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Average Hero Rating: 59.4%
Total Thumbs: 327
Percent Thumbed Up: 17.74%
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Last Post: 02-05-2011 5:42pm
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Imbue the thoughts of your enemy with a vision of his own painful death, making him awestruck for a short time. Skill Mechanics: Single target stun with good cast range, high damage and a short cooldown. (1) Deals 100 magic damage and stuns target for 2 seconds. (2) Deals 175 magic damage and stuns target for 2 seconds. (3) Deals 250 magic damage and stuns target for 2 seconds. (4) Deals 325 magic damage and stuns target for 2 seconds. Mana Cost: 150/160/170/180 Cooldown: 8 seconds Duration: 2 seconds Cast Range: 525/550/575/600 Notes: -Strongly follows the pattern of Leorics stun (though the very same spell obviously is stronger on an Int hero than it is on a Str hero, albeit both being melee).
Ever since the Jackals exist, they always provided the scarabs, the scavengers of the desert, with fresh cadavers to feast on. So there's a natural bond between them. Skill Mechanics: Chance on attack to implant a parasitic scarab into the target enemy. Every scarab deals minor dmg and reduces all stats (str/agi/int) of the victim by -1 for 8 seconds. (1) 20% chance on attack to release a scarab, which deals 2 damage per second. (2) 30% chance on attack to release a scarab, which deals 3 damage per second. (3) 40% chance on attack to release a scarab, which deals 4 damage per second. (4) 50% chance on attack to release a scarab, which deals 5 damage per second. Notes: -Without doubt his weakest skill, though the reduced attributes (particularly Str) will be quite handy later in the game, especially since the Immortal Jackal from your Ultimate inherits the chance to attract a scarab on attack and your own attack speed will also be higher later. -The damage and the stat reduction stacks indefinitely, but every charge expires 8 sec after it has been applied (durations are not renewed).
As the god of mummification responsible for preparing the dead for their afterlife Anubis experience in the field of preservation is exceeding, making common priests looks like puppies. Skill Mechanics: Passively activates whenever cooled down and applies Bandages to nearby allied units and yourself. (1) Restores 2 hp per sec and grants +1 magic armor. (2) Restores 4 hp per sec and grants +2 magic armor. (3) Restores 6 hp per sec and grants +3 magic armor. (4) Restores 8 hp per sec and grants +4 magic armor. Cooldown: 30/25/20/15 seconds Duration: 15 seconds Area of Effect: 350 Notes: -Please note that this ability was intentionally made passive, so it will be inherited by the Jackal (Ultimate); though it's somewhat semi passive/self targeting, since you must watch the cooldown and position yourself well while playing to make good use of this ability. -Balance: At lvl4 it restores 480 hp per target per minute | Compare to Soul Reaper who heals 1150 and damages enemies for 2500 per target per minute. Soul Reaper though has to spent mana for that and you gain +4 magic armor. Embalming also is inherited by your Immortal Jackal, which may help allies far away from yourself. -Visuals: Applies bandages to the targets for the duration (this means at lvl 4 Anubis will always have Bandages unless he gets dispelled). -Bandages do not stack with themselves (for e.g. if Anubis has the Jackal protecting himself or in Duplicate Hero mode).
Dying doesn't mean you have to go to the underworld forever. Anubis and the Jackals alone decide where you go and it's a snap for them to bring you or themselves back to life. Skill Mechanics: Summons an Immortal Jackal that inherits Anubis passive skills and item effects to protect target ally. Should the protected ally die the Jackal will sacrifice his own life to save and revive the target after 4 seconds. (1) The Jackal attacks once per second for 30 damage. Target ally revives with 70% hp/mana. (2) The Jackal attacks once per second for 60 damage. Target ally revives with 80% hp/mana. (3) The Jackal attacks once per second for 90 damage. Target ally revives with 90% hp/mana. Mana Cost: 150/250/350 Cooldown: 280/240/200 seconds Duration: 4 seconds Cast Range: 600 SotM effects: -20s Cooldown, +10% hp/mana when reviving, Jackal attacks 50% faster Notes: -The Jackal inherits all passive skills and item effects from Anubis except +dmg and except +attack speed: Think of it like a single Spirit from Defilers Ultimate combined with Engineers old Turret. Though it's attack speed and damage will never grow. This still makes a lot of items very interesting without scaling extremely like turret used to do, for e.g.: Refreshing Ornament, Nome's Wisdom/Abyssal Skull, Frostfield Plate, Mock of Brilliance, Nullfire Blade, Shieldbreaker, Frostwulf Skull. --> It's dps is very low, but the passive effects make it a strong team support. -The Jackal is untargetable and attacks the same target as the ally he is protecting (his movespeed equals that allies movespeed too); dmg done by the jackal (concerning assists and kills) is counted as dmg dealth by the ally he is protecting. -Revive will trigger before Token of Life; there can always only be one active Jackal summoned (re-casting the skill makes the old Jackal vanish). -Please note: The skill will be set on cooldown when the Jackal actually revived someone, not when the spell is cast. This means: You can re-cast the spell anytime to assign the Jackal (which lasts until he sacrifices himself) to a different ally and it also means that Restoration Stone is a viable item. And it means the spell is not overpowered (no double-revives unless you got Resto Stone). -Cooldown has been raised significantly for balance reasons, since it definitely is a game-breaking skill!
Even in the heat of a frantic battle the Force Commander can put more and more momentum in every continuous javelin throw. Skill Mechanics: Your attack damage passively increases by 1 per charge. Every time this ability ends one charge is permanently added to the counter. (1) 10s duration. Every attack during the duration adds one temporary charge. (2) 15s duration. Every attack during the duration adds one temporary charge. (3) 20s duration. Every attack during the duration adds one temporary charge. (4) 25s duration. Every attack during the duration adds one temporary charge. Mana Cost: 100 Cooldown: 50 seconds Duration: 10/15/20/25 seconds Notes: -The permanent counter propagates to illusions.
Creates two sub-skills with separate cooldowns: Take Aim Offense is the not always the best defense. Raising your shield in the right moment saves your life. And when I decide to take cover you better do so too. Skill Mechanics: Reduces allied units move speed by 10% but gives them an armor bonus of +10. Affected heroes have a chance to block projectiles. (1) Affected heroes have a 5% chance to block ranged attacks and projectile spells. (2) Affected heroes have a 10% chance to block ranged attacks and projectile spells. (3) Affected heroes have a 15% chance to block ranged attacks and projectile spells. (4) Affected heroes have a 20% chance to block ranged attacks and projectile spells. Mana Cost: 25 Cooldown: 20 seconds Duration: 5 seconds Area of Effect: 1000 seconds Notes: -This form of block should probably be different from evasion and therefore stack with it.
Knowing there is a competent leader nearby that survived many battles encourages the fighting spirit of all your troops. Skill Mechanics: Passive Aura increasing the attack speed of all allied units in 1000 aoe. (1) Increases the attack speed of nearby allied units by 10%. (2) Increases the attack speed of nearby allied units by 18%. (3) Increases the attack speed of nearby allied units by 26%. (4) Increases the attack speed of nearby allied units by 35%. Area of Effect: 1000 Notes: -Can be toggled between affecting all allies or allied heroes only by clicking on the icon. -Due to the currently unclear situation about beastmasters aura/tundras 3rd skill... in case there is a legal issue with bringing that skill (which Fighting Spirit actually is) into HoN then I'd suggest it to be changed to this: Active ability that grants 20/30/40/50% attack speed in 1000 aoe; mana cost=50, cd=24s, duration=12s.
Faith is an important factor in battles, but more so is raw muscle power and hard training. Everything combined though is what really makes a great Warrior. Skill Mechanics: Your damage temporarily increases and attacks against you heal allied units in 500 aoe. (1) Your attack damage increases by 40 and every time you are attacked all allies in 500 aoe are healed for 40 hitpoints. (2) Your attack damage increases by 60 and every time you are attacked all allies in 500 aoe are healed for 60 hitpoints. (3) Your attack damage increases by 80 and every time you are attacked all allies in 500 aoe are healed for 80 hitpoints. Mana Cost: 100/125/150 Cooldown: 50 seconds Duration: 15 seconds Notes: -Designed to push/tank towers. -Attacks don't need to hit to trigger the heal; only works for attacks, not for spells/dots. -Makes you a tremendous threat, but attacking you isn't the best idea either, so they need to use disables on you. -Hard countered by Nullfire/Elec (in which case a Nullstone also is a good pickup for the FC).
Manipulating the space-time continuum creates a very very tiny rift at target location that slowly grows to a still hardly noticeable gap that then automatically falls back into it's balanced state in a short but massive implosion. Skill Mechanics: After 6 seconds units in 400 aoe around the target position are ministunned (0.1s), perplexed (can't use items) and dealt magic damage. (1) Foes in 400 aoe around the target position take 125 magic damage and are perplexed for 2.0 seconds. (2) Foes in 400 aoe around the target position take 200 magic damage and are perplexed for 2.5 seconds. (3) Foes in 400 aoe around the target position take 275 magic damage and are perplexed for 3.0 seconds. (4) Foes in 400 aoe around the target position take 350 magic damage and are perplexed for 3.5 seconds. Mana Cost: 100/120/140/160 Cooldown: 6 seconds Cast Time: 0.5 seconds Effect Delay: 6 seconds Cast Range: 1000 Area of Effect: 400 Notes: -A small on-screen timer/marker is placed at target position that can only be seen by allies. -There is a 0.5s cast time so if the foe got vision of you he can see you cast it.
An etherized being is partly shifted into a different reality where it is underlying different physical laws. Skill Mechanics: Target unit is slowed by 50%, disarmed and can't be attacked. Magic effects deal 33% more damage to the etherized unit. (1) Target ally/foe is etherized for 2.50 seconds. (2) Target ally/foe is etherized for 3.00 seconds. (3) Target ally/foe is etherized for 3.50 seconds. (4) Target ally/foe is etherized for 4.00 seconds. Mana Cost: 100 Cooldown: 14/12/10/8 seconds Cast Range: 700 Allo. Target: Allied units, Enemy units Notes: -True/Unclassified damage still deals 100% dmg.
A small magic orb that shoots mana combusting lasers. Skill Mechanics: Create a Zapper Dome at target location which has 100/150/200/250 hitpoints, 600 vision and spell range. Once per second it automatically uses a Mana Combustion spell on the nearest enemy that has a mana pool. (1) The Zapper Domes magic attack combusts up to 10 mana per hit. (2) The Zapper Domes magic attack combusts up to 20 mana per hit. (3) The Zapper Domes magic attack combusts up to 30 mana per hit. (4) The Zapper Domes magic attack combusts up to 40 mana per hit. Mana Cost: 40 Cooldown: 25/20/15/10 seconds Duration: 20 seconds Cast Range: 300 Notes: -The Dome does not give true vision to a player, but it uses it's spell on invisible units without them being revealed.
Create a magical platform that enables you to quickly hover around the battlefield without having to move a muscle. Skill Mechanics: Passively creates a permanent floating platform for Levi. Active: Creates a temporary levitation platform for target ally/gadget. (1) A Levitation Platform makes you move at 350 movespeed ignoring all other movespeed modifiers except stun and immobilization effects. (2) A Levitation Platform makes you move at 380 movespeed ignoring all other movespeed modifiers except stun and immobilization effects. (3) A Levitation Platform makes you move at 410 movespeed ignoring all other movespeed modifiers except stun and immobilization effects. Mana Cost: 75/100/125 Cooldown: 30/25/20 seconds Duration: 15 seconds Cast Range: 500 Allo. Target: Allied units (not self), Allied gadgets SotM effects: +30 movespeed, -5 seconds Cooldown Notes: -Technically I think it's easiest if this simply is a buff that puts the platform model below an effected unit and stops that units movement animation. -A Levitation Platform grants slow immunity and has a fixed movement speed. All forms of movespeed modifications (negatives from debuffs as well as positives from buffs or items (boots/firebrand)) are ignored with exception of the Haste Rune and Warbeasts Ultimate. Normal pathing rules still apply (no cliff-walking etc). -This means Levi will most likely not buy any boots --> 'extra' item slot. -The ability can be used on gadgets making them movable (by the gadget owner). -Platform movement still breaks channeling spells. Voodoo Jesters ward can be moved but breaks when leaving it's channeling range (400). -Can't be used on Arachna's Spiderling (to prevent grieving). -Use it on gadgets like: Zapper Dome (for mana harass/scouting) or Slither Wards (chasing/scouting) or Engineers Energy Field (ouch) or Scouts Electric Eyes or to move Wards of Sight/Relevation to another position or use it on minions like Malphas/controlled Minotaur or of course on allied heroes (offensively and defensively).
I'll take that quarter (find someone who cares). Skill Mechanics: A cheap single target nuke that also steals the enemies natural income for a short period. (1) Deals 75 pure damage and applies Gold Hack debuff to enemy for 25 seconds. (2) Deals 150 pure damage and applies Gold Hack debuff to enemy for 25 seconds. (3) Deals 225 pure damage and applies Gold Hack debuff to enemy for 25 seconds. (4) Deals 300 pure damage and applies Gold Hack debuff to enemy for 25 seconds. Debuff effect: This enemies natural income is transfered to you instead (25 gold in total in NM, 50 in EM (in a 5v5)). If the enemy dies while under Gold Hack effect the gold he loses from dying is also transfered to you instead of being lost. Mana Cost: 110/120/130/140 Cooldown: 20 seconds Duration: 25 seconds Cast Range: 600 Notes: -Doesn't steal anything other than the natural income (1g per second (2 in EM)). -Every use of this spell is worth 50g, since you gain 25g and the enemy loses 25g. -(Image by Norroar). -(Reference to a popular Travis Tritt song.)
Who's gonna beat you there? Skill Mechanics: Target gains evasion, max movespeed and slow resistance for the buff duration (1) For 4 seconds, target ally has a 33% chance to evade attacks, gains 522 movespeed and 25% slow resistance. (2) For 5 seconds, target ally has a 33% chance to evade attacks, gains 522 movespeed and 50% slow resistance. (3) For 6 seconds, target ally has a 33% chance to evade attacks, gains 522 movespeed and 75% slow resistance. (4) For 7 seconds, target ally has a 33% chance to evade attacks, gains 522 movespeed and 100% slow resistance. Mana Cost: 70/70/70/70 Cooldown: 11 seconds Duration: 4/5/6/7 seconds Cast Range: 600 Notes: -"gank 'n' towerdive"; also great for escaping/surviving in general. -(refers to Enter the Dragon... and Matrix). -The chance to evade does not stack with other forms of evasion.
An electromagnetic pulse is emitted at target location, which reveals and distorts enemies for a short time. Skill Mechanics: For 12 seconds invisible foes in target area are being revealed. Enemies hit by the initial blast are interupted (mini-stunned) and have their minimap disabled for the duration. (1) Affected Foes lose up to 45 energy and take twice as much dmg as energy has been lost. (2) Affected Foes lose up to 80 energy and take twice as much dmg as energy has been lost. (3) Affected Foes lose up to 115 energy and take twice as much dmg as energy has been lost. (4) Affected Foes lose up to 150 energy and take twice as much dmg as energy has been lost. Mana Cost: 100/120/140/160 Cooldown: 15 seconds Duration: 12 seconds Cast Time: 0.75 seconds Cast Range: 500 Are of Effect: 350 Notes: -Can be used to counter-ward.
It looks tasty. I'm sure they will succumb to the temptation. Skill Mechanics: Creates an illusion of a target hero. The illusion can be manually destroyed to instantly switch the Wardrivers position with said illusion. (1) Creates an illusion of target hero that deals 50% damage and takes 100% damage. Lasts 60 seconds. (2) Creates an illusion of target hero that deals 50% damage and takes 100% damage. Lasts 75 seconds. (3) Creates an illusion of target hero that deals 50% damage and takes 100% damage. Lasts 90 seconds. Mana Cost: 50 to create a honeypot illusion; 25 to switch your hero into the illus position (destroying it). Cooldown: 90 seconds Duration: 60/75/90 seconds Cast Range: 500/1000/1500 Notes: -Can be used to harrass, bait, scout and as an escape mechanism. -Annoy an enemy by using his own attack modifiers (magebane/pred) or passive skills (vindi) against him. -May be used to make enemies think you are in lane while actually you are ganking AND also enables to quickly travel back instantly to your initial lane after a gank without a tp. -Late game an illusion that deals 50% dmg of your or the enemies carry is quite something!
Spawns and throws an Acid Manifold that burrows at target location and charges at nearby enemy heroes. Skill Mechanics: An Acid Manifold is invisible and bursts when any enemy unit walks over it. Automatically charges at enemy heroes in range and then bursts on contact with any enemy unit to deal magic damage in the aoe. (1) 300 vision/charge range. Deals 250 magic damage. (2) 400 vision/charge range. Deals 350 magic damage. (3) 500 vision/charge range. Deals 450 magic damage. (4) 600 vision/charge range. Deals 550 magic damage. Mana Cost: 125/150/175/200 Cooldown: 15 seconds Duration: 300 seconds Cast Range: 400 Area of Effect: 400 Notes: -It's working like a spidermine from sc1; looking like a baneling from sc2. -Dmg is fully dealt in the aoe, not reduced upon distance (unlike in dota). -Acid Manifolds have a collision size of 30 and may not be stacked exactly on each other (means for e.g. you could have 4 Manifolds in a 60x60 large area placed; or 9 in a 90x90 area). Placing one on top of another will not make it fail, just automatically place it next to it instead. -Charging Manifolds can still be attacked but due to the above explained non-stacking laying mechanic they can be cleared with a ranged attacker that has true sight. Though he needs to do it slowly (so he won't make more than 1 charge at a time) and he'll still take dmg from it (since they'll charge very fast). That's an important improvement imho compared to Techies Mines, which turned useless the moment someone bought a Gem. -If a charged target disjoints (for e.g. through a Blink) and there is no other target in range the Manifold will not explode. Instead it will re-burrow at it's current position. -Note that these only charge heroes, not creeps/neutrals; though they still explode on impact with any hostile unit when charging or when being walked over.
Spawns and throws a Mind Crawler at an enemy hero. Skill Mechanics: Target is perplexed, silenced, disarmed and revealed. Broodmother gains movement control of that unit for the duration. (1) Lasts 0.75s. Deals 100 magic damage per second. (2) Lasts 1.50s. Deals 100 magic damage per second. (3) Lasts 2.25s. Deals 100 magic damage per second. (4) Lasts 3.00s. Deals 100 magic damage per second. Mana Cost: 70/105/140/175 Cooldown: 15 seconds Cast Range: 400 Notes: -A damn good disable/ganking skill with the bonus of being able to navigate enemies into nearby 'Mines' or just into a desired direction (to allies, into a tower, into your corrosive spitter or just closer to your base). -I'm unsure if you really should get movement control. Maybe it would work better if the target simply was forced to move exactly the opposite way of how you move during the effects duration.
Broodmothers digestive system manages anything, even metal. She can spit those corrosive fluids at enemies which literally slowly dissolves them. Skill Mechanics: When Broodmother attacks the ground below her target is affected by Corrosive Spitter, which affects enemy units and buildings. (1) Reduces armor by -1, deals 10 dps and slows attacks by 10%. (2) Reduces armor by -2, deals 15 dps and slows attacks by 20%. (3) Reduces armor by -3, deals 20 dps and slows attacks by 30%. (4) Reduces armor by -4, deals 25 dps and slows attacks by 40%. Cooldown: 20/15/10/5 seconds Duration: 5 seconds Area of Effect: 250 Notes: -Allo. Targets: Ground, Enemy units, Enemy buildings -Corrosive Spitter will still be applied to the ground if an attack misses. -This spell and its effects are of physical type (and thus can be negated with Void Talisman). -Very effective tower pushing spell (remember: unlike Techies Mines Broodmothers "Mines" don't do dmg to towers).
When killed Broodmother explodes and sprays her acrid body fluids all over the place while the still living cells quickly regroup and rebuild into Broodmother. Skill Mechanics: When Broodmothers hitpoints drop to zero she bursts causing aoe dmg over time and 80% movement slow (regained to 0% over 4s). After 4s she reincarnates. (1) Deals 200 Superior Physical/Magic (mixed) dps. After 4 seconds Broodmother reincarnates with 50% hp and mana. (2) Deals 300 Superior Physical/Magic (mixed) dps. After 4 seconds Broodmother reincarnates with 65% hp and mana. (3) Deals 400 Superior Physical/Magic (mixed) dps. After 4 seconds Broodmother reincarnates with 80% hp and mana. Cooldown: 150 seconds Duration: 4 seconds Area of Effect: 800 Notes: -Works while silenced (not sure if it should cost mana though). -SotM increases dmg by +100 (per second) and hp/mana after reincarnation to 100%. -Sounds (too) good, but remember that you can't suicide on purpose... it just makes you a very undesireable target. -Mixed dmg is actually a double-edged blade: on the one site it makes sure one can't become immune to it (via shrunken head for e.g.), but on the other hand it also means that the dmg will greatly be reduced by stacking any kind of armor. -Can't be dispelled; but allows for denies.