[HC] Mengsk, Emperor of the Dominion

Arcturus Mengsk is one of the “big bads” of Starcraft, being a cunning and ruthless leader, and an even better liar. His propaganda machine keeps his grasp over the dominion solid, causing men to fight and die so that he lives to deceive another day. I wanted to capture not only his intelligence and pre-planning, but also his cowardice, letting others fight for him.

In HotS, Mengsk is a vulnerable but slippery ranged assassin who uses a personal firing squad to do most of his damage and actions, never getting his hands dirty himself. He has multiple defensive options, but he must get near the fray to allow his soldiers to fire on enemies. Area damage is particularly effective against him.

Universe: Starcraft
Role: Ranged Assassin

Call Hercules
Z (Mount) – 45 Second CD
Mengsk calls down a Hercules dropship at his location and loads all units into it along with himself over 1.5 seconds. After loading, the Hercules takes to the skies, becoming untargetable as he moves towards a target location rapidly. After arriving, Mengsk and his units unload over 1.5 seconds, and the Hercules flies off.

Explanation: As Mengsk has 4 soldiers with him via his trait, and since he is the Emperor, he deserves some special way to travel around. I chose the Hercules as his mode of travel, giving him and his soldiers a way to quickly transfer across the map to push another lane or capture an objective.

Imperial Escort
Trait (Passive)
Mengsk is always accompanied by 4 Dominion Marines who stand in a box-like shape, one posted at each corner. The marines will fire at nearby enemies, prioritizing enemy heroes, and further prioritizing enemy heroes who attack Mengsk, but they will never break formation. Each marine has 675 (+4% per level) health, and deal 24 (+4% per level) damage every 1 second. The marines take 50% reduced damage from area of effect attacks. If a marine dies, a new one is deployed in its place after 20 seconds.

Explanation: Mengsk is never really known for fighting himself. His men do the fighting, and every victory he has is due to them. This feels natural for the character, and really determines what is unique about his character.

On My Mark!
Q (7 sec Cooldown)
Mengsk marks an enemy as a prime target for his Imperial Escort, causing his soldiers to fire on the enemy. While firing at the target, Marines will deal 30% more damage, and the effect ends when the enemy moves outside of Mengsk’s Soldiers’ firing range. Cooldown starts after effect is lost. Mengsk can activate the ability again to end the effects prematurely.

Explanation: This serves as the primary tool to focus his marines to fire upon a single target, able to offer great single target damage, but on a cooldown. Time these correctly to deal the most damage to enemy heroes or structures.

Fail-Safe Measure
W (30 sec Cooldown)
Mengsk signals a hidden ghost who fires a Lockdown bullet at an enemy within 2 units, dealing 70 (+4% per level) damage to them and stunning them for 1 second, then silencing and blinding them for 2 seconds. Every time Mengsk is damaged by an enemy, its cooldown decreases by 1 second.

Explanation: Mensgk is never alone, and he is never unprepared. His network of soldiers and fail-safe devices are so intense, one could call it paranoia. Regardless, his fail-safes are what make him so hard to kill, and it would be natural that he would have a ghost posted when he needs it.

Silo Barrage
E (12 sec Cooldown)
Mengsk marks a 1.5 unit radius area for a silo barrage within 18 units. Mengsk can mark up to 2 additional locations within 1.5 seconds of initially casting the ability. After 1.5 seconds, missiles land at the area, each subsequent missile arriving .25 seconds after the last. Each missile deals 200 (+4% per level) damage, reduced by 50% against structures. The targettor areas are denoted upon being selected. Missiles fired beyond 10 units take an additional .5 seconds before they land.

Explanation: Mengsk is known for building Missile Silos outside a city, ready to bombard the area as a primary tool of defense. I decided to give Mengsk his missile silos, as they are an interesting tool that reflects Mengsk’s preparation before battle.

Psi Emitter/Destroyer
Heroic #1 (80 sec CD)
Mengsk calls down a Psi Emitter at a target location within 5 units. Every 10 seconds, zerg unburrow near the emitter and rush down the nearest lane, attacking enemy Heroes over non-heroic enemies. The zerg summoned alternates between two zerglings and a Hydralisk. The Psi Emitter lasts for 80 seconds, but can be destroyed early. If the ability is activated again, it reverts its controls, instead creating a destructive field within 7 units around it, dealing 165 (+4% per level) damage every second to nearby minion and mercenaries, and 33 (+4% per level) damage to enemy Heroes. The Psi Emitter has 220 (+4% per level) health, and can continue to be switched between Emitter and Destroyer each time the ability is reactivated, with a 2 second cooldown.

Explanation: Mengsk has been shown several times to use psi towers to either call forth or repel the zerg. His mastery over the psi forces is a powerful tool that helped him get into power and keep his power.

Xel’naga Artifact
Heroic #2 (80 sec CD)
Mengsk calls down a drop-pod which contains the Xel’naga Artifact. The enemy Hero nearest to Mengsk that is within 5 units of the Xel’naga artifact is siphoned of its energy, being dealt 4% of their maximum health every second and being slowed by 20% initially, and 5% more per .5 seconds (maxing at 70%). While affected, they deal 30% less damage. The Xel’naga artifact cannot be damaged. However, attacking it will cause it to destabilize for 1 second, preventing it from firing. The Xel’naga Artifact lasts for up to 15 seconds, or until Mengsk moves out of its range. While disabled, the Xel’naga Artifact stops firing.

Explanation: Mengsk is one of the better people to use the Xel’naga Artifact, having it in his possession most of the time and using it often. The other characters who utilized the artifact can use the other tools they have, but Mengsk used the Xel’naga Artifact as a primary defensive tool.

Tier 1

• The Expendables: [QUEST!] At every talent tier (besides 4 and 7), choose a talent that replaces one of your marines with another unit. [Reward] Every 10 seconds a dominion soldier is not being respawned, Mengsk gains a stack of Power of the Dominion, maxing at 2. If a dominion soldier dies, a new one is instantly deployed, and a stack is consumed.
• Finest Weaponsmiths: [QUEST!] Every 3 minutes, Mengsk’s Dominion Marines gain 10% increased damage, stacking indefinitely. [Reward] After 20 minutes, all Dominion Marines gain 25% increased attack range.
• Total Annihilation: [QUEST!] Every time a Silo Barrage hits an enemy Hero, it’s damage is increased by 4. [Reward] Every time the damage increases by 60, increase the number of missiles able to be targeted after using Silo Barrage by 1, up to 2 increases.

Tier 2

• Dominion Marauder: Replaces a Dominion Marine with a Dominion Marauder, which fires high-powered bolts at its enemies, which deal 20% increased damage and slow the target by 50% for .85 seconds. While On My Mark! is active, the Marauder gains 30 Armor, and it heals itself for 20% of its maximum health every second.
• Break their Flank: Silo Barrage’s first three strikes stun enemies hit for .15 seconds, then .3 seconds, then .45 seconds.
• Medal of Honor: Mengsk promotes an allied minion or non-boss mercenary, increasing their damage done by 100%, and causing them to take 50% decreased damage until they die. In addition, their damage contributes to Mengsk’s damage dealt score. 30 second Cooldown when used on a minion, 90 second Cooldown when used on a Mercenary.

Tier 3

• Dominion Grenadier: Replaces a Dominion Marine with a Dominion Grenadier, which fires grenades from its grenade launcher, dealing damage in a 2 unit radius around the enemy hit equal to 75% of the damage. While On My Mark! is active, the Grenadier’s basic attacks have double the explosion radius, and deal full damage.
• Anti-personnel Missiles: Increases Silo Barrage’s damage against minions and mercenaries by 100%.
• Mass Lockdown: Increases the stun duration of Fail-Safe Measure when used on minions and mercenaries to 4 seconds. When Fail-Safe Measure is used on a minion or mercenary, all nearby minions and mercenaries are also stunned, and the cooldown is reduced by 50%.

Tier 4

• Psi Emitter/Destroyer: Mengsk calls down a Psi Emitter at a target location. Every 10 seconds, zerg unburrow near the emitter and rush down the nearest lane, attacking enemy Heroes over non-heroic enemies. The zerg summoned alternates between two zerglings and a Hydralisk. The Psi Emitter lasts for 60 seconds, but can be destroyed early. If the ability is activated again, it reverts its controls, instead creating a destructive field around it, dealing very large damage every second to nearby minion and mercenaries, and minor damage to enemy Heroes.
• Xel’naga Artifact: Mengsk calls down a drop-pod which contains the Xel’naga Artifact. The enemy Hero nearest to Mengsk that is near the Xel’naga artifact is siphoned of its energy, being dealt 4% of their maximum health every second and being slowed by 20% initially, and 5% more per .5 seconds (maxing at 70%). While affected, they deal 30% less damage. The Xel’naga artifact cannot be damaged. However, attacking it will cause it to destabilize for 1 second, preventing it from firing. The Xel’naga Artifact lasts for up to 15 seconds, or until Mengsk moves out of its range. While disabled, the Xel’naga Artifact stops firing.

Tier 5

• Dominion Sniper: Replaces a Dominion Marine with a Dominion Sniper, which has double the range of a marine. While On My Mark! is active, the Sniper will line up its sight on the enemy. Every 3 seconds On My Mark is maintained, the enemy will be dealt 250 (+4% per level) damage.
• Orbital Positioners: Silo Barrage now starts firing existing strikes at the 1 second mark, rather than the end of the 1.5 seconds, and strikes fired beyond the 10 unit range no longer have increased delay before they strike.
• Propaganda: Every 5 seconds Mengsk is near enemies and has not taken heroic damage, gain a stack of Propaganda. Use 5 stacks to bribe a Mercenary within 4 units, instantly defeating them. Does not work on Bosses. If Mengsk is beyond 4 units, but still within 14 units, he can expend 15 stacks to reveal a mercenary camp and then 10 stacks per mercenary to bribe the camp after a 3 second delay, instantly defeating and capturing it. Maximum of 100 stacks. If a camp is defeated entirely with Propaganda, the camp respawns 50% faster.

Tier 6

• Dominion Reaper: Replaces a Dominion Marine with a Dominion Reaper, which attacks twice as often as a regular marine, but only deals 75% damage. It will detach slightly from formation to chase enemies, however. While On My Mark! is active, the Reaper will detach completely, following the enemy and maintaining On My Mark! until slain. When slain under the effects of On My Mark!, the Reaper will respawn in 5 seconds.
• Die For the Dominion: Activate to command one of your dominion soldiers (depending on which is closest to the enemy) to attack and enemy until they die, following the enemy infinitely.
• Preparatory Measures: Activate to place a cloaked Dominion Ghost on the target terrain location which lasts for up to 180 seconds or until used. While within 7 range of the Dominion Ghost, Mengsk can use Fail-Safe Measure with 80% reduced cooldown and cost, and causing the ghost to leave. Only two Dominion Ghosts can be posted at any time. Cooldown: 45 seconds.

Tier 7

• Ends Justify the Means: Psi Emitters/Destroyers now have 3 charges, and have global range. However, Mengsk must be able to see the landing point.
• Stabilizing Device: The Xel’naga Artifact now must take 220 (+4% per level) damage before destabilizing for 1.5 seconds. This damage threshold is reset each time it stabilizes.
• Impenetrable Defense: Dominion soldiers take 30% reduced damage from all enemies. For each Dominion Soldier still alive in Mengsk’s Imperial Guard, Mengsk gains 5 Armor.
• Execution Order 6-D6: On My Mark! now increased the damage of all of Mengsk’s Imperial Escort by 50%. For each marine still in Mengsk’s Imperial Escort, On My Mark!’s cooldown is decreased by 1 second.

2 Likes

I’m great fan of SC and I would love to see Mengsk one day in HotS.
This is certainly one of the better Mengsk concepts (not just being boring summoner).

Mount
Nice and fitting. Allows Mengsk to serve as potent global hero.

Trait
Very interesting although it could be more of a weakness against heroes like KT.
I imagine Mengsk doesn’t have AA of his own.
Works well with the lore and decently in game.

Q
Serve its purpose but the cooldown limit might hurt Mengsk a bit. He can’t switch targets easily. Maybe give him a way to cancel it.

W
Powerful CC but with long enough cooldown. Nothing wrong there.

E
The AoE itself is very small but with 3 of them should be fine.

R1
I’m not completely content with this ult. While it is true to Mengsk lorewise, it seems kinnda weak (low damage or occasional summons). In addition the summons aren’t ideal IMO because Mengsk already has additional units around.

R2
This is great ult. Strong but with counters and very fitting to Mengsk.

Talents

I feel that early talents (tier 2 mainly) are very powerful. This is true for most of his talents but isn’t that big of a deal on later tiers.

Some talents on the other hand are pure gold (Preparatory measures, Propaganda…)

I also have a small lore note: Grenadier and Sniper are both already present in form of Marauder and Ghost. This could be slightly confusing for people.

Great job overall :+1:

Sidenote: I have created Mengsk concept few years ago, there are some interesting similarities and differencies between them. Feel free to check it out and maybe find some ideas :wink:

https://www.heroesfire.com/hots/concept/arcturus-mengsk-9801

1 Like

I really like this concept. It’s a very unique feel and it really captures Mengsk… the b*tch that he is!

On My Mark mentions that the effects ends when the target moves out of range but Mengsk’s attack range isn’t mentioned anywhere.

My other concern with it is that 20 seconds is a long time for such weak units. You also mention that they have 50 Armor against Area of Effect attacks. I don’t know if the game differentiates between single target and AoE abilites when it considers Armor so would it be safe to assume they have 50 Spell Armor?

I really like Fail-Safe measure. It’s a simple, yet powerful ability which helps keep him from being ganked.

I’m kinda of surprised to not see a talent that reduces its cooldown as you lose your personal guards.
This thought could extend to the Hercules as well. Something to the effect of “For every Escort killed, Call Hercules’ cooldown is reduced by 5 seconds”.

Silo Barrage might be a little under-powered simply because of the travel time. I know how hard it is to detonate Warp Rifts on Probius. That’s only 1.25 seconds and Silo has a 2 second launch time.

I’m with Marrossi. Psi Emitter is a little underwhelming and is very similar to Aba’s Locust Nest. I’m assuming the Emitter is stationary so if it’s constantly deploying units every 10 seconds then the Destroyer part of the ability will almost never see any use. Also, how would the player activate it early? What’s the cooldown timer on the activation? I’m assuming the player will get a button on their number keys to activate Destroyer?
If the Destroyer effect would extend to Monsters then it would be an awesome option for Infernal Shrines and Braxis.

Xel’Naga Artifact. Awesome ability, unique concept. Great job!

Is The Expendables a required pick for later tier replacement Escorts?

Finest Weaponsmiths: 30 minutes is a really long game. Maybe a 7-8% attack speed boost every 10 minutes?

Total Annihilation: Seems odd that Mengsk gains additional damage and charges of an ability that deals less damage to structures by killing structures. Would be a hell of a pick for Towers of Doom though.

Medal of Honor: The “In addition, their damage contributes to Mengsk’s.” part… you never mention Mengsk’s basic attacks so we don’t have anything to base the additional damage off of. Also, I’m assuming this doesn’t apply to bosses.
Does the promotion last until they’re dead?
Did you consider catapults or high damage mercs?

Oribital Positioners: The wording makes it seem like Silo would go from 11 Range to 27-28 Range. Which is nuts…

Propaganda: Being a level 13 Talent seems strange. I can’t imagine he would get much use from it that late in the game.
If there’s one thing that encompasses Arcturus is that he is a propaganda machine. This should be a baseline ability.

Execution Order 6-D6: Love the name.

Awesome work!

Hello Marrossi and Nerdcraft! Thanks for the reviews! Also, Nerdcraft, it’s be quite some time since I’ve seen you around here; welcome back!

I could trim the cooldown a little, and I definitely will add a way to cancel it. The inability to switch targets easily was on of the key weaknesses I wanted to include.

I’ll brainstorm for ways to make the emitter more interesting. I definitely want to keep it in some form on the character, but I can see how its current state might feel a bit underwhelming.

I can reduce their numbers a bit if you think they are a bit too strong. Could you specify specific talents that are too strong?

I went for a Grenadier and Sniper for a number of reasons. First, the grenadier would actually be something like a Junkrat; a smaller soldier with a grenade launcher, not so much a Marauder. The Sniper on the other hand I went specifically to distance it from the Ghosts, since they lack the psionic abilities and Ghosts are already present in Mengsk’s kit.

I remember seeing this concept on the forums some time ago. It is definitely an interesting take on the character.

I should probably specify this more. It ends when an enemy moves out of range of all of his soldiers. So certain soldiers like the Sniper can actually extend the range of his On My Mark! ability.

The soldiers have similar-ish health to Murky, and since there are four of them (as well as Mensgk), I really didn’t want playing against Mengsk to feel terrible. I wanted enemies to really feel like they did something when they kill a marine. As far as the Armor, I don’t think it would be very difficult to add notations to existing abilities and how they would interact with the Soldiers. We can see similar targeting specific interactions in other MOBA’s as is.

This is an interesting thought. I’m a bit unsure about making Mengsk any more global, though. Maybe as a Tier 7 talent?

The biggest difference between Warp Rifts and Silo Barrage is the cast range and risk associated with it. I’m gonna do a small rework to the ability to make it more in line with Globe of Annihilation.

I will specify all of these things.

I’m lost here.

I will trim the duration requirements to 20 minutes. Thanks for the catch.

You are totally right. This was a leftover talent from the rework. I’ll change this out.

Alright, so first of all, the damage contributes to Mengsk part is in reference to the scoreboard. I will clarify it a bit. I will also clarify the other points you made.

This will be replaced in the new Silo Barrage.

I’ll do a minor change to this to make it easier to use. I like the later placement as is, though, and since he already has so much baseline, I don’t want to add more to it.

1 Like

Yeahhh… sometimes I actually have to work when I’m at work and I can’t sit around thinking of Concepts all day.

I do have a bunch of unfinished Heroes but I’m not completely happy with the work I’ve done, like my Vareesa. Your concept was pretty cool but I just can’t seem to get mine right.

There was another post about adding more Heroes from Overwatch so I’ve been focusing on that over the past few days. Winston is a pain cuz he has so few abilities to mirror… :frowning:

Break their Flank-the mini stun is ok on its own but could be deadly against/with certain heroes.
Medal of Honor-I misunderstood this. It is balanced on just one minion at a time.
Mass lockdown-This rivals Sylv’s trait so maybe nerf it a little.