heroes within the Power field gain 1 charge of Interference every 5 seconds. Interference grants 40 spell armor against next instance of enemy spell damage and for 1 second afterwards. Stores 1 charge.
Deflective shield: Allied heroes within the Power field gain 1 charge of Deflective shield every 4 seconds. Deflective shield grants 60 physical armor aginst next enemy hero autoattack. Stores 2 charges.
Level 7
Targeting synchronization: Quest: Hit multiple heroes (both allies and enemies) with Orbital smite - (Q).
Reward: Every additional hero hit grants 1 shield.
Reward: Every 10 shields grants 5 bonus damage to a maximum of 50.
Shield wall: Power field overcharge - (E) grants 30 armor for 1.5 second.
Templar’s charge: Orbital smite - (Q) marks enemy heroes for 3 seconds. If Karax hits marked enemy with autoattack, he heals nearby lowest health ally for 25 health.
Solarite flare: Containment matrix - (W)'s duration is increased by 0.25 second for every 5 Solarite Karax has. Maximum 3 seconds increase.
Level 10
Solar lance - (R1): Heroic ability (Description in the abilities section)
Chrono field - (R2): Heroic ability (Description in the abilities section)
Level 13
No match for the Firstborn: Karax deals 30% more damage to enemy shields and the bonus damage is transfered to allies inside the Power field as shield for 3 seconds.
Templar’s stand: Karax gain 15 armor, when he has shield on himself and for 1 second afterwards.
Containment field: Containment matrix - (W)'s debuff is applied in a small area aroun the main target.
Power feedback: If at least 3 heroes were hit by Power field overcharge - (E), second 50% weaker burst is triggered after 2 seconds.
Level 16
Master Phasesmith: Karax gains 2 spell power for every hero hit by Power field overcharge - (E) for 3 seconds.
Reclamation: Karax can pick 1 talent of all previous non-ult talents.
Solarite power source: Karax gains 1% increased spell power for every 10 Solarite he has.
Focused projection: (Active) Activate to increase the effect of Power field overcharge - (E) and Trait (D) - Power field by 50% for 5 seconds but reduce their area to 75% for the duration. 30 seconds cooldown.
Level 20
Warp in: (Active) Activate to spawn warp rift next to each alive hero on the map. Within next 5 seconds allies can chanell on those rifts to teleport themself into Karax’s Power field. 60 seconds cooldown.
Backup projectors: 50% smaller Power field is projected around Karax, when
Power field projection is active.
Orbital superiority: Orbital smite - (Q) stuns enemy heroes for 0.75 second. Cannot trigger again for 3 seconds.
Emergency protocol: (Active) Karax use 5 Solarite to reset cooldown of his W and E and gain 2 charges of Q. 60 seconds cooldown.
Talents
Level 1
Focused mind: While above 50% health Karax’s abilities recharge 10% faster and he gains 10% more mana.
Rare elements: Regen globe mana and health are increased by 30% and every regen globe grant Karax 1 Solarite.
Chrono burst: Hitting an enemy hero with ability grants Karax 20% movement and attack speed for 3 seconds.
Level 4
Shield generator: Allied heroes within the Power field that haven’t taken damage within the last 2 seconds gain 50 shield per second to a maximum of 250. Shield last indefinitely within Power field and for 2 seconds after leaving it.
Interference: Allied heroes within the Power field gain 1 charge of Interference every 5 seconds. Interference grants 40 spell armor against next instance of enemy spell damage and for 1 second afterwards. Stores 1 charge.
Deflective shield: Allied heroes within the Power field gain 1 charge of Deflective shield every 4 seconds. Deflective shield grants 60 physical armor aginst next enemy hero autoattack. Stores 2 charges.
Level 7
Targeting synchronization: Quest: Hit multiple heroes (both allies and enemies) with Orbital smite - (Q).
Reward: Every additional hero hit grants 1 shield.
Reward: Every 10 shields grants 5 bonus damage to a maximum of 50.
Shield wall: Power field overcharge - (E) grants 30 armor for 1.5 second.
Templar’s charge: Orbital smite - (Q) marks enemy heroes for 3 seconds. If Karax hits marked enemy with autoattack, he heals nearby lowest health ally for 25 health.
Solarite flare: Containment matrix - (W)'s duration is increased by 0.25 second for every 5 Solarite Karax has. Maximum 3 seconds increase.
Level 10
Solar lance - (R1): Heroic ability (Description in the abilities section)
Chrono field - (R2): Heroic ability (Description in the abilities section)
Level 13
No match for the Firstborn: Karax deals 30% more damage to enemy shields and the bonus damage is transfered to allies inside the Power field as shield for 3 seconds.
Templar’s stand: Karax gain 15 armor, when he has shield on himself and for 1 second afterwards.
Containment field: Containment matrix - (W)'s debuff is applied in a small area aroun the main target.
Power feedback: If at least 3 heroes were hit by Power field overcharge - (E), second 50% weaker burst is triggered after 2 seconds.
Level 16
Master Phasesmith: Karax gains 2 spell power for every hero hit by Power field overcharge - (E) for 3 seconds.
Reclamation: Karax can pick 1 talent of all previous non-ult talents.
Solarite power source: Karax gains 1% increased spell power for every 10 Solarite he has.
Focused projection: (Active) Activate to increase the effect of Power field overcharge - (E) and Trait (D) - Power field by 50% for 5 seconds but reduce their area to 75% for the duration. 30 seconds cooldown.
Level 20
Warp in: (Active) Activate to spawn warp rift next to each alive hero on the map. Within next 5 seconds allies can chanell on those rifts to teleport themself into Karax’s Power field. 60 seconds cooldown.
Backup projectors: 50% smaller Power field is projected around Karax, when
Power field projection is active.
Orbital superiority: Orbital smite - (Q) stuns enemy heroes for 0.75 second. Cannot trigger again for 3 seconds.
Emergency protocol: (Active) Karax use 5 Solarite to reset cooldown of his W and E and gain 2 charges of Q. 60 seconds cooldown.
Additional stuff
Skins
Base skin + Protoss faction recolors (Nerazim, Taldarim and Purifiers)
Doomlord Karax (Demonic theme with replaced ability animations-meteors, fire and the like, new evil interactions)
Archmage Karax (Arcane based abilities and animations, new interactions with WC heroes)
Personality:
Karax is supportive and curious. He offers suggestions instead of orders.
Sample interactions:
With Artanis: “It is a honor to serve by your side, Hierarch.”
With Gazlowe: “Such a crude and primitive technology and yet it is working. I would like to study it, once we have the opportunity.”
With evil allies: “Your cruelty and hunger for power will bring your own end.”
Retreat. “We should regroup.”
Attack: “I have discovered the enemy weakness here.”
Additional stuff
Skins
Base skin + Protoss faction recolors (Nerazim, Taldarim and Purifiers)
Doomlord Karax (Demonic theme with replaced ability animations-meteors, fire and the like, new evil interactions)
Archmage Karax (Arcane based abilities and animations, new interactions with WC heroes)
Personality:
Karax is supportive and curious. He offers suggestions instead of orders.
Sample interactions:
With Artanis: “It is a honor to serve by your side, Hierarch.”
With Gazlowe: “Such a crude and primitive technology and yet it is working. I would like to study it, once we have the opportunity.”
With evil allies: “Your cruelty and hunger for power will bring your own end.”
Retreat. “We should regroup.”
Attack: “I have discovered the enemy weakness here.”
This concept was created as part of CDC #9 - Interstellar