[HC] Jaraxxus, Eredar Lord Of The Burning Legion

I can’t possibly be the only one who wants to see Jaraxxus partake in the Nexus. I made this together with a friend, where we tried to get the general feel of how he should work, taking both from Warcraft and the iconic Jaraxxus from Hearthstone (though if you think Ferfire Meteor or something like that would be better as a name for his Q then please do tell).

Jaraxxus: Bruiser

Stats:
Health: 2250
Mana: 500
Attack Damage: 125
Attack Speed: 1
Attack Range: 1,5

(Trait) Curse Of The Nether:
Non-structure enemies affected by Curse Of The Nether take 5 Damage per second for each stack, and Jaraxxus’ Basic Attacks against them deal 25% bonus damage. Jaraxxus recovers 1% of his maximum mana every second for each enemy hero affected by Curse Of The Nether. Stacks up to 10 times, and lasts 10 seconds.

(Q) INFERNO!: 20 seconds, 75 mana
Jaraxxus calls down an infernal, that impacts after 2 seconds, dealing 100 damage in an area and slowing targets by 25% for 2 seconds, and summoning a Felfire Infernal, that deals 35 dmg per second, 10 dmg per sec in an area around it. INFERNO!'s cooldown is reduced by 20% per charge he has ready. Stores up to 2 charges and each Felfire Infernal ramain for 10 seconds.

(W) Touch Of Jaraxxus: 6 seconds, 20 mana per second
Deal 65 Damage every second to nearby enemies and give them a stack of Curse Of The Nether.

(E) Blood Fury: 15 seconds, 60 mana
Increase Jaraxxus’ Attack Speed by 25% for 6 seconds. Hitting an enemy hero affected by Curse Of The Nether increases his Attack Speed by an additional 5% per stack for 3 seconds, or until the end of the duration. Basic Attacks apply 1 stack of Curse Of The Nether while it is active.

(R ) Nether Portal: 100 seconds, 80 mana
Jaraxxus manifests a Portal to the Nether at a target location, dealing 125 Damage to nearby enemies, and giving them 5 stacks of Curse of the nether. 2 seconds after manifesting, a Mistress Of Pain appears at its entrance, which stays for 20 seconds and stays within a large area of the portal. The Mistress Of Pain deals 150 Damage every 3 seconds in an area and bonus Damage against heroes equal to 5% of their maximum health. The Portal remains for 10 seconds, where it gives all nearby enemies a stack of Curse Of The Nether every 1 second, and has 800 health.

(R ) Nether Power: 60 seconds, 60 mana
Activate to instantly deal 30 Damage to all enemies for each stack of Curse Of The Nether they currently possess, and slow them by 5% for each stack for 2 seconds, after which it decays at a rate of 10% per second.
Passive: Jaraxxus’ Attack Damage against targets with Curse Of The Nether is increased by an additional 2% for every stack of Curse Of The Nether on enemy heroes.

Talents:

Level 1

  • (Trait) Leaching Curse: Jaraxxus heals for 30% of all Damage dealt by Curse Of The Nether.

  • (!Active) Infernal Regeneration: Whenever Jaraxxus takes Damage he is healed for 30% of the Damage taken over 15 seconds. Whenever Jaraxxus is healed for 500 health, this healing is increased by an additional 1% of the damage taken, up to 20%.
    Reward: After gaining 20% extra healing Infernal Regeneration can be activated to instantly heal for 50% of the healing, sacrificing the last 50%.

  • (E) Draining Touch: While Blood Fury is active, Basic Attacks against enemies with Curse Of The Nether heal him for 50% of the Damage dealt. Blood Fury’s duration is increased by 1 second for each nearby enemy hero when it is activated.

Level 4

  • (!Q) Rain Of Fire: Hitting an enemy hero with INFERNO! permanently increases its Radius and Damage by 0,5%.
    Reward: After hitting heroes 5 times, gain 1 additional charge.
    Reward: After hitting heroes 10 times, gain 1 additional charge.
    Reward: After hitting heroes 15 times, Felfire Infernals gain 25 armor, reducing Damage taken by 25%, and their durantion is increased by 1 seconds whenever a nearby enemy minion dies.

  • (Q) Minions Of The Burning Legion: Felfire Infernals deal 50% more Damage to minions, mercenaries and monsters.

  • (Q) Burning Presence: Whenever an enemy takes Damage from a Felfire Infernal their Armor is reduced by 1 for 3 seconds, up to 30 reduced Armor.

Level 7

  • (Trait) Infernal Plague: Whenever an enemy with Curse Of The Nether takes Damage, the closest enemy with less stacks of Curse Of The Nether gains a stack, prioritizing heroes.

  • (W) Corrupting Strikes: Basic Attacks increase the stacks of Curse Of The Nether an enemy gains every second from Touch Of Jaraxxus by 2 for 2 seconds.

  • (Trait) Crush The Weak!: Curse Of The Nether deals 50% more Damage to non-heroic targets.

Level 10

  • (R ) Nether Portal
  • (R ) Nether Power

Level 13

  • (Q) Fiery Recovery: Felfire Infernals heal themselves for 15% of the Damage they deal.

  • (Active) Incinerate Flesh: Target enemy hero is unaffected by the next 400 healing received and their Spell Damage and Attack Damage are reduced by 25%, for 8 seconds. If the target does not receive 400 healing before the duration ends, it sends out a wave of fire that burns all enemies in a large area for 250 Damage over 4 seconds. This has a 60 seconds cooldown.

  • (E) Shielding Fury: While Blood Fury is active, Jaraxxus gains 25 armor, reducing Damage taken by 25%.

Level 16

  • (Q) Legion Fire: Felfire Infernals’ Damaging radius is increased by 100% and deals 100% more Damage.

  • (Active) Fel Fireball: Activate to make Jaraxxus’ next Basic Attack be at a range of 6 dealing 50% more Damage and an additional 75% Damage over 4 seconds, and it reduces the target’s armor by 20 for 2,5 seconds, increasing Damage they take by 20%. This has a 20 seconds cooldown.

  • (E) Wrath Of The Eredar lord: While Blood Fury is active, Basic Attacks against heroes deal bonus Damage equal to 2% of the targets maximum health.

Level 20

  • (R ) Infernal Invasion: The Portal no longer disappears after its duration, and summons 2 Imp at its location every 15 seconds. Imps Deal 10 Damage each second and give a stack of Curse Of The Nether to all nearby enemies every 2 seconds.

  • (R ) Touched By The Nether: Curse Of The Nether now stacks indefinitely, but all stacks beyond 10 deal 50% less Damage. Additionally, taking Damage causes the duration of Curse Of The Nether to be reset on the target.

  • (Active) Felfire Swarm: Activate to make the next INFERNO! summon 2 additional Felfire Infernals, and have the impact deal 75% more Damage. This has a 45 seconds cooldown.

  • (Trait) Crippling Curse: Curse Of The Nether on enemy heroes deals bonus Damage each second equal to 0,1% of their maximum health for each stack. Additionally, this extra Damage can’t be healed before the end of its duration.

3 Likes

Ok if you make this happen “Fizzlebang summons Jaraxxus who then kills him as a heroic ability, and then gets to wreck havok untill he respawns” then that would totally be O.K. so long as Jaraxxus only lasts for a certain amount of time.
Because currently JEEEEEZ this is your most OP Hero Concept I’ve looked at yet haha. I would love to break down how, I’ve been busy as of late hence the slow response but I will definitely get around to it tomorrow probably.
Though if you do take the Wilfred Fizzlebang route then you must first make Wilfred Fizzlebang a stand alone hero kit with Jaraxxus as his Ultimate. So back to the drawing board for a new kit and talents, and alternative Ultimate from Jaraxxus (As I don’t believe Fizzlebang is one of those One Ultimate Heroes) but that’s just my opinion. If Jaraxxus is enough for you then that’s fine and you’ll just have to make some Jaraxxus related Talent options for LVL 10 & 20.
I’m not sure who suggested that to you but it is a very good idea, so good in fact that it inspired me to make a Hero Concept that has that very same theme for an Ultimate, with a relevant twist on it to be sure though.
However, if you would rather just keep Jaraxxus and skip out on Fizzlebang that’s fine too but he certainly needs tweaking and like I said I’ll help you out tomorrow.

I have mentioned before that I like to start BIG and narrow it down :sweat_smile:. In regards to the Fizzlebang idea, it could also be an activatable trait, allowing for it to essentially be 2 heroes in one, but once you activate it you are stuck as Jaraxxus until he dies. With this we could have 3 ults total, just to throw some more on the table. 2 of them would be for fizzlebang, and the last for Jaraxxus.

Oh right, back to this Jaraxxus. There’s no need to rush it. And my idea was to make him a flexible summoner who can hold his own in a fight.

Ok let’s roll up our sleeves and jump right in shall we?

Curse of the Nether
50 damage per second is a pretty big deal at max stacks for a passive, however this remains balanced because you can’t really affect them unless they are on top of you letting you beat their face in. So it gets a pass. The issue only arises if that 25% basic attack bonus damage stacks as well. Because 250% of 125 is 312.5 which is too hard hitting of an autoattack. but if it stays at the baseline 25% then that’s fine.

INFERNO!
Very nice as his most iconic ability this should certainly be a baseline ability. However, 3 charges is too strong. It should be a single charge ability and if you desire it can have later talents to increase its charges or have something related to cooldown reduction. Right now, he can pop all three for 390 damage and slow them so they cant escape him and his army of infernals, insuring their death.
20 seconds is also a long duration for a summoned minion, even Azmodan the master summoner’s Demon Warriors only last 10 seconds. His lieutenant lasts 20 but it is his trait and has a long cooldown. With a 20 second, 3 charge summon, and a very strong one at that, Jaraxxus will be too oppressive as a lane pusher. He can have huge minion waves as his infernals tank tower shots.
(Also the ability should be all caps, it reflects the oomph that it has when he uses it in ToC)

Touch of Jaraxxus
Its a simple AOE on Jaraxxus that stacks his trait, no changes needed. I would say it’s a little uninteresting, but not all abilities have flair and it fits into his play-style very well so it’s perfectly fine.

Blood Fury
This is fine except for the stacking Attack Speed, does it cap off? If it does not then that’s an issue, with his INFERO! slow, and assistance from teammates he will be hitting at an insane speed and completely melt any opponent.

Nether Portal
Alright the beginning of the portal opening is fine with the trait stacks and the damage. The Mistress of Pain is an issue, 150 damage per 3 seconds is fine so long as she can not leave the Area of the Nether Portal (Kind of like how Nazeebo’s Gargantuan is restricted in his movement). She already is a better Gargantuan since she deals her damage in an area, where he has to physically hit his target so she can’t go chasing people down.
The 15% max health damage CAN NOT stay on her though. With just 6 seconds, or 2 hits however it works thats 30% of their health on top of all the other damage she does, and Jaraxxus as well. He could just drop this portal and beat anyone 1V1 because the Mistress alone will decimate them, in 9 seconds shes already done almost half the enemies health, and I assume its in an Area because its a per second attack, so half of the enemies team health is Crazy for a summoned minion.
Applying Curse of the Nether every .5 seconds is a bit insane as well, perhaps every second. So it insures even those Jaraxxus isnt focusing will be fully stacked by the end of its duration, because as is it ramps up the damage too fast.

Nether Power
Honestly, I have nothing to say about this ability. It’s fair and fine, and gives Jaraxxus more flat damage due to the passive. Though unless the changes I suggested are made to Nether Portal, this ultimate would never be chosen because Nether Portal is just Crazy strong, obvious better pick in all situations.

Talents yeesh this is where I noticed things got crazy.

LVL 1
Leeching Curse
Oof waay too strong. 30% of all damage dealt by his passive? That’s a flatline of 15 health per second at max stacks which is fine BUT part of Curse of the Nether is related to his Basic Attacks. So (25% of 125 = 31.25 meaning his basic attacks deal (31.25 + 125= 156.25) and 30% of that is 46.8 health per punch. And that’s IF the % damage bonus doesn’t stack, which is what I asked earlier since I was not sure.
But even if it doesn’t stack, thats still a total of 62 health per punch. With his ability to increase his attack speed, he will just never die so long as he is can hit his target, its just too much healing.

Infernal Regeneration
What kind of insane talent is this? He heals for 40% of all damage he receives? Leeching Curse was strong but you wouldn’t even need that with this talent. Your enemy would have so much trouble trying to kill you. AND its a LVL 1 PASSIVE!!! He would be so Oppressive early game, tanking Tower shots, and just constantly diving the enemy team because if he has a healer to assist in the healing he is just NOT going down ever.
The only way to save this ability is to make it an Active ability with a 30 second or longer cooldown AND to move it further down the talent line. LVL 13 or later.

Draining Touch
This is just an inferior Leeching Curse. You heal more from basic attacks sure, but with Leeching Curse you can heal from anyone affected, even minions. Much more targets you are being healed from, so you will be healed more overall, especially since you heal even when Blood Fury isn’t active whereas this is dependent on it. This talent would never be chosen when compared to its alternatives.

LVL 4

Rain of Fire
Ok this talent is fine so long as you remove the Baseline Charges on INFERNO! like I suggested earlier. 5 Infernals on command is just too much. Also, you HAVE to remove the final part of the 15 reward, they just can’t last until they are killed. Are you sure he is a bruiser because he seems like a Melee Assassin that was formerly a Specialist haha. This is too strong of a Wave Pusher. He can use 3 to get a mercenary camp, and then summon more as they move down the lane. If they never die he will end up with just a Tremendous Army of Infernals, they are stronger than minions and would be very difficult for the enemy to clear a wave of infernals. Its too much they still have to have their limited timespans, you can increase how long they last by 5 seconds or something, but they cant last indefinitely.
Finally, it needs a cap off point, I see that it increases its radius and damage by 1% but unless you declare where that stops, by LVL 20 this thing could be Tremendous! and also just obliterate enemies, I would say after 25 times is an appropriate place to stop, so 25% increased damage and radius.

Minions of the Burning Legion
This is fine, no changes needed.

Incinerate Flesh
I like this talent, it forces the Enemy Team healer to focus their healing on the target rather than heal other Allies, really great for teamfights. However you need to reduce the amount of healing needed to remove it. If your healer isn’t a burst healer, or has long cooldowns on their heals they wont be able to do the 600 in time.
Reduce it to 400 healing needed and 200 damage in the area instead of 400.
Finally I would suggest moving it to a later talent level since it also reduces enemy damage. LVL 13 or later.
Its also strange that the other two talents are related to his INFERNO! ability, but this one is a stark outlier, I’d suggest making one more INFERNO! related talent here.

LVL 7

Infernal Plague
This trait is fine, no changes needed.

Corrupting Strikes
This is also fine as it is directly related to Touch of Jaraxxus, so it has a baseline Cooldown attached to the abilities cooldown. So no changes are needed.

Crush the Weak!
This is fine no changes needed.

LVL 10
Heroics

LVL 13

Fiery Recovery
Do they heal themselves for 15% of the damage dealt? If so that is fine, however if they heal Jaraxxus for the damage dealt…actually that’s fine too so long as they don’t heal for their summoned damage, just the damage they deal afterwards. But not both, they have to heal one or the other.

Burning Presence
This is just a Passive Touch of Jaraxxus, I mean the talents that are similar to this are normally reserved for Tanks and not Bruisers. It’s fine for him to have, but honestly seems redundant.

Shielding Fury
This is fine, no changes needed.

LVL 16

Legion Fire
This is fine in theory, but since I don’t know the baseline radius I cant say if its too much or not. Though with the earlier Rain of Fire talent I’m assuming it might be too big? If it can potentially be a humongous targeting circle then it’s too much.

Fel Fireball
This is ok, but increase the cooldown. Its a pretty big increase in damage and becomes ranged. We don’t want him just deleting the backline, (as they also receive increased damage so would be easier to kill). This would be more balanced at 20 seconds.

Wrath of the Eredar Lord
Reduce this to 1.5%, with his increased attack speed and already hard hitting auto attacks. The percentage health is pretty brutal to stack on top of that.

LVL 20

Infernal Invasion
Two thing I have to say about this. One does the portal stay open even after you open a new one later on? If so that is pretty cool, but you really have to reduce the damage of the Imps. Imps are notoriously the weakest minions the Legion has at their disposal, their true strength comes from their numbers. And if he has multiple portals open, they will be stopping minion waves, shredding forts and keeps, its like Abathur all over the map but stronger. If you make them deal 20 damage per second and increase the cooldown from 10 to 15 seconds then its ok.

Touched by the Nether
Is this 50% less for each additional stack? If so that’s fine so the damage doesn’t get crazy out of hand. If its just 50% less once, and then it stays at that level for all the stacks then its too much.

Felfire Swarm
Remove the Passive, and it is ok. With the Passive again the number of infernals gets out of control too fast because they deal too much damage to have a large abundance on the field.

Crippling Curse
BIG OOF for the enemy team.
Way too strong. The increase in damage is fine, BUT the reduction in movement speed is too much per stack. And the real kicker is that the damage can’t be healed until the duration ends? They literally can not survive if Jaraxxus is on them. It’s a guaranteed death. That can NOT remain.
Remove their inability to be healed, and reduce the movement speed reduction to 1%, a flat 10% movement speed reduction is enough, 30% is absurd especially when it can be stacked with INFERNO! and other slows or crowd control abilities.

Overall a good concept, but certainly too strong in specific areas. As it stands I claimed he was the most OP because he is Super Oppressive early game and just gets stronger from there. He is a Bruiser but is somehow the strongest Pushing hero with all these minions and self healing he has from the talents.

MY SUGGESTION
Is to follow that one person’s advice, and make Jaraxxus a summoned Ultimate from Wilfred Fizzlebang. You can even keep the effort you made through his talents by tying them directly to Fizzlebangs. How that works is for each Fizzlebang talent, there is a corresponding Jaraxxus talent that accompanies it, so you can build Jaraxxus as you want based on how you build Fizzlebang who you would primarily be playing.

If you want to keep Jaraxxus as a separate Hero and not incorporate Fizzlebang, then that is fine as well but those changes will be needed that I stated before at least.

I told you I would get to it, it took longer than I thought but I finally got time to give this a good look over.

A few things before i get into the chages I’ve made.
I would like to balance out this kit before I start on a HC for good old Fizzlebang, though I would probably make the Jaraxxus thing his trait instead. (I’ll probably just copy over the abilities for Jaraxxus.)
I also have a HC ready for Wrecking Ball, which I’m excited to publish, and I will definitely make a post with him before Fizzlebang. (Yes, I made him so that he turns any map into a pinball game, and skilled players wouldprobably be able to make some crazy plays.)
Welp, lets get to it:

Curse Of The Nether: It only increases AA damage by 25% and does NOT stack up to 250%.

INFERNO!: (Yes, I changed the name) I really want it to have the charges. I like to think of it as an ability you can be resourceful with and use more often, or you can just spam them at a rooten or stunned target. I instead lowered the impact damage from 130 to 100, and the infernals damage to 35 and 10 per second. I also like to think that they attack every 2 seconds, hitting for 70 damage. Oh right, when i talk to INFERNO! I’m refering to the initial impact, and when I say Felfire Infernals it’s just the infernals. Og, and the impact would be roughly the size of DW’s meteors from Skyfall, while the infernals damaginng area would be comparable to Azmo’s Demon Warriors.

Blood Fury: The attack speed caps of at 50%, since 10 stacks is max (untill lvl 20 that is :wink: )

Nether Portal: I fixed the Damage (I think), but since it has way less health than the Gargantuan i doubt that it will be a problem.

Talents:

Leaching Curse: It only heals for the damage done by the curse, not the AA damage bonus. This means that it’s reletively low healing for a 1v1, but in a team fight or in a lane this is powerful. With Infernal Invation this might get a little ufair. Please share your thoughts.

Infernal Regeneration: I wanted this to feel like “delayed Armor”, but when you put it that way I see the issue. I have changed it to be over 12 seconds instead, this means that you can bombard him, but 40% of it wont be lasting damage if he gets away.

Draining touch: This was meant to be for fighting heroes.

Rain Of Fire: I have changed increase in radius and damage to be 0,5 instead (at this point you probably realized that I like to stack stuff, and infinitely stacking quests). I really like to think of this as way to fully focus on INFERNO!, and as a way to spam the infernals. Normally it will take 60 seconds to regain all charges. Though this reduces the cooldown of you only use 1 at a tie to 5 seconds, if you want all 5 charges back you need to wait 75 seconds. I also chages the it to just increase the duration by 1 each time a nearby enemy minion dies.

Incinerate Flesh: I moved this to lvl 13 and nerfed it a bit.

Fiery Recovery: This only heal the infernals.

Burning Presence: I made a new talent for lvl 4, but i kept the name.

Legion Fire: Only affects the infernals, not the impact. SInce this is the case, should i buff it?

Fel Fireball: I upped the cooldown.

Wrath Of The Eredar Lord: I lowered it to 2%. I know he isn’t an assassin, but it’s really not that bad.

Infernal Invasion: The idea is that the portal doesn’t disappear, allowing a passive push in all lanes. Oh, and I one-upped you on the imps.

Touched By The Nether: It’s 50% on any beyond the first 10. So the first 10 is 5 per second, and the rest is 2,5.

Felfire Swarm: I removed the passive, though I would’ve like to see it in the game xD.

Crippling Curse: I see where you’re comming from. The main part of this trait was the inability to heal the damage, which is why I decided to remove the slow instead, and changed it to only be the extra % damage that they can’t heal.

Please have a look at it again. :+1:

I’m actually really impressed with your ability to churn these out as fast as you do. Yeah, they all seem to be overtuned at first but as you said before that’s your intention.
Still you churn out like 5 HC before I can finish one, partially because I always start a new one before finishing the old, but also the talents. It’s a real slog for me to make those haha.

Anyway let’s take a look at your changes.

Curse of the Nether - As it the AA damage caps at 25%, this is fine.

INFERNO! - I’m a bit confused on the double Infernal damage. It autoattacks every 2 seconds for 70 dmg which is fine. And lowering the impact damage is good, but why is it you state the Infernals deal damage to 35 and 10 per second? Is that a distance related thing? Or what’s going on with the two damages here?
Otherwise this looks good, I really think you should lower it to two charges at least, since you can increase the charges with the talent, and they are already fairly strong. Most summoner Heroes can’t summon more than One of anything at a time without a talent, except Gazlowe and Probius but their summons can’t move which is why it is fine.

Blood Fury - Is fine since it caps and only lasts for a period of time.

Touch of Jaraxxus - As I said before is fine.

Nether Portal - Good to go now that the Mistress has been nerfed and doesn’t leave the area going on a murder spree.

Nether Power - Good.

Leeching Curse - Is fine if it doesn’t benefit from the AA damage and just the damage itself. Honestly, even with Infernal Invasion it is still fair so you don’t need to change it. The enemy team should be wise enough to destroy the portals so they don’t push lanes anyway. And even if they don’t the healing is small enough that it wouldn’t make Jaraxxus OP, unless he had COUNTLESS portals open but again that’s the enemy team’s fault if that’s the case.

Draining Touch - Is fine, before my issue was that Leeching Curse was just better, but now that has been cleared up so it’s good to go.

Rain of Fire - Good to go now.

Minions of the Burning Legion - Again no changes needed.

Burning Presence - Very nice, good as is.

Infernal Plague - As I said before, perfect as is.

Corrupting Strikes - You’re golden, fine as is.

Crush the Weak! - Crush em up, this trait is fine.

Fiery Recovery - Good to go.

Incinerate Flesh - Good changes, it works now.

Shielding Fury - No changes needed.

Legion Fire - Don’t increase it if this is referring to only their AOE damage, the it’s fine as is. If this talent affects their auto attacks as well, then you actually have to nerf it, it will weaken their fire but they will hit too hard. It would have to be like 75% if it affects Auto attacks.

Fel Fireball - With the increased cooldown it’s good to go.

Wrath of the Eredar Lord - 2% is pushing it. But assuming the enemy is able to keep away from him while his Blood Fury is active we can let it slide. Talent approved.

Infernal Invasion - Good to go, I see you chose two dealing 10 rather than one doing 20. Honestly smart choice, Imps normally don’t come in alone.

Touched by the Nether - With the clarification, yes this is perfectly fine.

Felfire Swarm - Without the passive, it gets a pass. Yes it would’ve been hilarious to see but ridiculously strong so it couldn’t be so.

Crippling Curse - The major issue with the inability to heal is that it waits until “the end of its duration.” That is what makes this a No Go, Jaraxxus just has to keep reapplying Curse of the Nether on them which isn’t difficult to do (because timed effects when reapplied restart the duration on the target), and they can’t survive. It’s a guaranteed death.
I see what you’re going for and I have a solution though where you can keep the flavor of the effect but the absurdity is gone. My solution is that the enemy can not be healed from when the Curse of the Nether INITIALLY was applied to them.
SO, what this means is if Jaraxxus applies this to you, he can get it fully stacked to deal max damage and stop all incoming heals. But this effect WILL fall off after the 10 seconds from when Curse of the Nether was initially applied to the target.
And even then you need a brief amount of time like 5 seconds where this Effect, won’t be applied until 5 seconds after it falls off. So they have a window to heal, and then it can start up again for the duration of the current Curse of the Nether on the target assuming Jaraxxus kept it on them or reapplied it.
Make this happen and this very powerful talent will slip through into balanced category and thus will be good to go.

Another great HC though Android, well I presume this is an older one, but I saw it later and it is very good. I can’t wait to look at your Wilfred Fizzlebang and Wrecking Ball HC.
Though since Jaraxxus is ALL Fizzlebang is known for, I feel it is more appropriate that he would be an Ultimate, possibly even being a single ultimate Hero despite my saying earlier that Fizzlebang COULD have another one. A trait can possibly be the alternative, but if that were the case I’d really have to see Fizzlebang’s Ultimate options first. I know you can do it regardless, keep up the good work :love_you_gesture:

1 Like

Yeah, I like this. It’s good.

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INFERNO!: I can remove 1 charge, but that sorta takes away some of the flair. As it is, if he has 2 charges ready the last has a 15 seconds cooldown, 20 seconds if he has 1 ready, and 25 if 0 is ready. I really don’t want to remove 1, but if you think it’s necessary I’ll tune it down.
The infernals AA damage is 70 every 2 seconds, but they have a damaging aura, which deals 10 damage per second. The double damage only refers to the aura.

Infernal Regenration: You didn’t mention if this was balanced.

Rain Of Fire: Guess I now know how satisfy you regarding infinitely stacking quests. xD

Legion Fire: It is only refering to the infernals aura. This would up it to 20 damge per second in a bigger area.

Crippling Curse: … I don’t think we’re on the same page here. The idea is that the up to 2% per second can’t be healed, meaning that a drawnout fight wont be pleasant, but if it’s just short it wont be much of a problem. I could probably lower it to up to 1%, since it lasts for 10 seconds. So if you have a crazy long obj fight, lasting up to 30 seconds +, this would mean that you start to temporarily lose 1% of their maximum health each second. You know what? I’ll just lower it to 1% and wait for a response.

Guess that’s about it. I’ll be posting Wrecking Ball later today or tomorrow. (Of everything I’ve shared so far, Wrecking Ball is probably my most fascinating creation. Pinball…)

Idk how I missed Infernal Regeneration, it is strong but because it is slow it’s ok. I would suggest moving it to at least LVL 7 though. Early game he is still Oppressive while laning.
The main issue with Crippling Curse was the duration. Like I said if it only lasts that 10 seconds it is fine. But the way most afflictions work is that when you reapply it, which Jaraxxus would do by using his abilities to amplify the Curse of the Nether, that it resets the 10 second duration so it’s actually longer. So if it falls off after 10 seconds its fine, but if Jaraxxus can keep it from ever falling off that is a problem.
The reason I suggested to remove one charge on INFERO! is think of all other summoners, Azmodan, Zagara. Their summons at the baseline are either weak like the Roaches so they can have more than one, or summon Only One like the Hydralisk or the Demon Warrior. The reason for this is because Pushing lanes becomes too Strong if you had it any other way. Again the exception is Probius and Gazlowe who can summon multiples, but the difference is theirs can not move. So they cant assist in continuing on a push from their position.

The idea was for him to decide how you want to “selfsustain” at level 1. I can increase it to 15 seconds if needed.
I’ll lower the amount charges to 2 then, but I’ll lower the CD by 5 seconds aswell.
I really like the health reduction of crippling curse, and I would hate to remove it. As it is right now it is only really impactful in drawnout fights, and if you only get 3 stacks on to a hero, it’s only up to 3% less health. He has to be close to even get it onto an enemy, since Blood Fury and Touch Of Jaraxxus that are the only basic abilities that can deliver it. (there are ofc some talents…)

The health reduction and lack of ability to heal is fine. Its the fact that you can make it go on forever is the issue. Thats my only qualm. If you give a breather to the enemy team to heal then its fair, but if you can make it so they can never heal its not.
As for Infernal Regeneration there is no need to nerf it more, if you don’t want to move it then its fine to stay at LVL 1 but it will suck to lane against him early game because he wins all trades. Later on it wont matter since u burst him with ur team.

Trifling Poster, your arrogance shall be your undoing!

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Uhm… What if I made Infernal Regeneration into a quest then? Starting at 30% of the damage and ending at 50%. A reward could then be to reduce the duration over which it heals to 10 seconds?
I really don’t want to change it too much :sob:. You’d have to stay on them for a WHILE to actually gain lose a very impactful amount of health. And even if it’s a drawn out fight, when the fight is over they can just wait for it to go away and then heal it back up. I t just meant to improve the chance of victory the longer the fight goes on. And if you are fighting him, the backline is totally unaffected by it if he doesn’t take Nether Portal.

Go ahead and turn it into a quest that buffs it to 50% but don’t reduce the duration to 10. Then you’re golden. You could add an active though. To Instantly Heal for 50% of the damage you were regaining. So if you need an instant heal from it then you can get it, but you have to sacrifice half of what you Were going to get.

Is that it for Jaraxxus then? I’ve dealt with everything you brought up (aside from Crippling Curse). I’ve also replied on Wrecking Ball, but i doubt that you have been notified.