Health: 2054(+7%)
Health Regen: 7.4
Attack Speed: 1.0
Attack Range: 1.5
Attack Damage: 69
(D) Victory or death!: The less health Grommash has, the faster his skills are cooldawn. Accelerated reloading starts at 30% health.
30-21% health - 100% faster cooldawn
20-11% health - 150% faster cooldawn.
10-1% health - 200% cooldown.
(Q) Ironhide: Imposes a shield on itself or an ally with a strength of 370 (+ 4%). While under the shield, the target restores 2.5% of maximum health per second.
Recovery 10 seconds.
(W) Reckless rage: Attack the enemy (6 m range), inflicting 107 damage to the target (+ 4%). If Grommash was under Iron Hide (Q) during use, he deals damage equal to the shield’s durability to the target. You apply the “Thirst for Violence” effect to the target. (When you damage this target, you restore health.
25% of the damage done within 4 seconds)
Explanation: First you apply the effect, and then deal damage. Even if you are stopped (stun, root), the target will be under the effect of “Thirst for violence”
Cooldown: 14 seconds. Cost: 15% of current health.
(E) Hellscream!: Put on the “Fear” effect on the target (the target runs in the opposite direction from Grommash for 3.5 seconds. Fear cannot be removed by the damage taken. When restoring health from an allied hero, you remove the “Fear” effect)
Cooldown: 15 seconds Cost: 5% of current health Range: 3 meters.
(R1) Mannoroth Blood: Your next ability has an enhanced effect. The ability has 2 charges with a total cooldown.
30 seconds cooldown.
(Q) - Increases shield strength by 25%
(W) Increases range by 3 meters.
(E) Increases fear duration by 1.5 seconds.
(R2) Execution: Thunder deals huge damage to the enemy hero 370 (+ 2%). If the enemy dies, the allies revel in battle for 5 seconds, restoring 80 (+4) health per second.
Range of application: 1.5 meters Recharge 60 seconds.
Level 1:
• Bloodlust:
Quest: Make 50 Auto Attacks
Reward: Each auto attack restores 7% of missing health.
• Charge:
Quest: Apply 25 times on enemy heroes with W.
Reward: During the movement to the enemy, you become unstoppable.
• Sweeping battle:
Quest: Collect 20 Spheres
Reward: Shield strength for allies increases by 15%
Reward on selecting 40 spheres: The strength of the shield for allies increases by 30%.
Level 4:
• Morale: Target under the shield increases its attack speed by 50%
• Demonic rage • The target under the shield deals 112 (+ 4%) damage to enemies every 2 seconds. Radius 3 meters.
• Attack if you can !: Enemies return 15% on their own when dealing damage to the shield.
Level 7:
• Go !: When applying a shield, removes all control effects from an ally.
• Stay there!: The target receives from W and also receives root for 2 seconds.
• I choose victory !: Victory or death (D) starts to work with 40% health. (40-31%…30-21%…20-1%)
Level 13:
• Contempt of fear: After using (E) ability, Grommash moves 30% faster for 5 seconds.
• Hardness: After dealing W damage with a shield, your shield no longer disappears.
• Demoralizing scream: Enemies caught under it, the first three auto attacks do 75% less damage. Radius 4 meters.
Level 16:
• Frontal attack: Your W reduces the armor of the target by 25 (your target takes 25% more damage) for 3 seconds.
• Destruction of the weak: When killing a W target, all enemies within a 5 meter radius also take damage.
• Hamstring: A target under the effect of “Fear” takes damage 5% of maximum health every second.
20 Level:
• (R1) Fel: When using Blood of Manorroth, you restore 30% of maximum health.
• (R2) Slaughter: When using the Execute, all allies receive a taunt (3 seconds) for this target and an increased movement speed of 30%.
Tbh, I feel like a mix of yours and a bruiser-ish approach would be better, with Grommash being a heavy-hitting bruiser, with some support. The following will just be my opinion.
Stats - Since I’d make it a bruiser, I’d give him roughly 2500 health. The way you have made him right now he also has quite high AA damage, but that shouldn’t be much of a problem.
D - I like the concept, but in practice it just wouldn’t be too impactful. When you are at 30% or less health the risk of dying is just too great. Instead you could have it work simular too Garrosh (they are related, so its fine), where it slowly ramps up to roughly 50%, though you could do up to 100% if you felt like it.
Q - I’d move Reckless Rage to Q since it feels more like a primary ability. I like the idea of all of his abilities costing health. I’d also change the bonus damage to 100% of the health consumed (with the way you have made it, it could deal 735 damage in one hit. For comparison, KT’s Pyroblast does 810 damage, and he usually has to wait 3-5 seconds, so all the damage can be avoided), and lower its base damage to about 70. You could also have it make his next few AAs cleave to get some AOE going.
W - Ironhide would just be like Tassadars Plasma Shield without the life steal like this. Ny recommendation would be to make it so that he passively gains 50 shields each second, up to 250. Then he could activate it to grant the same amount of shields to nearby allies for a few seconds, and gain an additional 250 shields, up to 500 total. I’d also say that you shouldn’t have this ability cost any health, just because it seems kinda redundant. If you want you could also add a passive benefit that reduces the duration of disabling effects, or increased his health regen, based on how many shields he has.
E - As it is right not it would just cripple any hero. Image getting behind an enemy, popping this, and just watch as they are getting creamed for 3 seconds as they are walking into your team. Instead of fearing a single target, I’d make it slow all nearby targets and reduce their damage dealt, decaying over a few seconds.
R1 - I think the idea behind Mannoroth Blood works great with this character. You could even give him a passive benefit while he has the charges ready, like 5 Armor or 10% life steal per charge.
Reckless Rage - If you base the bonus damage on health consumed, you could instead make it consume 10% more of his current health. You could keep the extra range aswell if you wanted to.
Ironhide - Instead of increasing the shields, I’d make it give him 50%, which decays as the shields are depleted.
Hellscream - Now you could make it fear enemies, though it shouldn’t be more than 1,5 seconds.
R2 - Though the idea is great, it would be way too overpowered in practice. not only would it be a little extra damage, but if it actually kills the target it would heal more than the heroics of all healers in the game. If you want to keep it like this, you should lower the healing to 80 per second at most. I’d recommend changing it so that it does 420 damage, or 200 damage and bonus damage equal to 15% of the targets maximum health, with a windup. If it killed the target, then it would grant 40 Armor to nearby allies, decaying 5 seconds.
That’s just my take on it, and it would probably still be a bit too strong.
I will make health gains a little more.
I imagine Grommash as a warrior who always maintains a balance between life and death. It may seem that at a low percentage of health, Grommash seems to be an “easy target”, but due to quick reloading, he is constantly under shields / controls you, creating an illusion of an easy target.
Yes, I will reduce the damage that he does without a shield. I’ll also make the basic version of the shield more attractive, so sacrificing it when using W was not as beneficial as if it were under it. Also, reducing the strength of the shield. When you do something, you can’t always distinguish between "Very weak “>” Acceptable “>” Very strong "
As I wrote above, I will make it more unique and remove the cost of health. This really makes it somehow overly reckless.
Since the target runs in the opposite direction in fear (Sorry, if this misled you. I will definitely clarify this in skill <3) this gives good control which gives you the opportunity to extend the enemy hill / subtle hero to allies) W + E = the enemy hero you need runs towards your allies, becoming a whipping dummy for 3 seconds. Or save an ally forcing the enemy killer to change position at a disadvantage for him.
I will make some adjustments to R1 and change the healing, as this brings a lot of useful, even for the ultimate ability.
Grommash isn’t thematical for a support class. He always was a big heavy dude with a big axe who slams on enemies. So bruiser, tank or perhaps melee assassin. But not support/heal…
You can see it as a tank / assassin. I take the hero, look at him from a different angle and think, can he be a support / healer? I presented him as such a grunt who helps allies to the front line. My advice to you, do not try to fantasize with stereotypes. (。’▽’。)
Sticking to source material is not “stereotype”, it’s sticking to source material.
If you want a War3 orc support, you have Shadow Hunter, or an orc shaman (it’s already in HotS), or a troll witch doctor, or a tauren spirit walker (that would be quite cool)…
But imho, as the idea is to adapt existing material (so you are restricted by the spirit of the source material), it’s odd to take a character and inverse its meaning/function. For example, they didn’t took Jaina and said “oh, what if she was a tank all along !?”, or Thrall and made him a support because “shaman is kind of support init ?”
The difficulty and fun of adapting an existing material resides in : how to be creative without alienating the meaning of the material.
I heard you, you’re right. My opinion is that I retained those qualities that are associated with an orc who wears a huge ax. I, as a support miner, decided to leave the highlight of the Bloodthirsty fighter: This is the theft of life with W (The battle rush that the war song clan is placed on), This is fear (E) which he inspires to someone who stands in his way. I did not take Grommash’s face and gave him a transformation into a sheep (Or is it a boar?). A warrior is not only one who alone kills hordes of enemies. For me, Grommash is a commander who leads his allies along the path of a strong horde, the one who inspires his presence, makes your blood boil from the upcoming battle.
Please change that, it’s confusing when you brand your Heroes as something else.
Honestly, I find it difficult to determine its secondary role. Of the attackers, he has only W so that I just leave the main “Support”