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 dotA Hero guide

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MesajSubiect: dotA Hero guide   Mier Mar 24, 2010 6:43 am

Rezumarea primului mesaj :

Anub`arak - The Nerubian Assassin
Anub’arak was once the greatest champion of the Nerubians, but fell in the Second War of the Spider. He was resurrected by the Lich King Ner’zhul, who promised him eternal undeath in exchange for his unswerving loyalty. His layers of spiked armor are nearly impregnable, causing severe damage to attackers. When threatened, he shoots these spikes through enemies maiming and disorienting them. He channels his dark powers into a bolt of disarming negative energy, and those who witness him blending into the shadows of the frozen tundra have never lived to tell the tale.

Strength - 18 + 2.0
Agility - 19 + 2.2
Intelligence - 18 + 2.1

Learns Impale, Mana Burn, Spiked Carapace, and Vendetta

Attack range of 128 (melee).
Movement speed of 300.
Summoning The Nerubian Assassin in Dota

The Nerubian Assassin is part of the Scourge race Evening Tavern. This dota hero primary skill is Agi

Anub`arak Dota Skills

Impale (E)
Slams the ground with massive claws, shooting spiked tendrils out in a straight line, dealing damage and hurling enemy ground units into the air in their wake.
Level 1 - 80 damage, .75 second stun.
Level 2 - 160 damage, 1.25 second stun.
Level 3 - 230 damage, 1.75 second stun.
Level 4 - 300 damage, 2.25 second stun.
Mana Cost: 95/ 115/ 135/ 155
Cooldown: 11 seconds

Dota Guide: Impale is a one great skill to immobilize your enemies and escape death. This is one good skill to cast especially when your teaming up with your allies to kill enemy dota heroes.

Mana Burn (R)
Sends a bolt of negative energy that burns a target enemy unit’s mana. Burned mana combust’s, dealing damage to the target equal to the amount of mana burned.
Level 1 - Burns up to 70 mana.
Level 2 - Burns up to 120 mana.
Level 3 - Burns up to 185 mana.
Level 4 - Burns up to 260 mana.
Mana Cost: 65/ 80/ 100/ 115
Cooldown: 7 seconds

Dota Guide: Nothing immobilizes more your enemy than to burn his mana. But make sure that you have a mana to burn on your enemies and not just casting this as crazy everytime you see a hero.

Spiked Carapace (D)
The Nerubian Assassin forms barbed layers of chitinous armor that increases its defense and returns damage to enemy melee attackers.
Level 1 - 10% damage returned, 2 bonus armor.
Level 2 - 20% damage returned, 4 bonus armor.
Level 3 - 30% damage returned, 6 bonus armor.
Level 4 - 40% damage returned, 8 bonus armor.
Mana Cost: N/A
Cooldown: N/A

Dota Guide: The Nerubian Assassin Spiked Carapace is your least priority among all of its skill. This does not practically do anything than to increase your defense.

Vendetta (V)
The Nerubian Assassin turns invisible for a short period of time, and can break his invisibility with an incredibly damaging attack.
Level 1 - Deals 225 backstab damage. 10% movement speed.
Level 2 - Deals 375 backstab damage. 15% movement speed.
Level 3 - Deals 525 backstab damage. 20% movement speed.
Mana Cost: 160/210/260
Cooldown: 90/75/60 seconds

Dota Guide: The Nerubian Assassin ultimate skill is one good skill to escape death because it gives you invisibility. Because of this invisibility, it gives you a lot of advantage to attck enemy dota heroes from behind.
Anub`arak Dota Guide - Skills

Start with Impale then Mana Burn. On level 6, activate the skill Vendetta then max out impale and mana burn then stats.

1. Impale
2. Mana Burn
3. Mana Burn
4. Impale
5. Impale
6. Vendetta
7. Impale
8. Mana Burn
9. Mana Burn
10. Stats
11. Vendetta
12. Stats
13. Stats
14. Stats
15. Stats
16. Vendetta
17. Carapace
18. Carapace
19. Carapace
20. Carapace
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
Anub`arak Dota Guide -Items

* Ideal items are boots of speed/travel
* Mask of death/Helm of dominator
* Dagon (up to 5 upgrades)
* Battle fury

Anub`arak Dota Strengths

* Excellent on hunting down other dota heroes
* Skills are well balanced in damage and effect

Anub`arak Dota Weakness

* Low damage output on normal attacks.
* At start, relies a little too much on last hits on creeps to gain gold


Ultima editare efectuata de catre AgA86 in Mier Mar 24, 2010 8:40 am, editata de 3 ori
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MesajSubiect: Cairne Bloodhoof - Tauren Chieftain   Joi Mar 25, 2010 7:42 am

Since ancient times it has been prophesized by the Tauren elders that a Chieftain will come, strong as the mightiest warriors and wise as the eldest shamans. After many years of wandering the sacred lands, seeking wisdom from his forefathers, Cairne Bloodhoof has proven himself as the long awaited hero. Cairne carries with him the spirit of his mightiest ancestor, and now the ground shakes with the combined strength of the Chieftain and his guardian spirit. No physical nor magical barrier can reduce the power of his enchanted halberd, the weapon used by his guardian in ancient times. Such is the power of this axe that it can split the very earth itself. Seeking revenge for the ravaging of his homeland, Cairne will soon bring his wrath upon the Scourge.
Cairne Bloodhoof - Tauren Chieftain
Range: 150 | Move Speed: 310
Primary: STR
Str: 24 + 2.3 | Agi: 14 + 1.5 | Int: 23 + 1.6
Damage: 47-57 | HP: 606 | Mana: 299
HP Regen: 0.97 | Mana Regen: 0.93
Attack Speed: 0.67 | Armor: 3

Echo Stomp (T)
Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconscious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is separated from you, it will still perform its part of the spell. 1.4 second cast time.
Level 1 - Knocks out units for 2 seconds.
Level 2 - Knocks out units for 3 seconds.
Level 3 - Knocks out units for 4 seconds.
Level 4 - Knocks out units for 5 seconds.
• Damage type: magical (spirit), physical (tauren)
• Area of Effect: 500
Mana Cost: 100/115/130/145
Cooldown: 15 seconds
Ancestral Spirit (C)
The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While separate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck.
Level 1 - Deals 120 damage. Gives 3 attack damage and 1% speed per creep, and 10 attack damage and 5% speed per hero, lasts 8 seconds.
Level 2 - Deals 160 damage. Gives 6 attack damage and 1% speed per creep, and 20 attack damage and 5% speed per hero, lasts 8 seconds.
Level 3 - Deals 200 damage. Gives 9 attack damage and 1% speed per creep, and 30 attack damage and 5% speed per hero, lasts 8 seconds.
Level 4 - Deals 240 damage. Gives 12 attack damage and 1% speed per creep, and 40 attack damage and 5% speed per hero, lasts 9 seconds.
• Casting Range: 1000
• Area of Effect: 275
• The spirits movements are Tauren Chieftain's own but mirrored.
Mana Cost: 110
Cooldown: 19 seconds
Natural Order (N)
The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to its most basic level. Removes base Magic and Physical resistance.
Level 1 - 20% reduction.
Level 2 - 40% reduction.
Level 3 - 60% reduction.
Level 4 - 80% reduction.
• Area of Effect: 250
• The Ancestral Spirit also has this ability.
Mana Cost: N/A
Cooldown: N/A
Earth Splitter (E)
Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds. Deals 35% of a unit's maximum HP.
Level 1 - Deals 35% of targets maximum hp, and slows 30% for 3 seconds.
Level 2 - Deals 35% of targets maximum hp, and slows 40% for 4 seconds.
Level 3 - Deals 35% of targets maximum hp, and slows 50% for 5 seconds.
Mana Cost: 175
Cooldown: 100
• Casting Range: 1600
• Area of Effect: 325 (width) / 2400 (distance)
• The whole crack implodes 3 seconds after casting.
• The crack extends with a speed of 900, to maximum distance of 2400.
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MesajSubiect: Rooftrellen - The Treant Protector   Joi Mar 25, 2010 7:47 am

A treant of immense age and wisdom, Rooftrellen was merely a sapling during the invasion of the Burning Legion. Having grown powerful over thousands of years, Rooftrellen has lent his considerable might to the Sentinel cause. An omnipresent force in the forest, he is capable using his power over the forest to hide his allies. Rooftrellen is aided by the forest itself, providing him with a thick living armor of vines and entangling nearby foes in a deadly embrace, allowing Rooftrellen to pound his victims to dust with his massive gnarled limbs.
Rooftrellen - The Treant Protector
Range: 128 | Move Speed: 300
Primary: STR
Str: 27 + 3.4 | Agi: 15 + 2 | Int: 17 + 1.8
Damage: 59 – 67 | HP: 663 | Mana: 221
HP Regen: 1.06 | Mana Regen: 0.69
Attack Speed: 1.48 | Armor: 3

Nature`s Guise (T)
Changes a target friendly unit's appearance so that it blends in with the forest. It is invisible to enemies eyes, but it must remain near a tree, or the guise is lost.
Level 1 - Lasts 15 seconds.
Level 2 - Lasts 30 seconds.
Level 3 - Lasts 45 seconds.
Level 4 - Lasts 60 seconds.
If the unit has a distance more than 375 to the closest tree, the invisibility will be removed. Can be used on units even if they aren't close to a tree, but the invisibility will be removed almost instantly. Treant Protector can cast spells without losing invisibility from Nature's Guise.
Mana Cost: 90/80/70/60
Cooldown: 3 seconds
Eyes in the Forest (E)
Creates an enchanted tree at a target point, allowing Rooftrellen to see the tree's surrounding area at all times. Vision improves slightly per level.
Level 1 - 300 second cooldown.
Level 2 - 225 second cooldown.
Level 3 - 150 second cooldown.
Level 4 - 75 second cooldown.
Casting Range: 125
Mana Cost: 100/75/50/25
Cooldown: 300/225/150/75 seconds
Living Armor (V)
Magically creates an armor of vines around a friendly unit or structure, protecting it from harm and healing wounds.
Level 1 - Adds 3 armor and regenerates 1 hit point per second.
Level 2 - Adds 6 armor and regenerates 2 hit points per second.
Level 3 - Adds 9 armor and regenerates 3 hit points per second.
Level 4 - Adds 12 armor and regenerates 4 hit points per second.
Mana Cost: 30/35/40/40
Cooldown: 7 seconds
Overgrowth (R)
Summons an overgrowth of damaging vines and branches. Prevents all nearby enemies from moving or attacking and deals 85 damage per second to each.
Level 1 - Lasts 3 seconds.
Level 2 - Lasts 4 seconds.
Level 3 - Lasts 5 seconds.
Mana Cost: 150/175/200
Cooldown: 160 seconds
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MesajSubiect: Razzil Darkbrew - Alchemist   Joi Mar 25, 2010 8:23 am

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 for the means he must resort to for a sizeable 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. Though notoriously famed to be inhumane and savage in his actions, he succeeds in crippling the mighty Scourge with the vilest of elixirs.
Razzil Darkbrew - Alchemist
Range: 128 | Move Speed: 300
Primary: STR
Str: 25 + 1.8 | Agi: 11 + 1.2 | Int: 25 + 1.8
Damage: 49 - 58 | HP: 625 | Mana: 325
HP Regen: 1 | Mana Regen: 1.01
Attack Speed: 0.65 | Armor: 1

Acid Spray (D)
Sprays high-pressure acid across a target area. Hostile units who step across the contaminated terrain take physical damage per second and have their armor reduced.
Level 1 - 8 damage per second, reduces armor by 3, lasts 16 seconds.
Level 2 - 16 damage per second, reduces armor by 4, lasts 16 seconds.
Level 3 - 24 damage per second, reduces armor by 5, lasts 16 seconds.
Level 4 - 32 damage per second, reduces armor by 6, lasts 16 seconds.
• Damage type: mixed
• This ability can hit magic immune units.
• The actual AoE of this ability is significantly larger than the visual effect.
• Casting range: 900
• Area of Effect: 775
Mana Cost: 160
Cooldown: 22
Unstable Concoction (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 1 - Up to 150 damage and 1 second stun
Level 2 - Up to 200 damage and 2 second stun
Level 3 - Up to 250 damage and 3 second stun
Level 4 - Up to 300 damage and 4 second stun

• Casting range: 775
• Duration: 5 seconds
• Allowed targets: Enemy heroes
• 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
• 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 an enemy unit within 200 AoE around its position
• Unstable Concoction is blocked by Linken's Sphere

Mana Cost: 90
Cooldown: 16
Goblin`s Greed (G)
The Goblin converts the creep's corpse into gold. You get more gold for every extra creep you killed in the last 18 seconds.
Level 1 - 2 bonus gold per enemy.
Level 2 - 4 bonus gold per enemy.
Level 3 - 6 bonus gold per enemy.
Level 4 - 8 bonus gold per enemy.
• There is a cap of 18 bonus gold.
• Also works on hero kills.
Mana Cost: N/A
Cooldown: N/A
Chemical Rage (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 1 - 1.45 BAT, 350 Bonus HP, and 15 HP/3 Mana Bonus Regeneration, +30 Movespeed
Level 2 - 1.35 BAT, 700 Bonus HP, and 30 HP/7.5 Mana Bonus Regeneration, +40 Movespeed
Level 3 - 1.20 BAT, 1050 Bonus HP, and 60 HP/12 Mana Bonus Regeneration, +60 Movespeed
Mana Cost: 50/100/150
Cooldown: 45
• Has a 0.35 second transformation time.
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MesajSubiect: Rigwarl - The Bristleback   Joi Mar 25, 2010 10:02 am

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.
Rigwarl - The Bristleback
Range: 100 | Move Speed: 295
Primary: STR
Str: 22 + 2.2 | Agi: 17 + 1.8 | Int: 14 + 2.8
Damage: 52 – 62 | HP: 568 | Mana: 182
HP Regen: 0.91 | Mana Regen: 0.57
Attack Speed: 1.41 | Armor: 3

Viscous Nasal Goo (V)
Covers a target in snot, causing it to have reduced armor and movement speed. Casts on the same target are cumulative. Lasts 5 seconds.
Level 1 - -1 armor, 20% and 3% slow a cast.
Level 2 - -1 armor, 20% and 6% slow a cast.
Level 3 - -2 armor, 20% and 9% slow a cast.
Level 4 - -2 armor, 20% and 12% slow a cast.
Mana Cost: 30
Cooldown: 1.5
Quill Spray (R)
Sprays enemy units with quills dealing damage in a 650 AoE. Deals 30 extra damage for every time the unit was struck by a quill in the last 10 seconds.
Level 1 - 20 direct damage. 30 stacking damage.
Level 2 - 40 direct damage. 30 stacking damage.
Level 3 - 60 direct damage. 30 stacking damage.
Level 4 - 80 direct damage. 30 stacking damage.
Mana Cost: 35
Cooldown: 3
Bristleback (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 1 - 10% reduced from rear, 5% from sides.
Level 2 - 20% reduced from rear, 10% from sides.
Level 3 - 30% reduced from rear, 15% from sides.
Level 4 - 40% reduced from rear. 20% from sides.
Does not reduce lethal damage
Mana Cost: N/A
Cooldown: N/A
Warpath (W)
Everytime Rigwarl casts a spell, he works himself into a fury. Movement speed and damage increase on repeated spell casts. Lasts 10 seconds.
Level 1 - 10 damage/5% MS Base + 4 damage/1% MS Stack
Level 2 - 20 damage/7% MS Base + 8 damage/2% MS Stack
Level 3 - 30 damage/10% MS Base + 12 damage/3% MS Stack
Mana Cost: N/A
Cooldown: N/A
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MesajSubiect: Rattletrap - Clockwerk Goblin   Joi Mar 25, 2010 10:03 am

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 sticked 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.
Rattletrap - Clockwerk Goblin
Range: 125 | Move Speed: 310
Primary: STR
Str: 24 + 2.4 | Agi: 13 + 1.2 | Int: 17 + 1.3
Damage: 55-57 | HP: 606 | Mana: 221
HP Regen: 0.97 | Mana Regen: 0.69
Attack Speed: 0.66 | Armor: 2

Battery Assault (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 1 - Periodically deals 10 damage and ministuns.
Level 2 - Periodically deals 30 damage and ministuns.
Level 3 - Periodically deals 50 damage and ministuns.
Level 4 - Periodically deals 70 damage and ministuns.
• Damage type: magical
• Remains active even if Rattletrap is disabled.
• Area of Effect: 300
Mana Cost: 75
Cooldown: 32/28/24/20
Power Cogs (C)
The Clockwerk Goblin ejects pieces of his inner core to form a circular barrier around him, trapping nearby units in 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 1 - Drains 55 life and mana, lasts 3 seconds.
Level 2 - Drains 70 life and mana, lasts 4 seconds.
Level 3 - Drains 85 life and mana, lasts 5 seconds.
Level 4 - Drains 100 life and mana, lasts 6 seconds.
• Damage type: magical
• Cogs can shock magic immune and invisible units.
• Area of Effect: 200
Mana Cost: 50/60/70/80
Cooldown: 15
Rocket Flare (R)
Fires a fast moving missile at a target area on the map, revealing the targeted area. Upon impact it damages enemy units in the 600 AOE explosion.
Level 1 - Deals 80 damage. Reveals for 10 seconds.
Level 2 - Deals 120 damage. Reveals for 10 seconds.
Level 3 - Deals 160 damage. Reveals for 10 seconds.
Level 4 - Deals 200 damage. Reveals for 10 seconds.
• Damage type: magical
• Does not kill enemy animal couriers.
• Will stop neutral creeps from spawning near the revealed area.
• Casting Range: Global
• Area of Effect: 600
Mana Cost: 50
Cooldown: 20/18/16/14
Hookshot (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 be stunned.
Level 1 - 100 damage and a 1 second stun on collision, when Aghanim's Scepter acquired it works on allies, the allied unit will not get disabled or damaged, and enemy units will still get damaged and disabled.
Level 2 - 200 damage and a 1.5 second stun on collision, when Aghanim's Scepter acquired it works on allies, the allied unit will not get disabled or damaged, and enemy units will still get damaged and disabled.
Level 3 - 300 damage and a 2 second stun on collision, when Aghanim's Scepter acquired it works on allies, the allied unit will not get disabled or damaged, and enemy units will still get damaged and disabled.
Mana Cost: 150
Cooldown: 80(20)/60(20)/40(20)
• Damage type: magical
• The affected enemy will be paused until the hook retreats.
• Casting range: 2000/2500/3000
• Area of Effect: 150


Ultima editare efectuata de catre AgA86 in Sam Mar 27, 2010 9:57 am, editata de 1 ori
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MesajSubiect: Magnus - Magnataur   Joi Mar 25, 2010 10:18 am

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.
Magnus - Magnataur
Range: 100 | Move Speed: 315
Primary: STR
Str: 21 + 2.75 | Agi: 15 + 1.8 | Int: 17 + 1.65
Damage: 49 – 61 | HP: 549 | Mana: 221
HP Regen: 0.88 | Mana Regen: 0.69
Attack Speed: 0.68 | Armor: 4

Shockwave (W)
A wave of force ripples out from the Hero, causing damage to land units in a line.
Level 1 - 75 damage.
Level 2 - 150 damage.
Level 3 - 225 damage.
Level 4 - 300 damage.
• 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.
• Casting range: 500
• Area of Effect: 150 (AoE)/ 850 (Distance)
Mana Cost: 90
Cooldown: 11/10/9/8
Empower (E)
Increases attack damage for a friendly unit.
Level 1 - 15% attack damage bonus, lasts 30 seconds.
Level 2 - 30% attack damage bonus, lasts 30 seconds.
Level 3 - 45% attack damage bonus, lasts 30 seconds.
Level 4 - 60% attack damage bonus, lasts 30 seconds.
• Only increases base damage and that given by the primary attribute of the units. Raw bonus damage is not increased.
• Casting range: 500
Mana Cost: 30
Cooldown: 7
Mighty Swing (T)
Magnus' halberd swings in a mighty arc, damaging all enemies in a fairly wide circle. Targets beside the primary take less damage.
Level 1 - 12.5% damage is splashed.
Level 2 - 25.0% damage is splashed.
Level 3 - 37.5% damage is splashed.
Level 4 - 50.0% damage is splashed.
• Damage type: pure
Mana Cost: N/A
Cooldown: N/A
Reverse Polarity (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 1 - Deals 150 damage and stuns for 2.5 seconds.
Level 2 - Deals 225 damage and stuns for 3.25 seconds.
Level 3 - Deals 300 damage and stuns for 4 seconds.
Mana Cost: 200/250/300
Cooldown: 120/110/100
• Damage type: magical
• Disable works on magic immune units.
• Pulls affected units to a random location 120-170 units in front of Magnataur.
• Area of Effect: 410
• Duration: 2.5/3.25/4 seconds on Heroes (3/4/5 seconds on creeps)
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MesajSubiect: Leviathan - Tidehunter   Joi Mar 25, 2010 11:04 am

Greatest of the sea giants, Leviathan was sealed away in the aftermath of the war between the Old Gods and the Titans in ancient times. Now released by the Lich King to aid in his crusade against the Sentinel, he cleaves through waves of enemies with his mighty anchor, breaking enemy sieges before they even begin. As terrible a foe on land as he is in water, those who stand before the Tidehunter are swept away in a sea of spikes, eviscerated as he closes in to pulverize those left to receive his wrath.
Leviathan - Tidehunter
Range: 100 | Move Speed: 310
Primary: STR
Str: 22 + 3 | Agi: 15 + 1.5 | Int: 16 + 1.7
Damage: 47 – 53 | HP: 568 | Mana: 208
HP Regen: 0.91 | Mana Regen: 0.65
Attack Speed: 0.68 | Armor: 3

Gush (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 1 - Deals 110 damage, slows movement speed by 40% and reduces armor by 2.
Level 2 - Deals 160 damage, slows movement speed by 40% and reduces armor by 3.
Level 3 - Deals 210 damage, slows movement speed by 40% and reduces armor by 4.
Level 4 - Deals 260 damage, slows movement speed by 40% and reduces armor by 5.
• Damage type: magical
• Casting range: 700
Mana Cost: 120
Cooldown: 12
Kraken Shell ()
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 1 - Reduces damage received by 7 and removes negative buffs every time 600 damage is taken.
Level 2 - Reduces damage received by 14 and removes negative buffs every time 600 damage is taken.
Level 3 - Reduces damage received by 21 and removes negative buffs every time 600 damage is taken.
Level 4 - Reduces damage received by 28 and removes negative buffs every time 600 damage is taken.
• 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
Mana Cost: N/A
Cooldown: N/A
Anchor Smash
Leviathan swings his mighty anchor with a vengeance. Gives a 20% chance to deal bonus damage to nearby enemies.
Level 1 - Deals 75 damage.
Level 2 - Deals 115 damage.
Level 3 - Deals 155 damage.
Level 4 - Deals 200 damage.
• Damage type: magical
• Area of Effect: 200 (full damage)/325 (half damage)
Mana Cost: N/A
Cooldown: N/A
Ravage (V)
Slams the ground, causing waves of spikes to ring the hero in all directions. Deals damage and stuns.
Level 1 - Deals 250 damage and stuns for 1.5 seconds.
Level 2 - Deals 350 damage and stuns for 1.8 seconds.
Level 3 - Deals 450 damage and stuns for 2.25 seconds.
Mana Cost: 150/225/325
Cooldown: 150
• Damage type: magical
• Full damage and stun are dealt to invisible units.
• Area of Effect: 850/950/1050


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MesajSubiect: Huskar - Sacred Warrior   Joi Mar 25, 2010 11:42 am

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.
Huskar - Sacred Warrior
Range: 400 | Move Speed: 300
Primary: STR
Str: 18 + 2.4 | Agi: 20 + 2.4 | Int: 18 + 1.5
Damage: 39 - 48 | HP: 492 | Mana: 234
HP Regen: 0.79 | Mana Regen: 0.73
Attack Speed: 0.75 | Armor: 2

Inner Vitality (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% health, it will regenerate faster.
Level 1 - 5(15*)% of main attrib + 2 hp regen per sec, lasts 16 seconds.
Level 2 - 10(30*)% of main attrib + 4 hp regen per sec, lasts 16 seconds.
Level 3 - 15(45*)% of main attrib + 6 hp regen per sec, lasts 16 seconds.
Level 4 - 20(60*)% of main attrib + 8 hp regen per sec, lasts 16 seconds.
• (*) 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.
• Casting range: 400
Mana Cost: 170
Cooldown: 25
Burning Spear (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 1 - 4 damage per second, lasts 6 seconds.
Level 2 - 8 damage per second, lasts 6 seconds.
Level 3 - 12 damage per second, lasts 6 seconds.
Level 4 - 16 damage per second, lasts 6 seconds.
• 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.
• Casting range: 400
Mana Cost: Health cost: 15
Cooldown: 0
Berserker`s Blood (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 1 - 2% IAS and 2 Damage.
Level 2 - 4 % IAS and 4 Damage.
Level 3 - 6 % IAS and 6 Damage.
Level 4 - 8 % IAS and 8 Damage.
• There will be a special effect when Berserker's Blood is giving a large bonus (49% missing health).
Mana Cost: N/A
Cooldown: N/A
Life Break (F)
Huskar reaches into the well of his own life force to potentially destroy an enemy. Huskar's target takes damage equal to 50% of his HP. Slows target by 50% for 5 seconds. Huskar pays a certain percentage of his HP to cast this.
Level 1 - Huskar pays 40% of his current HP to cast, Huskar's target takes damage equal to 65% of his HP with Aghanim's Scepter.
Level 2 - Huskar pays 33% of his current HP to cast, Huskar's target takes damage equal to 65% of his HP with Aghanim's Scepter.
Level 3 - Huskar pays 25% of his current HP to cast, Huskar's target takes damage equal to 65% of his HP with Aghanim's Scepter.
Mana Cost: N/A
Cooldown: 45(24)/30(16)/15(8)
• Damage type: magical (to both Huskar and the target)
• Slow works on magic immune units.
• Casting range: 135


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MesajSubiect: Crixalis - Sand King   Joi Mar 25, 2010 2:25 pm

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.
Crixalis - Sand King
Range: 128 | Move Speed: 300
Primary: STR
Str: 18 + 2.3 | Agi: 19 + 2.1 | Int: 16 + 1.8
Damage: 43 – 59 | HP: 492 | Mana: 208
HP Regen: 0.79 | Mana Regen: 0.65
Attack Speed: 0.70 | Armor: 1

Burrowstrike (E)
The Sand King burrows into the ground, tunnels forward impaling everything above him, then surfaces.
Level 1 - Deals 100 damage and stuns for 1.65 seconds.
Level 2 - Deals 160 damage and stuns for 1.65 seconds.
Level 3 - Deals 220 damage and stuns for 1.65 seconds.
Level 4 - Deals 280 damage and stuns for 1.65 seconds.
• Damage type: magical
• Hit units will fly for 0.52 seconds before the real stun is applied.
• Casting range: 400/500/600/700
• Area of Effect: 175
Mana Cost: 140
Cooldown: 11
Sand Storm (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 1 - Deals 20 damage per second. 0.6 second delay before Sand King is revealed, lasts 20 seconds.
Level 2 - Deals 40 damage per second. 0.9 second delay before Sand King is revealed, lasts 40 seconds.
Level 3 - Deals 60 damage per second. 1.2 second delay before Sand King is revealed, lasts 60 seconds.
Level 4 - Deals 80 damage per second. 1.5 second delay before Sand King is revealed, lasts 80 seconds.
• Damage type: magical
• If the Sand King is magic immune at the moment of casting Sand Storm, it will not become invisible.
• Sand Storm is considered a channeling spell.
• Area of Effect: 300
Mana Cost: 60/50/40/30
Cooldown: 40/30/20/10
Caustic Finale ()
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 1 - 90 damage, lasts 0.25 seconds.
Level 2 - 130 damage, lasts 0.25 seconds.
Level 3 - 170 damage, lasts 0.25 seconds.
Level 4 - 220 damage, lasts 0.25 seconds.
• Damage type: magical
• Exploding units leave no corpse.
• Caustic Finale places a buff on the attacked unit that lasts 0.25 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.
Mana Cost: N/A
Cooldown: N/A
Epicenter (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 1 - Emits 6 pulses. Each pulse deals 110 damage and slows by 30%, emits 7 pulses with Aghanim's Scepter.
Level 2 - Emits 8 pulses. Each pulse deals 110 damage and slows by 30%, emits 9 pulses with Aghanim's Scepter.
Level 3 - Emits 10 pulses. Each pulse deals 110 damage and slows by 30%, emits 11 pulses with Aghanim's Scepter.
Mana Cost: 175/250/325
Cooldown: 140(120)/120(100)/100(80)
• 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 300/350/400/450/500/550/600/675/700/725/800


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MesajSubiect: Barathrum - Spiritbreaker   Joi Mar 25, 2010 2:29 pm

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 abilty to close the distance between himself and a target in seconds, Barathrum the Spiritbreaker is more than a match for anyone.
Barathrum - Spiritbreaker
Range: 100 | Move Speed: 295
Primary: STR
Str: 23 + 2.5 | Agi: 17 + 1.7 | Int: 15 + 1.8
Damage: 45 – 55 | HP: 587 | Mana: 182
HP Regen: 0.94 | Mana Regen: 0.61
Attack Speed: 0.69 | Armor: 5

Charge of Darkness (C)
Barathrum fixes his sight on an enemy and accelerates towards it. As he increases speed, he begins to merge with the shadows around him, becoming difficult to see until he stops the Charge or hits his target. 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 1 - Stuns for 1 second.
Level 2 - Stuns for 1.5 second.
Level 3 - Stuns for 2 second.
Level 4 - Stuns for 2.5 second.
• 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.
• Movement speed is increased every 4 seconds.
• When maximum speed increase is achieved after 12 seconds, Barathrum becomes magic immune for the rest of the charge.
• Allies of Barathrum (and himself) will see an animation over the head of the target.
• Casting range: Global
Mana Cost: 120
Cooldown: 40
Empowering Haste ()
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 1 - Increases movement speed by 4% and damage by 4% of his movement speed.
Level 2 - Increases movement speed by 8% and damage by 6% of his movement speed.
Level 3 - Increases movement speed by 12% and damage by 8% of his movement speed.
Level 4 - Increases movement speed by 16% and damage by 10% of his movement speed.
• The bonus damage is added to Barathrum's ordinary attack damage.
• Area of Effect: 900
Mana Cost: N/A
Cooldown: N/A
Greater Bash ()
Gives a 17% chance to bash enemies across the ground, doing more initial damage and damage as they skid.
Level 1 - Deals 25 damage, 140 knockback distance, lasts 0.95 seconds.
Level 2 - Deals 50 damage, 180 knockback distance, lasts 1.15 seconds.
Level 3 - Deals 75 damage, 220 knockback distance, lasts 1.35 seconds.
Level 4 - Deals 100 damage, 260 knockback distance lasts 1.55 seconds.
• 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.
• Disable works on magic immune units.
Mana Cost: N/A
Cooldown: 1.5
Nether Strike (E)
Moves you next to your target doing extra damage. Performs a greater bash hit. Casting range improves per level.
Level 1 - Moves Barathrum next to the target, deals 100 damage.
Level 2 - Moves Barathrum next to the target, deals 200 damage.
Level 3 - Moves Barathrum next to the target, deals 300 damage.
Mana Cost: 200/250/300
Cooldown: 75(20)/75(20)/75(20)
• Damage type: magical
• Barathrum will move to the other side of the target seen from the point he casted it.
• Always performs a Greater Bash level 4 upon casting.
• Teleportation and damage is delayed 1 second while Barathrum is fading out.
• Can be improved by Aghanim's Scepter (dramatically reduces cooldown)


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MesajSubiect: Nessaj - Chaos Knight   Joi Mar 25, 2010 2:37 pm

A disciple of Mithras, the God of Chaos, Nessaj has utilized the powers bestowed upon him to further the cause of Chaos and Evil. He stands opposed with all his might against the powers of Order and Good. He uses his ability to call upon chaotic energy to damage and stun an enemy for a random length of time in conjunction with his power to rip holes in space to instantly strike down all that stand against him. His powers culminate into the terrifying Phantasm, creating 3 avatars of himself who do full damage to all those who oppose him, confusing the battlefield and wreaking havoc amongst the forces of Good.
Nessaj - Chaos Knight
Range: 100 | Move Speed: 325
Primary: STR
Str: 21 + 2.9 | Agi: 14 + 2.1 | Int: 16 + 1.2
Damage: 46 – 76 | HP: 549 | Mana: 208
HP Regen: 0.88 | Mana Regen: 0.65
Attack Speed: 0.67 | Armor: 4

Chaos Bolt (C)
A mysterious energy bolt is thrown at an enemy. It stuns for a random amount of time. Deals random damage between 1-200.
Level 1 - Deals 1-200 damage and stuns, lasts 1-2 seconds.
Level 2 - Deals 1-200 damage and stuns, lasts 1-3 seconds.
Level 3 - Deals 1-200 damage and stuns, lasts 1-4 seconds.
Level 4 - Deals 1-200 damage and stuns, lasts 2-4 seconds.
• Damage type: magic
• Stun duration appears above targeted unit's head (visible to allies and enemies).
• Casting range: 500
Mana Cost: 140
Cooldown: 10
Blink Strike (B)
Teleports to an enemy and strikes at it, dealing bonus damage.
Level 1 - Instant Teleportation to target and attacks it, dealing 30 extra damage.
Level 2 - Instant Teleportation to target and attacks it, dealing 60 extra damage.
Level 3 - Instant Teleportation to target and attacks it, dealing 90 extra damage.
Level 4 - Instant Teleportation to target and attacks it, dealing 120 extra damage.
• Damage type: magic
• Bonus damage is dealt before Nessaj's regular attack.
• If the target is an ally, no damage will be dealt.
Casting range: 700
Mana Cost: 50
Cooldown: 30/20/10/5
Critical Strike (R)
Nessaj's mojo gives him a chance to deal bonus damage.
Level 1 - 11% chance to 1.5 times normal damage.
Level 2 - 11% chance to 2 times normal damage.
Level 3 - 11% chance to 2.5 times normal damage.
Level 4 - 11% chance to 3 times normal damage.
Mana Cost: N/A
Cooldown: N/A
Phantasm (T)
Summons several copies of the Chaos Knight from alternate dimensions. The illusions deal full damage, but take extra damage.
Level 1 - Summons 1 Image, takes 200% normal damage, lasts 20 seconds.
Level 2 - Summons 2 Images, takes 200% normal damage, lats 20 seconds.
Level 3 - Summons 3 Images, takes 200% normal damage, lasts 20 seconds.
Mana Cost: 175/ 225/ 275
Cooldown: 180/160/140
• This ability removes most buffs from Nessaj.


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MesajSubiect: N`aix - The Lifestealer   Sam Mar 27, 2010 10:07 am

There once was a man in Lordaeron so consumed by greed that he was beyond remorse. Eventually caught trying to steal Prince Arthas` sacred ring, he was tried and hanged. Yet his body, so corrupted by his desire to steal, had risen by itself in the form of a monstrous ghoul. So came into being N`aix, his old name long forgotten: the embodiment of lust and greed, bent on stealing the life of every living creature he encounters.
N`aix - The Lifestealer
Range: 100 | Move Speed: 300
Primary: STR
Str: 25 + 2.4 | Agi: 18 + 1.9 | Int: 15 + 1.75
Damage: 52 - 62 | HP: 625 | Mana: 195
HP Regen: | Mana Regen:
Attack Speed: | Armor: 2

Rage (R)
Naix goes into a maddened rage, becoming immune to magic spells and gaining increased attack speed.
Level 1 - 30% Increased Attack Speed and Magic Immunity. Lasts for 2.5 seconds.
Level 2 - 45% Increased Attack Speed and Magic Immunity. Lasts for 3.25 seconds.
Level 3 - 60% Increased Attack Speed and Magic Immunity. Lasts for 4 seconds.
Level 4 - 80% Increased Attack Speed and Magic Immunity. Lasts for 4.75 seconds.
Mana Cost: 75
Cooldown: 15
Feast (F)
Regenerates a portion of enemy's current HP and deals the same portion per attack.
Level 1 - 4%
Level 2 - 5%
Level 3 - 6%
Level 4 - 7%
Mana Cost: N/A
Cooldown: N/A
Open Wounds (W)
N'aix rends the enemy, slowing his movespeed and allowing his allies to feast on his life force, regenerating a portion of the damage dealt. The victim slowly recovers movement speed over 8 seconds.
Level 1 - 10%
Level 2 - 15%
Level 3 - 20%
Level 4 - 25%
Mana Cost: 110
Cooldown: 30/25/20/15
Infest (T)
The Lifestealer tears its way into the unfortunate body of a target unit, laying dormant and undetectable inside its living frame until he is ready to consume it and come to form. Regains health from the infested unit.
Level 1 - Allied and Neutral units. Consumes current health.
Level 2 - Allied, Enemy and Neutral units. Consumes current health.
Level 3 - Allied, Enemy and Neutral units. Consumes max health.
Mana Cost: 50
Cooldown: 100/60/30 seconds


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MesajSubiect: Abaddon - Lord of Avernus   Sam Mar 27, 2010 10:26 am

A former paladin of great renown, Abaddon fell into darkness during the invasion of the Burning Legion, becoming possessed by many demons, corrupting both his soul and his powers. Now a Death Knight set high in the Lich King's hierarchy of generals, he rides into battle against impossible odds, never stopping until he reaches the World Tree itself. Whether enhancing his own fortitude with a shield of dark energy, or using his life force to aid in combat, the Lord of Avernus leads the armies of the Scourge ever onward, forever locked in combat with the forces of good, and his enemies who were once his greatest comrades.
Abaddon - Lord of Avernus
Range: 100 | Move Speed: 300
Primary: STR
Str: 23 + 2.7 | Agi: 17 + 1.5 | Int: 21 + 2
Damage: 55 – 65 | HP: 587 | Mana: 273
HP Regen: 0.94 | Mana Regen: 0.85
Attack Speed: 0.69 | Armor: 4

Death Coil (D)
Abaddon releases a coil of death that can damage an enemy unit or heal a friendly unit at the cost of some of Abaddon's health.
Level 1 - Heals or Damages for 100 HP. Deals 50 HP to himself.
Level 2 - Heals or Damages for 150 HP. Deals 75 HP to himself.
Level 3 - Heals or Damages for 200 HP. Deals 100 HP to himself.
Level 4 - Heals or Damages for 250 HP. Deals 125 HP to himself.
• Damage type: magic (on the target) / pure (on Abaddon)
• Abaddon will not receive Death Coil's damage if he has magic immunity when he casts it.
• Self-damage from Death Coil can burst Aphotic Shield just as any other kind of damage.
• Abaddon can deny himself with this skill.
• Casting range: 800
Mana Cost: 75
Cooldown: 6
Aphotic Shield (T)
Summons dark energies around an ally unit, creating a shield that absorbs a set amount of damage before expiring. When the shield is destroyed it will deal damage equal to the amount it absorbed to an area around it. Removes certain types of negative buffs on cast.
Level 1 - Absorbs and deals 110 damage, lasts 15 seconds.
Level 2 - Absorbs and deals 140 damage, lasts 15 seconds.
Level 3 - Absorbs and deals 170 damage, lasts 15 seconds.
Level 4 - Absorbs and deals 200 damage, lasts 15 seconds.
• Damage type: magic
• If Abaddon has Aphotic Shield on him, it will not burst if Abaddon is currently under the effect of Borrowed Time.
• Will replace any Aphotic Shield currently active on the target, so two shields will never be active at the same time on the same unit.
• Casting range: 300
• Area of Effect: 700
Mana Cost: 100/105/110/115
Cooldown: 18/15/12/9
Frostmourne ()
Abaddon strikes an enemy with Frostmourne's chilling power on each attack, causing all units who attack the slowed enemy to gain 10% increased movement speed, along with faster attack speed, for a limited time.
Level 1 - Slows enemies for 5%, gives +10% attack speed to allies.
Level 2 - Slows enemies for 10%, gives +20% attack speed to allies.
Level 3 - Slows enemies for 15%, gives +30% attack speed to allies.
Level 4 - Slows enemies for 20%, gives +40% attack speed to allies.
• Frostmourne is a Buff Placer.
• The Frostmourne buff is placed before Abaddon attacks, so he gets the bonus on his first hit.
• Duration: 2 seconds (Slow on enemy); 4.5 seconds (Increased movement and attack speed on allies)
Mana Cost: N/A
Cooldown: N/A
Borrowed Time (B)
When activated, most negative buffs will be removed and any damage you take will heal you instead of damage you. If the ability is not in cooldown, it will passively activate when your hitpoints drop below 400 hp.
Level 1 - Lasts 3 seconds, 5 seconds with Aghanim's Scepter.
Level 2 - Lasts 4 seconds, 6 seconds with Aghanim's Scepter.
Level 3 - Lasts 5 seconds, 7 seconds with Aghanim's Scepter.
Mana Cost: N/A
Cooldown: 60
• Borrowed Time can be manually activated.
• Upon casting Borrowed Time, Abaddon will effectively dodge any projectiles currently flying at him.
• When activated it removes negative buffs from Abaddon.


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MesajSubiect: Banehallow - Lycanthrope   Sam Mar 27, 2010 10:38 am

Banehallow is an avatar of bestial fury created by the scourge. For years he has dwelled in the dark forests of the world, hunting innocents that wander therein. Now he is called to aid his masters. He revels in blood and battle, using his wolfish persona to draw the feral beasts to his side and imbue his allies with his flesh-shredding strength. He is also unnaturally quick and agile. Some say he can even transform into a giant wolf, giving him more durability and the speed to gouge and maim with near impunity.


Summon Wolves (V)
Summons 2 Spirit Wolves to fight the Lycanthrope's enemies.
Level 1 - Summons 2 weak wolves, lasts 55 seconds.
Level 2 - Summons 2 wolves that have Critical Strike, lasts 55 seconds.
Level 3 - Summons 2 strong wolves that have Critical Strike, lasts 55 seconds.
Level 4 - Summons 2 very strong wolves that have Critical Strike and Permanent Invisibility, lasts 55 seconds.
• If wolves are summoned during the duration of Howl, they will receive the damage bonus until the duration is up.
Mana Cost: 125
Cooldown: 30
Howl (W)
An eerie loud howl grants an inner strength to all player controlled units.
Level 1 - Adds 11 damage to heroes, 4 damage to units, lasts 16 seconds.
Level 2 - Adds 22 damage to heroes, 8 damage to units, lasts 16 seconds.
Level 3 - Adds 33 damage to heroes, 12 damage to units, lasts 16 seconds.
Level 4 - Adds 44 damage to heroes, 16 damage to units, lasts 16 seconds.
• Affects all allied player-controlled units, not just those under Lycanthrope's control.
Mana Cost: 15/20/25/30
Cooldown: 35
Feral Impulse (I)
Increases the attack damage and attack speed of the Lycanthrope and his units.
Level 1 - 10% damage increase, 10% attack speed increase.
Level 2 - 15% damage increase, 15% attack speed increase.
Level 3 - 20% damage increase, 20% attack speed increase.
Level 4 - 25% damage increase, 25% attack speed increase.
• Affects all units under the Lycanthrope's control, not just himself and his wolves.
Mana Cost: N/A
Cooldown: N/A
Shapeshift (F)
A Full Moon curdles the blood of the Lycanthropy. He transforms into a Wolf with extra hit points, Critical Strike, and increased attack speed. This gives him and his units the ability to move at a constant maximum speed and not be slowed.
Level 1 - 100 bonus hit points, lasts 14 seconds.
Level 2 - 200 bonus hit points, lasts 15 seconds.
Level 3 - 300 bonus hit points, lasts 16 seconds.
Mana Cost: 100
Cooldown: 100/70/40
• Cannot be slowed by any spell, including Purge.
• If hexed, Lycanthrope continues to move at maximum movespeed.
• Lycanthrope's collision size is lowered in this state.
• While in this state, Lycanthrope will have a Base Attack Time of 1.4 seconds.
• Critical Strike is only available during Shapeshift.

Critical Strike ()


Description: Gives a 30% chance to deal 1.5 times your normal damage.


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MesajSubiect: Balanar - The Night Stalker   Sam Mar 27, 2010 10:56 am

Beware, you who wonder the night. Each step you take leads you deeper in the hideous reign of the horrible ruler of the dark. Balanar, elite dreadlord who brought the total darkness of the Nether into this world, haunts these regions. Your heart will pump harder, your legs will shake, and your mind will cloud as the presence of the stalker hunts you in the dark. There's no chance to fight, no way to run, and no place to hide - darkness is everywhere! You can pray, you can cry, but the darkness won't be stopped - until you die.
Balanar - The Night Stalker
Range: 100 | Move Speed: 295
Primary: STR
Str: 23 + 2.8 | Agi: 18 + 2.25 | Int: 16 + 1.6
Damage: 47 – 51 | HP: 587 | Mana: 208
HP Regen: 0.94 | Mana Regen: 0.65
Attack Speed: 1.44 | Armor: 6

Void (V)
Creates a damaging void. If cast at night, slows the target for 4 seconds. If cast at day, slows the target for 2 seconds.
Level 1 - Deals 90 damage.
Level 2 - Deals 160 damage.
Level 3 - Deals 255 damage.
Level 4 - Deals 335 damage.
Mana Cost: 90/ 112/ 130/ 145
Cooldown: 8
Crippling Fear ()
In the night, the Night Stalker can cause intense fear in enemy units, causing them to miss attacks and be unable to cast spells.
Level 1 - Miss on 10% of attacks, slow by 4%. Lasts 5 seconds.
Level 2 - Miss on 20% of attacks, slow by 8%. Lasts 6 seconds.
Level 3 - Miss on 30% of attacks, slow by 12%. Lasts 7 seconds.
Level 4 - Miss on 40% of attacks, slow by 16%. Lasts 8 seconds.
Mana Cost: 125
Cooldown: 11
Hunter in the Night ()
The Night Stalker is at home at night. He attacks and moves more swiftly.
Level 1 - 15% movement speed, 20% attack speed.
Level 2 - 20% movement speed, 35% attack speed.
Level 3 - 30% movement speed, 55% attack speed.
Level 4 - 35% movement speed, 75% attack speed.
Mana Cost: N/A
Cooldown: N/A
Darkness (R)
Freezes the time and create a period of Darkness for the Night Stalker to thrive in.
Level 1 - Create darkness for 25 second night.
Level 2 - Create darkness for 50 seconds.
Level 3 - Create darkness for 80 seconds.
Mana Cost: N/A
Cooldown: 234/ 204/ 174


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MesajSubiect: Azgalor - Pit Lord   Joi Iun 24, 2010 7:00 pm

One of the many regents of Lord Archimonde who became stranded on the physical plane after the Legion fell in Kalimdor, the devil Azgalor's love of destruction allowed him to accept the Lich King's invitation to help lead the Scourge in conquest with few regrets. After all, this Pit Lord is happiest when he conjures fire to scour his opponents from above, roasting them slowly as the dead literally explode from beneath their feet. With such hateful power in the hands of a monster such as this, it's no wonder he inspires so much terror as he roams across the battlefield.
Azgalor - Pit Lord
Range: 100 | Move Speed: 305
Primary: STR
Str: 25 + 2.6 | Agi: 12 + 1.3 | Int: 17 + 2.6
Damage: 62 - 68 | HP: 625 | Mana: 221
HP Regen: 1 | Mana Regen: 0.69
Attack Speed: 0.66 | Armor: 5


Firestorm (F)
Calls down 6 waves of fire that damage enemy units in an area. Each wave deals initial damage and then burns enemies for 2 seconds.
Level 1 - 25 wave damage, 5 damage per second.
Level 2 - 40 wave damage, 10 damage per second.
Level 3 - 55 wave damage, 15 damage per second.
Level 4 - 70 wave damage, 20 damage per second.
• Damage type: magic
• Casting range: 750
• Area of Effect: 400
Mana Cost: 100/110/120/130
Cooldown: 14


Pit of Malice (T)
A deadly pit is conjured at target location. Any unit that enters it becomes corrupted with malicious forces and are unable to move for some time.
Level 1 - Ensnares enemies in the target area for 1.5 seconds.
Level 2 - Ensnares enemies in the target area for 2 seconds.
Level 3 - Ensnares enemies in the target area for 2.5 seconds.
Level 4 - Ensnares enemies in the target area for 3 seconds.
• A unit can be disabled by this spell only once per cast.
• A unit affected by this skill cannot go invisible when disabled.
• This skill affects magic immune units.
• Casting range: 800
• Area of Effect: 400
Mana Cost: 100/115/130/145
Cooldown: 24/21/18/15


Expulsion (E)
Ignites the rotten gases of corpses, detonating them to cause damage to any enemy within the explosion radius. Each explosion fuels another until there are no more corpses in the area. Does a ministun on damaged units.
Level 1 - 20 damage and ministun per corpse.
Level 2 - 40 damage and ministun per corpse.
Level 3 - 60 damage and ministun per corpse.
Level 4 - 80 damage and ministun per corpse.
• Damage type: magic
• Explodes a corpse once every second.
• Stops when it fails to find a corpse in the area two times in a row.
• Casting range: 750
• Area of Effect: 500 (finding corpses) / 400 (corpse explosions)
Mana Cost: 75
Cooldown: 10


Dark Rift (D)
Opens rifts that pass through the netherworld at his present position and a target unit simultaneously. Teleports your hero and nearby allied heroes through the rift.
Level 1 - 6 second teleportation delay, allied buildings only.
Level 2 - 5 second teleportation delay, allied units and buildings only.
Level 3 - 4 second teleportation delay, allied units and buildings only.
Mana Cost: 75/150/225
Cooldown: 180/160/140
• Units hidden by spells such as Astral Prison will not be teleported.
• Area of Effect: 375
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MesajSubiect: Pudge - Butcher   Joi Iun 24, 2010 7:09 pm

Pudge - Butcher
Range: 128 | Move Speed: 285
Primary: STR
Str: 25 + 3.2 | Agi: 14 + 1.5 | Int: 14 + 1.5
Damage: 52 – 58 | HP: 625 | Mana: 182
HP Regen: 1 | Mana Regen: 0.57
Attack Speed: 0.67 | Armor: 2
An undead behemoth seemingly impervious to even the most potent magic, this starving abomination roams the battlefield, continually in search of unwary prey. It is said his victims catch only a glimpse of his monstrous frame as they are dragged them through the shadows, bleeding profusely as a jagged hook etches deeper in their flesh. Wails of agony echo in the distance, only to be drowned out by the Butcher's maniacal laughter as he severs their limp bodies with his great maw. Unspeakable horrors ensue in a deathly silence, a dreadful omen for what is to come.

Meat Hook (T)
Launches a bloody hook at a unit or location. The hook will snag the first target it encounters, dealing damage then dragging the victim back to the Butcher.
Level 1 - Deals 100 damage and drags the victim to the Butcher.
Level 2 - Deals 200 damage and drags the victim to the Butcher.
Level 3 - Deals 300 damage and drags the victim to the Butcher.
Level 4 - Deals 400 damage and drags the victim to the Butcher.
• Damage type: physical
• Invisible units can be hooked. Damage is dealt but the ministun is not.
• Meat Hook can go through cliffs, trees, structures and siege creeps.
• The tip of the Meat Hook is what drags the units to the Butcher, so touching the Meat Hook in any other part than its tip will not trigger its effect.
• Meat Hook deals damage and a ministun to enemy units, effectively interrupting them. Allied units can be dragged too, but neither the damage nor the ministun will be dealt to them.
• Casting range: 550/700/850/1000
• Area of Effect: 125
Mana Cost: 110/120/130/140
Cooldown: 14/13/12/11

Rot Rot (R)
Pudge releases the disease and filth inside of him, dealing intense damage and slowing surrounding enemies while hurting Pudge as well. Reduces enemy movement speed by 20%.
Level 1 - 25 damage per second.
Level 2 - 50 damage per second.
Level 3 - 75 damage per second.
Level 4 - 100 damage per second.
• Damage type: magical
• Rot can be activated while using Dismember without interrupting it.
• Deals damage and slows invisible units as well.
• If Pudge is silenced while Rot is activated, he will not be able to de-activate it until the silence wears off.
• Pudge can deny himself using this skill.
• Area of Effect: 250
• Duration: Until deactivated
Mana Cost: N/A
Cooldown: N/A

Flesh Heap Flesh Heap (F)
Pudge is made of innumerable rotting corpses, giving him extra protection against spells as well as the chance to add more to his bulk.
Level 1 - Gives Pudge 4% extra resistance to spells. +0.9 STR for hero kills.
Level 2 - Gives Pudge 8% extra resistance to spells. +1.2 STR for hero kills.
Level 3 - Gives Pudge 12% extra resistance to spells. +1.5 STR for hero kills.
Level 4 - Gives Pudge 16% extra resistance to spells. +1.8 STR for hero kills.
• Spell resistance stacks with that from items.
• Gains strength for enemy heroes that die nearby (400 AoE), or if Pudge kills them.
Mana Cost: N/A
Cooldown: N/A

Dismember Dismember (D)
Chows down on a target, causing excruciating pain. Lasts 3 seconds.
Level 1 - 75 damage/second, 75 + 0.75x strength damage per second with Aghanim's Scepter.
Level 2 - 125 damage/second, 125 + 0.75x strength damage per second with Aghanim's Scepter.
Level 3 - 175 damage/second, 175 + 0.75x strength damage per second with Aghanim's Scepter.
Mana Cost: 100/130/170
Cooldown: 30
• Damage type: magical
• Disable works
on magic immune units, they will not take damage though.
• A unit affected by dismember will continue to be disabled and damaged even if it becomes invisible.
• Dismember is a channeling spell.
• Improved by Aghanim's Scepter to heal
Pudge the same amount as it deals damage.
• Casting range: 160
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MesajSubiect: Re: dotA Hero guide   Mar Iun 29, 2010 3:53 pm


Slark the Murloc Nightcrawler Guide and Strategy. Dota 6.65 give us 2 new heroes, one of them is Murloc Nightcrawler, Slark. We already see the teaser video for him, but now we can see all of his skills. Let's go!

Murloc Nightcrawler Skills & Stats

Range: 128
Movement Speed: 305
Hero Type: Agility

Agility: 21 + 2.0
Strength: 21 + 1.0
Intelligence: 16 + 1.6

Dark Pact

Slark calls upon deities of the swamps to seal a dark pact. Sacrificing some of his lifeblood, Slark is redeemed of all negative effects. After 2 seconds, a dark wave of destruction emits from the Nightcrawler, dealing damage to himself as well as all nearby enemies.

Damage: 75/150/225/300
AoE: 325
Manacost: 55/50/45/40
Cooldown: 10

Deals half the damage to you immediately as part of the cost.

Tips: This skill also can remove you from negative buffs, which means you can remove Dust of Appearance effect and other tracking buff ;)

Pounce

Surges directly forward and latches on to the first enemy he hits, binding it with chains of darkness. The enemy is unable to move more than 275 distance away from the point of impact for 3.5 seconds.

Pounce Range: 400/500/600/700
Pounce Damage: 50/75/100/125
Leash Range: 275
Leash Duration: 3.5

Cooldown: 16
Manacost: 75

Note: Moves forward in the direction it is looking, this is not a target position cast.

Tips: Pounce works like Mirana's Leap. You will jump into the direction you're facing. A successful Pounce will bind your enemy for 3.25 seconds. When the enemies binded, they cannot leave from the area except from using Teleport/BKB. Mirana's Leap, Morphling Waveform and Blink will useless. If you're ganking with a stunner, maybe it's better to let him landed a stun first then when his stun is almost finish, quickly pounce him. It can be great tool for escaping too!

Essence Shift
Passive

Reciting ancient Nightcrawler incantations, Slark enchants his blade to steal the power and courage from his enemies. Every time Slark hits an enemy hero, he steals 1 point from all attributes and 1 additional from the main attribute of that enemy hero while Slark gains 4 points of Agility.

Duration: 15/30/45/60

Tips: You must note that even though you steal 1 of all attribute + 1 main attribute from your enemy, you gain only 4 agility and not 1 of all attribute + 1 main attribute. Has a 0.4 second cooldown.

Shadow Dance

Has an active and a passive portion

Covers himself with a dark smoke, he becomes invisible and does not reveal himself while attacking or casting spells for 5.5 seconds.

Passively increases Nightcrawler's movement speed and regeneration when he is out of sight of hostile units. Has a 0.7 delay when activated or deactivated.

Movement Speed: 30/35/40%
Health Regeneration: 2/3/4%

Active duration: 5.5 seconds
Cooldown: 25
Manacost: 120

Tips: This skill can be used as healing mechanism. If your HP is low, find a hidden place and recovers. If you use Shadow Dance when attacking the enemy, your movement speed and regen bonus is working, except the enemies cast dust or have gem. This skill also can detect if there's observer or not. If you're on a place and your passive did not work even though all the enemies is on other place, you can be sure that somewhere near there an observer ward is placed :)

Murloc Nightcrawler Item Build

Starting Items
tarting Items
Healing Salve Tangoes Ironwood Branch Ironwood Branch Ironwood Branch Gauntlets of Ogre Strength

You will need this to survive the line until getting your Shadow Dance. After get your ultimate, you won't need any HP regen items.

Core Items
Town Portal Bracers Power Treads Magic Wand
Town Portal, Bracers, Strength Power Treads, Magic Wand, Diffusal/Sange Yasha/Desolator, Manta/BKB

Slark stats growth is really poor, especially his Strength. You will barely have only 1385 HP at level 25. Thats why you must get some HP items to avoid getting yourself killed before you have the chance to escape. Strength Power Treads and Bracers is barely enough to boost your survivability if you careful. Why not Vanguards? Many PPL recommend Vanguards, but i think it's a waste on him. You don't need the heals and you're also not a tank hero. Better spends those money on cheaper HP boost items like Bracers or even on Ogre Axe that can be used for BKB or Sange Yasha.

Now, which offensive items you must buy? Diffusal, Sange Yasha or Desolator? Personally, i like to have Diffusal on him. His role as a ganker will benefits much from the Purge as well as the mana burn. With a stunner mate and purge, a kill is almost guaranteed. However, Sange Yasha is also not too shabby. The MS boost will gives you max speed (522) whenever nobody see you. Desolator is also good since you are stolen their agility and reduce the armor.

What about Mask of Madness? Honestly, i don't think Mask of Madness fit him. It will force you to receive more damage and you're already fragile enough. The attack speed is great, but i think it's more fitted with Darkterror or Barathrum. RememberThe ms boost also an overkill since with Yasha and Shadow Dance you already get the max speed. If you didn't agree with me, share your thought on the comment section :)

BKB will be your main items if the enemies consist of nuker like Lion or Lina. One stun + Fingers from Lion will ensure a death to you. Of course you already have Shadow Dance which allow you to attack when invisible. But a decent player will always have dust on their inventory if you become a threat to them. Remember, you don't have a silence mechanism like Rikimaru's Smoke Screen.

Luxury Items


Butterfly will be your main luxury item, you will benefits from the agi boost and the evasion. Monkey King Bar is also a good choice if their carry is already get Butterfly. HoT will be your best items if you're being the main target. Even though the regen is somehow a waste compared to your ulti, HoT is still the best single HP boost item.

Murloc Nightcrawler Skill Build
1. Pounce
2. Essence Shift
3. Dark Pact
4. Dark Pact
5. Dark Pact
6. Shadow Dance
7. Dark Pact
8-10. Pounce
11. Shadow Dance
12-14. Essence Shift
15. Stats
16. Shadow Dance
17-25. Stats

Justification
Ok, i think this will be a little debatable. Why maxed Dark Pact first instead of the others? At first glance, i think Dark Pact is a poor skill compared to Pounce or Essence Shift. But after trying him several times, Dark Pact is magnificent. It deals 300 damage at 325 AoE with only 40 mana at level 4! Of course it also hurt you, but with right timing, it wouldn't be a problem because of your crazy regen. Murloc is a pure ganker. And Dark Pact is his only nuke that will help him get a kill on a gank. Not to mention that it also help you farming.

Pounce is maxed next because it's your chasing and escaping skills. Why not maxed Essence Shift first? I found it rather useless to max this early. 1 level of it is enough, the stats steal and agi stats addition work really nice. 15 seconds is more than enough on mid early-mid game which usually consist a lot of ganking.

Murloc Nightcrawler Strategy
Early game, choose a side line, preferably with a stunner. Side line is a must since you will need the boots and build Power Treads a.s.a.p. Farm and try to get your ulti fast. However, if your lane enemies is lack of stunner, you can get a kill early. Getting first blood is easy if your Pounce successfully hit the enemy, of course with a decent backup.

Buy Magic Stick early if you got the money. It will help you to stay on the line and the fill your mana when needed. After get your Treads and ultimate, you can start ganking. Murloc is a nice ganker because he can get speed boost when changing line thank to his ulti. His insane regen also allow you to farm neutrals and immediately refill the HP.

If you're confident with your skills, use Pounce to open a gank. If you don't feel you can't hit it, let your friend stun the enemies first before land your Pounce. The binding is a great loss if you miss it. Use Shadow Dance only when you need it, it cost some quite mana. If your Pounce successfully hit, on most case you won't need the Shadow Dance.

However, you must use Shadow Dance on certain enemies, especially if it is a heavy nuker like Lion. Of course, check if he has a Dust or not before start attacking. Remember, Pounce bind is not a stun. The enemies still can attack and use a spell on you. If your gank is failed and your HP is low, stay calm and walk into jungle/rune spot while regen. If you're getting ganked, use Pounce to escape and immediately use Shadow Dance. Usually the enemies won't be able to catch you up.

In a team battle, watch your role. Murloc is really fragile and easily get killed if the enemies focus on you. Let your team open the wars and immediately focus on your team target (usually the enemy carry) or finish the low HP hero.

Murloc Nightcrawler Summary
He is a nice hero that have great potential for ganking and anti-ward radar capabilites. His skills is synergies well. Even though he is really strong ganker, he also fragile and easily counterable with Gem/Dust. So, he is not that imbalance :)
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