NOTEs

I really wanted to try to make my vision of how a "Core-replacement" hero would work. It's a very common idea among HotS players and has been done many times, but I wanted to see if I could pull it off.



I have Yogg'Saron as a specialist purely because of the strangeness and uniqueness of his playstyle, similar to Abathur. I believe he plays very closely to an Assassin, but Specialist is a better tag.



I had a lot of fun writing this and I'm very excited to hear the comments, complaints, suggestions, and everything in between.

Contact:

/u/Zezbec on Reddit

Zez#1506 on Battle.net



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Spell Notes/Clarifications



Z - Demonstrated by a green-blue hue in the fog of war, or green-blue patches on the ground while in vision (similar to Zagara creep).



Q - Tendrils die after 3 heroic basic attacks while inactive (not focused by the Yogg), or 6 heroic basic attacks while focused.



Q2 - Slam deals all of its damage at the same time, in a rectangular hitbox. For illustrations purposes, it's very similar to Kael'thas' Flamestrike, but rectangular instead of circular. Base range is about 4, which is slightly lower than a generic ranged basic attack, and width is about 1.5, which is slightly bigger than a generic melee basic attack.



E2 - Roughly the strength and tankiness of an Azmodan General of Hell.



W - Untalented, behaves like a Nova Decoy that gains experience similarly to a player-controlled hero (kills and proximity). Will follow a minion wave like an Azmodan Demon Warrior, but does not put any importance on targeting heroes.



E - Masking an area is "reverse" vision. Enemies appear to have fog of war on that part of the screen. Area is roughly the size of Kael'thas Empowered Flamestrike or Azmodan Globe of Annihilation.



R1 - The tentacles will position themselves equally spread along walls relative to the center of the area point (Area being about an Infernal Shrines objective Shrine). Slam damage inherits chosen talents and a 1.5x damage multiplier.



R2 - Gameplay-wise, behaves as a channel (Yogg'Saron cannot create any new Tendrils, cannot create Lucid Dreams, and cannot mask areas with Lapse of Reason) and does 300% of the heroes maximum health (leaving it blockable by Protection or Invulnerability but not shields until level 20). Plays http://media-hearth.cursecdn.com/audio/card-sounds/sound/VO_OG_134_Male_OldGod_Play_01.ogg globally during the channel.



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Talent Notes/Clarifications



Level 13:

Barbed Crown - Stun area is about the last 1/3 of the range.

Living Horror - Health behaves like an Anub'arak Cocoon. The health decays such that, while not taking any damage, they will reach zero health after 8 seconds.

Last Laugh - Will release five untalented Lapses when used in conjunction with Level7:Personal Army.



Level 16:

Squeeze - Root will persist if Yogg stops controlling the squeezing tendril, but the health will return to 3 (unless talented into Level1:Durable Appendages). If the enemy that is being slowed by Inflict Insanity moves into 1.5 range, they will become rooted. Melee Heroes with a range lower than 1.5 will be able to attack the tendril as well, even though it's technically out of range.



Level 20:

Alone in the Dark: Enemies only appear invisible to each other. For example, if an Uther and an Raynor are standing directly next to each other while Hope's End is cast, they will not be able to see each other anymore. However, should Uther use his W towards where Raynor is, Raynor will be healed as usual.

Visions of Ny'alotha - If there is still a fountain alive (but no Fort/Keep) when Visions of Ny'alotha is used, the previous fountain is destroyed and replaced with an Offering of Black Blood. Offerings behave the same as Black Blood (Z).