Side Of The Sea

Side Of The Sea
Blue Hole

Senin, 01 November 2010

New Hero Dota




Far Seer

Thrall

  • Strength Thrall Strength
    19 + 1.9
  • Agility Thrall Agility
    15 + 1.4
  • Intelligence Thrall Intelligence
    22 + 2.5
  • Thrall

Thunder Strike


Thrall curses the target to be struck by thunder 3 times over 4 seconds. Foes nearby the victim will also be damaged.

Glimpse


Thrall forces the target back to it's previous position through a psionic rift. Sends the unit to where it was 4 seconds ago.

Kinetic Field


Thrall summons a circular barrier of kinetic energy, keeping enemies from walking in or out of it. The barrier has an aoe of 300.

Static Storm


Creates an area of electric instability which damages and silences enemies in the area. The effect starts off weak and then intensifies over 5 seconds, dealing increasing amounts of damage, before disappearing.

  • Sentinel
  • 0.4/0.5
  • 49-53
  • 0.05/1.0
  • 1
  • 1.7
  • 300
  • 1200
  • 600
  • 1800/800

Being raised by humans as a gladiator, Thrall learned more about strategy and tactics as a youth than even experienced orcish warchiefs learned in their lives. After escaping from the human slavery and meeting Grom Hellscream, he found out that he was a descendant of the Frostwolf clan. He traveled to his ancestor's village, where he became familiar with the spiritual magics of the orcish shamans. Now he combines not only his control over thunder, but also his tactical abilities to turn fights in his favor using impenetrable walls of magic, areas of static energy and even control over time.




Skills



Thunder Strike


  • Active
  • Unit
  • C
Thrall curses the target to be struck by thunder 3 times over 4 seconds. Foes nearby the victim will also be damaged.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 16 seconds
  • 800
  • 200
  • 4 seconds
  • Enemy unit
  • 3 strikes with 50 damage
  • 2
  • 110
  • 16 seconds
  • 800
  • 200
  • 4 seconds
  • Enemy unit
  • 3 strikes with 75 damage
  • 3
  • 120
  • 16 seconds
  • 800
  • 200
  • 4 seconds
  • Enemy unit
  • 3 strikes with 100 damage
  • 4
  • 130
  • 16 seconds
  • 800
  • 200
  • 4 seconds
  • Enemy unit
  • 3 strikes with 125 damage

Notes

• Damage type: magical




Glimpse


  • Active
  • Unit
  • D
Thrall forces the target back to it's previous position through a psionic rift. Sends the unit to where it was 4 seconds ago.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 160
  • 60 seconds
  • 600
  • N/A
  • N/A
  • Enemy unit
  • Target is moved back in time
  • 2
  • 130
  • 50 seconds
  • 1000
  • N/A
  • N/A
  • Enemy unit
  • Target is moved back in time
  • 3
  • 100
  • 40 seconds
  • 1400
  • N/A
  • N/A
  • Enemy unit
  • Target is moved back in time
  • 4
  • 70
  • 30 seconds
  • 1800
  • N/A
  • N/A
  • Enemy unit
  • Target is moved back in time

Notes

• The glimpse effect has some travel time, the target isn't instantly moved back.




Kinetic Field


  • Active
  • Area
  • E
Thrall summons a circular barrier of kinetic energy, keeping enemies from walking in or out of it. The barrier has an aoe of 300.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 70
  • 14 seconds
  • 900
  • 300
  • 2.5 seconds
  • Enemy unit
  • Keeps enemies from walking in/out
  • 2
  • 70
  • 14 seconds
  • 900
  • 300
  • 3 seconds
  • Enemy unit
  • Keeps enemies from walking in/out
  • 3
  • 70
  • 14 seconds
  • 900
  • 300
  • 3.5 seconds
  • Enemy unit
  • Keeps enemies from walking in/out
  • 4
  • 70
  • 14 seconds
  • 900
  • 300
  • 4 seconds
  • Enemy unit
  • Keeps enemies from walking in/out

Notes

• Has a 1.2 second cast delay before the field is fully formed.




Static Storm


  • Active
  • Area
  • R
Creates an area of electric instability which damages and silences enemies in the area. The effect starts off weak and then intensifies over 5 seconds, dealing increasing amounts of damage, before disappearing.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 125
  • 75 seconds
  • 800
  • 375
  • 5 seconds
  • Enemy unit
  • Silence and up to 170 dps
  • 2
  • 175
  • 75 seconds
  • 800
  • 375
  • 5 seconds
  • Enemy unit
  • Silence and up to 210 dps
  • 3
  • 225
  • 75 seconds
  • 800
  • 375
  • 5 seconds
  • Enemy unit
  • Silence and up to 250 dps

Notes

• The damage starts off slow and ramps up continuously until it reaches the maximum
• Total damage dealt in whole duration: 446.25/551.25/656.25
• Damage type: magical





 

Shadow Demon

Eredar

  • Strength Eredar Strength
    17 + 1.9
  • Agility Eredar Agility
    18 + 2.2
  • Intelligence Eredar Intelligence
    26 + 2.7
  • Eredar

Disruption


Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar's control which last for 6 seconds.

Soul Catcher


Ererdar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take increased damage for 12 seconds.

Shadow Poison


Eredar casts forth a shadowy poison which deals 50 damage and afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. You have small vision over affected heroes.

Demonic Purge


Eredar casts a powerful demonic purge on a target enemy, removing all positive buffs. The purged target slowly regains its movement speed over 4 seconds. At the end of the purge the target takes damage.

  • Scourge
  • 0.35/0.5
  • 53-57
  • 0.3/0.51
  • 3
  • 1.7
  • 295
  • 900
  • 500
  • 1800/800

Long before the war of the Scourge and the Sentinel, an ancient demon named Eredar waged war on all creation. No champion of Light could match him, but he was betrayed and killed by his own underlings. However, the faintest sliver of his shadow survived; over the millenia Eredar regained a portion of his former being and grows stronger each day, but in a twist of fate his new form was that of a gnoll. Eredar's new form is not well suited to direct confrontation, but he knows a number of objurations and tricks to deal with his foes; his skills include banishment, poison, curses, and darker demonic arts.




Skills

Disruption


  • Active
  • Unit
  • D
Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar's control which last for 6 seconds.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 75
  • 16 seconds
  • 700
  • N/A
  • 2.5/6 seconds *
  • Any hero
  • Banishes target and creates 2 illusions that deal 30% damage.
  • 2
  • 75
  • 16 seconds
  • 700
  • N/A
  • 2.5/6 seconds *
  • Any hero
  • Banishes target and creates 2 illusions that deal 40% damage.
  • 3
  • 75
  • 16 seconds
  • 700
  • N/A
  • 2.5/6 seconds *
  • Any hero
  • Banishes target and creates 2 illusions that deal 50% damage.
  • 4
  • 75
  • 16 seconds
  • 700
  • N/A
  • 2.5/6 seconds *
  • Any hero
  • Banishes target and creates 2 illusions that deal 60% damage.

Notes

• (*) Banish duration/Illusion duration




Soul Catcher


  • Active
  • Area
  • C
Ererdar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take increased damage for 12 seconds.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 50
  • 13 seconds
  • 600
  • 450
  • 12 seconds
  • Enemy unit
  • 20% damage amplification
  • 2
  • 50
  • 13 seconds
  • 600
  • 450
  • 12 seconds
  • Enemy unit
  • 30% damage amplification
  • 3
  • 50
  • 13 seconds
  • 600
  • 450
  • 12 seconds
  • Enemy unit
  • 40% damage amplification
  • 4
  • 50
  • 13 seconds
  • 600
  • 450
  • 12 seconds
  • Enemy unit
  • 50% damage amplification

Notes

• Damage type: pure




Shadow Poison


  • Active
  • Ground
  • W
Eredar casts forth a shadowy poison which deals 50 damage and afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. You have small vision over affected heroes.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 50
  • 3 seconds
  • 1500
  • 150
  • 10 seconds
  • Enemy unit
  • 20/40/80/160 dmg per stack + 50 each further stacks
  • 2
  • 50
  • 3 seconds
  • 1500
  • 150
  • 10 seconds
  • Enemy unit
  • 35/70/140/280 dmg per stack + 50 each further stacks
  • 3
  • 50
  • 3 seconds
  • 1500
  • 150
  • 10 seconds
  • Enemy unit
  • 50/100/200/400 dmg per stack + 50 each further stacks
  • 4
  • 50
  • 3 seconds
  • 1500
  • 150
  • 10 seconds
  • Enemy unit
  • 65/130/260/520 dmg per stack + 50 each further stacks

Notes

• Each stack increases the damage it would deal exponentially, up to 4 stacks.
• This has a sub ability to let you release the poison at any time.
• Damage type: magical




Demonic Purge


  • Active
  • Unit
  • G
Eredar casts a powerful demonic purge on a target enemy, removing all positive buffs. The purged target slowly regains its movement speed over 4 seconds. At the end of the purge the target takes damage.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 200
  • 50 seconds
  • 600
  • N/A
  • 4 seconds
  • Enemy unit
  • 200 damage, slow, buff removal
  • 2
  • 200
  • 50 seconds
  • 600
  • N/A
  • 4 seconds
  • Enemy unit
  • 300 damage, slow, buff removal
  • 3
  • 200
  • 50 seconds
  • 600
  • N/A
  • 4 seconds
  • Enemy unit
  • 400 damage, slow, buff removal

Notes

• Damage type: magical







Gyrocopter

Aurel Vlaicu

  • Strength Aurel Vlaicu Strength
    18 + 1.8
  • Agility Aurel Vlaicu Agility
    24 + 2.4
  • Intelligence Aurel Vlaicu Intelligence
    23 + 2.1
  • Aurel Vlaicu

Rocket Barrage


Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds.

Homing Missile


The Gyrocopter launches a homing missile that will follow the target until it impacts. The missile is inactive for 3 seconds upon launch and then begins slowly accelerating towards the target. Stuns the target for 2.5 seconds and deals damage based on how much it traveled. The missle can be destroyed by 3 attacks from a hero or tower.

Flak Cannon


The Gyrocopter enables all of its cannons, allowing its attacks to strike all enemies in a 800 aoe. Lasts for a limited number of attacks or 15 seconds. Does not work with illusions.

Call Down


The Gyrocopter launches two missiles at the targeted area. The first missile strikes in 2 seconds, followed by the second missile at 4 seconds. Enemies in the area when a missile strikes are damaged and slowed.

  • Sentinel
  • 0.2/0.97
  • 41-51
  • 0.3/0.5
  • 2
  • 1.7
  • 305
  • 3000
  • 375
  • 1800 / 800

Raised amongst the dwarven mining clan, Aurel grew up with a fascination for making things explode. Such tendencies were considered healthy in the mining society as a dwarf's skill with explosives determined his pay, his rank and of course, his popularity amongst the females. Unlike the rest of the clan however, Aurel sought to use his skills for more than just blowing up rocks. By combining controlled detonations with thick metal to direct their force, Aurel is able to create everything from engines to missles. Excited to be able to put his inventions to the test, Aurel's presence on the battlefield promises to be a blast!




Skills


Rocket Barrage


  • Active
  • Instant
  • R
Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 90
  • 6.5 seconds
  • N/A
  • 400
  • 3 seconds
  • Enemy Units
  • 10 dmg/rocket
  • 2
  • 90
  • 6.5 seconds
  • N/A
  • 400
  • 3 seconds
  • Enemy Units
  • 13 dmg/rocket
  • 3
  • 90
  • 6.5 seconds
  • N/A
  • 400
  • 3 seconds
  • Enemy Units
  • 16 dmg/rocket
  • 4
  • 90
  • 6.5 seconds
  • N/A
  • 400
  • 3 seconds
  • Enemy Units
  • 19 dmg/rocket

Notes

• The rockets can only hit units you have vision over.
• Damage type: magical




Homing Missile


  • Active
  • Unit
  • E
The Gyrocopter launches a homing missile that will follow the target until it impacts. The missile is inactive for 3 seconds upon launch and then begins slowly accelerating towards the target. Stuns the target for 2.5 seconds and deals damage based on how much it traveled. The missle can be destroyed by 3 attacks from a hero or tower.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 120
  • 20 seconds
  • 1050
  • N/A
  • 2.5 seconds
  • Enemy unit
  • Damage up to 100 and stun
  • 2
  • 130
  • 17 seconds
  • 1050
  • N/A
  • 2.5 seconds
  • Enemy unit
  • Damage up to 200 and stun
  • 3
  • 140
  • 14 seconds
  • 1050
  • N/A
  • 2.5 seconds
  • Enemy unit
  • Damage up to 300 and stun
  • 4
  • 150
  • 11 seconds
  • 1050
  • N/A
  • 2.5 seconds
  • Enemy unit
  • Damage up to 400 and stun

Notes

• Towers do half damage to the rocket.
• Enemy has vision over the rocket once it starts moving.
• The crosshair over the target is visible to allies only.
• Damage type: magical
• Minimum damage is 50.
• Maximum of damage is reached when the rocket is 2000 units away from the point where it started




Flak Cannon


  • Active
  • Instant
  • F
The Gyrocopter enables all of its cannons, allowing its attacks to strike all enemies in a 800 aoe. Lasts for a limited number of attacks or 15 seconds. Does not work with illusions.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 50
  • 20 seconds
  • N/A
  • 800
  • 3 attacks or 15 seconds
  • Enemy units
  • Each enemy in AoE takes damage
  • 2
  • 50
  • 20 seconds
  • N/A
  • 800
  • 4 attacks or 15 seconds
  • Enemy units
  • Each enemy in AoE takes damage
  • 3
  • 50
  • 20 seconds
  • N/A
  • 800
  • 5 attacks or 15 seconds
  • Enemy units
  • Each enemy in AoE takes damage
  • 4
  • 50
  • 20 seconds
  • N/A
  • 800
  • 6 attacks or 15 seconds
  • Enemy units
  • Each enemy in AoE takes damage

Notes

• Your attack range is still limited to 375 range.
• Attack modifiers only work vs primary target.




Call Down


  • Active
  • Ground
  • C
The Gyrocopter launches two missiles at the targeted area. The first missile strikes in 2 seconds, followed by the second missile at 4 seconds. Enemies in the area when a missile strikes are damaged and slowed.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 125
  • 55 seconds
  • 1000
  • 400
  • 2/3 seconds *
  • Enemy units
  • Deals 250/100* damage and slows for 20%/50%*
  • 2
  • 125
  • 50 seconds
  • 1000
  • 400
  • 2/3 seconds *
  • Enemy units
  • Deals 300/150* damage and slows for 20%/50%*
  • 3
  • 125
  • 45 seconds
  • 1000
  • 400
  • 2/3 seconds *
  • Enemy units
  • Deals 350/200* damage and slows for 20%/50%*

Notes

• (*) First rocket/second rocket
• The visual warning indicator is visible for allies only. The enemies can see the rockets fly out of you though.
• Damage type: magical









Guardian Wisp

Io

  • Strength Io Strength
    17 + 1.9
  • Agility Io Agility
    14 + 1.6
  • Intelligence Io Intelligence
    23 + 1.7
  • Io

Tether


Io tethers himself to an allied unit, granting both units bonus movement speed. Any enemy units that contact the tether will be stunned. The tether will break if it stretches beyond 900 units. Lasts 12 seconds.

Spirits


Io summons 5 ancient Spirits over the course of 6 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, damaging and slowing all enemies in a 300 area of effect. Non hero units only take minor damage upon touching a spirit and do not cause them to explode.

Overcharge


Io draws on more energy than he can safely handle, granting him bonus attack speed, but draining 2.5% of his current HP and MP per second. If Io is tethered to an ally the bonus attack speed is also granted to that ally.

Relocate


Io temporarily relocates himself, along with any tethered hero, to the target location for 12 seconds.

  • Sentinel
  • 0.15/0.4
  • 33-42
  • 0.01/0.51
  • 0
  • 1.7
  • 295
  • 1600
  • 525
  • 1800/800

Originally nothing more than a lowly spirit of the trees, Io dwelt peacefully amongst his kind in the Great Forest. As the Great War spread across the land the creatures of the forest were forced to defend their home. The desire to protect his kin awoke power in Io he had not known he possessed. He discovered he was able to connect his life force to another creature to strengthen them or help them flee by instantly transporting them out of harm. Io became known amongst his people as the Guardian Wisp, a protector of the Spirits. All other spirits swore to assist him and can be summoned to his side to aid him in his battle. Uninterested in the battle between the Sentinel and the Scourge, Io fights only to protect his people.





Skills

 Tether


  • Active
  • Unit
  • T
Io tethers himself to an allied unit, granting both units bonus movement speed. Any enemy units that contact the tether will be stunned. The tether will break if it stretches beyond 900 units. Lasts 12 seconds.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 40
  • 12 seconds
  • 1800
  • 900
  • 12/1 second *
  • Allied heroes
  • 20% ms bonus
  • 2
  • 40
  • 12 seconds
  • 1800
  • 900
  • 12/1.25 seconds *
  • Allied heroes
  • 25% ms bonus
  • 3
  • 40
  • 12 seconds
  • 1800
  • 900
  • 12/1.5 seconds *
  • Allied heroes
  • 30% ms bonus
  • 4
  • 40
  • 12 seconds
  • 1800
  • 900
  • 12/1.75 seconds*
  • Allied heroes
  • 35% ms bonus

Notes

• (*) Tether duration/stun duration
• If you try to tether a unit that is a outside its range (by up to 900) Io will latch on and pull himself closer to the unit.
• Tether transfers other states on the hero to the allied unit. This includes Overcharge, Relocate and any time you regenerate hp/mp.
• Has a sub ability that lets you break the tether.




Spirits


  • Active
  • Instant
  • W
Io summons 5 ancient Spirits over the course of 6 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, damaging and slowing all enemies in a 300 area of effect. Non hero units only take minor damage upon touching a spirit and do not cause them to explode.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 120
  • 14 seconds
  • N/A
  • 300*
  • 6 seconds
  • Enemy units
  • 8/25** damage/30% slow
  • 2
  • 130
  • 14 seconds
  • N/A
  • 300*
  • 6 seconds
  • Enemy units
  • 14/50** damage/30% slow
  • 3
  • 140
  • 14 seconds
  • N/A
  • 300*
  • 6 seconds
  • Enemy units
  • 20/75** damage/30% slow
  • 4
  • 150
  • 14 seconds
  • N/A
  • 300*
  • 6 seconds
  • Enemy units
  • 26/100** damage/30% slow

Notes

• (*) Area of Effect of the slow
• (**) Damage to creeps/heroes
• Damage type: magical
• Nonheroes won't be slowed
• Slow duration: 3 seconds
• Min/max Oscillation range: 100/875




Overcharge


  • Toggle
  • Instant
  • V
Io draws on more energy than he can safely handle, granting him bonus attack speed, but draining 2.5% of his current HP and MP per second. If Io is tethered to an ally the bonus attack speed is also granted to that ally.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 2.5% of current HP and MP
  • N/A
  • N/A
  • N/A
  • N/A
  • Self
  • 60 IAS
  • 2
  • 2.5% of current HP and MP
  • N/A
  • N/A
  • N/A
  • N/A
  • Self
  • 80 IAS
  • 3
  • 2.5% of current HP and MP
  • N/A
  • N/A
  • N/A
  • N/A
  • Self
  • 100 IAS
  • 4
  • 2.5% of current HP and MP
  • N/A
  • N/A
  • N/A
  • N/A
  • Self
  • 120 IAS

Notes

• This bonus affects a tethered unit as well.
• The hp/mana lost can't be reduced in any way.
• The hp/mana loss is actually 0.5% in every 0.2 seconds, resulting in 2.4751256878125% loss per second




Relocate


  • Active
  • Ground
  • R
Io temporarily relocates himself, along with any tethered hero, to the target location for 12 seconds.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 90 seconds
  • Global
  • N/A
  • N/A
  • N/A
  • Teleport after 2.5 seconds
  • 2
  • 100
  • 75 seconds
  • Global
  • N/A
  • N/A
  • N/A
  • Teleport after 2.25 seconds
  • 3
  • 100
  • 60 seconds
  • Global
  • N/A
  • N/A
  • N/A
  • Teleport after 2 seconds

Notes

• There is a casting delay and the enemy has visual indicators on the minimap at the target location before it happens.
• If an allied hero is Tethered, that hero will teleported along with you. You can break the tether at any time to prevent that hero from returning back with you.
• The -disablehelp command will prevent an allied Io from teleporting your hero with this this ability.







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