Author Name: Passthechips Primary Attribute: Any Attack Type: Any
Primary Role: Any Secondary Role: Any
Average Hero Rating: 65.11%
Total Thumbs: 187
Percent Thumbed Up: 33.16%
Forum Posts: 3182
Last Post: 04-08-2012 5:12pm
Forum Friends: 9
Skill Description: The Necromancer attempts to raze the enemies spirit dealing immense initial damage, however the damage partially heals over time. Mechanics: Necromancer deals initial magic, a portion of which will heal over time. Visual: A green burst of energy shoots forth from the Necromancer's hand. The enemy is consumed in a healing green fire. Cooldown: 7 seconds. Mana: 135/155/175/195 Range: 550 Notes: [*] Healing effect is reversed by ultimate. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Deals 100 magic damage to the target. The target heals 25 damage over 3 seconds. (2): Deals 200 magic damage to the target. The target heals 50 damage over 3 seconds. (3): Deals 300 magic damage to the target. The target heals 75 damage over 3 seconds. (4): Deals 400 magic damage to the target. The target heals 100 damage over 3 seconds. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: A nuke useful for finishing off a fleeing opponent. Has synergy with both Sunder and Atrocity, making this spell an extremly potent nuke. "This hurts for much longer than a second."
Skill Description: The Necromancer sunders the target's soul, rendering the unit ethereal for a small period of time. While ethereal the target is unable to attack and is slowed. In addition the unit has reduced magic armor but may not be the focus of physical attacks. Mechanics: Applies 'Sundered' to the target unit. The target is slowed by 50%, disarmed, and -8 Magic armor. The target is also rendered immune to physical attacks. Visual: The target unit is consumed by a green ghostly gas with spirits flowing overhead. Cooldown: 13/11/9/7 seconds. Mana: 100 Range: 500 Notes: [*] This spell may be cast on yourself, an ally, or an enemy. [*] Increases the healing done by Soul Drain on a friendly target. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Applies 'Sundered' to the target unit for 2 seconds. (2): Applies 'Sundered' to the target unit for 2.5 seconds. (3): Applies 'Sundered' to the target unit for 3 seconds. (4): Applies 'Sundered' to the target unit for 3.5 seconds. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Allows for the Necromancer to power up his spells for a short period of time on a target as well as disable a carry, or protect a team mate, or yourself, from an opposing carry. Strengthens the rest of your spells significantly and increases the healing done by Soul Drain. "What happens when we split you apart."
Skill Description: The Necromancer channels dark energies to either drain his opponents his life into his own or use his own soul to heal his allies. Mechanics: The Necromancer drains life from an enemy or gives life to an ally. Damage dealt is equal to how much life is gained. This is a channeled spell. Visual: A green burst of energy shoots forth from the Necromancer's hand. The enemy is consumed in a healing green fire. Cooldown: 10/9/8/7 seconds. Mana: 85/95/105/115 Cast Range: 550 Maximum Range: 800 Notes: [*] The healing caused by Soul Drain is increased the lower your opponents magic armor. [*] If the target moves past the maximum range Soul Drain is broken. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Transfers 20 health per second. Lasts 5 seconds. (2): Transfers 40 health per second. Lasts 5 seconds. (3): Transfers 60 health per second. Lasts 5 seconds. (4): Transfers 80 health per second. Lasts 5 seconds. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Gives the Necromancer a powerful laning spell as well as a powerful heal combined with Sunder. Allows the Necromancer to somewhat babysit. "It's a give and take relationship."
Skill Description: The Necromancer unleashes the most vile spell in his arsenal, turning the the light of Sol into a malicious energy that feeds on life. Heals of any sort damage the enemy. Mechanics: Stops health regeneration and causes all positive health gains to instead be dealt as magic damage. Visual: A giant spirit emanates from the Necromancer and envelops the target. If the target dies due to the effect of Atrocity the Necromancer's maniacal laugh will be heard throughout the battle field. Cooldown: 75/65/55 seconds. Mana: 125/175/225 Cast Range: 1000 Notes: [*] Healing caused by items will deal damage. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): 100% of all health gained by the target is converted into magic damage. Lasts 5 seconds. (2): 150% of all health gained by the target is converted into magic damage. Lasts 6 seconds. (3): 200% of all health gained by the target is converted into magic damage. Lasts 7 seconds. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Bane of the support class, this turns skills that heal into potent nukes and also causes items like Astrolabe, Nome's Wisdom, Power Supply and even any from of Life Steal to be dangerous to the enemy unit. It also causes the healing done by Spirit Raze to damage the enemy instead and combined with Sunder the Necromancers nuking potential is huge. Anything beautiful can be made monstrous."
Skill Description: Amokriss brutally lunges forward to the target location, damaging the units Amokriss lands on. If Amokriss lands on a hero Amokriss will capture the hero in his mandibles and swiftly retreat, dragging the hero to Amokriss' original location. Mechanics: Leaps to a target location dealing physical damage. If Amokriss lands on a hero, Amokriss will drag hero to the starting location. Visual: Cooldown: 14/13/12/11 Mana: 140 Range: 300/450/600/750 Radius: 200 Notes: [*] If more than one hero is hit by Brutal Lunge the one closest to the center of the radius is dragged by Amokriss. [*] If Amokriss does not hit a hero he will not retreat to his previous location. [*] Brutal Lunge does not break the stealth granted by Sand Pit. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Leaps to a target location dealing 175 Physical Damage to enemies in a 200 radius of self. If Amokriss hits a hero Amokriss will drag the hero to Amokriss' starting location. (2): Leaps to a target location dealing 225 Physical Damage to enemies in a 200 radius of self. If Amokriss hits a hero Amokriss will drag the hero to Amokriss' starting location. (3): Leaps to a target location dealing 275 Physical Damage to enemies in a 200 radius of self. If Amokriss hits a hero Amokriss will drag the hero to Amokriss' starting location. (4): Leaps to a target location dealing 325 Physical Damage to enemies in a 200 radius of self. If Amokriss hits a hero Amokriss will drag the hero to Amokriss' starting location. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Brutal Lunge is a potent early physical nuke, that allows Amokriss to drag enemies into his Sand Pits. It also allows Amokriss to Sand Pit hop without breaking invisibility. "This is mine, I'm taking it with me."
Skill Description: Amokriss digs into the ground underneath him transforming the area around him into a Sand Pit. Amokriss lurks in the Sand Pits, waiting for unwary enemies to approach and be ensnared by the consuming sand. Mechanics: A Sand Pit is spawned underneath Amokriss giving him invisibility and increased health regeneration. Enemies who traverse the Sand Pit have their movement speed slowed and are Revealed. Visual: Amokriss digs into the ground and a dune shaped sand pit is created around him. Cooldown: 25/20/15/10 Mana: 40/50/60/70 Range: 0 Radius: 225/250/275/300 Notes: [*] Has a 1 second cast time. [*] Sand Pits may not be placed within 200 units of each other. [*] New Sand Pits that pass the limit overwrite the first Sand Pit placed. [*] If Amokriss attacks in a Sand Pit there is a 1.5 second fade time before he returns to invisibility. [*] Sand Pits last indefinitely until replaced. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Amokriss creates a Sand Pit around himself. While in the Sand Pit receives +2 Health Regeneration and Invisibility. Enemies who enter the Sand Pit have their movement speed slowed by 20% and are Revealed. Maximum of 3 Sand Pits. (2): Amokriss creates a Sand Pit around himself. While in the Sand Pit receives +4 Health Regeneration and Invisibility. Enemies who enter the Sand Pit have their movement speed slowed by 30% and are Revealed. Maximum of 5 Sand Pits. (3): Amokriss creates a Sand Pit around himself. While in the Sand Pit receives +6 Health Regeneration and Invisibility. Enemies who enter the Sand Pit have their movement speed slowed by 40% and are Revealed. Maximum of 7 Sand Pits. (4): Amokriss creates a Sand Pit around himself. While in the Sand Pit receives +8 Health Regeneration and Invisibility. Enemies who enter the Sand Pit have their movement speed slowed by 50% and are Revealed. Maximum of 9 Sand Pits. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Sand Pit allows Amokriss to take on the mid lane efficiently with increased regeneration along with invisibility. Amokriss can strategically place Sand Pits to slow down enemies gaining some form of rune control. "Dune got nothing on this."
Skill Description: Amokriss' Mandibles are strong enough to crush boulders and each strike from them reduces his enemies fortitude. Sensing his enemies weakness Amokriss attacks with more vigor. Mechanics: Applies Crushed Fortitude to enemies and Increased Vigor to Amokriss with every strike he makes. Crushed Fortitude only stacks up to 4 times on one enemy. Increased Vigor only stacks up to 6 stacks. Lasts for 7 seconds. Visual: As Amokriss strikes he becomes increasingly larger, as the enemy becomes slightly smaller and more meek. Notes: [*] Crushed Fortitude can be applied to multiple enemies, but the maximum amount of stacks is 4. [*] Increased Vigor can be gained from multiple enemies, but the maximum amount of stacks is 6. [*] Attacking refreshes the duration on both stacks. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Crushed Fortitude applies -1 Strength. Increased Vigor applies +1 Strength. Lasts 7 seconds. (2): Crushed Fortitude applies -2 Strength. Increased Vigor applies +2 Strength. Lasts 7 seconds. (3): Crushed Fortitude applies -3 Strength. Increased Vigor applies +3 Strength. Lasts 7 seconds. (4): Crushed Fortitude applies -4 Strength. Increased Vigor applies +4 Strength. Lasts 7 seconds. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Deals damage to the target by reducing his total health, while increasing Amokriss' own base damage. By taking advantage of Amokriss' Sand Pit Amokriss can build up Crushed Fortitude and Increased Vigor to unleash a powerful Eviscerating Grasp, either on his main target or someone else. "All are weak before me."
Skill Description: Amokriss goes for the kill crushing his target between his mandibles with all his might dealing massive damage to the target. Enemies with enough Strength can resist the damage but are left stuck in Amokriss' grasp. Mechanics: Deals Physical damage to the target equal to the difference of Strength between the target and Amokriss. Enemies who take under a certain amount of damage are left stunned while Amokriss can drag them around, but is unable to do anything else. Visual: Amokriss open his mighty maw wide around the target, and crunches down with all of his might, devastating the opponent. Cooldown: 90/70/50 Mana: 125/175/225 Range: 160 Notes: [*] While Amokriss is dragging a hero he cannot preform any actions but move. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Deals Physical damage equal to 10x the difference between target heroes Strength and Amokriss' Strength. Enemies who take under 250 damage are left helpless for 2 seconds, allowing Amokriss to drag them. (2): Deals Physical damage equal to 14x the difference between target heroes Strength and Amokriss' Strength. Enemies who take under 375 damage are left helpless for 2 seconds, allowing Amokriss to drag them. (3): Deals Physical damage equal to 18x the difference between target heroes Strength and Amokriss' Strength. Enemies who take under 550 damage are left helpless for 2 seconds, allowing Amokriss to drag them. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Amokriss' scaling and deadly finisher. Combined Crushing Mandibles, Amokriss can easily devastate less buff heroes, while drag stronger more powerful heroes back into his Sand Pit for his team to finish them off. "Gaze into the maw that is your doom."
Skill Description: The Forbidden One penetrates the mind of the target, corrupting it's ability to cast spells. Mechanics: Deals damage, applies 'Psychosis' which silences and perplexes the target. Visual: The target bursts in a combustion of magic. Cooldown: 9 Mana: 115/130/145/160 Range: 650 Duration: 2/3/4/5 Notes: [*] Does not go through Shrunken Head. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Psychosis deals 95 magic damage to the target. 'Psychosis' lasts 2 seconds. (2): Psychosis deals 135 magic damage to the target. 'Psychosis' lasts 3 seconds. (3): Psychosis deals 175 magic damage to the target. 'Psychosis' lasts 4 seconds. (4): Psychosis deals 215 magic damage to the target. 'Psychosis' lasts 5 seconds. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Removes a support unit from the fight or prevents a crucial item from being actived/preventing an escape. 'Perish the thought.'
Skill Description: The Forbidden One channels dark energies into the the target inducing sheer madness into target, causing it to attack the Forbidden One. Mechanics: Channeling single target spell that deals damage every second and causes the target to run towards and attack the Forbidden One. Visual: The Forbidden One extends its twisted arm out and a beam of dark energy comes forth linking the target and consuming it with darkness. Cooldown: 14 Mana: 130/150/170/190 Range: 500 Notes: [*] Target runs towards the Forbidden One at its movement speed when Grasp of Madness was cast. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Grasp of Madness deals 60 magic damage a second. Lasts 2.5 seconds. (2): Grasp of Madness deals 60 magic damage a second. Lasts 3.25 seconds. (3): Grasp of Madness deals 60 magic damage a second. Lasts 4 seconds. (4): Grasp of Madness deals 60 magic damage a second. Lasts 4.75 seconds. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Another disable for the Forbidden One that can prove risky depending on how and where you cast it. It allows the Forbidden one to ensure the target becomes 'Corrupted' by Horrifying Visage, while Horrifying Visage reduces the damage you take from the target's auto attacks. 'Straight to your doom.'
Skill Description: The Forbidden One's horrifying visage slowly unhinges the minds of those staring at the Forbidden One causing them to lose touch with reality and eventually go mad. Enemies who turn away will regain their sanity. Mechanics: Every second enemies who look at the Forbidden One gain a stack of 'Dementia'. Dementia lowers base attack damage. Upon reaching 5 stacks 'Corruption' is applied. Notes: [*] 1000 aura radius/range [*] 'Dementia' stacks up to 5 times. [*] 'Dementia' is applied every second a hero has the front 120 degree angle facing the Forbidden One. [*] The 'Dementia' debuff has a 2 second duration. Turning around for 2 seconds removes all stacks. [*] 'Corruption' does not remove Dementia, it is merely applied together. [*] 'Corruption' lasts until the hero turns around. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): 'Dementia' reduces Base Damage by 4%. Stacks 5 times. Upon 5 stacks of 'Dementia', the 'Corruption debuff is applied, lowering Turn Speed by 95%. (2): 'Dementia' reduces Base Damage by 5%. Stacks 5 times. Upon 5 stacks of 'Dementia', the 'Corruption debuff is applied, lowering Turn Speed by 95%. (3): 'Dementia' reduces Base Damage by 6%. Stacks 5 times. Upon 5 stacks of 'Dementia', the 'Corruption debuff is applied, lowering Turn Speed by 95%. (4): 'Dementia' reduces Base Damage by 7%. Stacks 5 times. Upon 5 stacks of 'Dementia', the 'Corruption debuff is applied, lowering Turn Speed by 95%. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Makes the Forbidden One a huge presence on the battlefield and causes heroes who stare at him to lose damage and eventually lose their ability to move anywhere but straight into the Forbidden One. 'Stare into the Abyss.'
Skill Description: The Forbidden One shatters the mind of the target enemy, severing it's perception of reality, dealing damage and causing the target to be unable to differentiate from friend or foe. Mechanics: Damages target and removes vision temporarily. Causes target to be unable to discern enemy from friends. Visual: Consumes the target in darkness turning it utterly black. The target loses all sight, and upon regaining sight all enemy and ally heros appear as blurs with red health bars. Cooldown: 85 Mana: 150/250/350 Range: 700 Notes: [*] While under 'Insanity' vision from allied heroes is unlinked and their portraits disappear. [*] Enemies and allies appear as grey blurs on the screen while under 'Insanity' [*] While under the effects of 'Insanity' all units are hostile and can be effected by spells/items cast by the target. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Insanity deals 145 magic damage and removes the target's sight for 1 second. Applies 'Insanity' which lasts for 4 seconds. (2): Insanity deals 260 magic damage and removes the target's sight for 1 second. Applies 'Insanity' which lasts for 5 seconds. (3): Insanity deals 375 magic damage and removes the target's sight for 1 second. Applies 'Insanity' which lasts for 6 seconds. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: An extremly powerful skill that, while not directly disabling the target, can destroy its ability to act as it can not accurately determine between friend or foe. Casting this on different targets can yield different effects, as the ability does cause the target to turn hostile to the enemy team. 'You shall betray all those you love.' (Credits to Volt.)
Skill Description: The Arch Magus casts an Arcane Bolt at the target, damaging it. The spell tears at the essence of the enemy, reducing the enemies resistance to spells. Mechanics: Arcane Bolt deals magic damage and applies 'Arcane Burn'. Arcane Burn reduces Magic Armor. Visual: A blue bolt of magic comes forth from the Arch Magus' hand, striking the target. Cooldown: 3 Mana: 55/65/75/85 Range: 500 Duration: 5 Notes: [*] 'Arcane Burn' stacks. [*] Arcane Bolt refreshes 'Arcane Burn's timer. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Arcane Bolt deals 45 magic damage to the target. 'Arcane Burn' reduces Magic Armor by .5. (2): Arcane Bolt deals 70 magic damage to the target. 'Arcane Burn' reduces Magic Armor by .5. (3): Arcane Bolt deals 95 magic damage to the target. 'Arcane Burn' reduces Magic Armor by .5. (4): Arcane Bolt deals 120 magic damage to the target. 'Arcane Burn' reduces Magic Armor by .5. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Arch Magus' primary damage spell. Stacks a debuff that makes subsequent spells much more powerful. 'Constant pressure relieves most problems!'
Skill Description: The Arch Magus warps through the dimension to the target area disappearing and appearing in an explosion of magic that damages nearby enemies. Mechanics: Blinks to the target area, dealing magic damage in an area at the starting point of the blink and the final point of the blink. Visual: An explosion of purple arcane magic is seen at both the initial and final points of the blink as The Arch Magus blurs through. Cooldown: 6/5/4/3 Mana: 85 Range: 400 Radius: 250 Notes: [*] Enemies can be hit twice by the magic damage caused by Blink. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Blink deals 40 magic damage in a 250 radius at both the initial and final locations of Blink. (2): Blink deals 55 magic damage in a 250 radius at both the initial and final locations of Blink. (3): Blink deals 60 magic damage in a 250 radius at both the initial and final locations of Blink. (4): Blink deals 75 magic damage in a 250 radius at both the initial and final locations of Blink. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Another source of damage for the Arch Magus, that also allows the Arch Magus to always be in range for his Arcane Bolt. Careful positioning can lead the Blink to deal double damage. Blink also allows the Arch Magus to more carefully position his Force Pulse. 'Try to keep up.'
Skill Description: The Arch Magus becomes more adept at casting spells quickly, reducing the cooldown of his spells and increasing the Arch Magus' Cast Speed. Mechanics: Reduces the cooldown of the Arch Magus' spells and items, and Increases the Cast Speed. Notes: [*] Cooldown Reduction applies to items as well. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Reduces spell and item cooldowns by 8% and increase Cast Speed by 5. (2): Reduces spell and item cooldowns by 16% and increase Cast Speed by 10. (3): Reduces spell and item cooldowns by 24% and increase Cast Speed by 15. (4): Reduces spell and item cooldowns by 32% and increase Cast Speed by 20. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Speeds up the rate at which the Arch Magus can cast his spells, and therefore increases his damage Applies to items as well and increases the potency of items like Enhanced Marchers and Codex. Also allows Force Pulse to more quickly build charges. 'Thinking quickly is what I do.'
Skill Description: The magical energies build up within the Arch Magus as he casts spells. The Arch Magus at any point can unleash these energies in a giant wave of magical energy dealing magic damage and pushing back enemies in a cone in front of the Arch Magus. Mechanics: Force Pulse gains charges as Arch Magus casts spells. Charges increase the damage and push back of Force Pulse. Visual: A wave of purple and blue magic is cast forth in front of the Arch Magus, much like Wretched Hag's Bat Blast. Cooldown: 30 Mana: 90/150/210 Range: 600 Notes: [*] Force Pulse is a cone. [*] Charges are gained for every spell cast. [*] Maximum of 5 charges. [*] Charges decay after 5 seconds of not casting a spell. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Force Pulse deals 45 magic damage and pushes enemies back 50 units for every charge of 'Force Pulse'. (2): Force Pulse deals 70 magic damage and pushes enemies back 75 units for every charge of 'Force Pulse'. (3): Force Pulse deals 95 magic damage and pushes enemies back 100 units for every charge of 'Force Pulse'. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: All of Arch Magus' spell casts culminate into one powerful blast. Force Pulse pushes enemies into the position the player wants which allows more time for the Arch Magus to bombard his enemies with his arsenal. 'Overpowering.'
Skill Description: Korlash slams Blackblade into the earth, sending forth shockwaves of dark energy in front of him that devastates his enemies. Mechanics: Korlash lets loose a line of magic damage in the targeted direction that applies 'Flesh Rot' to enemies which reduces movement speed and attack speed. Visual: Korlash slams the Blackblade into the ground sending large dark shockwaves in the target direction. Cooldown: 13 Mana: 130 Range: 700 Notes: [*] 'Flesh Rot' - Reduces attack speed by 15/30/45/60. -------------------------------------------------------------------------------------------------------------------------- (1): Deals 140 magic damage in a line and applies 'Flesh Rot' for 7 seconds. (2): Deals 190 magic damage in a line and applies 'Flesh Rot' for 7 seconds. (3): Deals 240 magic damage in a line and applies 'Flesh Rot' for 7 seconds. (4): Deals 290 magic damage in a line and applies 'Flesh Rot' for 7 seconds. -------------------------------------------------------------------------------------------------------------------------- Usage: A powerful nuke that reduces the attack speed of enemies greatly. Can be used to reduce a whole teams attack speed by a large amount, and is especially significant when an enemy carry is hit. 'Fear me.'
Skill Description: Korlash forcefully rips the life out of a lesser ally healing himself and damaging enemies near the now dead ally. Mechanics: Denies the target allied unit converting a percentage of its life into health for Korlash and dealing damage around the target unit equal to the amount healed. Visual: The unit instantly explodes in a burst of dark energy, while a black soul quickly flies into Korlash as he laughs. Cooldown: 50/40/30/20 Mana: 115 Range: 500 Radius: 250 Notes: [*] Cannot be used on heroes or pet units (Booboo), all other allied units can be targeted. [*] Allied heroes can disable help from Korlash to prevent him from destroying their units and grieving. [*] The AoE damage happens around the target. [*] Target is denied by Death Pact. -------------------------------------------------------------------------------------------------------------------------- (1): Denies the target allied unit and heals Korlash for 20% of its current life. Deals a maximum of 125 magic damage around the target unit. (2): Denies the target allied unit and heals Korlash for 30% of its current life. Deals a maximum of 200 magic damage around the target unit. (3): Denies the target allied unit and heals Korlash for 40% of its current life. Deals a maximum of 275 magic damage around the target unit. (4): Denies the target allied unit and heals Korlash for 50% of its current life. Deals a maximum of 350 magic damage around the target unit. -------------------------------------------------------------------------------------------------------------------------- Usage: Allows Korlash to abuse his allies for his own personal might as well as damage enemy units. Excellent for keeping Korlash alive and gives his minions an additional use. 'I require nothing but your life.'
Skill Description: Korlash's sword, the legendary Blackblade, siphons the energy of those around Korlsah, weakening them. At any moment Korlash may activate the energy stored within the Blackblade to empower himself. Mechanics: Passively reduces the base damage of all nearby enemy heroes. Once activated adds magic damage to Korlash's attack based on how many enemies are effected by the aura. Cooldown: 25 Mana: 100 Radius: 1000 Notes: [*] Skill has a counter showing how many nearby enemies are effected by 'The Blackblade'. [*] Applies to all types of enemies, including neutrals. [*] 'The Blackblade' - Korlash deals 3/6/9/12 additional Magic Damage on attack per charge. -------------------------------------------------------------------------------------------------------------------------- (1): Reduces nearby enemy units Base Damage by 8%. On activation applies a charge of 'The Blackblade' to Korlash for each nearby enemy. Last for 10 seconds. (2): Reduces nearby enemy units Base Damage by 16%. On activation applies a charge of 'The Blackblade' to Korlash for each nearby enemy. Last for 10 seconds. (3): Reduces nearby enemy units Base Damage by 24%. On activation applies a charge of 'The Blackblade' to Korlash for each nearby enemy. Last for 10 seconds. (4): Reduces nearby enemy units Base Damage by 32%. On activation applies a charge of 'The Blackblade' to Korlash for each nearby enemy. Last for 10 seconds. -------------------------------------------------------------------------------------------------------------------------- Usage: This skill allows Korlash to thrive in thick confrontations making Korlash a frightening presence in the midst of battle, reducing the strength of the enemy team and being able at any point activate his Blackblade to give himself terrifying damage. 'Each wave that crashes upon the shore thunders like blood in my veins.'
Skill Description: In death Korlash has been granted necromantic powers and may call on his long dead soldiers to serve him once more on the field of battle. Mechanics: A charge based spell that summons an Undead Warrior at the target location. Visual: Korlash raises his armored hand sharply and an Undead Warrior crawls up through the ground at the target location. Cooldown: 20 Mana: 65 Range: 700 Duration: 45 Notes: [*] There is no maximum amount of Undead Warriors. [*] Necromancy is a charge based spell and works exactly like Slither's Toxin Ward. -------------------------------------------------------------------------------------------------------------------------- (1): Necromancy has 2 charges. Summons an Undead Warrior with 400 Health and 61-67 damage. Undead Warriors last 50 seconds. (2): Necromancy has 3 charges. Summons an Undead Warrior with 550 Health and 67-73 damage. Undead Warriors last 50 seconds. (3): Necromancy has 4 charges. Summons an Undead Warrior with 700 Health and 73-79 damage. Undead Warriors last 50 seconds. -------------------------------------------------------------------------------------------------------------------------- Undead Warrior Skill Description: The constant assault of the Undead Warrior weakens its target reducing the target's movement speed. Mechanics: Applies 'Shattered Armor' to targets the Undead Warrior attacks. Visual: Enemies trail blood and are darkened. Notes: [*] Maximum of 10 stacks. [*] Does not effect towers. -------------------------------------------------------------------------------------------------------------------------- (1): Shattered Armor reduces movement speed by 30% and lasts 2 seconds. -------------------------------------------------------------------------------------------------------------------------- Usage: An extremly versatile skill that can be used in different ways depending on the situation. Korlash can easily raise an Undead Warrior and send it to scout the area around him, or send the Undead Warrior forth as a mobile bomb, blowing it up for both health and damaging the area around it. When chasing an enemy Korlash can use his Undead Warriors to block enemies and slow them down simultaneously. In large scale situations Korlash can call forth an army of Undead Warriors to serve him in a seconds time. 'Rise, serve your king once more!'
Skill Description: Phalanx thrusts his spear in a line in front of Phalanx, dealing physical damage and slowing anyone hit. Hoplites perform Impalement as well dealing less damage and increasing the slow caused by Impalement. Mechanics: Deals physical damage in a line in front of Phalanx and Hoplites. Applies 'Dazed' for 3.5 seconds to all enemies affected by Impalement. Visual: Phalanx and his Hoplites thrust their spears forward, causing small shockwaves where their lances pass. Mana Cost: 80 Cooldown: 5 Range: 350 Radius: 150 Notes: [*] 'Dazed', when applied by Phalanx, slows affected enemies. [*] 'Dazed', when applied by Hoplites, slows affected enemies by 1/3 the normal amount. [*] Enemies hit by multiple applications of 'Dazed' will be slowed for a greater amount. [*] Hoplites deal 1/3 the amount of damage of Impalement. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Deals 80 physical damage in a line in front of self, and applies 'Dazed' to affected enemies, slowing by 12% for 3.5 seconds. (2): Deals 170 physical damage in a line in front of self, and applies 'Dazed' to affected enemies, slowing by 18% for 3.5 seconds. (3): Deals 260 physical damage in a line in front of self, and applies 'Dazed' to affected enemies, slowing by 24% for 3.5 seconds. (4): Deals 330 physical damage in a line in front of self, and applies 'Dazed' to affected enemies, slowing by 30% for 3.5 seconds. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Phalanx's main source of damage comes from using this skill, it allows him through micro, to cover a large area with damage and slow, or to cover a concentrated pontoon the field with a giant slow, and huge physical damage. It also gives his Hoplites a small slow giving his Hoplites a huge utility, and adds a lot of possible ganging strategies, such as ordering the Hoplites to go around Phalanx's enemies and flank them using their slows from both the front and the back. "Takes penetration to a whole new level."
Skill Description: Phalanx and his Hoplites naturally grow a hard shield like shell on their front sides, reducing damage taken. Whenever Phalanx or his Hoplites take damage from the front from a directed attack, they will instantly lash in the area in front of them, dealing damage and reducing armor. Mechanics: Reduces damage taken from the front for both Phalanx and his Hoplites and causes Phalanx and his Hoplites to lash out in an area in front of them when struck by a directed attack dealing physical damage and lowering armor. Visual: Phalanx and their minions swing their jagged spears in a cone in front of them when they are struck. Cooldown: 9/8/7/6 Notes: [*] Damage taken while the skill is on cooldown will not activate Front Guard. [*] Armor reduction from Phalanx and Hoplites stack. [*] Armor reduction lasts for 6 seconds. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Reduces damage taken by Phalanx and his Hoplites from the front by 15% and causes them to lash out for 30 physical damage and reduce armor by .25 when attacked from the front. Armor reduction lasts for 6 seconds. (2): Reduces damage taken by Phalanx and his Hoplites from the front by 20% and causes them to lash out for 60 physical damage and reduce armor by .50 when attacked from the front. Armor reduction lasts for 6 seconds. (3): Reduces damage taken by Phalanx and his Hoplites from the front by 25% and causes them to lash out for 90 physical damage and reduce armor by .75 when attacked from the front. Armor reduction lasts for 6 seconds. (4): Reduces damage taken by Phalanx and his Hoplites from the front by 30% and causes them to lash out for 120 physical damage and reduce armor by 1 when attacked from the front. Armor reduction lasts for 6 seconds. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Allows Phalanx to charge first into a battle and punishes the enemies by attacking him first, increasing the damage they take from all of Phalanx's attacks. The reduced damage also take into account Phalanx's Fortress spell, making him extremly tough. "Let's see you take ME head-on."
Skill Description: Phalanx can instantly spawn Hoplites from his massive body, creating mobile warriors that act much like Phalanx does. Mechanics: Spawns Hoplites in front of Phalanx. Visual: Hoplite emerge from Phalanx's ooze, in a bursting type fashion. Mana Cost: 55/65/75/85 Cooldown: 8 Notes: [*]Hoplites gain all of Phalanx's passives as well as orb effects. [*]Hoplites will not attack if not within 1000 units of Phalanx. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Spawns a Hoplite with 250 Health, 23-27 Damage, 400 Movement Speed, 5 Magic Armor. Maximum of 1 Hoplite. (2): Spawns a Hoplite with 325 Health, 27-31 Damage, 400 Movement Speed, 5 Magic Armor. Maximum of 2 Hoplites. (3): Spawns a Hoplite with 400 Health, 31-35 Damage, 400 Movement Speed, 5 Magic Armor. Maximum of 2 Hoplites. (4): Spawns a Hoplite with 475 Health, 35-39 Damage, 400 Movement Speed, 5 Magic Armor. Maximum of 3 Hoplites. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Adds additional firepower to the rest of Phalanx's moves and with Front Guard the Hoplites can take a small pounding. They also help Phalanx spread orb effects. "Say hello to my little friends."
Skill Description: With the forces of the enemy drawing in Phalanx immediately coats his entire body with Shield Hoplites he instantly spawns, increasing his size dramatically. These Shield Hoplites cover a certain portion of his body and prevent damage. While Phalanx is covered by Hoplites he may not attack, but his Hoplites will react to his commands. When Shield Hoplites are destroyed the rest of the Shield Hoplites will move to Phalanx's front area, leaving his back exposed. While in this massive form trees are destroyed when walked into. Mechanics: Phalanx coats separate angles of his body with Shield Hoplites. These Shield Hoplites deal full damage with skills like Impalement and Barrage, as well as inherent Front Guard. While under Fortress Phalanx is Disarmed. Increases unit size. Grants 'Tree Destruction'. Reduces AoE damage by 30% on Shield Hoplites. Visual: Coats Phalanx's body with Shield Hoplites forming a fortress. Mana Cost: 135/195/255 Cooldown: 100 Notes: [*] Shield Hoplites inherit all passives and orb effects. [*] Shield Hoplites cover a certain degrees of Phalanx, preventing damage from being taken from that area. Once a Shield Hoplite is destroyed Phalanx will take full damage from any damage that comes from an unprotected area. [*] Shield Hoplites will actively move to the front after Shield Hoplites are destroyed. [*] 'Tree Destruction' destroys all trees Phalanx comes across while in Fortress to prevent him from getting stuck. [*] Shield Hoplites will react to commands like Impalement and Barrage, dealing full damage. [*] Reduces area of effect damage by 30%. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Spawns 4 Shield Hoplites with 200 Health, that cover a 90º angle of Phalanx's body. Reduces AoE damage take by 30%. Disarms Phalanx. Grants 'Tree Destruction'. Increases unit size to 250. Lasts for 35 seconds. (2): Spawns 6 Shield Hoplites with 250 Health, that cover a 60º angle of Phalanx's body. Reduces AoE damage take by 30%. Disarms Phalanx. Grants 'Tree Destruction'. Increases unit size to 250. Lasts for 35 seconds. (3): Spawns 8 Shield Hoplites with 300 Health, that cover a 45º angle of Phalanx's body. Reduces AoE damage take by 30%. Disarms Phalanx. Grants 'Tree Destruction'. Increases unit size to 250. Lasts for 35 seconds. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Makes Phalanx a mobile fortress, allowing him to take extreme amounts of damage as well as making him a huge presence due to increased unit size which also allows him to cut off choke points and a large amount of AoE damage due to Front Guard process from all sides as well as AoE Impalements. "Indestructible."
Skill Description: The Gate Keeper tears at the essence of the enemy slowing the enemy down, the essence starts to shred dealing damage the farther the enemy is from the Gate Keeper. Mechanics: Slows the enemy down and deals damage every second equal to how far away the enemy from the Gate Keeper. Visual: An energy bolt emanates from the crystal in the center of the Gate Keeper, blasting the target. Cooldown: 12 Mana: 130 Range: 500 Duration: 8 Notes: [*] The damage is dealt every second. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): The target is slowed by 11% For every 100 units the target is away from the Gate Keeper the target sufferers 20 magic damage. Damage cannot exceed 150. (2): The target is slowed by 14% For every 100 units the target is away from the Gate Keeper the target sufferers 25 magic damage. Damage cannot exceed 225. (3): The target is slowed by 17% For every 100 units the target is away from the Gate Keeper the target sufferers 30 magic damage. Damage cannot exceed 300. (4): The target is slowed by 20% For every 100 units the target is away from the Gate Keeper the target sufferers 35 magic damage. Damage cannot exceed 375. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Deals more damage the farther the target is away from the Gate Keeper. Has synergy with the Energy Surge and Energy Gate and makes positioning very important. The slow comes to be very useful after casting Energy Surge on a target. 'I know it breaks your heart to leave me! Literally.'
Skill Description: The Gate Keeper forces energy to seep out of the ground forming a gate of energy at the target location. The Gate is unstable and will violently explode when broken. Mechanics: Summons a structure at the target location using Vector Targeting. If the gate is destroyed it explodes. Visual: A pink/purplish gate of pure energy burst forth from the ground. Cooldown: 10 Mana: 100 Range: 800 Explosion Radius: 300 Duration: 15 Notes: [*] Energy Gate is 600 units long. [*] Energy Gates last for 15 seconds. [*] Energy Gates do not explode if allowed to expire. [*] Energy Gate is automatically destroyed if a unit flung by 'Energy Surge' collides with the gate. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Energy Gate has 100 Health. Maximum of 1 Energy Gate allowed. Deals 100 damage in a 300 AoE when destroyed. (2): Energy Gate has 175 Health. Maximum of 1 Energy Gate allowed. Deals 175 damage in a 300 AoE when destroyed. (3): Energy Gate has 250 Health. Maximum of 1 Energy Gate allowed. Deals 250 damage in a 300 AoE when destroyed. (4): Energy Gate has 375 Health. Maximum of 1 Energy Gate allowed. Deals 375 damage in a 300 AoE when destroyed. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: An area denial tool that prevents enemies from coming close to the Gate Keeper in order to maxmize Essence Rip damage, or block an enemy from escaping. Punishes enemies for destroying the wall with hefty explosion. Enemies can be thrown into the wall to make it explode with good positioning. 'It gets in the way of things.'
Skill Description: The Gate Keeper's immense energy from his central crystal distorts and warps the flow of energy around himself, causing enemy magic to combust when cast. Mechanics: Causes enemy spells to combust dealing damage to the caster and nearby units. Notes: [*] Aura has a radius of 1000 units. [*] Damage is caused in a 200 radius. [*] The Arcane Warp aura can only be triggered once every 2 seconds by individual enemies. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Spells cast by enemy units damage the enemy and nearby units for 35 damage. (2): Spells cast by enemy units damage the enemy and nearby units for 60 damage. (3): Spells cast by enemy units damage the enemy and nearby units for 85 damage. (4): Spells cast by enemy units damage the enemy and nearby units for 110 damage. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: A powerful aura that messes up the positioning of enemy units by forcing them to spread out from each other or else taking massive damage from each other. 'I like my job.'
Skill Description: The Gate Keeper lets loose a giant surge from the crystal in his center at the target enemy, pushing the target in the direction the Gate Keeper is facing and consuming the target in a vortex of energy. Mechanics: Pushes the target in the direction the Gate Keeper is facing and applies Energy Vortex to the target. Visual: A giant beam comes from the center of the Gate Keeper at the target, pushing them back and consuming them in burning pink energy. Cooldown: 90/75/60 Mana: 170/270/370 Range: 450 Notes: [*] While the target is in the air the unit is silenced, perplexed, disarmed, and unable to move. [*] Units will come to a stop if colliding with any structure, tree or cliff face. Units can go down cliffs but not up them. [*] Essence Rip damage is increased as it amplifies the damage, regardless of the damage cap. ---------------------------------------------------------------------------------------------------------------------------------------------- (1): Launches the target 500 units in the direction the Gate Keeper is facing. Applies 'Energy Vortex' to the target enemy after stopping for 2 seconds plus an additional .25 seconds for every 50 units travelled. Increases damage taken from all sources by 50%. (2): Launches the target 750 units in the direction the Gate Keeper is facing. Applies 'Energy Vortex' to the target enemy after stopping for 3 seconds plus an additional .25 seconds for every 50 units travelled. Increases damage taken from all sources by 75%. (3): Launches the target 1000 units in the direction the Gate Keeper is facing. Applies 'Energy Vortex' to the target enemy after stopping for 4 seconds plus an additional .25 seconds for every 50 units travelled. Increases damage taken from all sources by 100%. ---------------------------------------------------------------------------------------------------------------------------------------------- Usage: Energy Surge is another positional heavy movement that displaces the target a large distance from the Gate Keeper in the direction he is facing. After the target comes to a stop he takes large extra damage from all other sources. Essence Rip's damage is maximized due to the distance created as well as amplified thanks to the debuff. With skill an Energy Gate can be set up for the target to be launched to, effectively controlling the distance the target can be launched to. 'Power, OVERWHELMING!.'
Skill Description: Ravenmane begins channeling, summoning a large Tornado at the target area. The Tornado picks up enemy units and carries them until the Tornado dissipates, dropping the enemy units at the location of the Tornado and dealing damage. Mechanics: Ravenmane summons a Tornado unit she controls through channeling. Enemy units who come into contact with the Tornado are lifted and made invulnerable and are carried with the Tornado, upon the channel ending enemies are dropped and take magic damage. Visual: Ravenmane raises both hands in the air and a violent tornado forms at target area, picking up enemy units and spinning them in the air. Cooldown: 18 Mana: 125/135/145/155 Range: 500 Radius: 200 Notes: [*] Tornado moves at 420 movement sped, has Unitwalking, Cliffwalking and destroys all trees it comes into contact with. [*] Has no maximum channel range. [*] Enemy units in the air are invulnerable to all damage and effects. [*] Breaking the channel prematurely ends the Tornado and causes enemy heroes to take fall damage much earlier. [*] Ravenmane controls the Tornado and can move it in any direction. [*] Units are only dragged upon contact with the Tornado. -------------------------------------------------------------------------------------------------------------------------- (1): Can channel the Tornado for up to 1.5 seconds and enemies take 75 magic damage upon falling. (2): Can channel the Tornado for up to 2 seconds and enemies take 135 magic damage upon falling. (3): Can channel the Tornado for up to 2.5 seconds and enemies take 195 magic damage upon falling. (4): Can channel the Tornado for up to 3 seconds and enemies take 255 magic damage upon falling. -------------------------------------------------------------------------------------------------------------------------- Usage: A tricky but powerful disable that allows Ravenmane to disable a large area if used right. 'Up, up and away!'
Skill Description: Ravenmane calls on the birds of the forest to patrol the target area. Should an enemy hero come into the area, the birds attack and follow the enemy dealing damage and revealing them for some time. Mechanics: Summons a gadget at target area that provides 350 clearvision in a radius. Should an enemy hero come into the radius the gadget follows and attacks the enemy hero dealing magic damage and revealing them until it disappears. Visual: A flock of black birds circle the area. Cooldown: 20 Mana: 130 Range: 500 Radius: 350 Notes: [*] Avian Swarm may be killed in 3 hits. [*] Avian Swarm triggers if attacked as well as when an enemy walks into it. [*] If multiple heroes enter the radius at the same while Avian Swarm is floating, or the skill is casted on multiple heroes, multiple Avian Swarms spawn and attack the heroes. [*] The Avian Swarm attacks every second. [*] The Avian Swarm reveals everything in a 350 radius when following a hero. [*] Avian Swarms may not be placed within 350 units of each other. [*] Avian Swarm does not trigger with invisible heroes. -------------------------------------------------------------------------------------------------------------------------- (1): Avian Swarm lasts for 60 seconds while stationary. Avian Swarm deals 50 magic damage per attack and reveals the target enemy for 2 seconds. (2): Avian Swarm lasts for 60 seconds while stationary. Avian Swarm deals 50 magic damage per attack and reveals the target enemy for 3 seconds. (3): Avian Swarm lasts for 60 seconds while stationary. Avian Swarm deals 50 magic damage per attack and reveals the target enemy for 4 seconds. (4): Avian Swarm lasts for 60 seconds while stationary. Avian Swarm deals 50 magic damage per attack and reveals the target enemy for 5 seconds. -------------------------------------------------------------------------------------------------------------------------- Usage: Avian Swarm can be used to keep an area scouted for a while and reveal an upcoming enemy attack as well as be used offensively to harass opponents at the same time. 'I have many friends in the sky.'
Skill Description: As a protector of both the forests and life of Newerth, Ravenmane has received their blessings, granting her mana and the ability to heal the more she travels. Mechanics: For every 100 units Ravenmane moves she gains mana and a charge of Nature's Boon, which heals a friendly unit based on how many charges it has. Visual: Flowers and surround Ravenmane every time she moves 100 units, and upon casting Nature's Boon a shock of wind and green leaves surround the target. Cooldown: 6 Mana: 95 Range: 600 Notes: [*] Charges do not decay but do reset on death. -------------------------------------------------------------------------------------------------------------------------- (1): Ravenmane gains 3 mana and a charge of Nature's Boon every 150 units she moves. Maximum of 2 charges. On activation removes all charges of 'Nature's Boon' and heals target for 50 health per charge of Nature's Boon. (2): Ravenmane gains 4 mana and a charge of Nature's Boon every 150 units she moves. Maximum of 3 charges. On activation removes all charges of 'Nature's Boon' and heals target for 50 health per charge of Nature's Boon. (3): Ravenmane gains 5 mana and a charge of Nature's Boon every 150 units she moves. Maximum of 4 charges. On activation removes all charges of 'Nature's Boon' and heals target for 50 health per charge of Nature's Boon. (4): Ravenmane gains 6 mana and a charge of Nature's Boon every 150 units she moves. Maximum of 5 charges. On activation removes all charges of 'Nature's Boon' and heals target for 50 health per charge of Nature's Boon. -------------------------------------------------------------------------------------------------------------------------- Usage: Promotes roaming with Ravenmane as it allows her to gain cheap mana and gives her an on demand short cooldown heal that can be used to great effect. 'Walking has its rewards.'
Skill Description: Ravenmane shapeshifts into a Storm Crow giving her the ability to fly over terrain and granting her increased attack speed and an assortment of moves. Mechanics: Shifts in Storm Crow form after 1.5 seconds, increasing movement speed, switching to melee attacks, reducing base attack time to 1.4, and granting Ravenmane Cliffwalking, Treewalking and Unitwalking. Replaces Tornado and Avian Swarm with Swoop and Talon Strike. Visual: In a gust of wind Ravenmane turns into a large Storm Crow, somewhat reminiscent of the Druids of the Talon. Cooldown: 1 Mana: 50 Notes: [*] Has a 1 second cast time. [*] Nature's Boon is not swapped out and can be used in Storm Crow Form. [*] Storm Crow Form can be used again to shift back into Human Form. [*] Storm Crow cooldowns are not linked with Human Form cooldowns. -------------------------------------------------------------------------------------------------------------------------- (1): Transforms into a Storm Crow gaining 50 movement speed, switching to melee attacks, reducing base attack time to 1.4 and granting Ravenmane Unitwalking, Treewalking and Cliffwalking. Replaces Tornado and Avian Swarm with Swoop and Talon Strike. (2): Transforms into a Storm Crow gaining 100 movement speed, switching to melee attacks, reducing base attack time to 1.4 and granting Ravenmane Unitwalking, Treewalking and Cliffwalking. Replaces Tornado and Avian Swarm with Swoop and Talon Strike. (3): Transforms into a Storm Crow gaining 150 movement speed, switching to melee attacks, reducing base attack time to 1.4 and granting Ravenmane Unitwalking, Treewalking and Cliffwalking. Replaces Tornado and Avian Swarm with Swoop and Talon Strike. -------------------------------------------------------------------------------------------------------------------------- Swoop Skill Description: Ravenmane viscously strikes the target dealing damage and disarming them. Mechanics: Deals physical damage based on her attack and disarms the target. Visual: Viscously strikes the target with one of Ravemane's talons. Cooldown: 7 Mana: 75 Range: 150 Notes: [*] It is a physical move and goes through Shrunken Head. -------------------------------------------------------------------------------------------------------------------------- (1): Deals 80% base damage and disarms for 1.5 seconds. (2): Deals 140% base damage and disarms for 2 seconds. (3): Deals 200% base damage and disarms for 2.5 seconds. -------------------------------------------------------------------------------------------------------------------------- Usage: Storm Crow Form makes Ravenmane an extremely annoying presence and a great candidate for scouting terrain. With Storm Crow form Ravenmane can easily gain charges for Nature's Boon and get into position for Tornado. 'Take wind!'
The Antlore Champion floods his target with ancient energies, healing the target as well as shielding them. - This ability uses charges like Chippers rockets. - Armor gained from this ability stacks. Mana cost: 50/60/70/80 Range: 500 Cooldown: 4 seconds Level 1: 1 Charge. Heals the target for 50 and increases their armor by 2 for 7 seconds. Level 2: 2 Charges. Heals the target for 70 and increases their armor by 2 for 7 seconds. Level 3: 3 Charges. Heals the target for 90 and increases their armor by 2 for 7 seconds. Level 4: 4 Charges. Heals the target for 110 and increases their armor by 2 for 7 seconds.
The Antlore Champion calls on the ancient spirits of the forest to sanctify an area blessing the Antlore Champion and his allies when passing through the area and for a duration after. Mana Cost: 80/90/100/110 Range: 700 Radius: 250 Cooldown: 22/20/18/16 seconds. Level 1: Summons "Sacred Winds" at the target area. Applies "Ancient Zeal" to self or any allies that pass through the location. +10 Movement Speed, +10 Attaack Speed, Unitwalking, 25% Slow Resistance, "Ancient Zeal" lasts for 3 seconds after exiting "Sacred Winds". "Sacred Winds" lasts for 10 seconds. Level 2: Summons "Sacred Winds" at the target area. Applies "Ancient Zeal" to self or any allies that pass through the location. +20 Movement Speed,+20 Attaack Speed, Unitwalking, 50% Slow Resistance, "Ancient Zeal" lasts for 3 seconds after exiting "Sacred Winds". "Sacred Winds" lasts for 10 seconds. Level 3: Summons "Sacred Winds" at the target area. Applies "Ancient Zeal" to self or any allies that pass through the location. +30 Movement Speed, +30 Attaack Speed, Unitwalking, 75% Slow Resistance, "Ancient Zeal" lasts for 3 seconds after exiting "Sacred Winds". "Sacred Winds" lasts for 10 seconds. Level 4: Summons "Sacred Winds" at the target area. Applies "Ancient Zeal" to self or any allies that pass through the location. +40 Movement Speed,+40 Attaack Speed, Unitwalking, 100% Slow Resistance, "Ancient Zeal" lasts for 3 seconds after exiting "Sacred Winds". "Sacred Winds" lasts for 10 seconds.
The Antlore Champion has spent many years abiding in the forests of Newerth and has learned to swiftly traverse them in time of need. As he travels the forest replenishes him. - Works like a reverse Blood Sense. Level 1: Increases movement speed by 10% when near a allied hero within 1300 units is under 35% of its maximum health. In addition for every 100 units moved the Antlore Champion gains 7 mana. Level 1: Increases movement speed by 20% when near a allied hero within 2300 units is under 40% of its maximum health. In addition for every 100 units moved the Antlore Champion gains 8 mana. Level 1: Increases movement speed by 30% when near a allied hero within 3300 units is under 45% of its maximum health. In addition for every 100 units moved the Antlore Champion gains 9 mana. Level 1: Increases movement speed by 40% when near a allied hero within 4300 units is under 50% of its maximum health. In addition for every 100 units moved the Antlore Champion gains 10 mana.
The Antlore Champion calls upon a healing rain at the target area, healing all allied units who remain inside the rain. Mana cost: 325/375/425 Range: 900 Radius: 450 Cooldown: 90/75/60 seconds Level 1: Summons a Healing Rain at the target area which heals all allied units inside the rain for 8% of their health every second. Healing Rain lasts for 6 seconds. Level 2: Summons a Healing Rain at the target area which heals all allied units inside the rain for 10% of their health every second. Healing Rain lasts for 7 seconds. Level 3: Summons a Healing Rain at the target area which heals all allied units inside the rain for 12% of their health every second. Healing Rain lasts for 8 seconds.
Skill Description: Orbus retracts his limbs into his core and charges in the target direction picking up any enemy units along the way. Upon reaching the target Orbus detonates, dealing damage in the area around him. Mechanics: Charges in the target direction going through trees, buildings, cliffs and units. Enemy units along the way are attached to Orbus and stunned for the duration of the charge. Orbus grows larger for every unit attached to him. Upon reaching the target point, Orbus releases all units and deals physical damage that is increased for every unit that was picked up. Visual: Orbus rolls up into a ball and spins in the target direction. Cooldown: 18 Mana: 135 Range: 800/1000/1200/1400 Radius: 200+40 for each unit Notes: [*] Orbus' size increase by 40 for each unit Orbus picks up. [*] Orbus is granted 'Tree Destruction', 'Unit Walking', 'Building Walking' and 'Cliff Walking' while charging. [*] Orbus is silenced while charging. [*] Illusions are automatically destroyed. [*] Orbus can't be slowed or stunned while charging. [*] Orbus moves at 150% of his movement speed. [*] Magnetic Aura is still applied to all enemy units that are picked up during the charge. -------------------------------------------------------------------------------------------------------------------------- (1): Deals 120 physical damage at end point plus an additional 10 physical damage for each unit that was picked up. (2): Deals 160 physical damage at end point plus an additional 20 physical damage for each unit that was picked up. (3): Deals 200 physical damage at end point plus an additional 30 physical damage for each unit that was picked up. (4): Deals 240 physical damage at end point plus an additional 40 physical damage for each unit that was picked up. -------------------------------------------------------------------------------------------------------------------------- Usage: A powerful displacement tool that has the potential to deal a lot of damage, as well as builds up a large amount of charges for Magnetic Aura. 'Want a lift?'
Skill Description: Orbus creates a singularity at the target location for a brief moment, instantly drawing enemies to the center of the singularity and damaging them. Mechanics: Drags units to the center of the singularity and deals magic damage. Visual: A black hole erupts at the target location that pulls everyone into its center. Cooldown: 16 Mana: 125 Range: 550 Radius: 275/375/475/575 Notes: [*] Interrupts channeling spell and items. [*] Goes through Magic Immunity. -------------------------------------------------------------------------------------------------------------------------- (1): Drags enemies to the target point and deals 60 physical damage. (2): Drags enemies to the target point and deals 120 physical damage. (3): Drags enemies to the target point and deals 180 physical damage. (4): Drags enemies to the target point and deals 220 physical damage. -------------------------------------------------------------------------------------------------------------------------- Usage: Orbus can use Gravitation for a variety of things, but most importantly he can use it just before Mass Impact to ensure a large amount of enemies are picked up, dealing large damage. It also can be used to draw enemies into the radius of Magnetic Aura and potentially Lodestone Aura. 'Where were you going?'
Skill Description: Orbus generates a strong magnetic field around himself that destroys the armor of nearby enemies and forms debris around Orbus. At any moment, Orbus may turn this debris into a lodestone that floats around himself, dealing damage. Mechanics: Applies Magnetic Aura to nearby enemies which reduces their armor and grants Orbus a charge of 'Debris' every second they remain in the aura. 'Debris' can be consumed at any point to create an Lodestone Aura that deals physical damage in an area. Visual: As Orbus gathers Debris metallic junk begins floats around his body. On activation a Debris is removed and a large circular lodestone rotates arounds his body. Cooldown: 15 Mana: 80 Radius: 400 Notes: [*] Magnetic Aura stacks up to 5 times and lasts 6 seconds. [*] Magnetic Aura only applies to heroes. [*] Debris decays after 10 seconds. [*] Skill has a counter showing how many 'Debris' Orbus has. [*] Debris has a maximum of 10 charges. [*] Cannot gain charges while a Lodestone Aura is formed. -------------------------------------------------------------------------------------------------------------------------- (1): Magnetic Aura reduces nearby enemy units armor by .5 every second and grants a charge of 'Debris'. On activation removes all charges of 'Debris' and applies Lodestone Aura which deals 3 physical damage per charge of Debris for 10 seconds. (2): Magnetic Aura reduces nearby enemy units armor by 1 every second and grants a charge of 'Debris'. On activation removes all charges of 'Debris' and applies Lodestone Aura which deals 4 physical damage per charge of 'Debris' for 10 seconds. (3): Magnetic Aura reduces nearby enemy units armor by 1.5 every second and grants a charge of 'Debris'. On activation removes all charges of 'Debris' and applies Lodestone Aura which deals 5 physical damage per charge of 'Debris' for 10 seconds. (4): Magnetic Aura reduces nearby enemy units armor by 2 every second and grants a charge of 'Debris'. On activation removes all charges of 'Debris' and applies 'Lodestone Aura' which deals 6 physical damage per charge of 'Debris' for 10 seconds. -------------------------------------------------------------------------------------------------------------------------- Usage: Reduces the armor of nearby enemies over time, making all of Orbus' spells much more powerful, and gives him the ability to become a much larger AoE threat with Lodestone Aura. 'Being big has an advantage.'
Skill Description: Orbus ascends into the sky and comes crashing down at the target area, dealing large damage and stunning all those on impact. Mechanics: A teleportation spell that deals physical damage and stuns. Has a 2 second channeling time and a 1 second delay. Visual: Orbus retracts his legs into his core and floats into the sky for, after 3 seconds Orbus comes crashing down in a fiery blaze creating a large shockwave. Cooldown: 130 Mana: 250 Range: 3000/5000/7000 Radius: 350 Notes: [*] Meteor Crash has can be cast anywhere on the map. [*] A shadow can be seen 1 seconds before impact. [*] Can be interrupted as it has a 2 second channel time -------------------------------------------------------------------------------------------------------------------------- (1): Deals 250 physical damage and stuns for 1 second. (2): Deals 350 physical damage and stuns for 1.5 seconds. (3): Deals 450 physical damage and stuns for 2 seconds. (SotM): Meteor Crash is made global and the cooldown is reduced by 40 seconds. -------------------------------------------------------------------------------------------------------------------------- Usage: Gives Orbus a global presence and can be used from anywhere to initiate or finish a fight. After landing, Orbus can immediately use Gravitation and take advantage of the stun by landing a very well placed Mass Impact. 'Incoming!'
