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I was bored so I whipped this up.

As someone who hasn't played WoW/Diablo/Starcraft all that much, I really enjoy just thinking about ideas for heroes from Overwatch and Hearthstone. Since the release of the new expansion in Hearthstone I have been playing a lot of Kabal Priest and I really like the new legendaries; Raza and Kazakus. I have yet to come up with a solid idea for Raza (put an idea in the comments if you want) but Kazakus has a very obvious theme revolving around potions and alchemy. His ability in Hearthstone allows you to create a custom potion so I incorporated that into his design as well as some of the other potion cards that were released with him. Now I don't think we should go crazy with the whole multiclass thing and just give it to anyone but I think Kazakus really fits in the multiclass role.
Kazakus - Leader of the Kabal
WoW/Hearthstone Ranged Multiclass (Assassin/Support)
TRAIT D - Masterful Mixology: Kazakus can pre-mix a potion and store an extra charge. 40 mana. 30 second cooldown (after use).
(Most potions have an area of effect about the same size as Flamestrike without Verdant Spheres and with all the size upgrades would be the same size as Flamestrike with Verdant Spheres. The exception, Kaza-Kola, starts with an area about the size of Noxious Blossom).
Q - Healing Potion: Restore a moderate amount of health to allied heroes in an area. 40 mana. 6 second cooldown
W - Volcanic Potion: Deal moderate damage to all enemies in an area. 40 mana. 6 second cooldown
E - Blastcrystal Potion: Deal low damage to all enemies in an area and stun them for 0.5s. 40 mana. 6 second cooldown
R - Custom Potion: Kazakus can create a custom spell using ingredients unlocked at levels 1, 10 and 20. Adding ingredients increases the area of all potions by 15%. 80 mana. 60 second cooldown.
TALENTS
Tier 1 (1)
R - Felbloom: Deals high damage to all enemies hit. Does 50% more damage to heroes.
R - Goldthorn: Restore a large amount of health to allied heroes hit.
R - Shadow Oil: Slow enemy movement speed by 20% and blind them for 3 seconds.
Tier 2 (4)
W - Heart of Fire: Volcanic Potion deals 50% more damage to structures.
QUEST - Bigger Vials: Gathering Regeneration Globes increases the range and area of all potions by 1%. REWARD - After gathering 20 Regeneration Globes reduce the cooldown of Basic Abilities by 1 second
ACTIVE - Kaza-Kola: Take control of all enemy minions hit. 40 mana. 60 second cooldown.
Tier 3 (7)
D - Quick Mix: Reduce the cooldown of Kabal Mixology by 6 seconds.
PASSIVE - Buy in Bulk: Reduce the mana cost of all potions by 25%.
ACTIVE - Bloodfury Potion: Increase attack speed of allies hit by 20%. 40 mana. 30 second cooldown.
Heroic Tier (10)
R - Ichor of Undeath: Enemies hit become Vulnerable taking 25% more damage for 5 seconds.
R - Kingsblood: Restore 50% of max mana over 5 seconds to all allies hit.
R - Icecap: Root enemies hit for 4 seconds.
Tier 4 (13)
D - Potent Concoction: Extra potion charges are 50% more effective.
E - Kabal Quality: Increase the stun of Blastcrystal Potion by 0.5 seconds. Kazakus gains shields equal to 50% of the damage enemies take while stunned by Blastcrystal Potion. Shields last 4 seconds.
ACTIVE - Felfire Potion: Deals damage to enemies hit plus an additional 50% damage over 5 seconds. 40 mana. 30 second cooldown
Tier 5 (16)
Q - Grand Alchemy: Healing potion grants Unstoppable to allies hit for 1 second.
E - Acidic Brew: Blastcrystal Potion deals massive additional damage to shields.
ACTIVE - Pint-Sized Potion: Reduce movement speed and damage of all enemy heroes hit by 50% for 3 seconds. 40 mana. 60 second cooldown.
Storm Tier (20)
R - Netherbloom: Summon a demon that attacks nearby enemies preferring heroes. Lasts 12 seconds.
R - Stonescale Oil: Grants resistant to allied heroes hit for 6 seconds reducing damage taken by 25%
R - Mystic Wool: Enemies hit are polymorphed for 1.5 seconds.
submitted by Lumiere215 to heroesofthestorm

New builder proposal, Modulus (second round)

So a couple years back I proposed a new builder on the Squad sub, and it received a lot of really good feedback from u/kelsonTD. I stopped playing Starcraft 2 for a while, but I'm back now and I'm ready to make my next revision of the Modulus builder. This time I'm looking at it from four angles, 1x viability, 3x viability, solo builder viability and Dynamic/Custom viability. Back then I was mostly interested in how it played as a solo builder, but not anymore. I've attempted to streamline each unit and eliminate redundancy while keeping the builder in its original spirit and still allow for varied playstyle both as mono builder and in dynamic/custom play.
As before, the numbers are not as important as the concept, and are only placeholders for more well balanced numbers. So without further ado:

Modulus Builder

Description: Modulus is an army of hive-minded robots that customize themselves to meet any situation.
Passives:
Modular - Each unit has a set of available upgrades it can select from multiple times. Unless otherwise specified, each upgrade costs .5 supply. SPECIAL upgrades become unlocked when units have one upgrade point left.
Interchangeable Parts - Units gain 3% of base health, shields, energy and damage from all other units within 3 range.
T1: Amplifier, 1 supply, Widow Mine skin
The amplifier is the smallest robot in the Modulus. It serves as a link to the hive mind for the other robots.
AMPLIFIER - DOES NOT ATTACK
Cost: 20
Health: 75
Range: 4.5
Upgrade slots: 4
Ability: Hive-Mind Link - Interchangeable Parts range +4
Available upgrades:
Health + 20, cost: 10
Energy + 10, cost: 15
Armor Type: Mechanical
SPECIAL: Robotic Beacon, 1 supply, cost 100
Robotic Beacon: All non-amplifier units in 4 range receive all bonuses bestowed on Robotic Beacon by other units.
SPECIAL: Pain Transmitter, 1 supply, cost 30
Pain Transmitter: +10 energy. Deals 3 piercing damage per second to all units in 4 range. Uses 2 energy per attack. Physical attack.
T2: Modulus General Unit, 1 supply, Warfield skin
The MGU is the stock fighting unit of the Modulus. It is able to modify itself to fit the needs of the battle plan.
Cost: 40
Health: 100
D/A: Normal/Armored
Damage: 10-17
Attack Speed: 1.2
Range: 2
Upgrade Slots: 8
Available Upgrades:
Attacks +1, cost 25
Damage + 5, cost 10
Health + 20%, cost 20
SPECIAL: Melee Specialization, 1 supply, cost 60
Melee Specialization: Range reduced to Melee, +100 base health. Attacks +1 upgrades convert to +10% damage to all enemies in melee range.
SPECIAL: Range Specialization, 1 supply, cost 60
Range Specialization: Range increased to 6, attack speed + 100%, base health -50.
T3: Targeting System, 2 supply, Science Vessel skin
The Targeting System is the general tactical command module. It maximizes the effectiveness of the Modulus army by selecting priority targets.
AMPLIFIER - DOES NOT ATTACK
TARGETS ALLIED ATTACKING UNITS ONLY
Cost: 101
Health: 440
Armor Type: Mechanical
Range: 4
Upgrade Slots: 4
Can select between Command Melee and Command Ranged freely each turn.
Ability: Command: 5 nearby specified units are issued commands by the Targeting System, and receive a 10% attack speed bonus. (does not stack)
Available Upgrades:
Commanded Units + 1, cost 80
+10 max energy, cost 100
Command Any option, can only select once, cost 50
Command Casters(energy-bearing units) option, can only select once, cost 50
SPECIAL: Formation Control, 1 supply, cost 80
Formation Control: Commanded units take 25% less damage.
SPECIAL: Target Weapons, 1 supply, cost 80
Target Weapons: Commanded units' attacks reduce target's damage by 15%.
SPECIAL: Silence Protocol, 2 supply, cost 70
Silence Protocol: Commanded units are immune to abilities.
SPECIAL: Microwave Link-up, 3 supply, cost 70
Microwave Link-up: Commanded units receive +50 max energy.
T4: Modulus Heavy Assault Unit, 2 supply, Tal'darim Immortal skin
The MHAU is the second generation of Modulus stock fighting units, created as an automatic reaction to a particularly devastating defeat. It is capable of a degree of adaptation no other Modulus has ever exhibited.
Cost: 165
Health: 550
D/A: Normal/Armored
Damage: 75-100
Attack Speed: 2
Range: 4
Upgrade Slots: 8
Ability: Supreme Adaptation: Can downgrade non-special upgrades for 100% resell. Restores upgrade slots.
Available Upgrades:
Attack speed - .15, cost 20
Health + 20%, cost 20
Attacks restore nearby units' health for (+10)% of damage, cost 40
SPECIAL: Attacks + 2, 2 supply, cost 150
SPECIAL: Melee Specialization, 1 supply, cost 125
Melee Specialization: Range reduced to Melee, +300 base health
SPECIAL: Targeting Chip, 1 supply, cost 125
Targeting Chip: +10 energy, Unit attacks target's weak point, permanently reducing its attack speed 1%. Costs 2 energy. Stacks up to 20 times.
SPECIAL: Range + 2, 1 supply, cost 80
T5: Obelisk, 4 supply, Dark Pylon skin
The Obelisk is the primary beacon of all Modulus invasion fleets. It serves as a master amplifier, providing large bonuses to the Modulus army from the back lines.
AMPLIFIER - DOES NOT ATTACK
Cost: 201
Health: 840
Armor Type: Massive
Range: 4
Upgrade Slots: 5
Ability: Hive-Mind Reinforcement - All non-Amplifier units in 4 range gain 100% of the upgrade bonuses of Obelisk.
Available Upgrades:
Hive-Mind Reinforcement range + 2, cost 100
Armor + 6, cost 100
Health + 10%, cost 100
Attack Speed + 5%, cost 100
Damage + 5%, cost 150
Health Regen/sec + 1%, cost 150
SPECIAL: Dimensional Guard: Damage dealt to non-Amplifier units affected by this Obelisk is transferred to this Obelisk with 40% reduction and 70% reflection, cost 300
T6: Hive Colony, 4 supply, Nexus Skin
The Hive Colony serves as the engine of war at the base of every Modulus invasion fleet. The size of its commission is determined by the strength of the supporting army.
STATIONARY - DOES NOT ATTACK
Cost: 501
Health: 1850
Armor Type: Massive
Range: 10
Upgrade Slots: 10
Ability: Modular Commission - Stores 25% of non-amplifier army value each wave. Warps in a Modulus Heavy Assault Unit every 3 seconds until commission is gone.
Ability: Hive-Mind Factory - MHAUs produced at this Hive Colony share 100% of Hive Colony's upgrade bonuses. Hive Colony does not directly benefit from its own upgrades.
Available upgrades:
Damage + 20, cost 80
Health + 20%, cost 80
Range + .5, cost 80
Attacks + 1, 1 supply, cost 150
SPECIAL: Health Regen/sec + 10%, 2 supply, cost 300
SPECIAL: Eye of the Swarm, 3 supply, cost 350
Eye of the Swarm: 10% chance to stun target for 1.5 seconds.
SPECIAL: Power Core Retrofit, 3 supply, cost 300
Power Core Retrofit: +100% attack speed, +10 energy, every .5 seconds, deals 80 spell damage to one nearby enemy, costs 1 energy
submitted by SaltpeterTaffy to SquadronTowerDefense

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