my favorite dota heroes

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Page 1: My favorite dota heroes
Page 2: My favorite dota heroes
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My favorite Dota Heroes

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INVOKER• EZALOR• CHEN• NEVERMORE• ZUES

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invoker

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Affiliation: Sentinel Attack Animation: 0.633 / 0.366 Damage: 41 - 49

Quas. Wex. Exort. The essence of a storm. The heart of a blizzard. The soul of a phoenix. After his people were broken and scattered to the corners of the earth, Kael was left with only the relics of his once great world. Thirsting for vengeance, he sold his own soul to Ner'Zhul, and in exchange acquired near limitless power. Taking on the mantle of the Blood Mages of old, the Invoker strode into war with nothing but the elements at his command. He can fuse the elements into deadly incantations, tearing apart the very heavens in his fury. His genius knows no bounds, and the Sentinel shall come to know the rage of the Invoker. Quas (Q)Gives 1 HP regen per level per instance. Upon leveling this skill Invoker will gain +2 Strength. Level 1 - Gives 1 HP regen per second per instance.Level 2 - Gives 2 HP regen per second per instanceLevel 3 - Gives 3 HP regen per second per instance Level 4 - Gives 4 HP regen per second per instance Wex (W)Gives 2% AS and 1% MS per level per instance. Upon leveling this skill Invoker will gain +2 Agility. Level 1 - Gives 2% AS and 1% MS per instance.Level 2 - Gives 4% AS and 2% MS per instance.Level 3 - Gives 6% AS and 3% MS per instance.Level 4 - Gives 8% AS and 4% MS per instance.

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Exort (E)

Gives 3 damage per level per instance. Upon leveling this skill Invoker will gain +2 Intelligence. Level 1 - Gives 3 damage per instance.Level 2 - Gives 6 damage per instance.Level 3 - Gives 9 damage per instance.Level 4 - Gives 12 damage per instance.Invoke (R)Combines the properties of the elements currently being manipulated, creating a new spell at Invokers disposal. The invoked spell is determined by the combination of Quas, Wex and Exort. Level 1 - Can have 1 invoked spell.Level 2 - Can have 2 invoked spells.Level 3 - Can have 2 invoked spells.Level 4 - Can have 2 invoked spells.Key Combo: QQQ + RDescription: Invoker draws the heat from an enemy, chilling them to their very core for up to 6 seconds based on Quas. Any damage taken in this state will briefly stun them for 0.4 seconds and deal 30 damage. Triggers cooldown goes from 0.8 to 0.6 seconds based on Quas.Ghost Walk (V)Key Combo: QQW + RDescription: Invoker manipulates the ice and electrical energies around him, rendering his body invisible. The elemental imbalance created as a consequence slows nearby enemies by up to 40% based on Quas, and Invoker from 30 to 0% based on Wex.

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Tornado (X)• Key Combo: QWW + R

Description: Unleashes a fast moving tornado that picks up enemy units in its path, suspending them helplessly in the air shortly before allowing them to plummet to their doom. Deals 375 damage based on Wex and Quas, with distance up to 3100 based on Wex. Holds enemies in the air for up to 2.2 seconds based on Quas.Cooldown: 25 sec.Mana Cost: 150

• EMP (C)• Key Combo: WWW + R

Description: Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after 2-4 seconds based on Wex. The detonation covers a 700 area, draining up to 400 mana based on Wex. Deals 0.5 damage for each point of mana drained.• Affects magic immune units.Cooldown: 25 sec.Mana Cost: 125

• Alacrity (Z)• Key Combo: WWE + R

Description: Invoker infuses an ally with an immense surge of energy, increasing their attack speed to a maximum of 90% based on Wex and damage up to 80 based on Exort for 8 seconds. Cooldown: 15 sec.Mana Cost: 50

• Chaos Meteor (D)• Key Combo: WEE + R

Description: Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward dealing up to 260 damage per sec based on Exort for up to 1550 range based on Wex. Deals minor residual damage to units that get hit.Cooldown: 55 sec.Mana Cost: 200

• Sun Strike (T)• Key Combo: EEE + R

Description: Sends a catastrophic ray of fierce energy from the sun at any targeted location after a 1.7 second delay, incinerating all enemies standing beneath it. Deals 100-475 damage based on Exort which is spread over all enemy units within its 175 AoE. Units killed by Sunstrike will give experience to Invoker.Cooldown: 30 sec.Mana Cost: 175

• Forge Spirit (F)• Key Combo: QEE + R

Description: Invoker forges a spirit embodying the strength of fire and fortitude of ice. Armor, damage, and life is based on Exort while mana, duration, and attack range is based on Quas. The elementals scorching attack is capable of melting the armor on enemy heroes by 1 each hit to a maximum of 10 for 5 seconds. By maxing Quas and Exort, Invoker is capable of creating 2 spirits instead of one.• If both Quas and Exort are level 4 or higher, 2 spirits are summoned.Cooldown: 30 sec.Mana Cost: 75

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lluminate (T)Channels a ball of positive energy, letting it build up 100 damage per second. When released, it damages all enemies in a line. The distance also improves with channeling time. Level 1 - Channels up to 200 damage and 800 range.Level 2 - Channels up to 300 damage and 800 range.Level 3 - Channels up to 400 damage and 800 range. Level 4 - Channels up to 500 damage and 800 range.• Damage type: magical• Illuminate gives increasing vision of the target area as it is channeled.• Can damage Meat Wagons and Glaive Throwers.Mana Cost: 150Cooldown: 10 seconds Mana Leak (E)Weakens the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing the enemy to lose some of their mana. If the enemy loses all of its mana, it will be paralyzed while the bond is repaired. Level 1 - Lasts 4 seconds, Drains 3.5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns the hero for 1.25 seconds.Level 2 - Lasts 5 seconds, Drains 4% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns the hero for 1.5 seconds.Level 3 - Lasts 6 seconds, Drains 4.5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns the hero for 1.75 seconds.Level 4 - Lasts 7 seconds, Drains 5% of max mana per 100 units the target moves. If the mana pool of the target is depleted, stuns the hero for 2 seconds. Chakra Magic (C)Channels chakras through a friendly unit, creating a surge of mana. Level 1 - Restores 75 manaLevel 2 - Restores 150 manaLevel 3 - Restores 225 manaLevel 4 - Restores 300 manaMana Cost: 40/55/70/85Cooldown: 19/18/17/16 seconds

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Spirit Form (F)Ezalor turns his body luminescent temporarily. His mastery of the light becomes so powerful that he can freely cast Illuminate without channeling, cast a brilliant light that blinds foes, and a teleport allies from anywhere to his side at light speed. Morphs into a new unit for 40 seconds. ]Blinding Light (B)Blinds nearby units, causing them to miss 80% of the time for 3/4/5 seconds Cooldown: 20 Cast Range: 900

•Recall (R)•Description: Target an Allied Hero. Teleports the hero to your location after 5/4/3 seconds. If the target takes player based damage during this period, the ability is interrupted.Cooldown: 40Mana Cost: 100

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CHEN

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Chen - The Holy Knight

Prophesizing a new dawn, a new world cleansed of the old evils, the Holy Knight's entrance into the war against the Scourge forever changed the course of history. A crusader riding under the banner of Hextar, the Holy Knight promises ever-lasting glory and redemption for those who march with him, and obstacles ahead to test the faith of all those sworn to forever cleanse evil from the land. Fanatically devoted to his cause, his followers come from every race, every background, and will stop at nothing to see the Scourge destroyed. If ever the redeeming hand of God touched earth, its name was Chen, the Holy Knight. Penitence (E)Forces a unit to accept punishment for its sins, causing it to move slower and accept more damage from attacks and spells. Lasts 7 seconds. Level 1 - 8% movement speed reduction, and 7% increased damage taken.Level 2 - 16% movement speed reduction, and 14% increased damage taken.Level 3 - 24% movement speed reduction, and 21% increased damage taken. Level 4 - 32% movement speed reduction, and 28% increased damage taken. Test of Faith (T)If cast on enemy, will deal variable damage based on the unit's faith. If cast on allied Hero, it will teleport the hero to safety. Instantly teleports Chen's persuaded units to safety. Level 1 - 50-100 Damage to foes, 6 second casting time for allies.Level 2 - 100-200 Damage to foes, 5 second casting time for allies.Level 3 - 150-300 Damage to foes, 4 second casting time for allies.Level 4 - 200-400 Damage to foes, 3 second casting time for allies.

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Holy Persuasion (R)Takes control of a target enemy unit. Level 1 - 1 unit Max. 75 HP Bonus.Level 2 - 1 unit Max. 150 HP Bonus.Level 3 - 2 unit Max. 225 HP Bonus.Level 4 - 3 unit Max. 300 HP Bonus.

Hand of God(D)fully regenerates your converted creeps. Heals all allied heroes on the map. Level 1 - 200 HP Healed.Level 2 - 300 HP Healed.Level 3 - 400 HP Healed.Mana Cost: 200/300/400Cooldown: 120 (30*) seconds

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NEVERMORE

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Nevermore - The Shadow Fiend Range: 500 | Move Speed: 300 Primary: AGI Str: 15 + 2 | Agi: 20 + 2.4 | Int: 18 + 2 Damage: 35 – 41 | HP: 435 | Mana: 234 HP Regen: 0.70 | Mana Regen: 0.73A demon of the burning legion so abhorred that he makes the skin of even his fellow demons crawl, Nevermore is a creature of the shadows that consumes the souls of those around him. When the Shadow Fiend comes forth to battle, he augments his power with the souls he has consumed, bearing down on his enemies with spiritually enhanced attacks and powerful spiritual blasts. The Shadow Fiend is a terrifying opponent whom few have survived, and those who have perished under his tyranny have faced the most despicable fate of all.

Shadowraze (Z)Gives the Shadow Fiend the power to desecrate regions in front of

him at varying distances. Level 1 - 75 damage.Level 2 - 150 damage.Level 3 - 225 damage. Level 4 - 300 damage.

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•Necromastery (N)Whenever the Shadow Fiend kills a unit (both allies or enemies), he stores the unfortunate soul inside of him. For each stored soul he gains 2 bonus damage until his own death releases half of them from bondage. Level 1 - 16 damage limit.Level 2 - 30 damage limit.Level 3 - 46 damage limit.Level 4 - 60 damage limit.•Presence of the Dark Lord (P)The presence of such a ho creature terrifies nearby enemies, reducing their armor. rribleLevel 1 - 2 armor reduction.Level 2 - 3 armor reduction.Level 3 - 4 armor reduction.Level 4 - 5 armor reduction.• Fully stacks with other armor reduction abilities and auras. • Area of Effect: 900Mana Cost: N/ACooldown: N/A

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• Requiem of Souls (R)Summons evil spirits around you dealing damage to units in the area. Number of spirits is related to the number of souls stored. Lowers movement speed and damage of nearby units. The closer the units are the greater the effect. Level 1 - 80 damage for each line, 15% reduction, lasts 5 seconds.Level 2 - 120 damage for each line, 20% reduction, lasts 5 seconds.Level 3 - 160 damage for each line, 25% reduction, lasts 5 seconds.Mana Cost: 150/175/200Cooldown: 120/110/100• Damage type: magical • The amount of damage dealt is related to the number of souls captured with Necromastery. • Requiem of Souls generates damaging lines around Nevermore, 1 per 2 souls stored, for a maximum of 15 lines. • The closer the targeted unit is, the bigger the amount of lines affecting him. • Reduces both movement speed and attack damage of units in a 700 AoE. • This skill breaks invisibility a short time before it's released. • This skill has a 1 second cast time • Area of Effect: 1300/1325/1350

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ZUES

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Zeus - Lord of OlympiaRange: 350 | Move Speed: 295Primary: INTStr: 19 + 1.8 | Agi: 11 + 1.2 | Int: 20 + 2.7Damage: 41 – 49 | HP: 511 | Mana: 260HP Regen: 0.82 | Mana Regen: 0.81Attack Speed: 0.65 | Armor: 2Once a deity of unfathomable might, Zeus reluctantly sacrificed his much relished immortality in exchange for the chance to crush the sinister armies of the unholy undead. As his soul crossed into the mortal plane, his omnipotent powers withered greatly, yet not nearly enough to quell this destructive Thunder God's resolve for justice. With sheer precision, he cleanses through the enemy ranks with an impressive mastery of electrical discharge, smiting the fool hardy with formidable bolts of lightning from the heavens above. Ever vigilant in his relentless assault, the Scourge cowers in fear of incurring the fearsome wrath of the Lord of Olympia. Hurls a bolt of arcing energy that laces through many nearby enemy units. Arc Lightning (C)Level 1 - Arcs 5 times, deals 85 damage.Level 2 - Arcs 7 times, deals 100 damage.Level 3 - Arcs 9 times, deals 115 damage. Level 4 - Arcs 15 times, deals 130 damage.Damage type: magical The damage of Arc Lightning is not reduced with each bounce. 500 Area of Effect: the distance the Arc Lightning can bounce. Arc Lightning becomes available for casting immediately after cooldown.Mana Cost: 65/ 72/ 79/ 86Cooldown: 2.25

Lightning Bolt (G)Summons a bolt of lightning from the heavens to strike a target enemy. Level 1 - Deals 100 damage.Level 2 - Deals 175 damage.Level 3 - Deals 275 damage.Level 4 - Deals 350 damage.• Damage type: magical• Gives true sight within 900 range.• Reveals the surrounding area (1000 and 750 range on day and night, respectively) for 3 seconds.• Posseses a mini-stun, which allows Zeus to interrupt channeling spells and items with this ability.Mana Cost: 75/ 95/ 115/ 135Cooldown: 6.5 Seconds

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Static Field (F) Whenever Zeus casts a spell, he will shock enemy heroes within 1000

AoE a % of their current HP. Level 1 - Shocks for 5% of current hit points. Level 2 - Shocks for 7% of current hit points. Level 3 - Shocks for 9% of current hit points. Level 4 - Shocks for 11% of current hit points.

Thundergod`s Wrath (W) Strike down all enemy heroes with a bolt of lightning. Level 1 - Deals 210 (400*) damage. Level 2 - Deals 335 (500*) damage. Level 3 - Deals 460 (600*) damage. Mana Cost: 225/ 350/ 450 Cooldown: 120 Seconds • Damage type: magical • Reveals the surrounding area (1000 and 750 range on day and night, respectively) for 3 seconds. • Gives true sight 900 range around each affected target for 3 seconds.• If a target is invisible it will get revealed (both vision and true sight) but not damaged.• Can be improved by Aghanim's Scepter

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Boush - The TinkerRange: 500 | Move Speed: 305Primary: INTStr: 17 + 2 | Agi: 13 + 1.2 | Int: 27 + 2.2Damage: 49 - 55 | HP: 473 | Mana: 351HP Regen: 0.76 | Mana Regen: 1.09Attack Speed: 0.66 | Armor: 4Goblin engineering was always innovative, but Boush brought it to such extreme that most refuse to believe that his powers lie in machines and rather think that he fights with magic. He can shoot focused light and homing projectiles as powerful and as flashy as most destructive Elven Arcane spells. It is said that not even best Necromancers can raise armies comparable to seemingly endless amount of clockwork goblins that Boush can easily summon. And while some refuse to believe in his machinery skills and other call him the master artist of engineering, none can deny the destructive force of this goblin.

Laser (E)Fires an intense beam of light at a target, blinding it for 2 seconds causing it to miss all of its attacks. Deals precise damage. Level 1 - 80 damage, 100% miss.Level 2 - 160 damage, 100% miss.Level 3 - 240 damage, 100% miss. Level 4 - 320 damage, 100% miss.• Damage type: pure• The damage is dealt immediately while the miss effect is delayed until the projectile hits.Mana Cost: 95/120/145/170Cooldown: 14 seconds

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• Heat Seeking Missile (T) The Tinker fires a rocket at the nearest visible enemy hero. Range of 2500. Level 1 - 100 damage. Level 2 - 175 damage. Level 3 - 250 damage, 2 targets. Level 4 - 325 damage, 2 targets. • Does not hit ethereal units (such as targets of Pugna's Decrepify or heroes who use a Ghost Scepter). Mana Cost: 120/140/160/180 Cooldown: 25 seconds

• March of the Machines (C) Calls in hordes of robotic goblins to destroy your enemies. Level 1 - 16 damage/goblin. Level 2 - 24 damage/goblin. Level 3 - 32 damage/goblin. Level 4 - 40 damage/goblin. Mana Cost: 145/150/165/190 Cooldown: 35 seconds

• Rearm (R) Instantly reloads the Tinker`s weapons. Level 1 - 3 seconds to rearm. Level 2 - 2 seconds to rearm. Level 3 - 1 second to rearm. Mana Cost: 150/250/350 Cooldown: 0 • Rearm works on all items except Black King Bar, Arcane Ring, Helm of the Dominator, Hand of Midas, Refresher Orb, and Necronomicon.• This spell uses mana when cast, but will not refresh abilities until finished casting. This means interrupting Rearm while it is casting will waste mana but have no effect on ability cooldowns.

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Puck

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In Sentinel's search for heroes to aid them in the war against the Scourge, they discovered the lost lands of the mystical Faerie Dragons. Upon explaining the conflict to the Faerie Queen of Agrace, she sent forth Puck, a personal guardian, to turn the tides of war. Despite his small size and mischievous personality, the little dragon soon proved to pack more than his fair share of power on the battlefield, blasting through the enemy ranks with balls of magic, faerie dust, and the capability to stupefy an entire army with nothing more than his imagination. His foes all learned the hard way that size matters not in combat, and that appearances are, ultimately, deceiving. •Illusory Orb (R)Sends a magic orb flying down a straight path damaging everything in its way. At any time during the life of the orb the Faerie Dragon may teleport up to it, taking its place. Level 1 - Deals 70 damage.Level 2 - Deals 140 damage.Level 3 - Deals 210 damage. Level 4 - Deals 280 damage.• The Illusory Orb grants flying vision to the area around it while it travels. •Ethereal Jaunt (E)Key Combo: EDescription: Shifts into the Illusory Orb.

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•Waning Rift (W)Releases Puck's mystical faeire dust around him dealing damage and silencing enemies. Level 1 - Deals 60 damage and Silences for 0.1 seconds.Level 2 - Deals 120 damage and Silences for 1 second.Level 3 - Deals 180 damage and Silences for 2 seconds.Level 4 - Deals 240 damage and Silences for 3 seconds.•Phase Shift (F)

Shifts the Faerie Dragon out of existence for a brief period, temporarily avoiding any further damage. Level 1 - Grant temporary invulnerability up to 0.75 seconds.Level 2 - Grant temporary invulnerability up to 1.5 seconds.Level 3 - Grant temporary invulnerability up to 2.25 seconds.Level 4 - Grant temporary invulnerability up to 3 seconds.• Dream Coil (C)

Puck's powerful imagination engulfs an area, creating coils of volatile magic that damages and stuns enemy units as it latches on to them. Stretching the coils beyond 600 range causes it to snap and deal additional damage and stun time. Lasts 5 seconds. Level 1 - 100 Initial and (*+100) Coil Break damage and stun, 0.5 seconds initial stun and 1.50 seconds break stun.Level 2 - 150 Initial and (*+100) Coil Break damage and stun, 0.5 seconds initial stun and 2.25 seconds break stun.Level 3 - 200 Initial and (*+100) Coil Break damage and stun, 0.5 seconds initial stun and 3 seconds break stun.

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• Da end ala na time ^_^