Alchemist
Razzil Darkbrew
* Affiliation: Sentinel
* Attack Animation: 0.35 / 0.65
* Damage: 49 - 58
* Casting Animation: 0.4 / 0.5
* Armor: 0.6
* Base Attack Time: 1.7
* Movespeed: 295
* Missile Speed: Instant
* Attack Range: 128 (melee)
* Sight Range: 1800 / 1400
The Alchemist is a difficult foe to handle, but if left to his own devices he can amass enormous amounts of gold at an alarming rate. His Acid Spray covers a large area with toxic chemicals, which deal physical damage and reduce the armor of any foe caught in the cloud. Attempting to fight the Alchemist while in an acid cloud is foolhardy at best, especially if he uses his Chemical Rage transformation skill. Chemical Rage drastically increases the life, regeneration, and attack speed of the Alchemist, transforming him into a deadly fighter. Possibly his most dangerous skill, however, is Unstable Concoction. Although it takes some time to charge, Unstable Concoction results in one of the longest stuns in the game and causes a good deal of damage. Although the Alchemist can be annoying to fight, it's best to keep a close eye on him. Goblin's Greed directly increases the amount of gold the Alchemist gains when killing creeps, and as he kills more the bonus increases. Unless kept in check, this Goblin/Ogre combo can cause a lot of mayhem late in the game.
Having enlisted under the ranks of the Sentinel for mere personal gain, the Alchemist's quest for amassing wealth to fund his research is a tireless and relentless one. Both sadistic and cruel in his methods, this heartless Goblin cares not what means he must resort to for a sizable bounty. Whether he chooses to paralyze his foes with toxic concoctions or drench them in corrosive acids, Razzil Darkbrew remains steadfast in his calm, calculated approach, despite their constant wails of agony.
Acid Spray
* Ability Type: Active
* Targeting Type: Point
* Ability Hotkey: D
Sprays high-pressure acid across a target area. Hostile units who step across the contaminated terrain take mixed damage per second and have their armor reduced.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 160
* 22 seconds
* 900
* 625
* 16 seconds
* Enemy unit
* 8 damage/second, reduces armor by 3
* 2
* 160
* 22 seconds
* 900
* 625
* 16 seconds
* Enemy unit
* 16 damage/second, reduces armor by 4
* 3
* 160
* 22 seconds
* 900
* 625
* 16 seconds
* Enemy unit
* 24 damage/second, reduces armor by 5
* 4
* 160
* 22 seconds
* 900
* 625
* 16 seconds
* Enemy unit
* 32 damage/second, reduces armor by 6
Notes
• Damage type: mixed
• This ability can hit magic immune units.
• The actual AoE of this ability is significantly larger than the visual effect.
Unstable Concoction
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: E
Razzil brews up an unstable concoction that he can throw at an enemy hero, to stun and deal damage. Razzil can brew for up to 5 seconds, each second increases the potency of the concoction. After the 5 seconds, there is a small buffer window. If Razzil does not throw the concoction soon after it will blow up and Razzil himself will suffer as if he was hit by the concoction. Concoction can blow up mid air if fired too late.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 120
* 16 seconds
* 775
* N/A
* 0.25 - 1.75 seconds
* Enemy heroes
* Up to 120 damage and 1.75 second stun
* 2
* 120
* 16 seconds
* 775
* N/A
* 0.25 - 2.5 seconds
* Enemy heroes
* Up to 180 damage and 2.5 second stun
* 3
* 120
* 16 seconds
* 775
* N/A
* 0.25 - 3.25 seconds
* Enemy heroes
* Up to 240 damage and 3.25 second stun
* 4
* 120
* 16 seconds
* 775
* N/A
* 0.25 - 4 seconds
* Enemy heroes
* Up to 300 damage and 4 second stun
Notes
• Damage type: physical
• While brewing the concoction, Alchemist can still move around and take action. He will flash red while the concoction is brewing.
• A timer above Alchemist's head will indicate the remaining brew time on the concoction
• An indicator around Alchemist indicates the range for the Alchemist player.
• Maximum effects will be achieved after 5 seconds brewing time.
• Before launching the concoction, it will blow up if channeled for more than 7 seconds, checking at 0.5 second intervals (allows up to 7.5 seconds brew time)
• After launching the concoction, it will blow up 7 seconds after brewing started, checking every 0.02 seconds.
• The concoction moves at 900 speed, and provides 400/400 sight range.
• If the concoction explodes mid air, it will affect one enemy unit within 175 AoE around its position.
• Unstable Concoction is blocked by Linken's Sphere.
Goblin's Greed
* Ability Type: Passive
* Targeting Type: N/A
* Ability Hotkey: G
The Goblin converts the creep's corpse into gold. You get more gold for every extra creep you killed in the last 20 seconds.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* N/A
* N/A
* N/A
* N/A
* 20 seconds
* Enemy Units
* 2 bonus gold and 2 bonus gold for every enemy killed in last 20 secs
* 2
* N/A
* N/A
* N/A
* N/A
* 20 seconds
* Enemy Units
* 4 bonus gold and 2 bonus gold for every enemy killed in last 20 secs
* 3
* N/A
* N/A
* N/A
* N/A
* 20 seconds
* Enemy Units
* 6 bonus and 2 bonus gold for every enemy killed in last 20 secs
* 4
* N/A
* N/A
* N/A
* N/A
* 20 seconds
* Enemy Units
* 8 bonus and 2 bonus gold for every enemy killed in last 20 secs
Notes
• There is a cap of 18 bonus gold.
• Also works on hero kills.
• The '-gg' command can be used to know how much gold you gained with this skill.
Chemical Rage
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: R
The Alchemist causes his Ogre to enter a chemically induced rage reducing base attack cooldown and increasing hitpoints and regeneration. Slightly improves movement speed.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 50
* 45 seconds
* N/A
* N/A
* 25 seconds
* Self
* 1.45 BAT, 300 Bonus HP, and 15 HP/3 Mana Bonus Regeneration, +30 Movespeed
* 2
* 100
* 45 seconds
* N/A
* N/A
* 25 seconds
* Self
* 1.35 BAT, 600 Bonus HP, and 30 HP/7.5 Mana Bonus Regeneration, +40 Movespeed
* 3
* 150
* 45 seconds
* N/A
* N/A
* 25 seconds
* Self
* 1.20 BAT, 900 Bonus HP, and 60 HP/12 Mana Bonus Regeneration, +60 Movespeed
Notes
• Has a 0.35 seconds transformation time.
• You can dodge stuns while transforming.
-----------------------------------
Bristleback
Rigwarl
* Affiliation: Sentinel
* Attack Animation: 0.6 / 0.3
* Damage: 52 - 62
* Casting Animation: 0.5 / 0.51
* Armor: 3.4
* Base Attack Time: 1.7
* Movespeed: 295
* Missile Speed: Instant
* Attack Range: 100 (melee)
* Sight Range: 1800 / 800
Although his spells seem very weak at first glance, Rigwarl is a bad hero to underestimate. Quill Spray, Viscous Nasal Goo, and Warpath all provide relatively small effects when used only once, but each ability stacks when cast multiple times. Enemies of the Bristleback will soon find themselves covered in goo and shredded by constant quill fire if they aren't careful. Quill Spray deals increasing damage with each cast on the same target, and due to its low cooldown and mana cost it can be very deadly over time. When Rigwarl sees that his enemies are sufficiently weakened, he can move in for the kill with Viscous Nasal Goo. This ability slows the target and reduces their armor, increasing the damage of Quill Spray and Bristleback's physical attack and making it impossible to escape. Furthermore, casting spells puts Bristleback on the Warpath, which increases his movement and attack speeds as he uses his abilities. Bristleback's signature skill, and where he gets his name, is his near invulnerability to attacks that strike his back. All attacks and spells that come from behind him will be heavily reduced and cause additional Quill Sprays. Engaging a strong Rigwarl who is facing away is almost always a pointless exercise.
The quillboars were never interested in the affairs and wars of other races, but one knew that the Scourge would eventually descend on their lands if left unchecked. Entering the ranks of the Sentinel for the sole reason of the preservation of his tribe, Rigwarl brings primal instincts to the never ending battle. Each time he releases a flurry of quills or a glob of slime, he works himself into a frenzy that increases his effectiveness drastically, and should he be in danger, his bristle back would shield him from further harm. A perfect demonstration of the abilities that even lesser beings can unleash.
Viscous Nasal Goo
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: G
Covers a target in snot, causing it to have reduced armor and movement speed. Casts on the same target are cumulative
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 30
* 1.5 seconds
* 600
* N/A
* 5 Seconds
* Enemy units
* -1 armor, 20% and +3% slow a cast.
* 2
* 30
* 1.5 seconds
* 600
* N/A
* 5 Seconds
* Enemy units
* -1 armor, 20% and +6% slow a cast.
* 3
* 30
* 1.5 seconds
* 600
* N/A
* 5 Seconds
* Enemy units
* -2 armor, 20% and +9% slow a cast.
* 4
* 30
* 1.5 seconds
* 600
* N/A
* 5 Seconds
* Enemy units
* -2 armor, 20% and +12% slow a cast.
Notes
• Stacks a maximum of 4 times.
Quill Spray
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: R
Sprays enemy units with quills dealing damage in a 625 AoE. Deals 30 extra damage for every time the unit was struck by a quill in the last 10 seconds.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 35
* 3 seconds
* N/A
* 625
* 10 seconds
* Enemy units
* 20 direct damage, 30 stacking damage.
* 2
* 35
* 3 seconds
* N/A
* 625
* 10 seconds
* Enemy units
* 40 direct damage, 30 stacking damage.
* 3
* 35
* 3 seconds
* N/A
* 625
* 10 seconds
* Enemy units
* 60 direct damage, 30 stacking damage.
* 4
* 35
* 3 seconds
* N/A
* 625
* 10 seconds
* Enemy units
* 80 direct damage, 30 stacking damage.
Notes
• Damage type: physical
• Has a cap of 180 damage.
Bristleback
* Ability Type: Passive
* Targeting Type: N/A
* Ability Hotkey: K
Rigwarl covers his back in spines, causing him to take reduced damage. Automatically releases a quill spray whenever his rear receives 250 damage.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* N/A
* N/A
* N/A
* N/A
* N/A
* N/A
* 16% reduced from rear, 8% from sides
* 2
* N/A
* N/A
* N/A
* N/A
* N/A
* N/A
* 24% reduced from rear, 12% from sides
* 3
* N/A
* N/A
* N/A
* N/A
* N/A
* N/A
* 32% reduced from rear, 16% from sides
* 4
* N/A
* N/A
* N/A
* N/A
* N/A
* N/A
* 40% reduced from rear, 20% from sides
Notes
• Bristleback's rear is considered to be within 70 degrees from the back.
• Bristleback's side is considered to be within 110 degrees from the back.
Warpath
* Ability Type: Passive
* Targeting Type: N/A
* Ability Hotkey: W
Everytime Rigwarl casts a spell, he works himself into a fury. Movement speed and damage increase on repeated spell casts.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* N/A
* N/A
* N/A
* N/A
* 10 seconds
* Self
* 10 damage/5% MS Base + 4 damage/1% MS Stack
* 2
* N/A
* N/A
* N/A
* N/A
* 10 seconds
* Self
* 20 damage/7% MS Base + 8 damage/2% MS Stack
* 3
* N/A
* N/A
* N/A
* N/A
* 10 seconds
* Self
* 30 damage/10% MS Base + 12 damage/3% MS Stack
Notes
• Stacks up to 5 times.
• Illusions will benefit from the original's casts.
• Using items does not trigger Warpath.
-----------------------------------
Clockwerk Goblin
Rattletrap
* Affiliation: Sentinel
* Attack Animation: 0.33 / 0.64
* Damage: 55 - 57
* Casting Animation: 0.3 / 0.51
* Armor: 2.9
* Base Attack Time: 1.7
* Movespeed: 315
* Missile Speed: Instant
* Attack Range: 125 (melee)
* Sight Range: 1800 / 800
A robotic terror, the Clockwerk Goblin is one of the most deadly ambush heroes in the game. Enemies who aren't careful will soon find themselves trapped and shredded by this tiny mechanical Goblin. The Clockwerk Goblin is at his most dangerous when he is right on top of his target. Using Battery Assault, he repeatedly damages and stuns an adjacent foe, and with proper positioning his Power Cogs can trap a single enemy nest to him, pushing others away. This combo is quite lethal to fragile heroes. To aid in finding and getting next to enemies, the Clockwerk Goblin has Rocket Flare and Hookshot. Rocket Flare sends a missile to anywhere on the battlefield, causing some damage and giving the Clockwerk Goblin vision of the targeted area for several seconds. Hookshot fires a chain which latches onto enemy units, causing damage and a stun. However, the primary purpose of Hookshot is to pull the Clockwerk Goblin to the target, putting him in perfect position to unleash his deadly Battery Assault and Power Cog combo. Good awareness is the best counter to this deceptively small mecha-Goblin.
The by-product of Goblin technological weapon research during the old War, Rattletrap the Clockwerk Goblin was shut away into storage for countless decades until the Sentinel found and reactivated him. Combat-wise, this goblin's capabilities know few bounds; his body is stocked with a huge array of armaments that destroy targets both near and far with ease. His trademark wrench can even extend itself like a grappling hook, allowing him to pick off individual targets with pin-point accuracy.
Battery Assault
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: E
Discharges high-powered shrapnel from openings in Rattletrap's clockwork upon a random nearby target dealing minor magical damage and ministun every 0.75 seconds. Lasts 10 seconds.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 75
* 32 seconds
* N/A
* 275
* 10 seconds
* Enemy unit
* Periodically deals 15 damage and ministuns
* 2
* 75
* 28 seconds
* N/A
* 275
* 10 seconds
* Enemy unit
* Periodically deals 35 damage and ministuns
* 3
* 75
* 24 seconds
* N/A
* 275
* 10 seconds
* Enemy unit
* Periodically deals 55 damage and ministuns
* 4
* 75
* 20 seconds
* N/A
* 275
* 10 seconds
* Enemy unit
* Periodically deals 75 damage and ministuns
Notes
• Damage type: magical
• Remains active even if Rattletrap is disabled.
• Total damage: 225/525/825/1125.
Power Cogs
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: C
The Clockwerk Goblin ejects pieces of inner core to form a circular barrier around himself, trapping nearby units with him. These cogs require 3 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked for some HP and mana and is knocked back. An element powers down if it shocks a unit.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 50
* 15 seconds
* N/A
* 210
* 3 seconds
* Enemy unit with mana
* Drains 55 life and mana
* 2
* 60
* 15 seconds
* N/A
* 210
* 4 seconds
* Enemy unit with mana
* Drains 70 life and mana
* 3
* 70
* 15 seconds
* N/A
* 210
* 5 seconds
* Enemy unit with mana
* Drains 85 life and mana
* 4
* 80
* 15 seconds
* N/A
* 210
* 6 seconds
* Enemy unit with mana
* Drains 100 life and mana
Notes
• Damage type: magical
• Cogs can shock magic immune and invisible units.
Rocket Flare
* Ability Type: Active
* Targeting Type: Point
* Ability Hotkey: R
Fires a fast moving missile at a target area on the map, revealing the targeted area. Upon impact it damages enemy units at a 575 AoE explosion.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 50
* 20 seconds
* Global
* 575
* 10 seconds
* Enemy unit
* Deals 80 damage. Reveals for 10 seconds.
* 2
* 50
* 18 seconds
* Global
* 575
* 10 seconds
* Enemy unit
* Deals 120 damage. Reveals for 10 seconds.
* 3
* 50
* 16 seconds
* Global
* 575
* 10 seconds
* Enemy unit
* Deals 160 damage. Reveals for 10 seconds.
* 4
* 50
* 14 seconds
* Global
* 575
* 10 seconds
* Enemy unit
* Deals 200 damage. Reveals for 10 seconds.
Notes
• Damage type: magical
• Does not kill enemy animal couriers.
• Will stop neutral creeps from spawning near the revealed area.
Hookshot
* Ability Type: Active
* Targeting Type: Point
* Ability Hotkey: T
Fires a grappling, piston-like attachment at a unit or location. It will latch on the first, non-neutral enemy target it encounters, pulling you to it. Any enemies whom you collide with while being reeled toward the target will take damage and will be stunned.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 150
* 70 (15*) seconds
* 2000
* 125/175 **
* 1 second
* Non-neutral, Enemy
* 100 damage and stun on collision
* 2
* 150
* 55 (15*) seconds
* 2500
* 125/175 **
* 1.5 seconds
* Non-neutral, Enemy
* 200 damage and stun on collision
* 3
* 150
* 40 (15*) seconds
* 3000
* 125/175 **
* 2 seconds
* Non-neutral, Enemy
* 300 damage and stun on collision
Notes
• Damage type: magical
• Can be improved by Aghanim's Scepter (* shows the improved values).
• Improved version can latch onto allies. The allied unit will not get disabled or damaged, and enemy units will still get damaged and disabled.
• The affected enemy will be paused until the hook retreats.
• (**) Latch/stun AoE
--------------------------------
Dragon Knight
Knight Davion
* Affiliation: Sentinel
* Attack Animation: 0.5 / 0.5
* Damage: 46 - 52
* Casting Animation: 0 / 0.51
* Armor: 4.7
* Base Attack Time: 1.7
* Movespeed: 290
* Missile Speed: Instant
* Attack Range: 125 (melee)
* Sight Range: 1800 / 800
Knight Davion is a powerful warrior who calls upon his draconic heritage to augment his already fearsome combat abilities. He has two powerful offensive skills: Dragon Tail and Breathe Fire. Dragon Tail allows him to stun a single enemy target for several seconds, and Breathe Fire taps into his inner dragon to unleash a powerful area of effect attack. This potent offense is supported by Davion's Dragon Blood passive skill, which makes him extremely difficult to kill by boosting his armor and hit point regeneration significantly. Combined together, these abilities make the Dragon Knight a tough, versatile fighter. At higher levels, the Dragon Knight gains the ability to transform completely into dragon form. The abilities and strength of the dragon form increase with levels. At maximum level, Davion transforms into a mighty blue dragon with an area of effect cold attack, which drastically slows all enemies caught in the freezing blasts. Along with his natural combat skills and toughness, this makes him an extremely dangerous foe.
Abandoned and forsaken as a child, the Half-bred Dragon Davion sought refuge from the evils of the world, and from the uncontrollable power growing within himself. His search led him to the doorstep of a mighty Druid, who taught him to tap into the massive energies that lay concealed in his blood - a tribute to his ancient Draconian heritage. A master swordsman, Davion smites his foes in his raging frenzy - transforming at will into an Elder Dragon of destructive fiery rage to crush all those that threaten to vanquish his new home
Breathe Fire
* Ability Type: Active
* Targeting Type: Target Point
* Ability Hotkey: F
Breathes fire at enemy units, dealing damage.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 100
* 12 seconds
* 500
* 150 (Starting AoE) / 500 (Distance) / 250 (Final AoE)
* N/A
* Enemy Units
* 75 damage
* 2
* 110
* 12 seconds
* 500
* 150 (Starting AoE) / 500 (Distance) / 250 (Final AoE)
* N/A
* Enemy Units
* 150 damage
* 3
* 120
* 12 seconds
* 500
* 150 (Starting AoE) / 500 (Distance) / 250 (Final AoE)
* N/A
* Enemy Units
* 225 damage
* 4
* 130
* 12 seconds
* 500
* 150 (Starting AoE) / 500 (Distance) / 250 (Final AoE)
* N/A
* Enemy Units
* 300 damage
Notes
• Damage type: magical
• This skill affects mechanical units.
• Can hit units up to 900 range away.
Dragon Tail
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: T
Davion bashes a melee-range enemy target with the fury of a dragon's tail swipe. Stuns the target and deals minor damage.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 100
* 9 Seconds
* 150
* N/A
* 2.5 Seconds
* Enemy Units
* 25 Damage and Stun
* 2
* 100
* 9 Seconds
* 150
* N/A
* 2.75 Seconds
* Enemy Units
* 50 Damage and Stun
* 3
* 100
* 9 Seconds
* 150
* N/A
* 3 Seconds
* Enemy Units
* 75 Damage and Stun
* 4
* 100
* 9 Seconds
* 150
* N/A
* 3.25 Seconds
* Enemy Units
* 100 Damage and Stun
Notes
• Damage type: magical
Dragon Blood
* Ability Type: Passive
* Targeting Type: N/A
* Ability Hotkey: D
Grants Dragon Knight blood from his ancient ancestral dragon heritage, which increases health regeneration and armor.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* N/A
* N/A
* N/A
* N/A
* Permanently
* Self
* Increases HP Regen by 2 HP/sec and Armor by 2
* 2
* N/A
* N/A
* N/A
* N/A
* Permanently
* Self
* Increases HP Regen by 3 HP/sec and Armor by 4
* 3
* N/A
* N/A
* N/A
* N/A
* Permanently
* Self
* Increases HP Regen by 4 HP/sec and Armor by 6
* 4
* N/A
* N/A
* N/A
* N/A
* Permanently
* Self
* Increases HP Regen by 5 HP/sec and Armor by 8
Notes
• The armor upgrade will be displayed as base armor and not in green numbers.
Elder Dragon Form
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: R
Transforms the Dragon Knight into a powerful elder dragon.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 50
* 115 seconds
* N/A
* N/A
* 60 seconds
* Self
* Transform into a Green Dragon
* 2
* 50
* 115 seconds
* N/A
* N/A
* 60 seconds
* Self
* Transform into a Red Dragon
* 3
* 50
* 115 seconds
* N/A
* N/A
* 60 seconds
* Self
* Transform into a Blue Dragon
Notes
• The Level 1 Elder Dragon is a Green Dragon that has 315 base movespeed, 500 attack range, 1.7 Base Attack Time, 0.5/0.4 attack animation and has the skill: Corrosive Breath
• Corrosive Breath deals 20 damage per second during 5 seconds.
• Corrosive Breath Damage type: magical
• Corrosive Breath works on structures.
• The Level 2 Elder Dragon is a Red Dragon that has 315 base movespeed, 5 bonus base damage, 500 attack range, 1.7 Base Attack Time, 0.5/0.4 attack animation and has Splash Attack. The Splash deals 100% damage in a 75 AOE, 75% damage in a 150 AOE, 50% damage in a 250 AOE.
• The Level 3 Elder Dragon is a Blue Dragon that has 315 base movespeed, 14 bonus base damage, 500 attack range, 1.7 Base Attack Time, 0.5/0.4 attack animation and has Splash Attack (same as lvl 2) and has the skill: Frost Breath.
• Frost Breath slows units for 30% movement speed and 20% attack speed, lasting 3 seconds.
----------------------------------
Magnataur
Magnus
* Affiliation: Scourge
* Attack Animation: 0.5 / 0.84
* Damage: 49 - 61
* Casting Animation: 0.4 / 0.6
* Armor: 4.1
* Base Attack Time: 1.7
* Movespeed: 315
* Missile Speed: Instant
* Attack Range: 100 (melee)
* Sight Range: 1800 / 800
The Magnataur's primary role is using his powerful Reverse Polarity ability to ensure his team's victory in battle. With proper placement, a single Reverse Polarity can change the outcome of a team battle and potentially win the game. If combined with other area of effect spells, Reverse Polarity can destroy an entire enemy team. However, Magnus himself is no pushover in combat. Using Empower and Mighty Swing in conjunction gives him a very strong physical attack capable of damaging multiple bunched up units, perfect when used after Reverse Polarity. In addition, Magnus has an area of effect spell of his own: Shockwave. Due to its relatively low mana cost and cooldown coupled with its high damage, Shockwave is an effective tool for harassing enemies in a lane and finishing off damaged foes. Although the power of Reverse Polarity tends to overshadow his other skills, Magnus is far from a one-skill hero.
Maybe the most tremendous being on the Scourge, Magnus is a power to be reckoned with. Trained from birth to become a potent warrior, he is now at the peak of his strength. The Magnataur's giant axe can cleave paths through his enemies, and create a bone-breaking shockwave that ripples through the ground. Further strengthened by a demonic magic that enhances his attacks, he can crush enemies with shocking ease. His greatest power, though, is the ability to create an immensely strong magnetic field, sucking in helpless foes to meet their end.
Shockwave
* Ability Type: Active
* Targeting Type: Point
* Ability Hotkey: W
A wave of force ripples out from the Hero, causing damage to land units in a line.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 90
* 11 seconds
* 500
* 150 (Starting AoE) / 700 (Distance) / 150 (Final AoE)
* N/A
* Enemy unit
* 75 damage
* 2
* 90
* 10 seconds
* 500
* 150 (Starting AoE) / 700 (Distance) / 150 (Final AoE)
* N/A
* Enemy unit
* 150 damage
* 3
* 90
* 9 seconds
* 500
* 150 (Starting AoE) / 700 (Distance) / 150 (Final AoE)
* N/A
* Enemy unit
* 225 damage
* 4
* 90
* 8 seconds
* 500
* 150 (Starting AoE) / 700 (Distance) / 150 (Final AoE)
* N/A
* Enemy unit
* 300 damage
Notes
• Damage type: magical
• If a unit exits and enters the area of effect it will be damaged two times.
• This skill only affects ground units.
• Can hit units up to 1000 range away.
Empower
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: E
Gives an allied unit bonus damage and Cleave.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 40
* 12 seconds
* 500
* N/A
* 30 seconds
* Allied unit
* 15% attack damage bonus, 15% Cleave
* 2
* 40
* 12 seconds
* 500
* N/A
* 30 seconds
* Allied unit
* 25% attack damage bonus, 25% Cleave
* 3
* 40
* 12 seconds
* 500
* N/A
* 30 seconds
* Allied unit
* 35% attack damage bonus, 35% Cleave
* 4
* 40
* 12 seconds
* 500
* N/A
* 30 seconds
* Allied unit
* 45% attack damage bonus, 45% Cleave
Notes
• Only increases base damage and that given by the primary attribute of the units. Raw bonus damage is not increased.
• The cleave ability has an area of effect of 200.
Skewer
* Ability Type: Active
* Targeting Type: Point
* Ability Hotkey: D
Magnataur rushes forward, goring enemies on his massive tusks. Hits up to two units max. Charges up to 800 range max. Units hit will be stuck with you until you reach your targeted point, at which point they will be slowed by 40% for 2 seconds.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 80
* 35 seconds
* 800
* 95
* 2 seconds
* Enemy unit
* Deals 70 damage and maims
* 2
* 80
* 35 seconds
* 800
* 95
* 2 seconds
* Enemy unit
* Deals 140 damage and maims
* 3
* 80
* 35 seconds
* 800
* 95
* 2 seconds
* Enemy unit
* Deals 210 damage and maims
* 4
* 80
* 35 seconds
* 800
* 95
* 2 seconds
* Enemy unit
* Deals 280 damage and maims
Notes
• Damage type: magic
• Magnataur charges to the target location at a speed of 950.
• The first 2 enemy units hit will be pulled along with him to the destination.
• Units pulled with Magnataur will be slowed by 40% for 2 seconds after the charge, and take damage.
Reverse Polarity
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: V
Through some unknown property of matter, the Magnataur sucks all nearby enemies to a location in front of him and stuns them with a powerful slam, dealing damage.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 200
* 120 seconds
* N/A
* 410
* 2.5 seconds on Heroes (3 seconds on creeps)
* Enemy unit
* Deals 150 damage and stuns
* 2
* 250
* 110 seconds
* N/A
* 410
* 3.25 seconds on heroes (4 seconds on creeps)
* Enemy unit
* Deals 225 damage and stuns
* 3
* 300
* 100 seconds
* N/A
* 410
* 4 seconds on heroes (5 seconds on creeps)
* Enemy unit
* Deals 300 damage and stuns
Notes
• Damage type: magical
• Disable works on magic immune units.
• Pulls affected units to a random location 120-170 units in front of Magnataur.
----------------------------------------------
Sacred Warrior
Huskar
* Affiliation: Sentinel
* Attack Animation: 0.4 / 0.5
* Damage: 39 - 48
* Casting Animation: 0.3 / 2.4
* Armor: 1.9
* Base Attack Time: 1.6
* Movespeed: 300
* Missile Speed: 1400
* Attack Range: 400
* Sight Range: 1800 / 800
Huskar is unique in being the only strength hero with a regular ranged physical attack, giving him the advantages of a ranged hero and the survivability of a strength hero. Although he is a powerful force at all stages, Huskar is especially dangerous early in the game when his Burning Spears can quickly decimate any foe. Huskar can find his life quickly drained away by this ability, and must be careful to balance harassment and defense. Due to his Berserker's Blood passive, Huskar is at his most deadly when he is injured: as he gets more and more damaged, he gains damage and attack speed. Combined with his Inner Vitality healing spell, Berserker's Blood can quickly turn what may have appeared to be a losing situation into a resounding victory. His powerful Life Break ability emphasizes this suicidal fighting style, causing immense damage to both the target and Huskar himself. However, while Huskar increases in power the more damage he takes, it is unlikely that his unlucky target can say the same.
The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, are considered by many to be the most savage race of creatures to ever grace the battlefield. This reputation is well earned by their Sentinel representative Huskar, who's abilities revolve around shortening his own lifespan to spear his foes to burning pieces. Considered a blessed martyr by his people, the Sacred Warrior is not afraid of death, and will even run towards it willingly, sometimes desperately, in order to bring the Undead Scourge to an end.
Inner Vitality
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: V
Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% it will heal faster.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 170
* 25 seconds
* 450
* N/A
* 16 seconds
* Self / Allied unit
* 5(15*)% of main attrib + 2 hp regen per sec
* 2
* 170
* 25 seconds
* 450
* N/A
* 16 seconds
* Self / Allied unit
* 10(30*)% of main attrib + 4 hp regen per sec
* 3
* 170
* 25 seconds
* 450
* N/A
* 16 seconds
* Self / Allied unit
* 15(45*)% of main attrib + 6 hp regen per sec
* 4
* 170
* 25 seconds
* 450
* N/A
* 16 seconds
* Self / Allied unit
* 20(60*)% of main attrib + 8 hp regen per sec
Notes
• (*) These values are used if the target is below 40% of its maximum hp.
• The hp percentage is checked every second and the regeneration adjusted accordingly.
Burning Spear
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: R
Using his own life force to set them aflame, the Sacred Warrior can cause his spears to deal stackable damage over time as they impact the foe.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* Healthcost: 15
* 0 seconds
* 450
* N/A
* 6 seconds
* Enemy unit
* 4 damage per second
* 2
* Healthcost: 15
* 0 seconds
* 450
* N/A
* 6 seconds
* Enemy unit
* 8 damage per second
* 3
* Healthcost: 15
* 0 seconds
* 450
* N/A
* 6 seconds
* Enemy unit
* 12 damage per second
* 4
* Healthcost: 15
* 0 seconds
* 450
* N/A
* 6 seconds
* Enemy unit
* 16 damage per second
Notes
• Damage type: magical (target), HP removal (self)
• Burning Spears stacks additively when used multiple times on one target. There is no cap.
• If Huskar has less than 100 life this spell can still be cast, but will have no effect.
Berserker's Blood
* Ability Type: Passive
* Targeting Type: N/A
* Ability Hotkey: B
Huskar feels each of his wounds and channels the pain, increasing attack speed and damage for each 7% missing health. First bonus starts at full health.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* N/A
* N/A
* N/A
* N/A
* N/A
* Self
* 3% IAS and 2 damage per stack
* 2
* N/A
* N/A
* N/A
* N/A
* N/A
* Self
* 6% IAS and 4 damage per stack
* 3
* N/A
* N/A
* N/A
* N/A
* N/A
* Self
* 9% IAS and 6 damage per stack
* 4
* N/A
* N/A
* N/A
* N/A
* N/A
* Self
* 12% IAS and 8 damage per stack
Notes
• There will be a special effect when Berserker's Blood is giving a large bonus (60% missing health).
• First stack lasts from 100% to 87% of Huskar's maximum HP.
• Maximum bonus (14 stacks) is achieved when Huskar has strictly less than 3% of his maximum HP.
Life Break
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: F
Huskar reaches into the well of his own life force to heavily damage an enemy. The target takes damage equal to 50% of its hp. Slows target by 50% for 5 seconds. Huskar pays a certain percentage of his hp to cast this.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 0
* 45 (24*) seconds
* 135
* N/A
* 5 seconds
* Enemy unit
* Huskar pays 35% of his current hp to cast.
* 2
* 0
* 30 (16*) seconds
* 135
* N/A
* 5 seconds
* Enemy unit
* Huskar pays 30% of his current hp to cast.
* 3
* 0
* 15 (8*) seconds
* 135
* N/A
* 5 seconds
* Enemy unit
* Huskar pays 25% of his current hp to cast.
Notes
• Damage type: magical (to both Huskar and the target)
• Slow works on magic immune units.
• Can be improved by Aghanim's Scepter (* shows the improved values).
• Improved version deals 65% of the targets current hp as damage.
--------------------------
Sand King
Crixalis
* Affiliation: Scourge
* Attack Animation: 0.53 / 0.47
* Damage: 43 - 59
* Casting Animation: 0 / 0.51
* Armor: 1.7
* Base Attack Time: 1.7
* Movespeed: 300
* Missile Speed: Instant
* Attack Range: 128 (melee)
* Sight Range: 1800 / 800
The Sand King emphasizes area of effect damage more than most. All four of his abilities can damage multiple foes at once. Burrowstrike, his mainstay, damages and stuns targets in a line. In addition, when using this ability, the Sand King burrows to the target location which sets him up for additional attacks or spells. This can get him into trouble though, and to help evade counter attacks Crixalis uses Sand Storm. While active, this ability makes the Sand King invisible in the middle of a swirling storm of dust. Although he is unable to move while remaining invisible, nearby enemies will take damage as long as they remain in the storm. The Sand King can finish off groups off units with his Caustic Finale passive skill, which causes a deadly explosion every time he kills a unit with his physical attack. Epicenter, arguably Crixalis' most deadly ability, creates a pulsing earthquake centered on his location. When combined with Burrowstrike, this ability is often fatal to fragile heroes, and leaves tougher enemies wounded and limping for safety.
A guardian of the ancient Nerubian Kingdom of Azjol-Nerub, Crixalis fled to the deserts of Kalimdor in an attempt to escape the genocide of the Lich King. The harsh climate transformed this warrior into a master of the earth, able to tear the skin off his foes with vicious sand storms. Those unfortunate to succumb to his potent toxins are condemned to violently burst apart in a cloud of noxious fumes. Sensing his growing power, the Lich King sought out Crixalis and, unable to sway him, slew him in battle. Summoned to aid the Undead Scourge, the heart of the Sentinel quivers each time the ground trembles beneath them.
Burrowstrike
* Ability Type: Active
* Targeting Type: Point
* Ability Hotkey: E
The Sand King burrows into the ground and tunnels forward, impaling everything above him, then resurfaces.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 110
* 11 seconds
* 350
* 150
* 1.65 seconds
* Enemy units
* Deals 100 damage and stuns for 1.65 seconds.
* 2
* 120
* 11 seconds
* 450
* 150
* 1.65 seconds
* Enemy units
* Deals 160 damage and stuns for 1.65 seconds.
* 3
* 130
* 11 seconds
* 550
* 150
* 1.65 seconds
* Enemy units
* Deals 220 damage and stuns for 1.65 seconds.
* 4
* 140
* 11 seconds
* 650
* 150
* 1.65 seconds
* Enemy units
* Deals 280 damage and stuns for 1.65 seconds.
Notes
• Damage type: magical
• Hit units will fly for 0.52 seconds before the real stun is applied.
Sand Storm
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: R
Sand King creates a fearsome Sand Storm. The storm blinds his enemies and he becomes invisible to them. The storm also causes his opponents to take damage.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 60
* 40 seconds
* N/A
* 275
* 20 seconds
* Enemy units
* Deals 20 damage per second. 0.3 second delay before Sand King is revealed
* 2
* 50
* 30 seconds
* N/A
* 325
* 40 seconds
* Enemy units
* Deals 40 damage per second. 0.6 second delay before Sand King is revealed
* 3
* 40
* 20 seconds
* N/A
* 375
* 60 seconds
* Enemy units
* Deals 60 damage per second. 0.9 second delay before Sand King is revealed
* 4
* 30
* 10 seconds
* N/A
* 525
* 80 seconds
* Enemy units
* Deals 80 damage per second. 1.5 second delay before Sand King is revealed
Notes
• Damage type: magical
• Sand Storm is considered a channeling spell.
Caustic Finale
* Ability Type: Passive
* Targeting Type: N/A
* Ability Hotkey: L
Each of the Sand King's attacks injects a deadly venom that causes the target to explode violently on death, dealing damage in an area.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* N/A
* N/A
* N/A
* 400
* 2 seconds
* Enemy units
* 90 damage
* 2
* N/A
* N/A
* N/A
* 400
* 2 seconds
* Enemy units
* 130 damage
* 3
* N/A
* N/A
* N/A
* 400
* 2 seconds
* Enemy units
* 170 damage
* 4
* N/A
* N/A
* N/A
* 400
* 2 seconds
* Enemy units
* 220 damage
Notes
• Damage type: magical
• Exploding units leave no corpse.
• Caustic Finale places a buff on the attacked unit that lasts 2 seconds. If a unit dies with the buff on it, it will still explode, regardless if Sand King delivered the killing blow or not.
• Does not work on denies (the buff is not placed on allied units).
• Caustic Finale is an Orb Effect.
Epicenter
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: C
Sends a disturbance into the earth, causing it to shudder violently. All caught within range will take damage and become slowed. The closer to the epicenter, the more damage taken.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 175
* 140 (120*) seconds
* N/A
* 275
* 3 seconds
* Enemy units
* Emits 6 (8*) pulses. Each pulse deals 110 damage and slows by 30%
* 2
* 250
* 120 (100*) seconds
* N/A
* 275
* 3 seconds
* Enemy units
* Emits 8 (10*) pulses. Each pulse deals 110 damage and slows by 30%
* 3
* 325
* 100 (80*) seconds
* N/A
* 275
* 3 seconds
* Enemy units
* Emits 10 (12*) pulses. Each pulse deals 110 damage and slows by 30%
Notes
• Damage type: magical
• Sand King channels for 2 seconds before activating this skill. Stopping the channeling will waste the cooldown and mana required for the skill.
• The pulses are centered on the Sand King's current location, not where he first casted the spell.
• The AoE of the pulses is 275 / 325 / 375 / 425 / 475 / 525 / 575 / 650 / 675 / 700 / (775 / 825*)
• Can be improved by Aghanim's Scepter (* shows the improved values).
------------------------------------
Spiritbreaker
Barathrum
* Affiliation: Scourge
* Attack Animation: 0.6 / 0.3
* Damage: 45 - 55
* Casting Animation: 0.47 / 0.8
* Armor: 5.4
* Base Attack Time: 1.7
* Movespeed: 295
* Missile Speed: Instant
* Attack Range: 100 (melee)
* Sight Range: 1800 / 800
True to his name, the Spiritbreaker is excellent at crushing the fight out of an enemy target. His skills are focused on disabling and killing a single enemy hero, making him much more effective in ambushes and one on one situations than large team battles. The Spiritbreaker generally opens with a Charge of Darkness, which allows him to charge from any point on the map towards the target, increasing in speed as he approaches his target. Upon arrival, he delivers a crushing stun, giving him time to follow up with his other active ability: Netherstrike. Netherstrike is a short range teleporting attack, which knocks the target back and deals massive damage. The Spiritbreaker's two passive skills supplement this combo. Empowering Haste is a aura which significantly boosts the movement speed of the Spiritbreaker and nearby allies, as well as providing him with a damage bonus based on his movement speed. Greater Bash is partly what makes the Spiritbreaker so feared by lone enemies. Upon connecting a Greater Bash, the Spiritbreaker deals extra damage and knocks the target back, stunning and disabling them completely. With Charge of Darkness, Greater Bash, and Netherstrike, hapless targets of the Spiritbreaker's attention are often dead before they can so much as lift a finger in retaliation.
An outcast of the Spirithoof clan, Barathrum retreated in shame to the Ethereal Plane, feeding off wandering souls to sustain himself, and wandered aimlessly for centuries, alone and miserable. Found and recruited by the Lich King, Barathrum's uncanny speed and wraithlike powers have now been unleashed upon the Material Plane, his lantern able to project nether energy into enemies, sending them backwards with sudden force. With the ability to close the distance between himself and a target in seconds, Barathrum the Spiritbreaker is more than a match for anyone.
Charge of Darkness
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: C
Barathrum takes a few seconds to charge up, then charges at his target , merging with the shadows at high speeds. Upon leaving the shadows, Barathrum shocks his opponent into an immobile state for some time. Enemies can only see the buff indicator when he is near his target.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 75
* 40 seconds
* Global
* N/A
* 4 second
* Enemy unit
* Stuns for 1.4 seconds
* 2
* 75
* 40 seconds
* Global
* N/A
* 4 seconds
* Enemy unit
* Stuns for 1.8 seconds
* 3
* 75
* 40 seconds
* Global
* N/A
* 4 seconds
* Enemy unit
* Stuns for 2.2 seconds
* 4
* 75
* 40 seconds
* Global
* N/A
* 4 seconds
* Enemy unit
* Stuns for 2.6 seconds
Notes
• Target will become aware of the charge (a buff is visible in the status bar) when Barathrum is within 2500 distance.
• Gives vision on cast and true sight near the end over the target.
• Barathrum can run through units and trees, although he will still obey standard pathfinding through the terrain.
• Charges up in place for up to 4 seconds, then movement begins at a speed relative to how long you charged for.
• When you charged longer than 3.8 seconds, Barathrum becomes magic immune for the rest of the charge.
• Allies of Barathrum (and himsefl) will see an animation over the head of the target.
• The movement speed bonus from Charge remains for 2 seconds after impact with the target.
• Adds a Subability to end the charge using not the full bonuses.
Empowering Haste
* Ability Type: Passive
* Targeting Type: N/A
* Ability Hotkey: H
Causes the Spiritbreaker to swing his weapon faster with higher movement speed, allowing him to deal extra damage. His presence increases the movement speed of nearby allied units.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* N/A
* N/A
* N/A
* 900
* N/A
* Allied units (movespeed) / Self (increased damage)
* Increases movement speed by 6% and damage by 4% of his movement speed.
* 2
* N/A
* N/A
* N/A
* 900
* N/A
* Allied units (movespeed) / Self (increased damage)
* Increases movement speed by 8% and damage by 8% of his movement speed.
* 3
* N/A
* N/A
* N/A
* 900
* N/A
* Allied units (movespeed) / Self (increased damage)
* Increases movement speed by 10% and damage by 12% of his movement speed.
* 4
* N/A
* N/A
* N/A
* 900
* N/A
* Allied units (movespeed) / Self (increased damage)
* Increases movement speed by 12% and damage by 16% of his movement speed.
Notes
• The bonus damage is added to Barathrum's ordinary attack damage.
Greater Bash
* Ability Type: Passive
* Targeting Type: N/A
* Ability Hotkey: T
Gives a 17% chance to bash enemies across the ground, doing more initial damage and damage as they skid.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* N/A
* 1.5 seconds
* N/A
* N/A
* 0.95 seconds
* Enemy unit
* Deals 25 damage, 140 knockback distance.
* 2
* N/A
* 1.5 seconds
* N/A
* N/A
* 1.15 seconds
* Enemy unit
* Deals 50 damage, 180 knockback distance.
* 3
* N/A
* 1.5 seconds
* N/A
* N/A
* 1.35 seconds
* Enemy unit
* Deals 75 damage, 220 knockback distance.
* 4
* N/A
* 1.5 seconds
* N/A
* N/A
* 1.55 seconds
* Enemy unit
* Deals 100 damage, 260 knockback distance.
Notes
• Damage type: magical
• Greater Bash is triggered everytime Spiritbreaker initiates an attack, so it is not necessary to land the attack in order for Greater Bash to work.
Nether Strike
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: E
Moves you next to your target doing extra damage. Performs a greater bash hit. Casting range improves per level.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 125
* 75 (20*) seconds
* 400 (550*)
* N/A
* N/A
* Enemy unit
* Moves Barathrum next to the target, deals 100 damage.
* 2
* 150
* 75 (20*) seconds
* 550 (700*)
* N/A
* N/A
* Enemy unit
* Moves Barathrum next to the target, deals 200 damage.
* 3
* 175
* 75 (20*) seconds
* 700 (850*)
* N/A
* N/A
* Enemy unit
* Moves Barathrum next to the target, deals 300 damage.
Notes
• Damage type: magical
• Barathrum will move to the other side of the target seen from the point he cast it.
• Always performs a Greater Bash level 4 upon casting.
• Teleportation and damage is delayed 1 second while Barathrum is fading out, Barathrum is magic immune for this time period.
• Can be improved by Aghanim's Scepter (* shows the improved values).
• With Aghanim's Scepter, performs a Greater Bash level 4 on all units in a 250 AoE of Spiritbreaker upon arrival.
--------------------------------
Tidehunter
Leviathan
* Affiliation: Scourge
* Attack Animation: 0.6 / 0.56
* Damage: 47 - 53
* Casting Animation: 0.3 / 0.51
* Armor: 3.1
* Base Attack Time: 1.7
* Movespeed: 310
* Missile Speed: Instant
* Attack Range: 100 (melee)
* Sight Range: 1800 / 800
A massive sea monster of incredible strength and toughness, Leviathan is a real tank. Using his Gush skill, he can slow and damage a single target while reducing their armor, allow the Tidehunter and his allies to pummel the target to a pulp. To aid his close combat skills, the Leviathan has a powerful Anchor Smash passive skill, which gives him a chance to unleash a devastating area of effect spin with every attack. A target of Gush who is hit by an Anchor Smash or two is in deep trouble. To protect himself while chasing down and smashing enemies, Leviathan has a second passive: Kraken Shell. This ability reduces all damage from physical attacks by a set number, allowing the Leviathan to wade into combat without fear, ignoring the blows of lesser foes. Kraken Shell also occasionally dispels negative spell effects from Leviathan, making him even more difficult to stop. By far the most feared ability of the Tidehunter is Ravage. This mighty ability allows the Tidehunter to cause immense damage and stun all enemies in a large area around him. This ability is most effective in large team battles, where it is a simple matter to hit the entire enemy team at once with its spikes, setting up the Tidehunter and his allies for an easy victory.
Formerly considered by the Old Gods as an oeuvre of the cosmos, Leviathan was thrown into the watery abyss after an alleged connivance with the Titans whom they have fought against. Chained to an anchor and guarded by a virtually indomitable kraken, the Tidehunter had lain dormant in the unfathomable depths for eons until he finally mustered enough strength to break away. He killed his enslaver, took its shell as armor and the once loathed anchor became his weapon. Unforgiving and frigid as the sea, Leviathan had sworn to disembowel everyone who would dare disturb his much valued freedom as he knocks them out with ravaging force. The terror of the tides had come at last and all those who will try to stop him shall be swept away.
Gush
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: G
Summons a spirit of the tides to damage an enemy unit. Reduces the movement speed by 40% and armor of the enemy unit. Lasts 4 seconds.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 120
* 12 seconds
* 700
* N/A
* 4 seconds
* Enemy units
* Deals 110 damage, slows movement speed by 40% and reduces armor by 2
* 2
* 120
* 12 seconds
* 700
* N/A
* 4 seconds
* Enemy units
* Deals 160 damage, slows movement speed by 40% and reduces armor by 3
* 3
* 120
* 12 seconds
* 700
* N/A
* 4 seconds
* Enemy units
* Deals 210 damage, slows movement speed by 40% and reduces armor by 4
* 4
* 120
* 12 seconds
* 700
* N/A
* 4 seconds
* Enemy units
* Deals 260 damage, slows movement speed by 40% and reduces armor by 5
Notes
• Damage type: magical
Kraken Shell
* Ability Type: Passive
* Targeting Type: N/A
* Ability Hotkey: R
Creates a thick armor shell around Leviathan that protects him against attacks. Additionally, this ability removes negative buffs when he has taken significant damage.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* N/A
* N/A
* N/A
* N/A
* N/A
* Enemy units
* Reduces damage received by 7 and removes negative buffs every time 600 damage is taken.
* 2
* N/A
* N/A
* N/A
* N/A
* N/A
* Enemy units
* Reduces damage received by 14 and removes negative buffs every time 600 damage is taken.
* 3
* N/A
* N/A
* N/A
* N/A
* N/A
* Enemy units
* Reduces damage received by 21 and removes negative buffs every time 600 damage is taken.
* 4
* N/A
* N/A
* N/A
* N/A
* N/A
* Enemy units
* Reduces damage received by 28 and removes negative buffs every time 600 damage is taken.
Notes
• Does not prevent damage from towers or magical damage
• Only damage from player owned sources is counted towards buff removal.
• Damage counter for buff removal resets when you don't take player based damage for 6 seconds.
Anchor Smash
* Ability Type: Passive
* Targeting Type: N/A
* Ability Hotkey: C
Leviathan swings his mighty anchor with a vengeance. Gives a 25% chance to deal bonus damage to nearby enemies.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* N/A
* N/A
* N/A
* 200 (full damage) / 325 (half damage)
* N/A
* Enemy units
* Deals 75 damage
* 2
* N/A
* N/A
* N/A
* 200 (full damage) / 325 (half damage)
* N/A
* Enemy units
* Deals 115 damage
* 3
* N/A
* N/A
* N/A
* 200 (full damage) / 325 (half damage)
* N/A
* Enemy units
* Deals 155 damage
* 4
* N/A
* N/A
* N/A
* 200 (full damage) / 325 (half damage)
* N/A
* Enemy units
* Deals 200 damage
Notes
• Damage type: magical
• Will not damage ethereal units.
Ravage
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: V
Slams the ground, causing waves of spikes to ring the hero in all directions. Deals damage and stuns.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 150
* 150 seconds
* N/A
* 825
* 1.5 seconds
* Enemy units
* Deals 250 damage and stuns for 1.5 seconds
* 2
* 225
* 150 seconds
* N/A
* 925
* 1.8 seconds
* Enemy units
* Deals 350 damage and stuns for 1.8 seconds
* 3
* 325
* 150 seconds
* N/A
* 1025
* 2.25 seconds
* Enemy units
* Deals 450 damage and stuns for 2.25 seconds
Notes
• Damage type: magical
• Full damage and stun are dealt to invisible units.
• Ravage waves move outwards at a speed of 900.
----------------------------
Phoenix
Icarus
# ffiliation: Sentinel
# Attack Animation: 0.35 / 0.633
# Damage: 54 - 64
# Casting Animation: 0.1 / 0.5
# Armor: 0
# Base Attack Time: 1.7
# Movespeed: 290
# Missile Speed: 1100
# Attack Range: 500
# Sight Range: 1800 / 800
Ancient scriptures spoke of seven sacred emanations of light, and of their convergence in great conflict. The collision of these rays upon the mortal realm created a pyre of the highest purity, giving birth to the mythical Phoenix. As a manifestation of divine flames, Icarus can discharge either flames of death and destruction, or of life and healing. The concentrated beam of energy that he can emit can incinerate whole armies from across the battlefield. Unafraid to utilize his own life-force in order to vanquish his enemies, Icarus can also harness the direct power of the sun to create a stellar explosion.
Icarus Dive
* Ability Type: Active
* Targeting Type: Point
* Ability Hotkey: D
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage and disarming any units he comes into contact with, and then orbiting back to his original position. If during the 2 second duration of this spell Phoenix casts another spell, the dive ends. Phoenix gains magic immunity for this brief dive period as well. Costs 10% of current HP to cast.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 100
* 40
* 99999
* 300
* 2 / 2 seconds *
* Enemy units
* 100 damage, disarm heroes
* 2
* 100
* 40
* 99999
* 300
* 2 / 2.5 seconds *
* Enemy units
* 150 damage, disarm heroes
* 3
* 100
* 40
* 99999
* 300
* 2 / 3 seconds *
* Enemy units
* 200 damage, disarm heroes
* 4
* 100
* 40
* 99999
* 300
* 2 / 3.5 seconds *
* Enemy units
* 250 damage, disarm heroes
Notes
• (*) Travel duration / Disarm duration
• Damage type : magical
• The HP cost (10% of your current HP) is direct HP removal.
• Phoenix's trajectory has a 1400 length and 500 width.
• You can end the dive manually by pressing the hotkey again.
• Casting any spell or using any item will also end the dive.
• Trees are destroyed in Phoenix's trajectory.
• Phoenix is magic immune during the dive.
Fire Spirits
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: F
Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power and can be used to damage his enemies or heal his allies. Costs 10% of your current HP to cast.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 75
* 35
* N/A
* 400
* 12.5 seconds
* Enemy and allied units *
* Min heal/damage per spirit : 10. Max heal/damage per spirit : 40.
* 2
* 75
* 35
* N/A
* 400
* 12.5 seconds
* Enemy and allied units *
* Min heal/damage per spirit : 15. Max heal/damage per spirit : 60.
* 3
* 75
* 35
* N/A
* 400
* 12.5 seconds
* Enemy and allied units *
* Min heal/damage per spirit : 20. Max heal/damage per spirit : 80.
* 4
* 75
* 35
* N/A
* 400
* 12.5 seconds
* Enemy and allied units *
* Min heal/damage per spirit : 25. Max heal/damage per spirit : 100.
Notes
• (*) Heals allied units and damages enemy units in a 400 AoE around an exploding spirit.
• Damage type : magical
• The HP cost (10% of your current HP) is direct HP removal.
• At the end of the duration, or when Phoenix dies or casts Supernova, remaining spirits will sacrifice themselves on the spot, dealing their heal/damage.
• The spirits grow to their full power linearly during 10 seconds.
Target Fire Spirits
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: F
Targets a fire spirit towards a unit.
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 0
* 0 seconds
* 1200
* N/A
* N/A
* Enemy and allied units
* Targets a fire spirit towards a unit
Notes
• The spirit will move at 600 ms toward the target.
Sun Ray
* Ability Type: Active
* Targeting Type: Point
* Ability Hotkey: R
Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam slows and damages enemies for a percentage of their life. Costs 25% of current HP to activate.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 35 to activate, then 4% of max mana per second
* 0 seconds
* 2000
* 75 / 175 *
* 1 second
* Enemy units
* Damage per second : 10 + 5% of target's max life. 10% movement speed slow on heroes.
* 2
* 35 to activate, then 4% of max mana per second
* 0 seconds
* 2000
* 75 / 175 *
* 1 second
* Enemy units
* Damage per second : 20 + 5% of target's max life. 16% movement speed slow on heroes.
* 3
* 35 to activate, then 4% of max mana per second
* 0 seconds
* 2000
* 75 / 175 *
* 1 second
* Enemy units
* Damage per second : 30 + 5% of target's max life. 22% movement speed slow on heroes.
* 4
* 35 to activate, then 4% of max mana per second
* 0 seconds
* 2000
* 75 / 175 *
* 1 second
* Enemy units
* Damage per second : 40 + 5% of target's max life. 28% movement speed slow on heroes.
Notes
• (*) AoE around the ray / AoE around the main target
• Damage type : pure
• The HP cost (25% of your current HP) is direct HP removal.
• The ray will stop at the first hero it finds and burn an area around it.
• The maximum distance of the ray is 1150.
• Upon casting, Phoenix loses the ability to move and to attack, but can use a subability to drift in the direction of the ray.
• Clicking on the ground causes Phoenix to slowly aim the ray in the direction you clicked. (turn rate : 50 degrees per second)
• This ability can be toggled off.
• It will automatically stop if Phoenix lacks mana, casts Supernova, or if he is stunned or silenced.
• Phoenix cannot drop items or use any targeted item ability during Sun Ray.
Sun Ray Movement
* Ability Type: Toggle
* Targeting Type: Instant
* Ability Hotkey: E
Allows Phoenix to move in the direction of his Sun Ray.
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 0
* 0 seconds
* N/A
* N/A
* N/A
* N/A
* Allows Phoenix to move during Sun Ray
Notes
• Phoenix moves with a fixed 250 movement speed in this state.
• Phoenix can move through cliffs and will destroy trees on his path.
• Any immobilizing effect (like Ensnare) will stop this movement.
• Any slowing effect will not affect this movement.
Supernova
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: V
The Phoenix willingly ends his current life for the chance to be reborn. Transforms into a burning sun that scorches enemies within 1000 range. The sun can be attacked by enemy heroes; if it is destroyed, the Phoenix dies as well. However, if the sun survives for 6 seconds all enemies in range will be stunned and the Phoenix will return to life fully regenerated.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 200
* 110
* N/A
* 1000
* 6 / 1.5 seconds *
* Enemy units
* 60 damage per second, 5 hero attacks required to kill the sun
* 2
* 200
* 110
* N/A
* 1000
* 6 / 2 seconds *
* Enemy units
* 80 damage per second, 7 hero attacks required to kill the sun
* 3
* 200
* 110
* N/A
* 1000
* 6 / 2.5 seconds *
* Enemy units
* 100 damage per second, 9 hero attacks required to kill the sun
Notes
• (*) Supernova duration / Stun duration
• Damage type : magical
• Only attacks from heroes (Meepo clones included, but not illusions) can damage the sun.
• No ability can affect the sun.
• Phoenix is paused, hidden and invulnerable for the duration of Supernova.
--------------------------------
Tuskarr
Ymir
* Affiliation: Sentinel
* Attack Animation: 0.36 / 0.64
* Damage: 50 - 54
* Casting Animation: 0.1 / 1
* Armor: 3.2
* Base Attack Time: 1.7
* Movespeed: 305
* Missile Speed: Instant
* Attack Range: 128 (melee)
* Sight Range: 1800 / 800
Hailing from the Borean Tundra, Ymir is one of the wisest Tuskarr warriors. Acquainted with years of warfare experience against raiding Ice Trolls and Nerubian Spiders that beset his village during his younger years, Ymir eagerly volunteered himself into the ranks of the Sentinel to help halt the notorious rise of the Lich King. A specialist in controlling the element of ice, Ymir's prowess lies in surprising enemies with frosty magics. His arsenal not only consists of propelling Snowballs and hurling shards of solidifying ice, but also conjuring massive Snowstorms that greatly impede his enemies' battle efficiency.
Ice Shards
* Ability Type: Active
* Targeting Type: Point
* Ability Hotkey: E
Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 120
* 18 seconds
* 1500
* 200
* 5 seconds
* Enemy units
* 70 damage
* 2
* 120
* 16 seconds
* 1500
* 200
* 5 seconds
* Enemy units
* 140 damage
* 3
* 120
* 14 seconds
* 1500
* 200
* 5 seconds
* Enemy units
* 210 damage
* 4
* 120
* 12 seconds
* 1500
* 200
* 5 seconds
* Enemy units
* 280 damage
Notes
• Damage type : magical
• The maximum range of the shards is 1600.
• The shards create an unpassable barrier once released.
Snowball
* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: W
Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes 40 extra damage and 0.25 extra stun duration.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 75
* 40
* 1250
* 200+40 per second
* 0.25s / 0.5s *
* Enemy units
* 40 / 80 damage * and stun
* 2
* 75
* 40
* 1250
* 200+40 per second
* 0.5s / 0.75s *
* Enemy units
* 80 / 120 damage * and stun
* 3
* 75
* 40
* 1250
* 200+40 per second
* 0.75s / 1s *
* Enemy units
* 120 / 160 damage * and stun
* 4
* 75
* 40
* 1250
* 200+40 per second
* 1s / 1.25s *
* Enemy units
* 160 / 200 damage * and stun
Notes
• (*) On secondary / main target
• Damage type : magical
• The speed of the snowball is equal to 150% of Tuskarr's speed, plus 50% of any extra hero's speed.
• Illusions will not roll into the snowball, but Meepo clones will.
• The snowball stops chasing its target after 3 seconds.
• The snowball can cross cliffs and will destroy trees.
Frozen Sigil
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: F
Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 75
* 50 seconds
* N/A
* 600
* 30 seconds
* Enemy units
* Slows movement speed by 10%, attack speed by 30%
* 2
* 75
* 50 seconds
* N/A
* 600
* 30 seconds
* Enemy units
* Slows movement speed by 15%, attack speed by 40%
* 3
* 75
* 50 seconds
* N/A
* 600
* 30 seconds
* Enemy units
* Slows movement speed by 20%, attack speed by 50%
* 4
* 75
* 50 seconds
* N/A
* 600
* 30 seconds
* Enemy units
* Slows movement speed by 25%, attack speed by 60%
Notes
• The Sigil will automatically follow Tuskarr if no order is given to it.
• The Sigil flies, has a 310 MS, 220/240/260/280 HP, a 400/400 vision, and gives a 90/100/110/120 gold bounty.
Walrus Punch
* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: R
Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage.
* Level
* Mana Cost
* Cooldown
* Casting range
* Area of Effect
* Duration
* Allowed Targets
* Effects
* 1
* 50
* 30 seconds
* N/A
* N/A
* 1 / 2 seconds *
* Enemy units
* Automatic critical hit (2.25x, or 4x if the target has less than 50% HP), 40% movement speed slow
* 2
* 75
* 24 seconds
* N/A
* N/A
* 1 / 3 seconds *
* Enemy units
* Automatic critical hit (2.25x, or 4x if the target has less than 50% HP), 40% movement speed slow
* 3
* 100
* 18 seconds
* N/A
* N/A
* 1 / 4 seconds *
* Enemy units
* Automatic critical hit (2.25x, or 4x if the target has less than 50% HP), 40% movement speed slow
Notes
• (*) Air time / slow duration
• Damage type : physical
• Walrus Punch cannot miss.
• If you don't land an attack against a valid target in the next 10 seconds, Walrus Punch ends.
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