TLV Rework concept

Everybody knows that The Lost Vikings are the hero(es) with the most out-dated kit, who are only good for soak-pushing multiple lanes at once.
This rework is aimed at making them more interesting, and useful in different situations. It will also push them a bit into their new “support” role.
D - Erik moves 10% faster and grants nearby vikings 10% movespeed increase.
Olaf has 20 armor and grants nearby vikings 20 armor.
Baelog heals himself for 20% of basic attack damage dealt and grants 20% lifesteal to nearby vikings, healing doubled against heroes.
Quest: Collect regen globes.
Reward: Each globe increases Vikings’ HP by 5 and their HP regen by 0,5.
Q - Spin to win - Each Viking deals 80 damage to nearby enemies.
W - Honorary Vikings - Activate to cause your vikings’ auras to affect nearby allied heroes for half of its original value for 4 seconds.
E - Jump! - selected viking(s) jump towards the targeted direction (like Muradin’s leap)

Talents:
Level 1:
Explosive Attacks - Baelog deals 100% splash to non-heroes
It’s a Sabotage - Erik deals 250 damage over 5 sec to structures
Viking Bribery - dying enemy minions grant 1 stack of bribe. Use 40 stacks to bribe a mercenary. Can have up to 200 stacks.
Spy Games - after 3 sec, Erik gets stealth and 75% bigger vision radius

Level 4:
Mercenary Jarls - Friendly non-boss mercs deal 50% more damage. Vikings take 50% less damage from minions and mercs.
Spin, Spin, Spin! - If a viking doesn’t hit an enemy with Spin to Win, they cast it again for free if an enemy comes within their range in the next 2 sec.
Large and in Charge - Every 10 seconds, Olaf can charge an enemy hero, stunning them for 1 sec and dealing 36 extra damage.

Level 7:
Olaf the Stout - increases Olaf’s Armor (and armor aura) value to 25. He also gains 75 physical armor every 5 sec. Stores up to 2 charges.
Erik the Swift - Erik moves 10% faster, and his aura grants 10% more speed. He also heals for 34 HP/sec while moving.
Baelog the Fierce - Baelog’s attacks increase his attack speed by 5%, stacking up to 5 times. Lasts 3 sec. He also grants nearby vikings 20% increased attack speed.

Level 10:
Play Again! - After 2 sec channel, summon and heal all of the Vikings
Longboat Raid - summon a longboat at a targeted location, which attacks nearby enemies, dealing 112 dmg per sec. It stuns nearby enemies for 1,5 sec if it’s destroyed. It can be cast again to order it to move towards that destination.

Level 13:
Extended Membership - Honorary Vikings lasts 2 seconds longer. Passive: increases Vikings’ Auras radiuses by 20%.
Fly! - Vikings continue floating around for 1 second after using Jump, allowing them to move trough units. They become invulrnable during Jump and while hovering.
64 KB Marathon - Go Go Go grants extra 40% movespeed, decaying over 4 sec.
Norse Force! - When you activate Honorary Viking, each viking gets 130 shield, and grants nearby allies (including other Vikings) 65 shield. Lasts 4 seconds.

Level 16:
Spinning Madness - Spin to Win deals 80 extra damage if a hero is hit by 2 vikings at once, and 160 extra damage if hit by all of the vikings.
Nordic Attack Squad - Attacking rooted/stunned/slowed hero causes Vikings’ basic attacks to deal extra 1,25% of enemy’s Max HP as damage, for 3 sec.
Impatience of a Saint - Basic attacks reduce all cooldowns by 0,25 sec.
Actual Vikings - Honorary Vikings grants nearby allied heroes the full value of Vikings’ Auras. Also, while Honorary Vikings is active, The Lost Vikings get all of the auras benefits no matter how far they are from each other.

Level 20:
Ragnarok’n’Roll! - Longboatraid can attack 2 enemies at once, and it fires a mortar cannon 1-ce every 2 sec, dealing 205 damage.
Checkpoint Reached - After 10 sec, all dead vikings are summoned again, and all vikings are healed.
The Sequel! - Vikings’ death timers are reduced by 50%
Fury of the Vikings - Every 5 sec, each Viking’s basic attack deals extra 41 damage, and 105 damage to all nearby minions, mercs and monsters.

Notes:
Since I made their talent-abilities into basic abilities, I had to nerf them a bit.
However, I think that this Jump will be sufficient, and its level 13 upgrade wouldn’t be a “must pick”, as they already will be able to dodge some abilities with its basic version.
Then, the reason behind their new trait is: they needed a reason to stay together, and now they have one. Also the increased HP wouldn’t be something too significant. Just a bandaid for their terrible HP pools.
But with their new “Honorary Viking”, they will indeed be fit for their new “support” role. Especially with this Norse Force, which is another reason for them to stay together, and attend TFs.
I don’t really think that their talent tree is ideal the way I’m suggesting it, but I kind a wanted to post this while I still have some internet.

2 Likes

A rework for them?

Fantasy.

The devs have already said that they are on their rework radar :stuck_out_tongue:

When!? :thinking: :astonished:

I don’t remember exactly, maybe in some AMA? I do recall seeing something about giving them a reason to stay together, or something like that.
What do you think of the concept anyways?

Great :grin: :revolving_hearts:

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This rework would kind of discourage splitting your vikings apart if they received so many buffs when they were together, but at this point I’ll take any love for the vikings I can get

Well, they wouldn’t be any weaker when split apart then they are now (when you don’t count the dmg nerf on StW), so people will still be able to split-push. I kept their PvE talents there, so they can keep their current playstyle, but also gave them an alternative.

Anyways… Today I thought that they should have a talent to make Spin to Win remove CC from vikings.
And perhaps Erik the Swift can also heal nearby allies for 50%-100% of the healing amount too. Imagine that - running around like crazy in order to heal your team xD