Mana cost: 90/100/110/120
Cooldown: 16 seconds
Range: 600
Radius: 400
Throws a cask on the ground, dealing 20/30/40/50 damage and applying a 10% move speed slow. For each second the enemy stays in the radius of phosphorus goo, they gain one stack of goo'd.
Goo'd effects:
4/6/8/10 damage per second
5% movespeed slow
The stacks last for 5 seconds, and getting a stack resets the duration of all the stacks.
Acid Shower
Mana cost: 90/90/90/90
Cooldown 18/16/14/12 seconds
Range: 800
Radius (of the projectile): 75
Throws a cask in a target direction, spilling over the first enemy unit hit, causing +5% damage increase, -3% movespeed, and 40 damage per second. Lasts 3/4/5/6 seconds.
Two Part Concoction
Part One:
Mana cost: 60
Cooldown: 8 seconds
Range: 600
Radius: 250
Throws a cask at a target area, spilling a sticky substance over it, slowing the move speed of units who walk over it by 20/30/40/50% and the attack speed of enemies by 40%.
Part 2:
Mana cost: 80
Cooldown: 11 seconds
Range: 700
Radius: 275
Throws an explosive cask at a target area, exploding over units hit, dealing 50/100/150/200 damage. The blast also throws out 1/2/3/4 sparks. I one of the sparks hits an enemy under the influence of one of the scientists other spells, they take 10/20/30/40 damage per second for 4 seconds. If the enemy is under the effect of part one, they take 15/30/45/60 damage per second instead.
Mysterious Concoction
Every time scientist uses a spell, he drinks his mysterious concoction, gaining a stack of mysterious concoction.
Mysterious concoction effects:
3/6/9 move speed
1/2/3 attack damage
1/2/3% damage reduction
1/2/3 random sprays of acid every second, dealing 5/10/15 damage.
Blade of Shadows
Throws a dagger at a target area, dealing 40/80/120/160 damage magic damage. Within the next three seconds you can activate this ability again to have assassin dash to the target marked by the dagger, dealing his attack damage X 0.4/0.8/1.2/1.6.
Blade Lash
In an area around him, Assassin deal his attack damage X 0.9/1.8/2.7/3.6 and slows by 35% for 3 seconds.
Assassins Mark
Assassins next attack deals his attack damage X 1.5/3/4.5/6 over 10 seconds. Assassin also gains vision of the target and deals 9% increased damage.
Killers Instincts
Blade of shadows range is slightly increased, and can lock onto a target. 25/35/45% of damage
Sadism
For each 200 health that nearby allies and enemies lose, Sadist gets one stack of sadism.
Sadism effects:
2/4/6/8 damage
1/1/2/2 health regen
Sadism stacks deteriorate at 4/3/2/1 stack per second.
Inject
Mana per second: 5/10/15/20
Health per second: 25/35/45/55
Cooldown: 8/7/6/5 seconds
Activate to gain 40/50/60/70 move speed and 20/40/60/80% attack speed.
Infected Cleaver
for every 9/8/7/6% of health the target is missing, Sadists attacks deal 5/6/7/8% more damage. The extra damage from this spell is given to Sadist in health.
Agony
Mana cost: 100/150/200
Cooldown: 80/60/40
Range: 600/700/800
Target a unit to steal 100/200/300 health, 1/2/3 armor, 30/40/50 attack damage, 10/20/30% attack speed, 20/30/40 move speed, and 6/12/18 strength. The stats leached are doubled over the next six seconds.
Plasma Flare
Mana: 120
Cooldown: 10/9/8/7
Range: 800
Radius (projectile): 100
Radius (on hit): 300
Plasma throws out a plasma flare, dealing 120/160/220/280 damage and applying one stack of plasma in a small area.
Charged
Range: 550
Every 2/1.6/1.2/0.8 seconds, a burst of energy flies out, hitting an emery unit, dealing 60/65/70/75 damage and applying one stack of plasma with each hit.
Plasma Fiends
Every 8/7/6/5 attacks, a major plasma fiend is created under plasmas control, dealing 12/18/24/30 to 18/24/30/36 damage. Every 4 attacks, they deal 5/10/15/20 extra physical damage, slow by 10% apply a stack of plasma, and create a laser plasma fiend. Lesser plasma fiends deal 6/10/14/18 to 8/12/16/20 physical damage. All fiends last 30 seconds, have 400 health, 395 move speed, and attack speed equivalent to plasma's.
Plasma Wave
Mana: 200/300/400
Cooldown: 120/100/80
Range: 800
Creates an expanding blast from plaza's position, dealing 100/200/300 + 30/40/50 per stack of plasma to all enemy units hit. Applies a tapering 80%-40% move speed slow, depending on how far away the target is from Plasma.
Yank
Mana cost: 110
Cooldown: 12 seconds
Range: 400/500/600/700
Whiplash yanks her opponents 200/300/400/500 units towards her, dealing her attack damage to them and slowing them by 30/40/50/60% that tapers off over 5 seconds.
Slice
Whiplash's attacks slice through the enemies defenses. Each attack she performs on a target reduces their armor by 0.5/1/1.5/2. This effect stacks.
Whiplash
Every 6/5/4/3 attacks, whiplash performs a quick second attack. The second attack refreshes her attack timer so it can still apply on hit effects like frostwulfies skull, crits, slice, etc.
Deadly Dance
Manacost: 200
Cooldown: 80/70/60
Range: 300
Whiplash performs a deadly dance, dealing her attack damage X 0.5/1/1.5 around her for 8 seconds.
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Staff of the Master: Decreases cooldown by 20 seconds, while also increasing the damage multiplier by 0.5 and giving her 30% move speed while dancing.
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This ability is much like Swiftblades 'Blade Frenzy'
Blood Transfer
Mana Cost: 10/15/20/25 + 3/6/9/12 per spell cast
Health Cost: 10/20/30/40 + 4/8/12/16 per spell cast
Range: 400 + 5/10/15/20 per spell cast
Cooldown: 5/4/3/2
Reaver shoots out blood to all enemies in an area around him, dealing 10/20/30/40 + his strength in damage + 5/10/15/20 per spell cast. The blood returns to him, healing him for 5/10/15/20 per target hit. For every hero in the area hit, Reaver steals 1/1/2/2 strength.
Note: the extra stats per spell cast only last if the spell has been used in the past 3 seconds
Consumption
Reaver consumes the damage dealt to him, blocking 2/4/6/8% of damage dealt to him. Additionally, for every 100 damage he takes, he gets one stack of consumed.
Consumed effects:
1/2/3/4 strength
He loses 3 stacks per second when out of combat for 3 seconds
Demonic Combustion
Cooldown: 60/48/36/24 seconds
Range: 1000
When he dies, Reaver explodes, dealing 10/20/30/40 damage + (strength X 0.3/0.6/0.9/1.2) + 3/6/9/12% of the current health of those hit.
Reave
Mana Cost: 20/30/40 + 5/10/15 for every second its on
Range: 800
Cooldown: 6 seconds
Deals 20/30/40 damage + 10/20/30 damage for each second its on, to all nearby enemies. Steals 1/2/3 strength per second from all enemy heroes hit.
Arcane Charge
Range: 800
Mana Cost: 150
Cooldown: 18/16/14/12
After a brief delay, Teluri zaps all enemies in a line, dealing 40/80/120/160 + 5/10/15/20% of his current mana. Steals 5/10/15/20% of damage done in mana from each target hit.
Note: Only steals mana from targets with mana
Combustion
Range: 600
Mana Cost: 60/70/80/90
Cooldown: 12/9/6/3 seconds
Teluri throws an arcane ball at an enemy, dealing 30/60/90/120 damage + 2/4/6/8% of his max mana, + 2/4/6/8% of the targets max mana. Burns away 2/4/6/8% of the targets max mana.
Arcane Laser
Range (of starting point) : 500
Range (how far laser travels) : 400
Mana Cost: 125/150/175/200
Cooldown: 12 seconds
Shoots a laser along a line. The laser starts out dealing 70/140/210/280, but increases by 30/60/90/120 damage as it travels along the course
Arcane Power
Mana Cost: 25/50/75
Cooldown: 60/50/40
For 4/5/6 seconds, Teluri gets 20/30/40% increased mana, all cooldowns are decreased by 15%, he deals 5/10/15% of his max mana to nearby heroes every 2 seconds, and all of his abilities slow the enemy by 35% for 3 seconds.
Turrets
Mana Cost: 50
Cooldown: 0.5 seconds
Range: 200
Every 15 seconds, mechanic gets a stack. Maximum of 1/2/2/3 stacks.
You can use a stack to place a turret at a target location. The turrets deal 3/6/9/12 + mechanics int in physical damage and a maximum of 1/2/2/3 turrets may be placed. The turrets have 125/250/375/500 health.
Concussion Flare
Mana Cost: 30
Cooldown: 2 seconds
Range: 550
Mechanic throws a flare in a target direction, dealing 15/30/45/60 physical damage and applying a 6/8/10/12% stacking movespeed slow that lasts for 5 seconds.
Jet Pack
Cooldown 6 seconds
Mechanic gains fuel, as well as the ability to fly for a short amount of time. This means he can fly over trees and cliffs and has unit walking. has 50/100/150/200 fuel that is used up at 50 fuel per seconds while flying. When not flying, Mechanic regenerates his fuel at 5/10/15/20 fuel per second while not flying.
Upgrade
Mana Cost: 60/120/180
Cooldown: 70/50/30 seconds
Causes all of Mechanics abilities to have special effects for 5/6/7 seconds.
Turrets: Causes turrets to deal 10/20/30% more damage and reduce physical armor by 0.25 per hit.
Concussion Flare: Causes each flare to reduce physical armor by 1 with every hit
Jet Pack: Causes Mechanic to deal 40/60/80 damage per second while flying, to units hes over, while also reducing their armor by 1 per second.
Iron Plating
Causes Iron Golem to have increased plating. For every 400/300/200/100 health, he gains a stack of iron plating. This stack gives him 25 health, 0.25 armor, and 1 health regen. The stacks regenerate at a rate of 1 stack per 4/3/2/1 second(s) while out of combat for 6/5/4/3 seconds.
Trample
Iron Golem has massive feet, and passively deals 10/20/30/40 + (number of iron plating stacks X 2/2/3/3) damage per second while moving, to units he walks over.
Systems Critical
Mana Cost: 200
Cooldown: 60/50/40/30
Iron Golem sends robots all over his body to fix him, regaining 5/10/15/20% of his max health, and all of his iron plating stacks, over 4 seconds.
Barrage
Mana Cost: 200/300/400
Cooldown: 180/170/160 seconds
Range (diameter of area) : 600/800/1000
Range: Map wide
Sends a barrage of massive shells at a target area from the guns on his back. Sends out 7 shells that deal 50/100/150 + (5 X iron plating stacks). All units in the area get slowed by 35%