Tuesday, April 19, 2011

Dota Hero - Ymir - Tuskarr

Dota Hero, Ymir, TuskarrRange: 128 | Move Speed: 305
Primary: STR
Str: 23 + 2.3 | Agi: 23 + 2.1 | Int: 18 + 1.7
Damage: 50 - 54 | HP: 587 | Mana: 234
HP Regen: 0.94 | Mana Regen: 0.73
Attack Speed: 0.72 | Armor: 3

Hailing from the Borean Tundra, Ymir is one of the wisest Tuskarr warriors. Acquainted with years of warfare experience against raiding Ice Trolls and Nerubian Spiders that beset his village during his younger years, Ymir eagerly volunteered himself into the ranks of the Sentinel to help halt the notorious rise of the Lich King.

A specialist in controlling the element of ice, Ymir's prowess lies in surprising enemies with frosty magics. His arsenal not only consists of propelling Snowballs and hurling shards of solidifying ice, but also conjuring massive Snowstorms that greatly impede his enemies' battle efficiency.

Ice Shards (E)
Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.
Level 1 - 70 Damage
Level 2 - 140 Damage
Level 3 - 210 Damage
Level 4 - 280 Damage
• Damage type : magical
• Travel AOE: 200
• Cast Range: 1500
• The maximum range of the shards is 1600.
• The shards create an unpassable barrier once released.
Mana Cost: 120
Cooldown: 18/16/14/12 Seconds

Snowball (W)
Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes 40 extra damage and 0.25 extra stun duration.
Level 1 - 40 Damage, 0.25 seconds stun
Level 2 - 80 Damage, 0.5 seconds stun
Level 3 - 120 Damage, 0.75 seconds stun
Level 4 - 160 Damage, 1.0 second stun
• Damage type : magical
• AOE: 200 + 40 per second
• Target Cast Range: 1250
• The speed of the snowball is equal to 150% of Tuskarr's speed, plus 50% of any extra hero's speed.
• Illusions will not roll into the snowball, but Meepo clones will.
• The snowball stops chasing its target after 3 seconds.
• The snowball can cross cliffs and will destroy trees.
Mana Cost: 75
Cooldown: 40 Seconds

Frozen Sigil (F)
Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.
Level 1 - 10% Movement Slow, 30% Attack Speed Slow
Level 2 - 15% Movement Slow, 40% Attack Speed Slow
Level 3 - 20% Movement Slow, 50% Attack Speed Slow
Level 4 - 25% Movement Slow, 60% Attack Speed Slow
• The Sigil will automatically follow Tuskarr if no order is given to it.
• The Sigil flies, has a 310 MS, 220/240/260/280 HP, a 400/400 vision, and gives a 90/100/110/120 gold bounty.
Mana Cost: 75
Cooldown: 50 Seconds

Walrus Punch (R)
Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing.
Level 1 - Automatic Critical Hit, 2 Second Slow Duration
Level 2 - Automatic Critical Hit, 3 Second Slow Duration
Level 3 - Automatic Critical Hit, 4 Second Slow Duration
Mana Cost: 50/75/100
Cooldown: 30/24/18 Seconds
• Damage type : physical (critical strike)
• Critical Strike: 2.25x (4x if the target is below 50% hp)
• Landing Slow: 40%
• Walrus Punch cannot miss.

Dota Hero - Icarus - Phoenix

Dota Hero, Icarus, PhoenixRange: 500 | Move Speed: 290
Primary: STR
Str: 19 + 2.9 | Agi: 12 + 1.3 | Int: 18 + 1.8
Damage: 54 - 64 | HP: 511 | Mana: 234
HP Regen: 0.82 | Mana Regen: 0.73
Attack Speed: 0.66 | Armor: 0

Ancient scriptures spoke of seven sacred emanations of light, and of their convergence in great conflict. The collision of these rays upon the mortal realm created a pyre of the highest purity, giving birth to the mythical Phoenix.

As a manifestation of divine flames, Icarus can discharge either flames of death and destruction, or of life and healing. The concentrated beam of energy that he can emit can incinerate whole armies from across the battlefield. Unafraid to utilize his own life-force in order to vanquish his enemies, Icarus can also harness the direct power of the sun to create a stellar explosion.

Icarus Dive (D)
Icarus dives forward in an arc with a fixed distance in the targeted direction, dealing damage and disarming any units he comes into contact with, and then orbiting back to his original position. If during the 2 second duration of this spell Phoenix casts another spell, the dive ends. Phoenix gains magic immunity for this brief dive period as well. Costs 10% of current HP to cast.
Level 1 - 100 Damage, 2.0 Second Disarm
Level 2 - 150 Damage, 2.5 Second Disarm
Level 3 - 200 Damage, 3.0 Second Disarm
Level 4 - 250 Damage, 3.5 Second Disarm
• Damage type : magical
• Phoenix's trajectory has a 1400 length and 500 width.
• Total Travel Time: 2 seconds
• You can end the dive manually by pressing the hotkey again.
• Trees are destroyed in Phoenix's trajectory.
• Phoenix is magic immune during the dive.
Mana Cost: 100 Mana + 10% of Current HP
Cooldown: 40 Seconds

Fire Spirits (F)
Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power and can be used to damage his enemies or heal his allies. Costs 10% of your current HP to cast.
Level 1 - 10 Minimum Damage/Heal, 40 Maximum Damage/Heal
Level 2 - 15 Minimum Damage/Heal, 60 Maximum Damage/Heal
Level 3 - 20 Minimum Damage/Heal, 80 Maximum Damage/Heal
Level 4 - 25 Minimum Damage/Heal, 100 Maximum Damage/Heal
• Heals allied units and damages enemy units in a 400 AoE around an exploding spirit.
• Damage type : magical
• At the end of the duration, or when Phoenix dies or casts Supernova, remaining spirits will sacrifice themselves on the spot, dealing their heal/damage.
• The spirits grow to their full power linearly during 10 seconds.
• Spirit AOE: 400
• Subability Cast Range: 1200

Target Fire Spirits (F)



Description: Targets a Fire Spirit towards a unit. Fire Spirit will move at 600 ms towards target.
Casting Range: 1200
Mana Cost: 75 + 10% of current HP
Cooldown: 35 Seconds

Sun Ray (R)
Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam slows and damages enemies for a percentage of their life. Costs 25% of current HP to activate.
Level 1 - Damage per second : 10 + 5% of target's max life. 10% movement speed slow.
Level 2 - Damage per second : 20 + 5% of target's max life. 16% movement speed slow.
Level 3 - Damage per second : 30 + 5% of target's max life. 22% movement speed slow.
Level 4 - Damage per second : 40 + 5% of target's max life. 28% movement speed slow.
• Laser width: 75
• AoE around main target: 175
• Damage type : pure
• The ray will stop at the first hero it finds and burn an area around it.
• The maximum distance of the ray is 1150.
• Upon casting, Phoenix loses the ability to move and to attack, but can use a subability to drift in the direction of the ray.
• Clicking on the ground causes Phoenix to slowly aim the ray in the direction you clicked. (turn rate : 50 degrees per second)
• This ability can be toggled off.
• It will automatically stop if Phoenix lacks mana, casts Supernova, or if he is stunned or silenced.

Activate Movement (E)

Description: Icarus will drift towards the direction of the ray.
• Phoenix moves with a fixed 250 movement speed in this state.
• Phoenix can move through cliffs and will destroy trees on his path.
Mana Cost: 35 + 25% Current HP Activation Cost, 4% Max Mana Over Time
Cooldown: Toggle On/Off.

Supernova (V)
Icarus willingly ends his current life for the chance to be reborn. Transforms into a burning sun that scorches enemies within 1000 range. The sun can be attacked by enemy heroes; if it is destroyed, the Phoenix dies as well. However, if the sun survives for 6 seconds all enemies in range will be stunned and the Phoenix will return to life fully regenerated.
Level 1 - 60 Damage Per Second, 1.5 Second Stun, 5 hero attacks required to kill the sun
Level 2 - 80 Damage Per Second, 2.0 Second Stun, 7 hero attacks required to kill the sun
Level 3 - 100 Damage Per Second, 2.5 Second Stun, 9 hero attacks required to kill the sun
Mana Cost: 200
Cooldown: 110 Seconds
• Damage type : magical
• Burn AOE: 1000
• Only attacks from heroes (including illusions) can damage the sun.
• No ability can affect the sun.

Dota Hero - Huskar - Sacred Warrior

Dota Hero, Huskar, Sacred WarriorRange: 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

The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, are considered by many to be the most savage race of creatures to ever grace the battlefield. This reputation is well earned by their Sentinel representative Huskar, who's abilities revolve around shortening his own lifespan to spear his foes to burning pieces.

Considered a blessed martyr by his people, the Sacred Warrior is not afraid of death, and will even run towards it willingly, sometimes desperately, in order to bring the Undead Scourge to an end.

Inner Vitality (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. Lasts for 16 seconds.
Level 1 - 5(15*)% of main attrib + 2 hp regen per sec.
Level 2 - 10(30*)% of main attrib + 4 hp regen per sec.
Level 3 - 15(45*)% of main attrib + 6 hp regen per sec.
Level 4 - 20(60*)% of main attrib + 8 hp regen per sec.
• (*) 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. Lasts 6 seconds.
Level 1 - 4 damage per second.
Level 2 - 8 damage per second.
Level 3 - 12 damage per second.
Level 4 - 16 damage per second.
• 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 - 3% IAS and 2 Damage.
Level 2 - 6% IAS and 4 Damage.
Level 3 - 9% IAS and 6 Damage.
Level 4 - 12% 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 heavily damage an enemy. The target takes damage equal to 50% of its hp. Slows target by 50% for 5 seconds. Huskar pays a certain percentage of his hp to cast this. Aghanim's Scepter improves to 65% of target's hp.
Level 1 - Huskar pays 35% of his current HP to cast.
Level 2 - Huskar pays 30% of his current HP to cast.
Level 3 - Huskar pays 25% of his current HP to cast.
Mana Cost: N/A
Cooldown: 40/30/15 (24/16/8 with Scepter)
• Damage type: magical (to both Huskar and the target)
• Slow works on magic immune units.
• Casting range: 135

Dota Hero - Rattletrap - Clockwerk Goblin

Dota Hero, Rattletrap, Clockwerk GoblinRange: 125 | Move Speed: 315
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: 3

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.

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 15 damage and ministuns.
Level 2 - Periodically deals 35 damage and ministuns.
Level 3 - Periodically deals 55 damage and ministuns.
Level 4 - Periodically deals 75 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. Reveals explosion location for 10 seconds.
Level 1 - Deals 80 damage.
Level 2 - Deals 120 damage.
Level 3 - Deals 160 damage.
Level 4 - Deals 200 damage.
• 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.
Level 2 - 200 damage and a 1.5 second stun on collision.
Level 3 - 300 damage and a 2 second stun on collision.
Mana Cost: 150
Cooldown: 75/55/40 (20 with Aghanim's Scepter)
• Damage type: magical
• The affected enemy will be paused until the hook retreats.
• Casting range: 2000/2500/3000
• Area of Effect: 150
• Aghanim's Scepter allows hooking onto allies, the allied unit will not get disabled or damaged, and enemy units will still get damaged and disabled.

Dota Hero - Razzil Darkbrew - Alchemist

Razzil Darkbrew - Alchemist
Range: 128 | Move Speed: 295
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

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.

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. Lasts for 16 seconds.
Level 1 - 8 damage per second, reduces armor by 3.
Level 2 - 16 damage per second, reduces armor by 4.
Level 3 - 24 damage per second, reduces armor by 5.
Level 4 - 32 damage per second, reduces armor by 6.
• 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 120 damage and 1.75 second stun
Level 2 - Up to 180 damage and 2.5 second stun
Level 3 - Up to 240 damage and 3.25 second stun
Level 4 - Up to 300 damage and 4 second stun
• Casting range: 775
• Duration: 5 seconds
• Can only target 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: 120
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. Lasts for 25 seconds.
Level 1 - 1.45 BAT, 300 Bonus HP, and 15 HP/3 Mana Bonus Regeneration, +30 Movespeed
Level 2 - 1.35 BAT, 600 Bonus HP, and 30 HP/7.5 Mana Bonus Regeneration, +40 Movespeed
Level 3 - 1.20 BAT, 900 Bonus HP, and 60 HP/12 Mana Bonus Regeneration, +60 Movespeed
Mana Cost: 50/100/150
Cooldown: 45 Seconds
• Has a 0.35 second transformation time.
• You can dodge stuns while transforming.

Dota Hero - Io - The Guardian Wisp

Dota Hero, Io - The Guardian WispRange: 525 | Move Speed: 295
Primary: STR
Str: 17 + 1.9 | Agi: 14 + 1.6 | Int: 23 + 1.7
Damage: 33-42 | HP: 473 | Mana: 299
HP Regen: 0.76 | Mana Regen: 0.7
Attack Speed: 0.67 | Armor: 0

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 teleporting 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 Sentinel and Scourge, Io fights only to protect his people.

Tether (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 1 - 15% movement bonus with 1 stun duration.
Level 2 - 20% movement bonus with 1.25 stun duration.
Level 3 - 25% movement bonus with 1.5 stun duration.
Level 4 - 30% movement bonus with 1.75 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.
Mana Cost: 40
Cooldown: 12 Seconds.

Spirits (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 1 - 8 damage to creeps, 25 damage to heroes, 30% slow.
Level 2 - 14 damage to creeps, 50 damage to heroes, 30% slow.
Level 3 - 20 damage to creeps, 75 damage to heroes, 30% slow.
Level 4 - 26 damage to creeps, 100 damage to heroes, 30% slow.
• Damage type: magical
• Nonheroes won't be slowed
• Slow duration: 3 seconds
• Min/max Oscillation range: 100/875
Mana Cost: 120/130/140/150
Cooldown: 20/18/16/14 Seconds

Overcharge (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 1 - 60 bonus attack speed.
Level 2 - 80 bonus attack speed.
Level 3 - 100 bonus attack speed.
Level 4 - 120 bonus attack speed.
This bonus affects a tethered unit as well.
Mana Cost:
Cooldown:

Relocate (R)
Io temporary relocates himself, along with any tethered hero, to the target location for 12 seconds.
Level 1 - 2.5 sec cast delay.
Level 2 - 2.25 sec cast delay.
Level 3 - 2.0 sec cast delay.
Mana Cost: 100
Cooldown: 90/75/60
There is a casting delay and the enemy has visual indicators on the minimap and the world of the teleport 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. -disablehelp is available for this ability.

Dota Hero - Cairne Bloodhoof - Tauren Chieftain

Dota Hero, Cairne Bloodhoof, Tauren ChieftainCairne Bloodhoof - Tauren Chieftain
Range: 150 | Move Speed: 315
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

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.

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. Lasts 8 seconds.
Level 1 - Deals 120 damage. Gives 3 damage and 1% speed per creep, 10 damage and 5% speed per hero.
Level 2 - Deals 160 damage. Gives 6 damage and 1% speed per creep, 20 damage and 5% speed per hero.
Level 3 - Deals 200 damage. Gives 9 damage and 1% speed per creep, 30 damage and 5% speed per hero.
Level 4 - Deals 240 damage. Gives 12 damage and 1% speed per creep, 40 damage and 5% speed per hero.
• 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: 275
• 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.
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.

Dota Heroe - Kunkka - Admiral Proudmoore

Dota Heroe, Kunkka, Admiral Proudmoore Kunkka - Admiral Proudmoore

Range: 128 | Move Speed: 300
Primary: STR
Str: 21 + 2.7 | Agi: 14 + 1.3 | Int: 16 + 1.5
Damage: 47-57 | HP: 549 | Mana: 208
HP Regen: 0.88 | Mana Regen: 0.65
Attack Speed: 0.67 | Armor: 2

Of all the allies in the Sentinel's ranks, only one, is known by as many names and is feared in as many lands. Called Capt. CoCo by his mates, Jack Sparrow by other, The Legendary Mariner by some, but only a select few, know his real name and what it stands for.

He can harness the powers of the depths to conjure torrential geysers that blast his enemies into the air. His elegant blade is sworn to the Seas and with each mighty swing it ebbs like the tides. Using a watery form of spacial magic, he can bring you back to your original destination.

The Captain now sails towards the Scourge lands, aboard his Phantom vessel boosting the spirits of his comrades with his fabled Rum, paving the way for the victory of the Sentinel. He is Kunkka, Master and Commander of the seven seas.

Torrent (E)
Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water erupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing damage and slowing movement speed by 30%.

Level 1 - 120 damage, lasts 1 seconds.
Level 2 - 180 damage, lasts 2 seconds.
Level 3 - 240 damage, lasts 3 seconds.
Level 4 - 300 damage, lasts 4 seconds.

• Damage type: magic
• The initial bubble effect is only visible to allies.
• Units tossed in the air will be paused and still able to be attacked.
• Part of the damage occurs right as the torrent erupts, the rest occurs over time as the units are in the air.
• The unit is disabled for 1.53 seconds at all levels.
• Casting range: 1500
• Area of Effect: 225
Mana Cost: 120
Cooldown: 12

Tide Bringer (D)
Kunkka's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero increased damage and large AoE cleave for a single strike every once a while.

Level 1 - +15 damage
Level 2 - +30 damage
Level 3 - +45 damage
Level 4 - +60 damage
• Cleaved damage is only reduced by armor type, not by armor value.
• Cooldown is not activated on denies, so the damage bonus is maintained.
• Area of Effect: 380/420/460/500

Mana Cost: N/A
Cooldown: 16/12/8/4

X Marks the Spot (X)
In order to make an assembly for his troops, Admiral Proudmoore targets a hero and marks its current position on the ground. After a few seconds, the hero will instantly return to the mark.

Level 1 - Returns Target after 1 second. 500 cast range.
Level 2 - Returns Target after 2 second. 650 cast range.
Level 3 - Returns Target after 3 second. 800 cast range.
Level 4 - Returns Target after 4 second. 950 cast range.

• If target becomes magic immune after this spell has been cast, target will not return to the X after the duration ends.
• It interrupts channeling spells.

Return (R)



Key Combo: X
Description: Returns the target to the X.
Cooldown: 5 seconds
Mana Cost: 50

Mana Cost: 80/90/100/110
Cooldown: 30 Seconds

Ghost Ship (T)

The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 10% bonus movespeed and numbness to incoming damage, causing them to feel only half of the pain now and half after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for damage and a brief stun when the ship crashes.

Level 1 - Coco's Rum lasts 5 seconds, 1 second stun, 300 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Level 2 - Coco's Rum lasts 6 seconds, 1 second stun, 400 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Level 3 - Coco's Rum lasts 7 seconds, 1 second stun, 500 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Mana Cost: 150/200/250
Cooldown: 90 Seconds

• Damage type: magic
• Actual AoE of ship's collision is larger than the boat itself.
• The boat has a movement speed of 650.
• Damage dealt after CoCo's rum wears off is non-lethal and can never kill a hero.
• Casting range: 1000
• Area of Effect: 400

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