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sentinel strength

Admiral

Kunkka

    * Affiliation: Sentinel

    * Attack Animation: 0.4 / 0.3

    * Damage: 47 - 57

    * Casting Animation: 0.4 / 0.51

    * Armor: 2

    * Base Attack Time: 1.7

    * Movespeed: 300

    * Missile Speed: Instant

    * Attack Range: 128 (melee)

    * Sight Range: 1800 / 800

    * Information

    * Comments

    * Guides

    * Sounds

    * Artwork

    * Video

Daelin Proudmoore is a fearsome opponent in nearly any situation. His passive ability, Tidebringer, causes his sword to splash out massive damage over an area when he attacks, making him not only a constant threat in the lane, but a excellent damage dealer later in the game. Through the deadly combination of X Marks the Spot and Torrent, he can also pick off his fleeing enemies at will. He’s not at a loss in large team clashes either; His ultimate summons the legendary ship S.S. CoCo, which empowers his allies with rum and crashes into enemies, causing massive devastation. This ruthless admiral leaves none alive, least not dry!

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, Jacksparrow by others, 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

    * Ability Type: Active

    * Targeting Type: Area

    * Ability Hotkey: 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

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 120

    * 12 seconds

    * 1500

    * 200

    * 1 second

    * Enemy units

    * 120 damage, 30% slow

    * 2

    * 120

    * 12 seconds

    * 1500

    * 200

    * 2 seconds

    * Enemy units

    * 180 damage, 30% slow

    * 3

    * 120

    * 12 seconds

    * 1500

    * 200

    * 3 seconds

    * Enemy units

    * 240 damage, 30% slow

    * 4

    * 120

    * 12 seconds

    * 1500

    * 200

    * 4 seconds

    * Enemy units

    * 300 damage, 30% slow

Notes

• 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.

Tidebringer

    * Ability Type: Passive

    * Targeting Type: N/A

    * Ability Hotkey: 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 in awhile.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * N/A

    * 16 seconds

    * N/A

    * 380

    * N/A

    * Enemy units

    * +15 damage

    * 2

    * N/A

    * 12 seconds

    * N/A

    * 420

    * N/A

    * Enemy units

    * +30 damage

    * 3

    * N/A

    * 8 seconds

    * N/A

    * 460

    * N/A

    * Enemy units

    * +45 damage

    * 4

    * N/A

    * 4 seconds

    * N/A

    * 500

    * N/A

    * Enemy units

    * +60 damage

Notes

• Cleaved damage is only reduced by armor type, not by armor value.

• Cooldown is not activated on denies, so the damage bonus is maintained.

X Marks The Spot

    * Ability Type: Active

    * Targeting Type: Unit

    * Ability Hotkey: X

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

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 80

    * 30 seconds

    * 500

    * N/A

    * 1 second

    * Any hero

    * Returns Target after 1 second.

    * 2

    * 90

    * 30 seconds

    * 650

    * N/A

    * 2 seconds

    * Any hero

    * Returns Target after 2 seconds.

    * 3

    * 100

    * 30 seconds

    * 800

    * N/A

    * 3 seconds

    * Any hero

    * Returns Target after 3 seconds.

    * 4

    * 110

    * 30 seconds

    * 950

    * N/A

    * 4 seconds

    * Any hero

    * Returns Target after 4 seconds.

Notes

• 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.

• The -disablehelp command will prevent an allied Admiral from casting this spell on you.

    X Marks The Spot Return

        * Ability Type: Active

        * Targeting Type: Instant

        * Ability Hotkey: X

    Returns the target to the X.

        * Mana Cost

        * Cooldown

        * Casting range

        * Area of Effect

        * Duration

        * Allowed Targets

        * Effects

        * 50

        * 5 seconds

        * N/A

        * N/A

        * N/A

        * N/A

        * Returns the target to the X.

    Notes

    • This ability is available when X Marks the Spot is active on a target.

Ghost Ship

    * Ability Type: Active

    * Targeting Type: Point

    * Ability Hotkey: 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

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 150

    * 90 seconds

    * 1000

    * 400

    * 5 seconds

    * Self / Allies / Enemies

    * 1 second stun, 300 crash damage, 10% MS bonus, half damage now half damage after skill wears off.

    * 2

    * 200

    * 90 seconds

    * 1000

    * 400

    * 6 seconds

    * Self / Allies / Enemies

    * 1 second stun, 400 crash damage, 10% MS bonus, half damage now half damage after skill wears off.

    * 3

    * 250

    * 90 seconds

    * 1000

    * 400

    * 7 seconds

    * Self / Allies / Enemies

    * 1 second stun, 500 crash damage, 10% MS bonus, half damage now half damage after skill wears off.

Notes

• 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.

Kunkka

    * Affiliation: Sentinel

    * Attack Animation: 0.4 / 0.3

    * Damage: 47 - 57

    * Casting Animation: 0.4 / 0.51

    * Armor: 2

    * Base Attack Time: 1.7

    * Movespeed: 300

    * Missile Speed: Instant

    * Attack Range: 128 (melee)

    * Sight Range: 1800 / 800

    * Information

    * Comments

    * Guides

    * Sounds

    * Artwork

    * Video

Daelin Proudmoore is a fearsome opponent in nearly any situation. His passive ability, Tidebringer, causes his sword to splash out massive damage over an area when he attacks, making him not only a constant threat in the lane, but a excellent damage dealer later in the game. Through the deadly combination of X Marks the Spot and Torrent, he can also pick off his fleeing enemies at will. He’s not at a loss in large team clashes either; His ultimate summons the legendary ship S.S. CoCo, which empowers his allies with rum and crashes into enemies, causing massive devastation. This ruthless admiral leaves none alive, least not dry!

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, Jacksparrow by others, 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

    * Ability Type: Active

    * Targeting Type: Area

    * Ability Hotkey: 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

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 120

    * 12 seconds

    * 1500

    * 200

    * 1 second

    * Enemy units

    * 120 damage, 30% slow

    * 2

    * 120

    * 12 seconds

    * 1500

    * 200

    * 2 seconds

    * Enemy units

    * 180 damage, 30% slow

    * 3

    * 120

    * 12 seconds

    * 1500

    * 200

    * 3 seconds

    * Enemy units

    * 240 damage, 30% slow

    * 4

    * 120

    * 12 seconds

    * 1500

    * 200

    * 4 seconds

    * Enemy units

    * 300 damage, 30% slow

Notes

• 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.

Tidebringer

    * Ability Type: Passive

    * Targeting Type: N/A

    * Ability Hotkey: 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 in awhile.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * N/A

    * 16 seconds

    * N/A

    * 380

    * N/A

    * Enemy units

    * +15 damage

    * 2

    * N/A

    * 12 seconds

    * N/A

    * 420

    * N/A

    * Enemy units

    * +30 damage

    * 3

    * N/A

    * 8 seconds

    * N/A

    * 460

    * N/A

    * Enemy units

    * +45 damage

    * 4

    * N/A

    * 4 seconds

    * N/A

    * 500

    * N/A

    * Enemy units

    * +60 damage

Notes

• Cleaved damage is only reduced by armor type, not by armor value.

• Cooldown is not activated on denies, so the damage bonus is maintained.

X Marks The Spot

    * Ability Type: Active

    * Targeting Type: Unit

    * Ability Hotkey: X

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

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 80

    * 30 seconds

    * 500

    * N/A

    * 1 second

    * Any hero

    * Returns Target after 1 second.

    * 2

    * 90

    * 30 seconds

    * 650

    * N/A

    * 2 seconds

    * Any hero

    * Returns Target after 2 seconds.

    * 3

    * 100

    * 30 seconds

    * 800

    * N/A

    * 3 seconds

    * Any hero

    * Returns Target after 3 seconds.

    * 4

    * 110

    * 30 seconds

    * 950

    * N/A

    * 4 seconds

    * Any hero

    * Returns Target after 4 seconds.

Notes

• 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.

• The -disablehelp command will prevent an allied Admiral from casting this spell on you.

    X Marks The Spot Return

        * Ability Type: Active

        * Targeting Type: Instant

        * Ability Hotkey: X

    Returns the target to the X.

        * Mana Cost

        * Cooldown

        * Casting range

        * Area of Effect

        * Duration

        * Allowed Targets

        * Effects

        * 50

        * 5 seconds

        * N/A

        * N/A

        * N/A

        * N/A

        * Returns the target to the X.

    Notes

    • This ability is available when X Marks the Spot is active on a target.

Ghost Ship

    * Ability Type: Active

    * Targeting Type: Point

    * Ability Hotkey: 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

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 150

    * 90 seconds

    * 1000

    * 400

    * 5 seconds

    * Self / Allies / Enemies

    * 1 second stun, 300 crash damage, 10% MS bonus, half damage now half damage after skill wears off.

    * 2

    * 200

    * 90 seconds

    * 1000

    * 400

    * 6 seconds

    * Self / Allies / Enemies

    * 1 second stun, 400 crash damage, 10% MS bonus, half damage now half damage after skill wears off.

    * 3

    * 250

    * 90 seconds

    * 1000

    * 400

    * 7 seconds

    * Self / Allies / Enemies

    * 1 second stun, 500 crash damage, 10% MS bonus, half damage now half damage after skill wears off.

Notes

• 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.

--------------------------------------------------------------

Beastmaster

Rexxar

    * Affiliation: Sentinel

    * Attack Animation: 0.3 / 0.7

    * Damage: 56 - 60

    * Casting Animation: 0.5 / 0.5

    * Armor: 4.6

    * Base Attack Time: 1.7

    * Movespeed: 310

    * Missile Speed: Instant

    * Attack Range: 100 (melee)

    * Sight Range: 1800 / 800

The Beastmaster is a very well-rounded fighter, with many tactical options available for all types of combat. Although his physical attacks are melee, he can throw his axes at long range to slice through enemies, dealing lethal damage. His Primal Roar can turn the most organized defense into chaos, allowing the Beastmaster and his allies to move in for the kill. His summoning skills serve as effective support for his blitz-style combat. Rexxar's agile Hawk flies above the battlefield scouting for enemies, and the powerful slowing abilities of his Quillbeast's spines give him time to finish off fleeing foes. A skilled Beastmaster is a deadly foe, capable of fighting any enemy on any terms and crushing them to a pulp.

A wandering vagrant of the Mok'nathal, the fabled half orc-half ogres of legend, Rexxar and his mighty blades have joined the cause of the Sentinel to better protect the natural world around him. A friend of beasts, Rexxar flails and tears at his enemies with unsettling savagery, even going as far as hurling his axes in the manner of boomerangs at his enemies to better his chances at victory. Truly a warrior of the living planet that thrives around him, the Beastmaster is an ally to be counted on when he is needed the most.

-------

Wild Axes

    * Ability Type: Active

    * Targeting Type: Point

    * Ability Hotkey: W

Rexxar hurls his two axes outward, which then intersect and return to him. Each axe can only damage a unit once.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 120

    * 13 seconds

    * 1300

    * 125

    * N/A

    * Enemy units

    * Each axe deals 90 damage.

    * 2

    * 120

    * 13 seconds

    * 1300

    * 125

    * N/A

    * Enemy units

    * Each axe deals 120 damage.

    * 3

    * 120

    * 13 seconds

    * 1300

    * 125

    * N/A

    * Enemy units

    * Each axe deals 150 damage.

    * 4

    * 120

    * 13 seconds

    * 1300

    * 125

    * N/A

    * Enemy units

    * Each axe deals 180 damage.

Notes

• Damage type: mixed

• This ability can hit magic immune units.

• Wild Axes destroys trees.

Call of the Wild

    * Ability Type: Active

    * Targeting Type: Instant

    * Ability Hotkey: D

Rexxar calls upon wild beasts to aid him. The duration, strength and number of beasts increases per level. Previous summons are removed upon casting.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 25

    * 40 seconds

    * N/A

    * N/A

    * 60 seconds

    * N/A

    * Summons a Scout Hawk

    * 2

    * 25

    * 40 seconds

    * N/A

    * N/A

    * 60 seconds

    * N/A

    * Summons a Scout Hawk and a Quilbeast

    * 3

    * 25

    * 40 seconds

    * N/A

    * N/A

    * 60 seconds

    * N/A

    * Summons a Greater Hawk and a Quilbeast

    * 4

    * 25

    * 40 seconds

    * N/A

    * N/A

    * 60 seconds

    * N/A

    * Summons a Greater Hawk and a Greater Quilbeast

Notes

• Greater Hawk has an Invisibility ability (becomes invisible after 8 seconds spent not moving).

• Quilbeast has a poisonous attack which slows enemy movement speed and attack speed by 20% (35% for Greater Quilbeast).

Inner Beast

    * Ability Type: Passive

    * Targeting Type: N/A

    * Ability Hotkey: B

Releases the inner beast inside nearby allies, passively increasing their attack speed.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * N/A

    * N/A

    * N/A

    * 1000

    * N/A

    * Allied units / Self

    * 18% Attack Speed

    * 2

    * N/A

    * N/A

    * N/A

    * 1000

    * N/A

    * Allied units / Self

    * 26% Attack Speed

    * 3

    * N/A

    * N/A

    * N/A

    * 1000

    * N/A

    * Allied units / Self

    * 32% Attack Speed

    * 4

    * N/A

    * N/A

    * N/A

    * 1000

    * N/A

    * Allied units / Self

    * 40% Attack Speed

Notes

Primal Roar

    * Ability Type: Active

    * Targeting Type: Unit

    * Ability Hotkey: R

The Beastmaster looses a deafening roar which deals damage and stuns its target. Enemy units near the roar wave take minor damage and have their movement speed and attack rate reduced. Due to the force of the roar, all units between the Beastmaster and his prey are shoved aside, creating an open path.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 150

    * 80 seconds

    * 600

    * 225 damage/250 slow

    * 3 seconds

    * Enemy units

    * 200 primary damage, 100 side damage, stun and 50% slow

    * 2

    * 175

    * 75 seconds

    * 600

    * 225 damage/250 slow

    * 3.5 seconds

    * Enemy units

    * 250 primary damage, 200 side damage, stun and 50% slow

    * 3

    * 200

    * 70 seconds

    * 600

    * 225 damage/250 slow

    * 4 seconds

    * Enemy units

    * 300 primary damage, 300 side damage, stun and 50% slow

Notes

• Damage type: magic

• Stuns but doesn't damage magic immune units.

• The slow won't affect mechanical units.

--------------------------------------------------------------------------------

Centaur Warchief

Bradwarden

    * Affiliation: Sentinel

    * Attack Animation: 0.3 / 0.3

    * Damage: 55 - 57

    * Casting Animation: 0.5 / 0.51

    * Armor: 3.1

    * Base Attack Time: 1.7

    * Movespeed: 300

    * Missile Speed: Instant

    * Attack Range: 100 (melee)

    * Sight Range: 1800 / 800

The Centuar Warchief's toughness and survivability are legendary. The best place for this tank of a hero is in the center of combat, where his close range skills and massive vitality can be put to use. The Warchief's Hoof Stomp can incapacitate any enemies foolish enough to go toe-to-toe with him for several crucial seconds, giving the Warchief and his allies time to finish them off. The Warchief can also deliver a single lethal blow at the cost of some of his own life with Double Edge, but due to his Great Fortitude, the tradeoff is much worse for his target than for him. In addition, the Warchief's passive Return skill deals damage to attackers, making bringing this beast down a difficult and risky proposition at best.

Gifted with a tremendous body and an ever-growing fortitude, Bradwarden's courage is only matched by the size of his heart. Prophesied as a savior by the oracles of his tribe, Bradwarden is the living token of the allegiance of the centaurs to the Sentinel. He swings his axe with massive force, sometimes even hurting himself when doing so. The ground trembles every time he slams his hoof and his reflexes are impossible to surpass; allowing him to retaliate just after being attacked. Bradwarden is decided to fulfill his destiny, and he knows that the upcoming battle will become his ultimate challenge.

Hoof Stomp

    * Ability Type: Active

    * Targeting Type: Instant

    * Ability Hotkey: F

Slams the ground, stunning and damaging nearby enemy land units.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 85

    * 15 seconds

    * N/A

    * 315

    * 2 seconds

    * Enemy units

    * Deals 100 damage and stuns

    * 2

    * 100

    * 15 seconds

    * N/A

    * 315

    * 2.25 seconds

    * Enemy units

    * Deals 150 damage and stuns

    * 3

    * 115

    * 15 seconds

    * N/A

    * 315

    * 2.5 seconds

    * Enemy units

    * Deals 200 damage and stuns

    * 4

    * 130

    * 15 seconds

    * N/A

    * 315

    * 2.75 seconds

    * Enemy units

    * Deals 250 damage and stuns

Notes

• Damage type: magic

Double Edge

    * Ability Type: Active

    * Targeting Type: Unit

    * Ability Hotkey: D

The Centaur summons a tremendous amount of inner strength and releases a very powerful attack. It can only be done at melee range, and it damages both the Warchief and the enemy unit.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 0

    * 12 seconds

    * 150

    * N/A

    * N/A

    * Enemy units

    * Deals 175 Damage and ministun

    * 2

    * 0

    * 12 seconds

    * 150

    * N/A

    * N/A

    * Enemy units

    * Deals 250 Damage and ministun

    * 3

    * 0

    * 12 seconds

    * 150

    * N/A

    * N/A

    * Enemy units

    * Deals 325 Damage and ministun

    * 4

    * 0

    * 12 seconds

    * 150

    * N/A

    * N/A

    * Enemy units

    * Deals 400 Damage and ministun

Notes

• Damage type: magic (both on the target and the Warchief)

• Centaur Warchief cannot kill himself with this skill.

• Double Edge interrupts channeling spells and items.

Return

    * Ability Type: Passive

    * Targeting Type: N/A

    * Ability Hotkey: R

The Centaur Warchief immediately counters every attack against him with a swift strike.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * Enemy units and structures

    * Returns 10 + 26% of Centaur's Strength as damage

    * 2

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * Enemy units and structures

    * Returns 10 + 34% of Centaur's Strength as damage

    * 3

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * Enemy units and structures

    * Returns 10 + 42% of Centaur's Strength as damage

    * 4

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * Enemy units and structures

    * Returns 10 + 50% of Centaur's Strength as damage

Notes

• Damage type: physical

• Return causes damage when the enemy begins an attack, not when their attack hits.

• This ability damages anything that attacks the Warchief, including towers.

Great Fortitude

    * Ability Type: Passive

    * Targeting Type: N/A

    * Ability Hotkey: G

The Centaur Warchief's mammoth body is capable of absorbing great amounts of punishment.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * Permanently increases the Strength of the Centaur Warchief by 12

    * 2

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * Permanently increases the Strength of the Centaur Warchief by 24

    * 3

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * Permanently increases the Strength of the Centaur Warchief by 36

---------------------------------------------------------------------

Earthshaker

Raigor Stonehoof

    * Affiliation: Sentinel

    * Attack Animation: 0.467 /0.863

    * Damage: 46 - 56

    * Casting Animation: 0.69 / 0.5

    * Armor: 2.7

    * Base Attack Time: 1.7

    * Movespeed: 300

    * Missile Speed: Instant

    * Attack Range: 128 (melee)

    * Sight Range: 1800 / 800

Although the Earthshaker is a strength hero, his real power lies in his spells. With a well-placed Echo Slam, Raigor can single-handedly level an entire team of enemies if they are foolish enough to bunch together. His Fissure spell is very versatile. While it deals decent damage along with a stun, it also creates an impassible wall of rock for several seconds. A skilled Earthshaker can use this to his advantage, blocking enemy movement and trapping hapless foes between a rock and a hard place. Enchant Totem gives him a significant damage boost for one attack, and his passive Aftershock ability causes a minor stun and damage effect under him every time he casts one of his spells. Although he is one of the more difficult heroes to use to his full strength, he is also one of the most deadly heroes in skilled hands.

In the barren-lands, tales spoke of tauren sages reaping the essence of dirt. Their consciousness melds with the brown beneath them. The loam becomes the conduit of their mental thought and reality. These warriors were feared for they could summon massive ruptures at their mere whim. So tremendous was their power that their magic leaks out of the earth violently with every spell. Sadly these sages mysteriously faded from the land. When the World Tree was threatened, couriers searched for these mighty ones but found just one. A young adept, Raigor Stonehoof, seeks battle to weave new tales of these shamans.

Fissure

    * Ability Type: Active

    * Targeting Type: Point

    * Ability Hotkey: F

Slams the ground with the Raigor's mighty totem, causing the ground to crack open front of him, damaging opponents and leaving an impassable crevasse for a period of time.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 125

    * 15 seconds

    * 1200

    * 225

    * 1 second* / 8 seconds**

    * Enemy units

    * 125 damage and stuns

    * 2

    * 140

    * 15 seconds

    * 1200

    * 255

    * 1.25 second* / 8 seconds**

    * Enemy units

    * 175 Damage and stuns

    * 3

    * 155

    * 15 seconds

    * 1200

    * 225

    * 1.5 second* / 8 seconds**

    * Enemy units

    * 225 damage and stuns

    * 4

    * 170

    * 15 seconds

    * 1200

    * 225

    * 1.75 second* / 8 seconds**

    * Enemy units

    * 275 damage and stuns

Notes

• Damage type: magic

• (*) Duration of the stun

• (**) Duration of the crevasse

Enchant Totem

    * Ability Type: Active

    * Targeting Type: Instant

    * Ability Hotkey: E

Empowers the totem resting on Raigor's back, causing it to deal extra damage on the next attack.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 50

    * 7 seconds

    * N/A

    * N/A

    * 14 seconds or 1 attack

    * Self

    * Increases Damage by 75%

    * 2

    * 50

    * 7 seconds

    * N/A

    * N/A

    * 14 seconds or 1 attack

    * Self

    * Increases Damage by 150%

    * 3

    * 50

    * 7 seconds

    * N/A

    * N/A

    * 14 seconds or 1 attack

    * Self

    * Increases Damage by 225%

    * 4

    * 50

    * 7 seconds

    * N/A

    * N/A

    * 14 seconds or 1 attack

    * Self

    * Increases Damage by 300%

Notes

• Only increases base damage and that given by the primary attribute. Raw bonus damage is not increased.

• Bonus damage from this skill does not stack with the Double Damage rune.

Aftershock

    * Ability Type: Passive

    * Targeting Type: N/A

    * Ability Hotkey: A

The power of Raigor casting a spell causes the earth to shake below him, dealing additional damage and stunning.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * N/A

    * N/A

    * N/A

    * 300

    * 0.3 seconds

    * Enemy units

    * 25 damage and stun

    * 2

    * N/A

    * N/A

    * N/A

    * 300

    * 0.7 seconds

    * Enemy units

    * 45 damage and stun

    * 3

    * N/A

    * N/A

    * N/A

    * 300

    * 1.2 seconds

    * Enemy units

    * 75 damage and stun

    * 4

    * N/A

    * N/A

    * N/A

    * 300

    * 1.5 seconds

    * Enemy units

    * 115 damage and stun

Notes

• Damage type: magic

• Using items does not trigger Aftershock.

Echo Slam

    * Ability Type: Active

    * Targeting Type: Instant

    * Ability Hotkey: C

Raigor sends shockwaves shooting through the ground, dealing damage and ricocheting to nearby targets for additional damage.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 145

    * 150 seconds

    * N/A

    * 500

    * N/A

    * Enemy units

    * 165 Initial Damage and 40 Echo Damage

    * 2

    * 205

    * 130 seconds

    * N/A

    * 500

    * N/A

    * Enemy units

    * 230 Initial Damage and 55 Echo Damage

    * 3

    * 265

    * 110 seconds

    * N/A

    * 500

    * N/A

    * Enemy units

    * 285 Initial Damage and 70 Echo Damage

Notes

• Damage type: magic

• Will not damage ethereal units.

• The initial damage will go through magic immunity, the additional damage will not.

• The initial damage is dealt in an AoE of 500 around Earthshaker.

• Each unit within 550 AoE of the initial blast will produce an echo wave, dealing damage to units around it (including itself).

• Can be upgraded with Aghanim's Scepter, causes each hero hit by the initial shockwave to echo the wave twice.

---------------------------------------------------------------------

Omniknight

Purist Thunderwratl

    * Affiliation: Sentinel

    * Attack Animation: 0.433 / 0.567

    * Damage: 51 - 61

    * Casting Animation: 0.5 / 1.67

    * Armor: 4.1

    * Base Attack Time: 1.7

    * Movespeed: 300

    * Missile Speed: Instant

    * Attack Range: 100 (melee)

    * Sight Range: 1800 / 800

A noble hero through and through, the Omniknight uses his powerful support and healing abilities to turn the tide of battle. Purification, a direct healing spell, instantly heals a large portion of the targets life. However, it doubles as a powerful offensive ability, dealing massive damage to all foes surrounding the target being healed. Repel allows the Omniknight to make a target ally immune to most spells for an extended period of time, although it makes them unable to be targeted by Purification. Enemies who try to escape Purist's holy wrath will find it difficult to flee from his Degeneration Aura, which passively slows the movement of all nearby foes. Finally, his Guardian Angel can single-handedly turn the tide of any battle. This powerful protective spell grants all allies within range near-invulnerability to physical damage, as well as rapid healing. His peerless support skills in the heat of battle make the Omniknight an invaluable member of any team.

A former member of the Order of the Silver Hand, Purist has joined the Sentinel to avenge the death of the Order's leader, Uther the Lightbringer. Trained by Uther himself in the ways of the Paladin, Purist brings the power of the Holy Light to the battlefield. He can purify the souls of allies, harming any nearby Scourge in the process. Able to protect allies from harmful unholy magic, the mere presence of a man of the Holy Light atrophies any nearby enemies. In times of dire need, Purist can call upon God himself to protect him and his allies.

Purification

    * Ability Type: Active

    * Targeting Type: Unit

    * Ability Hotkey: R

Instantly heals a friendly unit and damages all nearby enemy units.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 100

    * 12 seconds

    * 400

    * 225

    * N/A

    * Allied units

    * Heals / Damages 90 hit points

    * 2

    * 120

    * 12 seconds

    * 400

    * 225

    * N/A

    * Allied units

    * Heals / Damages 180 hit points

    * 3

    * 140

    * 12 seconds

    * 400

    * 225

    * N/A

    * Allied units

    * Heals / Damages 270 hit points

    * 4

    * 160

    * 12 seconds

    * 400

    * 225

    * N/A

    * Allied units

    * Heals / Damages 360 hit points

Notes

• Damage type: pure

Repel

    * Ability Type: Active

    * Targeting Type: Unit

    * Ability Hotkey: E

Creates a powerful divine ward that blocks most magic from affecting a target unit.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 50

    * 14 seconds

    * 500

    * N/A

    * 6 seconds

    * Any unit

    * Grants Spell Immunity

    * 2

    * 50

    * 14 seconds

    * 500

    * N/A

    * 8 seconds

    * Any unit

    * Grants Spell Immunity

    * 3

    * 50

    * 14 seconds

    * 500

    * N/A

    * 10 seconds

    * Any unit

    * Grants Spell Immunity

    * 4

    * 50

    * 14 seconds

    * 500

    * N/A

    * 12 seconds

    * Any unit

    * Grants Spell Immunity

Notes

• Repel removes most effects from the target when cast, including Guardian Angel.

• Magic Immunity doesn't prevent side effects of most ultimates.

Degen Aura

    * Ability Type: Passive

    * Targeting Type: N/A

    * Ability Hotkey: D

Greatly degenerates the movement and attack capabilities of units that stray too near.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * N/A

    * N/A

    * N/A

    * 300

    * N/A

    * Enemy units

    * Reduces movement speed and attack speed by 7%

    * 2

    * N/A

    * N/A

    * N/A

    * 300

    * N/A

    * Enemy units

    * Reduces movement speed and attack speed by 14%

    * 3

    * N/A

    * N/A

    * N/A

    * 300

    * N/A

    * Enemy units

    * Reduces movement speed and attack speed by 21%

    * 4

    * N/A

    * N/A

    * N/A

    * 300

    * N/A

    * Enemy units

    * Reduces movement speed and attack speed by 28%

Notes

• This is an offensive aura which affects enemy units.

Guardian Angel

    * Ability Type: Active

    * Targeting Type: Instant

    * Ability Hotkey: G

Grants all nearby friendly units near physical invulnerability and increases hit point regeneration greatly.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 125

    * 150 seconds

    * N/A

    * 600

    * 5 seconds

    * Allied units

    * +1000 Armor, +25 HP Regeneration

    * 2

    * 175

    * 150 seconds

    * N/A

    * 600

    * 6 seconds

    * Allied units

    * +1000 Armor, +25 HP Regeneration

    * 3

    * 250

    * 150 seconds

    * N/A

    * 600

    * 7 seconds

    * Allied units

    * +1000 Armor, +25 HP Regeneration

Notes

• Affects allies with magic immunity.

---------------------------------------------------------------------------------

Pandaren Brewmaster

Mangix 

    * Affiliation: Sentinel

    * Attack Animation: 0.35 / 0.65

    * Damage: 52 - 59

    * Casting Animation: 0.4 / 0.5

    * Armor: 3.3

    * Base Attack Time: 1.7

    * Movespeed: 300

    * Missile Speed: Instant

    * Attack Range: 100 (melee)

    * Sight Range: 1800 / 800

The Brewmaster uses the ancient art of drunken fighting to bash his enemies to a bloody pulp while surviving even the most deadly attacks with ease. Thunder Clap deals a lot of damage to nearby enemies while slowing them significantly, giving the Brewmaster time to bash their skulls in with his drunken brawling skills. If an enemy seems too dangerous the Brewmaster douses them with Drunken Haze, which causes the majority of the target's physical attacks to miss their mark. Heroes who rely on physical attacks will find the Brewmaster nearly impossible to damage when he uses Drunken Haze and Drunken Brawler. In addition, even if the Brewmaster does seem to be in danger, he can split into three powerful elemental aspects with Primal Split. Each individual elemental panda is a dangerous fighter with their own unique abilities. The Brewmaster is a difficult enemy to defeat, and should be engaged only with overwhelming force.

Mangix originates from a deeply hidden and secret society located on the obscure island of Pandaria. He lived a sheltered life in his home within the Stonetalon Mountains, but even the far, golden reaches of Pandaria were affected by the dark hand of the Scourge. The elders heard the cries of the innocent, and saw the blood of the slain, and so, they agreed to send one elite warrior, hoping to turn the tides of battle and restore the Great Balance. What they did not know was that the local barkeep had trained for this very moment his entire life.

Thunder Clap

    * Ability Type: Active

    * Targeting Type: Area

    * Ability Hotkey: C

Slams the ground, dealing damage and slowing the movement speed and attack rate of nearby enemy land units.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 90

    * 12 seconds

    * N/A

    * 400

    * 4.25 seconds on Heroes (8 on creeps)

    * Enemy units

    * Deals 100 damage and slows movement speed and attack speed by 25%

    * 2

    * 105

    * 12 seconds

    * N/A

    * 400

    * 4.25 seconds on Heroes (8 on creeps)

    * Enemy units

    * Deals 175 damage and slows movement speed and attack speed by 35%

    * 3

    * 130

    * 12 seconds

    * N/A

    * 400

    * 4.25 seconds on Heroes (8 on creeps)

    * Enemy units

    * Deals 250 damage and slows movement speed and attack speed by 45%

    * 4

    * 150

    * 12 seconds

    * N/A

    * 400

    * 4.25 seconds on Heroes (8 on creeps)

    * Enemy units

    * Deals 300 damage and slows movement speed and attack speed by 55%

Notes

• Damage type: magical

Drunken Haze

    * Ability Type: Active

    * Targeting Type: Unit

    * Ability Hotkey: D

Drenches an enemy unit in alcohol, causing his movement speed to be reduced, and causing his attacks to have a chance to miss.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 50

    * 12 seconds

    * 850

    * 10

    * 7 seconds on Heroes (12 on creeps)

    * Enemy units

    * 14% movement speed reduction, 45% miss chance

    * 2

    * 50

    * 12 seconds

    * 850

    * 10

    * 7 seconds on Heroes (12 on creeps)

    * Enemy units

    * 18% movement speed reduction, 55% miss chance

    * 3

    * 50

    * 12 seconds

    * 850

    * 10

    * 7 seconds on Heroes (12 on creeps)

    * Enemy units

    * 22% movement speed reduction, 65% miss chance

    * 4

    * 50

    * 12 seconds

    * 850

    * 10

    * 7 seconds on Heroes (12 on creeps)

    * Enemy units

    * 26% movement speed reduction, 75% miss chance

Notes

• Blocked by Linken's Sphere.

• The small area of effect of this skill can only be noticed if there are units stacked on top of the target.

Drunken Brawler

    * Ability Type: Passive

    * Targeting Type: N/A

    * Ability Hotkey: B

Gives a chance to avoid attacks and to deal 2x critical damage.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * All units

    * 10% dodge, 10% chance to critical

    * 2

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * All units

    * 15% dodge, 15% chance to critical

    * 3

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * All units

    * 20% dodge, 20% chance to critical

    * 4

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * All units

    * 25% dodge, 25% chance to critical

Notes

• Does not stack with evasion from Butterfly.

Primal Split

    * Ability Type: Active

    * Targeting Type: Instant

    * Ability Hotkey: R

Splits the Pandaren Brewmaster into elements, forming 3 specialized warriors, adept at survival. If any of them survive until the end of their summoned timer, the Brewmaster is reborn.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 125

    * 180 (160*)

    * N/A

    * N/A

    * 15 (20*) seconds

    * None

    * Summons three mighty (even mightier*) Pandas

    * 2

    * 150

    * 160 (140*)

    * N/A

    * N/A

    * 17 (23*) seconds

    * None

    * Summons three even mightier (really freaking mighty*) Pandas

    * 3

    * 175

    * 140 (120*)

    * N/A

    * N/A

    * 19 (26*) seconds

    * None

    * Summons three really freaking mighty (omgwtf mighty*) Pandas

Notes

• When the spell ends, the Brewmaster takes Earth's place. If Earth is dead he takes Storm's place, and if Storm is dead he takes Fire's place.

• If all the summoned Pandas die, it counts as a suicide.

• Can be improved by Aghanim's Scepter (* shows the improved values).

------------------------------------------------------------------------------------

Rogue Knight

Sven

    * Affiliation: Sentinel

    * Attack Animation: 0.4 / 0.3

    * Damage: 54 - 56

    * Casting Animation: 0.3 / 0.51

    * Armor: 2

    * Base Attack Time: 1.7

    * Movespeed: 295

    * Missile Speed: Instant

    * Attack Range: 125 (melee)

    * Sight Range: 1800 / 800

Sven is all about getting pumped up. His skills allow him to deal a lot of area of effect damage to several targets at once. Storm Bolt is a powerful damage spell, which stuns both the target and all surrounding units for several seconds, allowing Sven to catch up and deal with them. His Warcry ability helps, giving Sven and nearby allies a temporary movement speed and armor bonus so they can charge quickly and fearlessly. Sven's foes should be especially fearful of his powerful physical attacks. God's Strength pumps Sven's damage up to very high levels, and Cleave turns every attack into an area of effect strike. Although his gameplay is fairly straightforward, Sven should not be underestimated. The best course of action when faced with a fully pumped Sven is to run.

A follower of the great God of Order, Paladine, Sven has sworn to uphold the rights of all. Born of a Knight and a Night Elf and ostracized since birth, Sven has lead a solitary existence of meditation and training. He has come out of his wanderings determined to guard the innocent against evil. Armed with his blessed cleaving blade Justice, and harnessing the power to strike down his enemies with the might of God's Strength, Sven's wrath toward the unjust is a sight to behold.

Storm Bolt

    * Ability Type: Active

    * Targeting Type: Unit

    * Ability Hotkey: T

Targets an area around an enemy unit and releases a magical hammer dealing damage and stunning enemy units.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 140

    * 15 seconds

    * 600

    * 255

    * 2 seconds

    * Enemy units

    * Deals 100 damage and stuns

    * 2

    * 140

    * 15 seconds

    * 600

    * 255

    * 2 seconds

    * Enemy units

    * Deals 175 damage and stuns

    * 3

    * 140

    * 15 seconds

    * 600

    * 255

    * 2 seconds

    * Enemy units

    * Deals 250 damage and stuns

    * 4

    * 140

    * 15 seconds

    * 600

    * 255

    * 2 seconds

    * Enemy units

    * Deals 325 damage and stuns

Notes

• Damage type: magical

• The AoE targeting reticle must be centered over an enemy unit.

• The projectile can't be dodged by blinking or moving away.

Great Cleave

    * Ability Type: Passive

    * Targeting Type: N/A

    * Ability Hotkey: C

Sven strikes with such force that all nearby enemies take damage.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * N/A

    * N/A

    * N/A

    * 175

    * N/A

    * Enemy units

    * 20% damage splashed

    * 2

    * N/A

    * N/A

    * N/A

    * 175

    * N/A

    * Enemy units

    * 30% damage splashed

    * 3

    * N/A

    * N/A

    * N/A

    * 175

    * N/A

    * Enemy units

    * 40% damage splashed

    * 4

    * N/A

    * N/A

    * N/A

    * 175

    * N/A

    * Enemy units

    * 50% damage splashed

Notes

• Cleave damage is reduced by armor type but not by armor value.

• Cleave damage goes through magic immunity.

• The cleave damages a circular area in front of Sven.

Warcry

    * Ability Type: Active

    * Targeting Type: Instant

    * Ability Hotkey: W

With the righteous anger of one wielding Justice, Sven lets loose a mighty Warcry, heartening his allies for battle. Sven and nearby allies gain movespeed and increased armor.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 25

    * 36 seconds

    * N/A

    * 450

    * 6 seconds

    * Allied units / Self

    * 3 armor/12% MS

    * 2

    * 25

    * 30 seconds

    * N/A

    * 450

    * 6 seconds

    * Allied units / Self

    * 6 armor/12% MS

    * 3

    * 25

    * 24 seconds

    * N/A

    * 450

    * 6 seconds

    * Allied units / Self

    * 9 armor/12% MS

    * 4

    * 25

    * 18 seconds

    * N/A

    * 450

    * 6 seconds

    * Allied units / Self

    * 12 armor/12% MS

Notes

• Fully stacks with other armor-giving auras from items.

• Fully stacks with other abilities and items that give a bonus to movement speed.

God's Strength

    * Ability Type: Active

    * Targeting Type: Instant

    * Ability Hotkey: R

Sven gets pumped up! Adds bonus damage for 25 seconds.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 100

    * 80 seconds

    * N/A

    * N/A

    * 25 seconds

    * Self

    * Adds 100% damage

    * 2

    * 150

    * 80 seconds

    * N/A

    * N/A

    * 25 seconds

    * Self

    * Adds 125% damage

    * 3

    * 200

    * 80 seconds

    * N/A

    * N/A

    * 25 seconds

    * Self

    * Adds 150% damage

Notes

• Only increases base damage and that given by the primary attribute of Sven. Raw bonus damage is not increased.

• Can only be removed by Purge (from Diffusal, Stone Gaze, Unstable Current or the Satyr Trickster)

• Has a 0.3 seconds transformation time.

• You can dodge stuns while transforming.

-----------------------------------------------------------------

Stone Giant

Tiny

    * Affiliation: Sentinel

    * Attack Animation: 0.49 / 1

    * Damage: 61 - 67

    * Casting Animation: 0.001 / 0

    * Armor: 0.3

    * Base Attack Time: 1.7

    * Movespeed: 285

    * Missile Speed: Instant

    * Attack Range: 128 (melee)

    * Sight Range: 1800 / 800

Although his name seems fitting at first, over time Tiny the Stone Giant will grow both in size and strength. His immense strength allows him to grab the closest enemy and toss them through the air towards a target unit. Combining this with Tiny's Avalanche spell gives him incredible area of effect damage. However, Tiny is also extremely dangerous in one on one situations. With proper timing Tiny can Toss an enemy who is taking damage from Avalanche, and if the target lands back in the Avalanche they will take double damage. This is often enough to instantly kill more fragile heroes, although tougher heroes should be wary of engaging the Stone Giant as well. Tiny's Craggy Exterior can occasionally stun close range attackers, giving him time to escape or punish them with his crushing blows. If possible, it's best to keep this mobile mountain at arm's length.

Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill. With his supreme strength, he is able to launch anything into the air, including huge amounts of soil to cause avalanches around his enemies. Because of his craggy exterior, enemies have a hard time attacking him. Over time, Tiny's body will grow bigger as the magnetic forces deep inside his granite heart pull rocks and soil to his rugged stone form.

Avalanche

    * Ability Type: Active

    * Targeting Type: Area

    * Ability Hotkey: V

Bombards an area with rocks, stunning and damaging enemy land units.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 120

    * 17 seconds

    * 600

    * 275

    * 2 seconds

    * Enemy units / non-ancient

    * 100 damage and stun

    * 2

    * 120

    * 17 seconds

    * 600

    * 275

    * 2 seconds

    * Enemy units / non-ancient

    * 180 damage and stun

    * 3

    * 120

    * 17 seconds

    * 600

    * 275

    * 2 seconds

    * Enemy units / non-ancient

    * 260 damage and stun

    * 4

    * 120

    * 17 seconds

    * 600

    * 275

    * 2 seconds

    * Enemy units / non-ancient

    * 300 damage and stun

Notes

• Damage type: magical

Toss

    * Ability Type: Active

    * Targeting Type: Unit

    * Ability Hotkey: T

Tiny grabs the nearest unit, friend or foe, and launches it at a location. Upon landing, the unit deals damage in an area. It also receives an extra 20% of the area damage itself, or more as your size increases.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 120

    * 10 seconds

    * 700

    * 275 / 250 *

    * 1 second

    * Any unit

    * 75 damage

    * 2

    * 120

    * 10 seconds

    * 900

    * 275 / 250 *

    * 1 second

    * Any unit

    * 150 damage

    * 3

    * 120

    * 10 seconds

    * 1100

    * 275 / 250 *

    * 1 second

    * Any unit

    * 225 damage

    * 4

    * 120

    * 10 seconds

    * 1300

    * 275 / 250 *

    * 1 second

    * Any unit

    * 300 damage

Notes

• Damage type: magical

• If a unit is hit by Avalanche and then Tossed, they can be hit a second time by Avalanche if they land back in its AoE before it ends.

• Tossed allies take 20% of the Toss damage, but are not hit by the area damage.

• (*) Damage/pick AoE

Craggy Exterior

    * Ability Type: Passive

    * Targeting Type: N/A

    * Ability Hotkey: C

Tiny's body is made of solid granite, causing great pain to those who attack it. Whenever a unit within 300 range attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * N/A

    * N/A

    * N/A

    * N/A

    * 1.2 seconds

    * Any unit

    * 2 armor, 6% chance for 25 stun damage

    * 2

    * N/A

    * N/A

    * N/A

    * N/A

    * 1.2 seconds

    * Any unit

    * 3 armor, 12% chance for 35 stun damage

    * 3

    * N/A

    * N/A

    * N/A

    * N/A

    * 1.2 seconds

    * Any unit

    * 4 armor, 18% chance for 45 stun damage

    * 4

    * N/A

    * N/A

    * N/A

    * N/A

    * 1.2 seconds

    * Any unit

    * 5 armor, 24% chance for 55 stun damage

Notes

• Damage type: magical

• Works on melee and ranged units within 300 range of Tiny.

• The stun and damage occur at the beginning of the attack.

Grow!

    * Ability Type: Passive

    * Targeting Type: N/A

    * Ability Hotkey: W

Greatly increases Tiny's power and size, but does so at the cost of his attack speed. Increases Toss's damage, and slightly improves Tiny's movement speed.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * 50 bonus damage, 20% reduced attack speed. Increases the damage taken by the tossed unit to 35% (50%*)

    * 2

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * 100 bonus damage, 35% reduced attack speed. Increases the damage taken by the tossed unit to 50% (65%*)

    * 3

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * N/A

    * 150 bonus damage, 50% reduced attack speed. Increases the damage taken by the tossed unit to 65% (80%*)

Notes

• Does not increase the damage from Toss on allies.

• Each level increases Tiny's movement speed by 20.

• (*) With Aghanim's scepter. War Club ability gets enabled.

    War Club

        * Ability Type: Active

        * Targeting Type: Tree

        * Ability Hotkey: W

    Picks up a tree to give the Stone Giant bonus damage against buildings, cleave and increased attack range. Lasts for 6 strikes.

        * Mana Cost

        * Cooldown

        * Casting range

        * Area of Effect

        * Duration

        * Allowed Targets

        * Effects

        * 0

        * 30 seconds

        * 100

        * N/A

        * 6 Attacks

        * Trees

        * Changes attack stats.

    Notes

    • Changes tiny's attack index, increasing his range to 235.

    • Adds a demolish ability which provides 2.5x damage vs structures.

    • Adds a cleave Ability providing 50% cleave in 400 AoE.

--------------------------------------------------------------------------------

Tauren Chieftain

Cairne Bloodhoof

    * Affiliation: Sentinel

    * Attack Animation: 0.35 / 0.97

    * Damage: 47 - 57

    * Casting Animation: 0.4 / 0.8

    * Armor: 3

    * Base Attack Time: 1.7

    * Movespeed: 315

    * Missile Speed: Instant

    * Attack Range: 128 (melee)

    * Sight Range: 1800 / 80

The Tauren Chieftain is a strong physical damage dealer who can disable and destroy many heroes at once with his spells. Most of the Chieftain's abilities revolve around the guardian spirit which aids him in battle. Using Ancestral Spirit, Cairne can temporarily separate the guardian spirit from himself. While the spirit is separate, it causes damage to enemies it strikes and mimics the Chieftain's movement and Echo Stomp ability. When the spirit and Cairne rejoin, he gains a boost to his physical damage and move speed, the strength of which depends on how many enemies the spirit collided with. This makes him a very dangerous physical attacker, especially combined with his offensive aura, Natural Order. This ability reduces the base armor and magic resistance of all nearby units, giving the Chieftain's attacks and spells a significant boost to their damage. His final ability is called Earth Splitter, a powerful area of effect spell which can cause severe damage and disable many enemies at once. Since it takes a few seconds to have any effect and is easy to dodge on its own, it's best to combo this ability with either Echo Stomp or allied disabling spells. However, if multiple enemy heroes are hit by this ability, it generally spells their doom.

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

    * Ability Type: Active

    * Targeting Type: Instant

    * Ability Hotkey: 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

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 100

    * 15 seconds

    * N/A

    * 475

    * 2 seconds

    * Enemy units

    * Knocks out units for 2 seconds

    * 2

    * 115

    * 15 seconds

    * N/A

    * 475

    * 3 seconds

    * Enemy units

    * Knocks out units for 3 seconds

    * 3

    * 130

    * 15 seconds

    * N/A

    * 475

    * 4 seconds

    * Enemy units

    * Knocks out units for 4 seconds

    * 4

    * 145

    * 15 seconds

    * N/A

    * 475

    * 5 seconds

    * Enemy units

    * Knocks out units for 5 seconds

Notes

• Damage type: magical (spirit), physical (tauren)

Ancestral Spirit

    * Ability Type: Active

    * Targeting Type: Point

    * Ability Hotkey: 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

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 110

    * 19 seconds

    * 1000

    * 275

    * 8 seconds

    * Enemy units

    * Deals 120 damage. Gives 3 attack damage and 1% speed per creep, and 10 attack damage and 5% speed per hero.

    * 2

    * 110

    * 19 seconds

    * 1000

    * 275

    * 8 seconds

    * Enemy units

    * Deals 160 damage. Gives 6 attack damage and 1% speed per creep, and 20 attack damage and 5% speed per hero.

    * 3

    * 110

    * 19 seconds

    * 1000

    * 275

    * 8 seconds

    * Enemy units

    * Deals 200 damage. Gives 9 attack damage and 1% speed per creep, and 30 attack damage and 5% speed per hero.

    * 4

    * 110

    * 19 seconds

    * 1000

    * 275

    * 8 seconds

    * Enemy units

    * Deals 240 damage. Gives 12 attack damage and 1% speed per creep, and 40 attack damage and 5% speed per hero.

Notes

• The spirits movements are Tauren Chieftain's own but mirrored.

Natural Order

    * Ability Type: Passive

    * Targeting Type: N/A

    * Ability Hotkey: 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

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * N/A

    * N/A

    * N/A

    * 275

    * N/A

    * Enemy units

    * 20% reduction

    * 2

    * N/A

    * N/A

    * N/A

    * 275

    * N/A

    * Enemy units

    * 40% reduction

    * 3

    * N/A

    * N/A

    * N/A

    * 275

    * N/A

    * Enemy units

    * 60% reduction

    * 4

    * N/A

    * N/A

    * N/A

    * 275

    * N/A

    * Enemy units

    * 80% reduction

Notes

• The Ancestral Spirit also has this ability.

Earth Splitter

    * Ability Type: Active

    * Targeting Type: Point

    * Ability Hotkey: 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

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 175

    * 100 seconds

    * 1600

    * 300 (width) / 2400 (distance)

    * 3 seconds

    * Enemy units

    * Deals 35% of targets maximum hp, and slows 30% for 3 seconds.

    * 2

    * 175

    * 100 seconds

    * 1600

    * 300 (width) / 2400 (distance)

    * 4 seconds

    * Enemy units

    * Deals 35% of targets maximum hp, and slows 40% for 4 seconds.

    * 3

    * 175

    * 100 seconds

    * 1600

    * 300 (width) / 2400 (distance)

    * 5 seconds

    * Enemy units

    * Deals 35% of targets maximum hp, and slows 50% for 5 seconds.

Notes

• Damage type: magical (50%), physical (50%)

• The crack extends with a speed of 900, to maximum distance of 2400.

• The whole crack implodes 3 seconds after casting.

-------------------------------------------------------

Treant Protector

Rooftrellen

    * Affiliation: Sentinel

    * Attack Animation: 0.6 / 0.4

    * Damage: 59 - 67

    * Casting Animation: 0.5 / 0.51

    * Armor: 3.1

    * Base Attack Time: 1.7

    * Movespeed: 300

    * Missile Speed: Instant

    * Attack Range: 128 (melee)

    * Sight Range: 1800 / 1200

The Treant Protector's main focus is helping allies and absorbing damage, although his Overgrowth spell is one of the most powerful offensive abilities in the game. Rooftrellen can buff both his own and his allies' armor and hit point regeneration to very high levels with Natural Armor, and if that isn't enough to keep them safe he can turn them invisible with Nature's Guise. As long as they remain near a tree, they will remain hidden. Eyes in the Forest give Rooftrellen the ability to spy on his enemies. Although most of his abilities are defensive in nature, the Treant Protector's offensive power should not be underestimated. Using Overgrowth he can entangle all enemies in a large area around him, dealing lots of damage and stopping their movement for several seconds. In addition, the Treant Protector is no slouch in combat himself, with a powerful physical attack and near unstoppable constitution. Much like nature itself, this hero should not be underestimated.

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.

Nature's Guise

    * Ability Type: Active

    * Targeting Type: Unit

    * Ability Hotkey: T

Changes a target friendly unit's appearance so that it blends in with the forest. It becomes invisible to enemy eyes, but it must remain near a tree, or the Guise is lost.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 90

    * 3 seconds

    * 300

    * 375 Tree search area

    * 15 seconds

    * Allied units

    * Turns target allied unit invisible

    * 2

    * 80

    * 3 seconds

    * 300

    * 375 Tree search area

    * 30 seconds

    * Allied units

    * Turns target allied unit invisible

    * 3

    * 70

    * 3 seconds

    * 300

    * 375 Tree search area

    * 45 seconds

    * Allied units

    * Turns target allied unit invisible

    * 4

    * 60

    * 3 seconds

    * 300

    * 375 Tree search area

    * 60 seconds

    * Allied units

    * Turns target allied unit invisible

Notes

• 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.

Forest Sentinel

    * Ability Type: Active

    * Targeting Type: Point

    * Ability Hotkey: E

Summons a forest spirit at the target location. The Sentinel will act as a passive, invisible watcher until the Treant Protector activates it. While active, a sentinel will unleash a powerful attack on the first enemy who strays too close.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 50

    * 85 seconds

    * 900

    * N/A

    * 8 minutes

    * N/A

    * Spirit stuns for 1.5 seconds and deals 125 damage.

    * 2

    * 50

    * 70 seconds

    * 900

    * N/A

    * 8 minutes

    * N/A

    * Spirit stuns for 1.75 seconds and deals 150 damage.

    * 3

    * 50

    * 55 seconds

    * 900

    * N/A

    * 8 minutes

    * N/A

    * Spirit stuns for 2 seconds and deals 175 damage.

    * 4

    * 50

    * 40 seconds

    * 900

    * N/A

    * 8 minutes

    * N/A

    * Spirit stuns for 2.25 seconds and deals 200 damage.

Notes

• Forest Sentinel in passive mode has Permanent Invisibility and Sight Range 500.

• When activated, the Forest Sentinel loses Permanent Invisibility and its Sight Range decreases to 100.

• Active Forest Sentinel searches for targets in 500 AoE.

• When an active Forest Sentinel hits a target, it transforms back into the passive form.

    Transform Sentinel

        * Ability Type: Active

        * Targeting Type: Unit or Point

        * Ability Hotkey: W

    Toggles a Sentinel's state.

        * Mana Cost

        * Cooldown

        * Casting range

        * Area of Effect

        * Duration

        * Allowed Targets

        * Effects

        * 20

        * 10 seconds

        * 99999

        * N/A

        * N/A

        * Your own units except self, ground

        * Toggles the state of the target Forest Sentinel.

    Notes

    • Cooldown is shared with all Sentinels.

    • When cast on ground, affects the closest Forest Sentinel to the targeted point.

Living Armor

    * Ability Type: Active

    * Targeting Type: Unit

    * Ability Hotkey: V

Magically creates an armor of vines around a friendly unit, protecting it from harm and healing wounds.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 30

    * 7 seconds

    * 500

    * N/A

    * 40 seconds

    * Allied units or structures

    * Adds 3 armor and regenerates 2 hit point per second

    * 2

    * 35

    * 7 seconds

    * 500

    * N/A

    * 40 seconds

    * Allied units or structures

    * Adds 6 armor and regenerates 3 hit points per second

    * 3

    * 40

    * 7 seconds

    * 500

    * N/A

    * 40 seconds

    * Allied units or structures

    * Adds 9 armor and regenerates 4 hit points per second

    * 4

    * 40

    * 7 seconds

    * 500

    * N/A

    * 40 seconds

    * Allied units or structures

    * Adds 12 armor and regenerates 5 hit points per second

Notes

• Can target structures.

Overgrowth

    * Ability Type: Active

    * Targeting Type: Instant

    * Ability Hotkey: R

Summons an overgrowth of damaging vines and branches. Prevents all nearby enemies from moving or attacking and deals damage to each.

    * Level

    * Mana Cost

    * Cooldown

    * Casting range

    * Area of Effect

    * Duration

    * Allowed Targets

    * Effects

    * 1

    * 150

    * 160 seconds

    * N/A

    * 725

    * 3 seconds

    * Enemy units

    * Entangles all nearby enemy units, deals 85 damage per second

    * 2

    * 175

    * 160 seconds

    * N/A

    * 725

    * 4 seconds

    * Enemy units

    * Entangles all nearby enemy units, deals 85 damage per second

    * 3

    * 200

    * 160 seconds

    * N/A

    * 725

    * 5 seconds

    * Enemy units

    * Entangles all nearby enemy units, deals 85 damage per second

Notes

• Damage type: magical

• Prevents usage of the Blink spell.

• Disable works on currently magic immune units, however if a unit becomes magic immune while already affected by Overgrowth, they will break free.

--------------------------------

Guardian Wisp

Io

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.

Tether

    * Ability Type: Active

    * Targeting Type: Unit

    * Ability Hotkey: 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

    * 15% ms bonus

    * 2

    * 40

    * 12 seconds

    * 1800

    * 900

    * 12/1.25 seconds *

    * Allied heroes

    * 20% ms bonus

    * 3

    * 40

    * 12 seconds

    * 1800

    * 900

    * 12/1.5 seconds *

    * Allied heroes

    * 25% ms bonus

    * 4

    * 40

    * 12 seconds

    * 1800

    * 900

    * 12/1.75 seconds*

    * Allied heroes

    * 30% 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

    * Ability Type: Active

    * Targeting Type: Instant

    * Ability Hotkey: 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

    * 20 seconds

    * N/A

    * 300*

    * 6 seconds

    * Enemy units

    * 8/25** damage/30% slow

    * 2

    * 130

    * 18 seconds

    * N/A

    * 300*

    * 6 seconds

    * Enemy units

    * 14/50** damage/30% slow

    * 3

    * 140

    * 16 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

    * Ability Type: Toggle

    * Targeting Type: Instant

    * Ability Hotkey: 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

    * Ability Type: Active

    * Targeting Type: Ground

    * Ability Hotkey: 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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Tags: #dota