[HC] Stetmann, Raider Analyst

Egon Stetmann is an interesting character from the Wings of Liberty campaign from Starcraft II. His quirky personality and unique role left a impact on the players, whether positive or negative. He was later brought back in co-op missions. He was a key member to the Raynor Raiders, and I wanted to honor him.

In HotS, Stetmann is a very complex and unique healer who evolves his abilities with either protoss or zerg influences. He uses a unique talent system that works in contrary to how most HotS characters work, having to work to generate enough energy to purchase his talents individually. He brings a good mix of healing, disruption, and damage for his team, andis able to customize his role with his abilities.

Universe: Starcraft
Role: Healer

Summon Mount
Z (Mount) – 4 sec Cooldown
Increases your movement speed by 30% while mounted.

Explanation: There is no need for a special mount.

Research
Trait (Passive)
Stetmann does not use mana as a resource; instead, he uses a Research bar, equal to 40 (+10/upgrade). His abilities generate Research, and when he has maximum Research, he may select any of his talents, or upgrade one of his basic abilities into either a protoss or zerg form of it, unlocking additional talents based on his choice. Stetmann does not unlock talents normally, nor are his talents locked behind levels. He may select a talent of any tier at any time, and may select multiple talents from the same tier if he desires. Once Stetmann selects a talent, or upgrades one of his basic abilities, it remains that way until the end of the game. Selecting a talent or upgrade consumes all Research. Stetmann receives his heroic normally at level 10.

Explanation: Research is one of the cores of the character, breaking Stetmann away from every other character with a brand new take on not only the talent system, but also on an evolving ability system. Stetmann can pick and choose how his character grows in power over time, rather than a predetermined path.

Harvest
Q (4 sec Cooldown)
Stetmann causes his suit to start to harvest DNA from a target enemy within 5 units, persisting as long as Stetmann is within 6 units of them. Every second, the enemy is dealt 40 (+4% per level) damage. If the enemy dies, Stetmann generates 3 Research for a minion and 30 Research for a Hero.

(Protoss) Gravitational Pull
Q (4 sec Cooldown)
Stetmann causes his suit to start to pull an enemy within 5 units in slowly (like a conveyor belt), persisting as long as Stetmann is within 6 units of them. This can be used on up to 2 enemies at one time. If an enemy dies while affected, Stetmann generates 3 Research for a minion and 30 Research for a Hero.

(Zerg) Spine Shooter
Q (4 sec Cooldown)
Stetmann causes his suit to fires a volley of spines at a target enemy within 5 units, once every second for 3 seconds, as long as the enemy is within 6 units of Stetmann. Every spine volley deals 80 (+4% per level) damage. If the enemy dies, Stetmann generates 3 Research for a minion and 30 Research for a Hero.

Explanation: Stetmann’s Q’s are all focused around a controlled, over time way to extract Research, mostly with damage elements. With no mana cost, Stetmann should always keep this active, but should try and maximize it’s Research generation potential. If Stetmann evolves to the protoss form, it becomes an ever-constant disruption tool, but loses its easy damage and Research generation. The Zerg form increases the total damage and reduces the channeled effect on the ability, removing the potential for allies to disrupt your damage.

Repair Drone
W (10 sec Cooldown)
Stetmann sends a repair drone to a target location, which then becomes active. If an allied hero enters within 4 range of it, the drone will start to follow it at 80% speed of a normal hero, healing them by 28 (+4% per level) every .5 seconds. If another allied hero enters the area with lower % maximum health than the one the drone is healing, the drone will instead heal the more damaged one. The drone lasts a total of 6 seconds. If the Repair Drone heals allied heroes for its full 336 (+4% per level), Stettman generates 10 Research.

(Protoss) Shieldguard
W (10 sec Cooldown)
Stetmann sends a shield drone to a target location, which then becomes active. If an allied hero enters within 4 range of it, the drone will start to follow it at 80% speed of a normal hero, healing them by 20 (+4% per level) every .5 seconds, and granting them a stacking 15 (+4% per level) shield every tick. If another allied hero enters the area with lower % maximum health than the one the drone is healing, the drone will instead heal the more damaged one. The drone lasts a total of 6 seconds, and it’s shield lasts for 3 seconds. If the Shieldguard heals allied heroes for its full 240 (+4% per level), Stettman generates 10 Research.

(Zerg) Parasitic Flea
Q (10 sec Cooldown)
Stetmann fires a flea in a target skillshot that impacts the first enemy hero it hits, dealing 80 (+4% per level) damage. Every .5 seconds, the enemy is dealt 20 (+4% per level) damage. The flea detaches after 6 seconds, or if the enemy was healed for 240 (+4% per level). After detaching, it will scuttle to the nearest damaged allied hero near the enemy, healing them for 75% of the damage done. If the Parasitic Flea healed an allied hero, Stettman generates 10 Research.

Explanation: Stetmann’s W abilities all provide the main source of his healing to his allies. The ability can generally be ignored after use, but to maximize your Research gain, you should try and keep it on an ally with low health the entire time. If allies are heavy displaced, they can also be removed from the healing. The protoss variant adds additional protections to the ally in the form of shields, which persists even if it switches its target or if that ally gets displaced out of its range. The zerg form is harder to utilize for healing, but it adds a large amount of extra damage to the ability. However, it adds several extra layers of counterplay to it for the enemies to exploit.

Adhesive Concoction
E (10 sec Cooldown)
Stetmann tosses a vial to a target location that explodes in a 2 unit area around it, slowing enemies hit by 50% for 4 seconds. The slow is reduced by 5% per 1.5 units they move, removing it after moving a total of 15 units. If the enemy remains moving for at least 3 seconds of the duration, Stetmann gains 4 Research.

(Protoss) Dampening Mixture
E (10 sec Cooldown)
Stetmann tosses a vial to a target location (.5 seconds travel time) that explodes in a 2 unit radius area around it, slowing enemies hit by 50% for 4 seconds, and reducing their spell power by 40% for the duration. The slow is reduced by 5% per 1.5 units they move, removing it after moving a total of 15 units. If the enemy remains moving for at least 3 seconds of the duration, Stetmann gains 4 Research. If the enemy casts at least two abilities while effected, Stetmann gains 4 Research.

(Zerg) Lethargic Blend
E (4 sec Cooldown)
Stetmann tosses a vial to a target location that explodes in a 2 unit area around it, slowing enemies hit by 50% for 4 seconds, and reducing their attack damage by 40% for the duration. The slow is reduced by 5% per 1.5 units they move, removing it after moving a total of 15 units. If the enemy remains moving for at least 3 seconds of the duration, Stetmann gains 3 Research. If the enemy basic attacks 4 times while effected, Stetmann gains 4 Research.

Explanation: Stetmann’s E is focused around disruption, baseline adding a devastating area slow to his toolkit, though it can be countered by constant mobility. His protoss form adds anti-spell power elements to his kit, while the zerg form focuses on countering attack damage characters.

Science Vessel
Heroic #1 (75 sec Cooldown)
Stetmann calls down a Science Vessel at a target area within 7 units, which immediately begins to heal the nearest 3 damaged allied heroes for 30 (+4% per level) health every .5 seconds. In addition, the Science Vessel pulses shields that grant all allied heroes around it a 300 (+4% per level) health shield upon being called, and every 6 seconds afterwards, which lasts for 6 seconds. The Science Vessel can be controlled by using the R key. The Science Vessel has 750 (+4% per level) health, and lasts for a maximum of 15 seconds.

Explanation: Science Vessel is the first of Stetmann’s summon heroics, with it being able to offer massive bonus healing to his team over time with not only healing over time but also with constant, pulsing shields.

Predator
Heroic #2 (75 sec Cooldown)
Stetmann sends out a Predator to a target location within 15 units. If it contacts an enemy at any point in its path, it will immediately grab them and begin to pull them back to Stetmann, pulling them at 75% speed. The enemy can still attack, but cannot move or use mobility moves while grabbed. Every 1 second, the predator zaps enemies around it, dealing 75 (+4% per level) damage. The Predator has 750 (+4% per level) health, and if it reaches Stetmann, Stetmann can immediately send it out once more. The Predator returns if it did not encounter an enemy. The Predator can last for a total of 15 seconds.

Explanation: Predator offers a summon that offers powerful disruption, similar to a miniature summonable Dehaka Drag. The Predator can keep an enemy locked down for an extended time, but with good focus, the enemy team can free them from the Predator’s grasp.

Tier 1

• Swann’s Pod Drop: This can be selected again through Research to refund it for 50% of the Research spent in order to obtain it. While Stetmann has this talent, he cannot choose another talent from this tier. This talent starts on cooldown. (Active) Can only be used in the Hall of Storms. Target a living fort or keep. After a 1 second channel, instantly drop to that location. 60 sec Cooldown.
• Finley’s Stim Cocktail: This can be selected again through Research to refund it for 50% of the Research spent in order to obtain it. While Stetmann has this talent, he cannot choose another talent from this tier. This talent starts on cooldown. (Active) Stetmann gains 30% increased movement speed for 5 seconds, decreasing by 1 seconds each time he is dealt damage. 60 sec Cooldown.
• Horner’s Reconnaissance: This can be selected again through Research to refund it for 50% of the Research spent in order to obtain it. While Stetmann has this talent, he cannot choose another talent from this tier. This talent starts on cooldown. (Active) Stetmann reveals a large 15 unit area around him for 3 seconds. This does not reveal stealthed units. 60 sec Cooldown.

Tier 2

• Experimental Suit: Stetmann chooses to upgrade his suit with either protoss or zerg technology, allowing him to select other associated talents from this tier. Regardless, he generates 10 (+2.5/level) Research whenever his team reaches the next level.
• Clarity of the Templar: (Protoss) Stetmann’s cooldowns are reduced by 20%.
• Shroud of the Narazim: (Protoss) Stetmann becomes stealthed after being out of combat for 6 seconds, breaking if he attacks, casts a spell, or is damaged.
• Fortitude of the Swarm: (Zerg) Stetmann is healed by 15% of the damage he deals.
• Adaption of Zerus: (Zerg) Disabling effects last for 25% reduced duration against Stetmann.

Tier 3

• Usable Materials: Stetmann heals himself by 15 (+4% per level) health every second the effects of Harvest, Spine Shooter, or Gravitational Pull are maintained, and if an enemy dies, the cooldown of Repair Drone, Shieldguard, or Parasitic Flea is reduced by 2 seconds for a minion, and 8 seconds for a hero.
• Subduing Agent: (Protoss only) Enemies within the nearest 35% range of Gravitational Pull have their damage and healing reduced by 50%.
• Purifier Beam: (Protoss only) Gravitational Pull additionally deals 1% of the enemies maximum health as damage every .5 seconds. This damage is doubled against enemies that are stunned, silenced, slowed, feared, or rooted.
• Continuous Launchers: (Zerg only) Spine Launcher now strikes an additional 2 times. If used while more strikes are yet to be fired, Spine Launcher simply adds 4 additional strikes.
• Critical Impact: (Zerg only) If an enemy is hit by three Spine Launcher shots, the final one deals an additional 4% of the enemy’s maximum health in damage.

Tier 4

• Science Vessel: Stetmann calls down a Science Vessel at a target area within 7 units, which immediately begins to heal the nearest 3 damaged allied heroes for 30 (+4% per level) health every .5 seconds. In addition, the Science Vessel pulses shields that grant all allied heroes around it a 300 (+4% per level) health shield upon being called, and every 6 seconds afterwards, which lasts for 6 seconds. The Science Vessel can be controlled by using the R key. The Science Vessel has 750 (+4% per level) health, and lasts for a maximum of 15 seconds.
• Predator: Stetmann sends out a Predator to a target location within 15 units. If it contacts an enemy at any point in its path, it will immediately grab them and begin to pull them back to Stetmann, pulling them at 75% speed. The enemy can still attack, but cannot move or use mobility moves while grabbed. Every 1 second, the predator zaps enemies around it, dealing 75 (+4% per level) damage. The Predator has 750 (+4% per level) health, and if it reaches Stetmann, Stetmann can immediately send it out once more. The Predator returns if it did not encounter an enemy. The Predator can last for a total of 15 seconds.

Tier 5

• Need for Speed: Repair Drones and Shieldguards move 25% faster. Parasitic Fleas are launched 15% faster, and scuttle back to allied heroes 50% faster.
• Split Array Crystals: (Protoss Only) Shieldguard Drone can now heal and shield a second allied hero within its range. This healing adds towards the requirement for gaining research.
• Preservation Stasis: (Protoss only) If the ally being healed by Shieldguard is dealt fatal damage, they are placed into stasis for 2 seconds while the drone continues to heal them. This has a 20 second cooldown per ally.
• Gluttonous Parasite: (Zerg only) Parasitic Fleas require an additional 25% healing to force them to dislodge. In addition, while an enemy is infested, they recieve 25% reduced healing received.
• Bioflexible Cretin: (Zerg only) Parasitic Flea causes the next debuff the enemy is affected by to have a paused duration while it persists. If this debuff is Adhesive Concoction, Dampening Mixture, or Lethargic Blend, enemies cannot decrease the slow by moving.

Tier 6

• 100 mg Round Bottom: Adhesive Concoction, Dampening Mixture, and Lethargic Blend have a 50% increased radius.
• Void Shriek: (Protoss only) Enemies hit by the initial explosion of Dampening Mixture are silenced for 1 second.
• Forced Connection: (Protoss only) Enemies hit by Dampening Mixture are linked together for 1.5 seconds (breaking if they move more than 4 units away from one another. If they maintain this connection for the full duration, all enemies are stunned for 1 second.
• Invasive Microbes: (Zerg only) Lethargic Blend causes enemies affected to have 25 reduced armor while the slow persists.
• Skeletal Degradation: (Zerg only) Enemies hit by Lethargic Blend are applied with Frail, which increases the duration of the next CC effect to hit them by 50%.

Tier 7

• Raven Tech: The Science Vessel now fires Seeker Missile at enemy heroes within 5 units every 3 seconds, dealing 150 (+4% per level) damage on contact. Only selectable at level 20.
• Herc Tech: Predators are now 25% faster, and can now grab multiple enemy heroes, stopping 25% of the way past its first victim, or making a 4 unit area sweep if it reached the end location. Only selectable at level 20.
• Playing with Fire: Only selectable if Stetmann chose 2 or more Zerg upgrades for his abilities. Stetmann’s abilities deal 100% increased damage and his health regeneration is increased by 500%.
• Visionary: Only selectable if Stetmann chose 2 or more Protoss upgrades for his abilities. Stetmann’s abilities have 30% increased cast range and he generates 80 (+4% per level) shield every time he generates Research, which can stack up to 800 (+4% per level) total shield, and lasts infinitely.
• Terrazine Madness: Only selectable if Stetmann has selected 10 or more talents. Stetmann’s ability cooldowns are decreased by 50%, but he gains a permanent 50 reduced spell armor, and can no longer gain armor.

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