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Showing posts with label Status. Show all posts
Showing posts with label Status. Show all posts

of Heroes of Newerth

Pyromancer
For centuries, the Sacred Order has recognized
the “Flame-Touched,” those men and women filled
with a burning, if more than slightly mad, devotion
to Sol.  Those Flame-Touched who serve in the Legion
are more commonly called Pyromancers for their
mastery over fire, and creatures strongly attuned
to that element.

Stats

Attack Type=Ranged
Attack Damage=37-55
Attack Range=600
Movementspeed=295
Turnrate=320
Armor=1.14
MagicArmor=5.5
Strength=18
Agility=16
Intelligence=19
Strength per level=1.5
Agility per level=1.5
Intelligence per level=3.2
Spells
Phoenix Wave
pheonix wave
Pyromancer sends forth a phoenix
that damages enemies in a line.

Level 1 : Deals 100 magic damage to each target in a line.
Level 2 : Deals 170 magic damage to each target in a line.
Level 3 : Deals 230 magic damage to each target a line.
Level 4 : Deals 280 magic damage to each target a line.
Mana cost 90/105/125/140
Cooldown 9 seconds
Dragonfire
dragon fire
Pyromancer conjures a mighty elemental
fire dragon at a target location, damaging
and stunning enemies in an area.

Level 1 :  Deals 90 magic damages and stuns each target in the radius for 1.6 seconds
Level 2 : Deals 150 magic damages and stuns each target in the radius for 1.6 seconds
Level 3 : Deals 210 magic damages and stuns each target in the radius for 1.6 seconds
Level 4 : Deals 280 magic damages and stuns each target in the radius for 1.6 seconds
Mana cost 90/100/110/125
Cooldown 10 seconds
Fervor
fervor
Pyromancer becomes further attuned
to the Flame, increasing his attack speed
and cast speed.

Level 1 : +10 Attack speed, +10 Cast speed
Level 2 : +20 Attack speed, +20 Cast speed
Level 3 : +30 Attack speed, +30 Cast speed
Level 4 : +40 Attack speed, +40 Cast speed
Mana cost n/a
Cooldown n/a
Ultimate
Blazing Strike
blazing strike
Using power granted from Sol, Pyromancer
hurls a blazing hot fireball at a target enemy,
dealing massive damage.  This ability is boosted
by Staff of the Master.

Level 1 : Deals 450 magic damage to a target
Level 2 : Deals 675 magic damage to a target
Level 3 : Deals 950 magic damage to a target
Mana Cost 280/420/620
Cooldown 150/90/55 seconds
»»  read more

Fayde - New Hero Skill LEAKED HERE


So I am going to lay out some thoughts about Fayde, what we wanted to accomplish with her, her abilities, and how we think she should be played.

So we set out to make a new Agility ganking hero. We wanted someone specifically that could be good at ending the reign of Ophelia/Tempest, thus taking down jungle heroes that normally are safe no matter what. We had a few guidelines we wanted to follow but generally we felt that as long as she had good lane presence, decent stats and gain, and didn't scale too much we could accomplish this. Her ganking potential is something that doesn't rely on others like Chipper does so much. She can gank alone and often and does it well. When ganking another lane, it's even better.

So playing her, we definitely think she should be a solo mid hero and at least for now (when you are done with the 5v5 Fayde games) play her as such. Try to gank when you get runes or at level 6. Play her aggressively. We want to know how she performs especially when there are jungle heroes on the other team, so try to set that up in your games if you can.

Is she good at mid? Can she gank well in other lanes and the jungle? When playing against her, do you lose track of where she is? Does she use her illusion well? Do you get confused playing against her ever? What do you think of her skillset and damage output? Does she do her job? Is her manapool too limited?

All of these questions are important, so as you play her think about them.

So onto her abilities. I will do so in the awesome Nome format. All numbers are subject to change at a moment's notice. I will add numbers in ~20 minutes:
Slice

  • Self Position
  • Organic Enemy Units
  • Magic
  • 300 Radius
All enemies in the radius take X Magic damage and have Y% of their max mana destroyed.
Burning Shadows


  • Target Dual
  • Can target everything, but only hits Heroes (for now?)
  • Magic
  • 500 Range
Creates Burning Shadows for 640 units in the target direction. All enemy heroes hit are stunned for X seconds and a Shadow Copy of them is created. The Shadow Copy is uncontrollable, invulnerable, has max movespeed, and attacks only the target. Each attack from an illusion does Y Physical damage for 4 attacks.
Dark Shield


  • Self
  • Magic
  • StatusBuff
Applies Dark Shield to self for 3,4,5,6 seconds

Dark Shield
+60 Movement Speed
100% Evasion
Unitwalking
Reflection

  • Self
  • StatusStealth
Seamlessly creates an illusion that does 100% damage but takes 300% damage. Any experience the illusion would get that Fayde wouldn't is transfered to Fayde.

Applies Reflection to Fayde for X seconds with 2/3/4 charges. A charge is removed for every time Fayde lands an attack or uses an ability. Stealth is removed when charges reach 0.

Illusion is killed when Fayde comes out of stealth.

Reflection
+30% Movement Speed
Stealth with 0 fade time
Unitwalking
+20% All Damage

*taken from HoN Forums
»»  read more

Heroes Status Table





The Top table refers to the heroes status now, and the bottom one refers to the changes, Idejder said nothing is guaranteed there, I also found it on his Twitter :

»»  read more

Sand Wraith

Sand Wraith
Legends long said that when the sirocco howls off the Great Waste, it is screaming of a Sand Wraith.  In the past years, the legend has been borne out, as this ancient evil has glided through Newerth, leaving curses, confusion, and despair in his dusty wake.
Stats
Attack Type=Melee
Attack Damage=46-50
Attack Range=100
Movementspeed=295
Turnrate=320
Armor=3.30
MagicArmor=5.5
Strength=19
Agility=23
Intelligence=16
Strength per level=2.0
Agility per level=2.2
Intelligence per level=1.9
Spells
Desert’s Curse
Desert's Curse
The Sand Wraith calls upon the endless Desert’s Curse,
covering the ground ahead of him with sand. Enemies
caught in the sand are slowed while the Sand Wraith can
move faster and is unhindered by cliffs or trees.

Level 1 : 50 Magic damage in a line (2000 range), applies Familiar ground to Sand Wraith and Desert’s Curse to enemies while in the sand and up to 7 seconds outside of it.
Level 2 : 100 Magic damage in a line (2000 range), applies Familiar ground to Sand Wraith and Desert’s Curse to enemies while in the sand and up to 7 seconds outside of it.
Level 3 : 150 Magic damage in a line (2000 range), applies Familiar ground to Sand Wraith and Desert’s Curse to enemies while in the sand and up to 7 seconds outside of it.
Level 4 : 200 Magic damage in a line (2000 range), applies Familiar ground to Sand Wraith and Desert’s Curse to enemies while in the sand and up to 7 seconds outside of it.
Mana cost 130/140/150/160
Cooldown 16 seconds
Familiar Ground
+5/9/14/18% Movement speed
Unit walking
Tree walking
Cliff walking
Building Walking
Deserted Curse
+5/9/14/18% Movement slow
Deserted
Deserted
The Sand Wraith can prey on those who are alone,
granting him increased damage when an enemy is not near any allies.

Level 1 : Sand Wraith deals 15 True Damage to enemies with no allied units in 400 range.
Level 2 : Sand Wraith deals 25 True Damage to enemies with no allied units in 400 range.
Level 3 : Sand Wraith deals 35 True Damage to enemies with no allied units in 400 range.
Level 4 : Sand Wraith deals 45 True Damage to enemies with no allied units in 400 range.
Mana cost n/a
Cooldown n/a
Dissipation
Dissipation
Using sand itself as a shield, the Sand Wraith reduces incoming
Damage and reflects it back to any enemies around him.

Level 1 : 5% of all incoming damage to Sand Wraith is reduced and reflected to all enemies in a 1000 range as Magic Damage.
Level 2 : 10% of all incoming damage to Sand Wraith is reduced and reflected to all enemies in a 1000 range as Magic Damage.
Level 3 : 15% of all incoming damage to Sand Wraith is reduced and reflected to all enemies in a 1000 range as Magic Damage.
Level 4 : 20% of all incoming damage to Sand Wraith is reduced and reflected to all enemies in a 1000 range as Magic damage.
Mana cost n/a
Cooldown n/a
Ultimate
Mirage
Mirage
The Sand Wraith tricks the mind, causing an illusion of himself
to appear next to all enemy heroes and attack them. At any
moment he wishes, the Sand Wraith can take the place of one of those illusions.
Level 1 : Spawns an illusion next to all enemies heroes, lasts 5 seconds.
Level 2 : Spawns an illusion next to all enemies heroes, lasts 6 seconds.
Level 3 : Spawns an illusion next to all enemies heroes, lasts 7 seconds.
Mana Cost 150
Cooldown 120 seconds
Manifest
Manifest
The Sand Wraith can take the place of any illusion spawned by Mirage.
Range 99999
Cooldown 120 seconds
»»  read more

Magebane

Magebane
A keeper of lost lore and a priest to forgotten gods,
Magebane invokes unholy rituals to drain the energy of
his enemies and turn it back against them.  In less
desperate times, heretics such as Magebane would have
been burned at the stake, but this is not the first
unexpected clemency brought about by the war against
the Hellbourne.

Stats
Attack Type=Melee
Attack Damage=51-55
Attack Range=100
Movementspeed=320
Turnrate=320
Armor=0
MagicArmor=5.5
Strength=16
Agility=22
Intelligence=15
Strength per level=1.6
Agility per level=2.8
Intelligence per level=1.5
Spells
Mana Combustion
mana combustion

On each attack, Magebane drains some of the target’s Mana.
The drained Mana combusts, dealing additional damage back to the target.

Level 1 : 16 Mana burnt per hit +60% damage per point of mana burnt.
Level 2 : 32 Mana burnt per hit +60% damage per point of mana burnt.
Level 3 : 48 Mana burnt per hit +60% damage per point of mana burnt.
Level 4 : 64 Mana burnt per hit +60% damage per point of mana burnt.
Mana cost n/a
Cooldown n/a
Magebane gains mana equal to 1/4 of the mana drained from the target.
Flash
Flash

In a flash of light, Magebane is able to teleport
a short distance to a target location and buffs his allies
resistance to magic in the process.
Level 1 : Range 1000, +3 Magic armor to self and +2 Magic armor to allies within 500 radius of target position for 7 seconds.
Level 2 : Range 1075, +6 Magic armor to self and +3 Magic armor to allies within 500 radius of target position for 7 seconds.
Level 3 : Range 1150, +10 Magic armor to self and +4  Magic armor to allies within 500 radius of target position for 7 seconds.
Level 4 : Range 1150, +15 Magic armor to self and +5 Magic armor to allies within 500 radius of target position for 7 seconds.
Mana cost 60
Cooldown 12/10/8/6 seconds
Master of the Mantra
Master of the Mantra
Magebane proves he is the master of the flow of Magic around him,
limiting the speed enemies can control it while damaging them if they cast.

Level 1 : -15 Cast Speed, Damaged for 35% of abilities and items manacost when cast
Level 2 : -20 Cast Speed, Damaged for 50% of abilities and items manacost when cast
Level 3 : -25 Cast Speed, Damaged for 65% of abilities and items manacost when cast
Level 4 : -30 Cast Speed, Damaged for 80% of abilities and items manacost when cast
Mana cost n/a
Cooldown n/a
Ultimate
Mana Rift
mana rift

Magebane tears a Rift in a target unit’s
mind, stunning them briefly and dealing
damage based on how much Mana the target
has missing. The more Mana the target is
missing, the more damage they will take.

Level 1 : 0.6 Damage per mana point missing  in a 250 AOE around the primary target and stuns for 0.1 seconds
Level 2 : 0.85 Damage per mana point missing  in a 250 AOE around the primary target and stuns for 0.2 seconds
Level 3 : 1.10 Damage per mana point missing in a 250 AOE around the primary target and stuns for 0.3 seconds
Mana Cost 125/200/275
Cooldown 120/100/80

»»  read more

Madman guide by Janski

Image
Stats
Attack Type=Melee
Attack Damage=47-51
Attack Range=100
Movementspeed=300
Turnrate=320
Armor=3.22
MagicArmor=5.5
Strength=17
Agility=23
Intelligence=14
Strength per level=2.1
Agility per level=2.75
Intelligence per level=1.5
Spells
Stalk (Q)
Image
The Madman conceals himself for a short time,
granting him invisibility and increased movement speed.
In his wild craze, the madman lashes out and damages any
enemies that come near him while stealthed.
Level 1 : Applies Stalk to self for 4 seconds. Deals 90 magic damage to enemys he passes through.
Level 2 : Applies Stalk to self for 4 seconds. Deals 100 magic damage to enemys he passes through.
Level 3 : Applies Stalk to self for 4 seconds. Deals 110 magic damage to enemys he passes through.
Level 4 : Applies Stalk to self for 4 seconds. Deals 120 magic damage to enemys he passes through.
Mana cost 60
Cooldown 12/10/8/6 seconds
Stalk effects
+50% Movement speed
Stealth with 0.5 second fade time unit walking.
Barrel Roll (W)
Image
The Madman does a Barrel Roll, smashing into
opponents in his path. Enemy units caught in
his wake are damaged and slowed.
Level 1 : Range 400, 100 damage, dazed for 4.5 seconds, units hit by Barrel Roll will be stunned for 1 seconds
Level 2 : Range 500, 150 damage, dazed for 4.5 seconds, units hit by Barrel Roll will be stunned for 1.25 seconds
Level 3 : Range 600, 200 damage, dazed for 4.5 seconds, units hit by Barrel Roll will be stunned for 1.5 seconds
Level 4 : Range 700, 250 damage, dazed for 4.5 seconds, units hit by Barrel Roll will be stunned for 1.75 seconds
Mana cost 130
Cooldown 11
Returns Madman to his original position after reaching the target destination
Gash (Passive)
Image
The Madman becomes increasingly proficient at
gutting his enemies, giving him a higher chance to
critically strike them.
Level 1 : 10% chance for 2.0x Critical Strike
Level 2 : 16% chance for 2.0x Critical Strike
Level 3 : 22% chance for 2.0x Critical Strike
Level 4 : 28% chance for 2.0x Critical Strike
Mana cost n/a
Cooldown n/a
Ultimate
Berserk (R)
Image
The Madman flips out, going totally berserk,
increasing his attack and movement speed.
Level 1 : +5% Movement speed +40 Attackspeed for 30 seconds
Level 2 : +7% Movement speed +80 Attackspeed for 30 seconds
Level 3 : +9% Movement speed +120 Attackspeed for 30 seconds
Mana Cost 100/150/205
Cooldown 55
Skill Build:
1. Stalk
2. Barrel Roll
3. Stalk
4. Barrel Roll
5. Stalk
6. Berserk
7. Stalk
8. Barrel Roll
9. Barrel Roll
10. Gash
11. Berserk
12. Gash
13. Gash
14. Gash
15. Stats
16. Berserk
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
EARLY GAME:
2x Duck Boots
1x Pretender’s Crown
1x Runes of Blight
OR
1x Ring of the Teacher (Guardian Ring + Scarab)
1x Runes of Blight
During the early game, try to be aggressive with your stalk because it is quite useful especially if you do have Ring of the Teacher.
If not, stay back, focus on last hitting and denying to get that level advantage.
If you solo, try to focus on denying and then last hitting at tower to be very careful and survive. Spam stalk when you can.
MID GAME:
1x Abyssal Skull
1x Steamboots (Str)
2x Soulscream Ring
If you did better:
1x Mighty Blade
During this portion of the game, go ahead and try ganking people as much as you can.
Getting money is key especially in this portion of the game if you want to dominate during the rest game.
Finish your Hack as fast as you can and continue ganking and pushing towers.
As soon as your Hack and Slash is finished, you’ll be super fast which means easier to chase.
LATE GAME:
1x Abyssal Skull
1x Steamboots (Str)
1x Hack and Slash
1x Ruined Axe
1x Savage Mace
1x Demonic Breastplate
At the late stages of the game, try pushing as hard as you can and dominate till the end.
Once you get your ruined axe, or any of the other last 3 items, the game should be over, but I like giving more options. =]
Items to Concider (Situational):
Shrunken Head
Image
Very useful in cases of nukers or strong spells cast mostly against you.
Brutalizer
Image
In cases of hard hitters or really annoying stunners or casters, very useful item to stun as much as you can.
Worst Enemies:
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Bound Eye (Or other reveal invis items)
Yes, your true enemy. You need to kill the bearer of this item as fast as you can! If you cannot spam your stalk, there’s not much of a way to chase or gank!
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Scout
His wards can see you. Even when you use stalk, very hard to kill because he has invis too!
Image
Pollywog Priest
His morph and bindings rape you. If you get caught in these, the other team can wack you to death, easily.
Image
Magmus
Magmus has his aoe stun and his eruption which can kill you even if you go invis.
»»  read more

Forsaken Archer

Forsaken Archer
Once a woodland huntress who captured the hearts of countless men, the Forsaken Archer was taken against her will and slain by a spurned suitor.  As she lay dying she forged a terrible pact with the daemons who discovered her broken body.  Now, rather than hearts it is souls she captures, wielding them as weapons.  Atop the skeletal remains of a beast she once hunted, the forsaken archer rains terror upon any who stand in her path.
Stats
Attack Type=Ranged
Attack Damage=41-52
Attack Range=600
Movementspeed=305
Turnrate=320
Armor=2.22
MagicArmor=5.5
Strength=17
Agility=22
Intelligence=17
Strength per level=1.7
Agility per level=2.7
Intelligence per level=1.8
Spells

Crippling Volley

Crippling Volley
The Forsaken Archer fires a Volley of barbed arrows high into the sky, dispersing them over an area and pinning any enemy caught in their path to the ground.
Level 1 : Applies Crippling Volley to enemies in 225 radius for 1.75 seconds. Deals 85 Magic damage.
Level 2 : Applies Crippling Volley to enemies in 225 radius for 2 seconds. Deals 140 Magic damage.
Level 3 : Applies Crippling Volley to enemies in 225 radius for 2.25 seconds. Deals 195 Magic damage.
Level 4 : Applies Crippling Volley to enemies in 225 radius for 2.5 seconds. Deals 250 Magic damage.
Mana cost 95/110/125/140
Cooldown 10 seconds
Crippling Volley Effect
Immobilized
Split Fire
Split Fire
By drawing even more from the stolen souls she keeps trapped in her quiver,
the Forsaken Archer is able to fire arrows that split into parts, striking multiple targets.

Level 1 :  Splits attack into 4 seperate attacks, each dealing 35% damage.
Level 2 :  Splits attack into 4 seperate attacks, each dealing 45% damage.
Level 3 :  Splits attack into 4 seperate attacks, each dealing 55% damage.
Level 4 :  Splits attack into 4 seperate attacks, each dealing 65% damage.
Mana cost n/a
Cooldown n/a
Call of the Damned
Call of the Damned
With the cursed powers bestowed on her by the Hellbourne,
the Forsaken Archer is able to bring the soulless bodies of her
victims back from the dead to fight by her side as skeletal warriors.

Level 1 : Spawns 2 Skeletal Minions with 20 max health, deals 14-20 physical damage and does 4 Magic damage per second over 4 seconds on attack.
Level 2 : Spawns 4 Skeletal Minions with 20 max health, deals 20-26 physical damage and does 8 Magic damage per second over 4 seconds on attack.
Level 3 : Spawns 6 Skeletal Minions with 20 max health, deals 26-32 physical damage and does 12 Magic damage per second over 4 seconds on attack.
Level 4 : Spawns 8 Skeletal Minions with 20 max health, deals 32-38 physical damage does 16 Magic damage per second over 4 seconds on attack.
Mana cost n/a
Cooldown n/a
Also works on denied creeps.
Ultimate
Piercing Arrows
Piercing Arrows
Fueled by the rage in her heart, the Forsaken Archer fires Piercing Arrows
that fly straight through her target, striking any other enemies in its path
behind them before it finally dissipates.

Level 1 : Shoots a Piercing Arrow every 0.5 seconds that travels 1300, and damages any enemies it goes through for 75 Magic damage per arrow.
Level 2 : Shoots a Piercing Arrow every 0.5 seconds that travels 1300, and damages any enemies it goes through for 150 Magic damage per arrow.
Level 3 : Shoots a Piercing Arrow every 0.5 seconds that travels 1300, and damages any enemies it goes through for 225 Magic damage per arrow.
Range 625
Mana Cost 100/200/300
Cooldown 95 seconds
»»  read more

Deadwood

Deadwood
Born of the cruelly tainted lands of Newerth, Deadwood is the undead husk of the first Keeper of the Forest.  All around him, living things wilt, and he has little hesitation to destroy trees or use them as weapons.  Despite seeking the destruction of Newerth, he still commands the incredible strength and natural powers of a forest guardian, thus combining the cruelty of the Hellbourne with the powers that once belonged only to the Beast Horde.
Stats
Attack Type=Melee
Attack Damage=56-61
Attack Range=128
Movementspeed=300
Turnrate=320
Armor=2.24
MagicArmor=5.5
Strength=23
Agility=16
Intelligence=16
Strength per level=2.7
Agility per level=2.0
Intelligence per level=1.5

Spells

Rotten Grasp
Rotten Grasp
Calling upon the deep corruption underground,
Deadwood can root anyone standing in the targeted area after a short delay.

Level 1 : After a 1.5 second delay applies Rotten Grasp to all enemies in 200 radius. Lasts 1 second.
Level 2 : After a 1.5 second delay applies Rotten Grasp to all enemies in 200 radius. Lasts 1.7 seconds.
Level 3 : After a 1.5 second delay applies Rotten Grasp to all enemies in 200 radius. Lasts 2.3 seconds.
Level 4 : After a 1.5 second delay applies Rotten Grasp to all enemies in 200 radius. Lasts 3 seconds.
Mana cost 120
Cooldown 13 seconds
Rotten Grasp Effects
Immobilized
100 Magic damage per second
-1/2/3/4 Armor
Uproot
Uproot
Deadwood can turn any tree into a weapon by simply tearing it out of the ground.
While holding a tree, he can throw it at an enemy, mini-stunning and snaring them.

Level 1 : Picks up target tree, getting +15 damage for 5 attacks. Deadwood can then throw the tree at a target dealing 30 Physical damage, mini-stunning and applying Son of a Birch for 1.5 seconds.
Level 2 : Picks up target tree, getting +30 damage for 6 attacks. Deadwood can then throw the tree at a target dealing 60 Physical damage, mini-stunning and applying Son of a Birch for 2 seconds.
Level 3 : Picks up target tree, getting +45 damage for 7 attacks. Deadwood can then throw the tree at a target dealing 90 Physical damage, mini-stunning and applying Son of a Birch for 2.5 seconds.
Level 4 : Picks up target tree, getting +60 damage for 8 attacks. Deadwood can then throw the tree at a target dealing 120 Physical damage, mini-stunning and applying Son of a Birch for 3 seconds.
Mana cost 60
Cooldown 15 seconds
Son of a Birch Effect
75% movement speed slow, decreasing over period.
Clearcutting
Clearcutting
Deadwood, not known for his love of nature, can gain the ability to destroy
trees he walks through. Empowered by the destruction he has caused,
Deadwood gains movement speed, attack speed, and slow resistance when destroying trees.

Level 1 : Applies Clearcutting to self for 9 seconds. Any tree ran through grants one charge. Max 1 charge.
Level 2 : Applies Clearcutting to self for 10 seconds. Any tree ran through grants one charge. Max 2 charge.
Level 3 : Applies Clearcutting to self for 11 seconds. Any tree ran through grants one charge. Max 3 charge.
Level 4 : Applies Clearcutting to self for 12 seconds. Any tree ran through grants one charge. Max 4 charge.
Mana cost 50
Cooldown 25 seconds
Clear Cutting Effects
+3% Movement Speed per charge
+15 Attack Speed per charge
Treewalking
+25% Slow Resistance per charge
Ultimate
Willowmaker
Willowmaker
An ageless and powerful force, Deadwood uses his stump arm to punch an enemy,
dealing massive damage.

Level 1 : Deals 350 Physical damage and stuns target for 1.5 second. Willowmaker applied for 5 seconds and  slowed for 2 seconds.
Level 2 : Deals 650 Physical damage and stuns target for 1.5 second. Willowmaker applied for 5 seconds and  slowed for 2 seconds.
Level 3 : Deals 900 Physical damage and stuns target for 1.5 second.  Willowmaker applied for 5 seconds and  slowed for 2 seconds.
Mana Cost 100/150/200
Cooldown 85/75/65 seconds
Willowmaker Effect
Lowers total strength by 20%
»»  read more

Corrupted Disciple

Corrupted Disciple Stats
Attack Type=Ranged
Attack Damage=44-52
Attack Range=475
Movementspeed=290
Turnrate=320
Armor=2.10
MagicArmor=5.5
Strength=19
Agility=22
Intelligence=19
Strength per level=1.9
Agility per level=2.5
Intelligence per level=1.8
Spells
Electric Tide
Electric Tide
The Corrupted Disciple unleashes an Electric Tide
from his Orb, dealing damage to everyone around
himself as the Tide expands and contracts.

Level 1 : Deals 40 to 70 Magic damage.
Level 2 : Deals 60 to 105 Magic damage.
Level 3 : Deals 80 to 140 Magic damage.
Level 4 : Deals 100 to 175 Magic damage.
Mana cost 125
Cooldown 16 seconds
Enemies take more damage the further away they are. Damage is dealth both on expansion and contraction of the Tide.
Corrupted Conduit
Corrupted Conduit
The Corrupted Disciple links himself with an enemy,
draining their damage while enhancing his own.

Level 1 : Self +5 Damage per charge, linked Enemy -5 Damage per charge.
Level 2 : Self +10 Damage per charge, linked Enemy -10 Damage per charge.
Level 3 : Self +15 Damage per charge, linked Enemy -15 Damage per charge.
Level 4 : Self +20 Damage per charge, linked Enemy -20 Damage per charge.
Mana cost 20/30/40/50
Cooldown 45/40/35/30 seconds
1 charged is gained for each second of link being active. Link is broken if target moves out of 700 unit range or 50/100/150/200 of total damage is drained. Link effects remain for 13 seconds after link is broken.
Static Discharge
Static Discharge
The Corrupted Disciple’s Orb charges his body with electricity,
enhancing his movement speed while shocking enemies
who try to cast spells on him.

Level 1 : +3% Movement speed, Deals 40 Magic Damage to enemies who cast direct spells on the Disciple and applies Static Discharge.
Level 2 : +6% Movement speed, Deals 60 Magic Damage to enemies who cast direct spells on the Disciple and applies Static Discharge.
Level 3 : +9% Movement speed, Deals 80 Magic Damage to enemies who cast direct spells on the Disciple and applies Static Discharge.
Level 4 : +12% Movement speed, Deals 100 Magic Damage to enemies who cast direct spells on the Disciple and applies Static Discharge.
Mana cost n/a
Cooldown n/a
Static Discharge Effects
80% Movement speed slow decreasing over 0.3/0.6/0.9/1.2 seconds.
Ultimate
Overload
Overload
The Corrupted Disciple overloads his armor with electricity,
jolting the lowest health target around him repeatedly,
lowering its armor in the process.

Level 1 :  Shoots a jolt every 0.85 seconds that does 37.5 Physical damage to lowest health target in 525 area around the Disciple. Lasts 20 seconds.
Level 2 : Shoots a jolt every 0.75 seconds that does 50 Physical damage to lowest health target in 525 area around the Disciple. Lasts 25 seconds.
Level 3 : Shoots a jolt every 0.6 seconds that does 62.5 Physical damage to lowest health target in 525 area around the Disciple. Lasts 30 seconds.
Mana Cost 100
Cooldown 80/70/60 seconds
»»  read more

Wretched Hag

wretched hag
The Wretched Hag haunted Newerth’s darkness
long before the Hellbourne spilled forth.  A fiendish
hag fatted off the flesh of children and virgin brides,
she keeps as her only company a swarm of bats — the
only creatures that can abide her shrieking cries.

Stats
Attack Type=Ranged
Attack Damage=40-48
Attack Range=550
Movementspeed=300
Turnrate=320
Armor=1.52
MagicArmor=5.5
Strength=16
Agility=18
Intelligence=24
Strength per level=1.7
Agility per level=2.0
Intelligence per level=2.5
Spells
Haunt
Haunt
The Wretched Hag haunts a target unit with a bat,
slowing its movement speed and dealing periodic damage.

Level 1 : Deals 50 initial Magic damage, then 10 Magic damage every 3 seconds,  20% Movement speed slow for 10 seconds.
Level 2 : Deals 70 initial Magic damage, then 20 Magic damage every 3 seconds,  30% Movement speed slow for 10 seconds.
Level 3 : Deals 70 initial Magic damage, then 40 Magic damage every 3 seconds,  40% Movement speed slow for 10 seconds.
Level 4 : Deals 100 initial Magic damage, then 50 Magic damage every 3 seconds,  50% Movement speed slow for 10 seconds.
Mana cost 80/100/120/140
Cooldown 20/17/14/11 seconds
Flash of Darkness
Flash of Darkness
The Wretched Hag disappears in a flash of darkness,
only to instantly reappear at a target location.

Level 1 : Teleport to location 800 range.
Level 2 : Teleport to location 900 range.
Level 3 : Teleport to location 1000 range.
Level 4 : Teleport to location 1150 range.
Mana cost 60
Cooldown 12/10/8/6 seconds
Sonar Scream
Sonar Scream
Unleashing a high frequency scream,
the Wretched Hag damages all nearby enemies.

Level 1 : Deals 85 Magic damage to all targets in 400 radius
Level 2 : Deals 165 Magic damage to all targets in 450 radius
Level 3 : Deals 225 Magic damage to all targets in 475 radius
Level 4 : Deals 300 Magic damage to all targets in 500 radius
Mana cost 140
Cooldown 7 seconds
Ultimate
Bat Blast
Bat Blast
The Wretched Hag lets loose a torrent of magical bats
in a target direction. Enemies caught within the blast
are heavily damaged and have Haunted state applied to them.

Level 1 : Deals 290 Magic damage to targets in a cone and applies Haunted State to each target hit.
Level 2 : Deals 430 Magic damage to targets in a cone and applies Haunted State to each target hit.
Level 3 : Deals 600 Magic damage to targets in a cone and applies Haunted State to each target hit.
Mana Cost 250/360/500
Cooldown 135 seconds
Haunted State Effects
Applies current level of Haunt to targets.
Bat blast is enhanced with Staff of the Master
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