Pages

Tuesday, December 25, 2012

Heroes - Winter Wyvern


Winter Wyvern

Auroth

  • Strength Auroth Strength
    24 + 2.1
  • Agility Auroth Agility
    16 + 1.9
  • IntelligencAuroth Intelligence
    25 + 2.4








  • Auroth

Arctic Burn

Imbues you with a deathly chill, causing you to gain bonus attack range and flying movement for 6 seconds. Your attacks place an arctic burn on enemies that slows them and burns a portion of their health away.

Splinter Blast

Fires a passive shard of ice at an enemy unit. Upon impact, it gains new life and splits off into active shards that deal heavy damage and slow to all other enemy units. Initial target is unaffected.

Cold Embrace

Reduces an allied hero's body temperature by encasing him in ice, sending him into a deep sleep and regenerating a percentage of max HP for 4 seconds, in addition to blocking all physical damage for its duration.

Winter's Curse

Winter Wyvern strikes the battlefield with a maddening chill, cursing a targeted enemy unit and freezing it in place. All of the target's nearby allied units will go into an uncontrollable frenzy, attacking the frozen ally for a short duration.
  • Scourge
  • 0.25 / 0.8
  • 38-45
  • 0.3 / 0.51
  • 1
  • 1.7
  • 285
  • 700
  • 425
  • 1800 / 800
Let's say hello to our newest member!
Reanimated as a skeletal Dragon by a powerful undead necromancer from Northrend, Winter Wyvern posthumously retains cold energies. Seeking to annihilate any being radiating the warmth of the living, Winter Wyvern has turned his focus against the Sentinel. Equipped with pure glacial elemental power, his ice can breathe vitality into his own allies or drive hordes of enemies into a locked state of cold insanity that turns them into mortal enemies against their own allies. Able to project this ice into splinters and blast them to cripple entire armies, Winter Wyvern is a wickedly powerful being possessing icy lethality. Many, including the Scourge themselves, have come to wonder how this wintry beast even perished in the first place.

Arctic Burn

  • Active
  • Instant
  • R
Imbues you with a deathly chill, causing you to gain bonus attack range and flying movement for 6 seconds. Your attacks place an arctic burn on enemies that slows them and burns a portion of their health away.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 120
  • 60
  • N/A
  • N/A
  • 6 seconds / 5 seconds slow
  • Self
  • Increases range to 700, attacks slow for 25%.
  • 2
  • 110
  • 50
  • N/A
  • N/A
  • 6 seconds / 5 seconds slow
  • Self
  • Increases attack range to 800, attacks slow for 30%.
  • 3
  • 100
  • 40
  • N/A
  • N/A
  • 6 seconds / 5 seconds slow
  • Self
  • Increases attack range to 900, attacks slow for 35%.
  • 4
  • 90
  • 30
  • N/A
  • N/A
  • 6 seconds / 5 seconds slow
  • Self
  • Increases attack range to 1000, attacks slow for 40%.

Notes

• Arctic Burn deals 6% of the target's current hp as damage. Direct HP removal.



Splinter Blast

  • Active
  • Unit
  • T
Fires a passive shard of ice at an enemy unit. Upon impact, it gains new life and splits off into active shards that deal heavy damage and slow to all other enemy units. Initial target is unaffected.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 120
  • 8
  • 1200
  • 500
  • 4 seconds
  • Enemy Unit
  • 100 damage to secondary targets.
  • 2
  • 130
  • 8
  • 1200
  • 500
  • 4 seconds
  • Enemy Unit
  • 180 damage to secondary targets.
  • 3
  • 140
  • 8
  • 1200
  • 500
  • 4 seconds
  • Enemy Unit
  • 260 damage to secondary targets.
  • 4
  • 150
  • 8
  • 1200
  • 500
  • 4 seconds
  • Enemy Unit
  • 340 damage to secondary targets.

Notes

• Projectile takes 1.35 seconds to arrive at the destination.
• Slows for 25%.



Cold Embrace

  • Active
  • Unit
  • E
Reduces an allied hero's body temperature by encasing him in ice, sending him into a deep sleep and regenerating a percentage of max HP for 4 seconds, in addition to blocking all physical damage for its duration.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 75
  • 17
  • 1000
  • N/A
  • 4 seconds
  • Allied Unit
  • Regenerates 20 + 3% of max hp per second.
  • 2
  • 75
  • 16
  • 1000
  • N/A
  • 4 seconds
  • Allied Unit
  • Regenerates 20 + 4% of max hp per second.
  • 3
  • 75
  • 15
  • 1000
  • N/A
  • 4 seconds
  • Allied Unit
  • Regenerates 20 + 5% of max hp per second.
  • 4
  • 75
  • 14
  • 1000
  • N/A
  • 4 seconds
  • Allied Unit
  • Regenerates 20 + 6% of max hp per second.

Notes




Winter's Curse

  • Active
  • Unit
  • W
Winter Wyvern strikes the battlefield with a maddening chill, cursing a targeted enemy unit and freezing it in place. All of the target's nearby allied units will go into an uncontrollable frenzy, attacking the frozen ally for a short duration.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 250
  • 90
  • 800
  • 350
  • 2.5 seconds
  • Enemy Unit
  • Frenzies enemies.
  • 2
  • 250
  • 80
  • 800
  • 350
  • 2.75 seconds
  • Enemy Unit
  • Frenzies enemies.
  • 3
  • 250
  • 70
  • 800
  • 350
  • 3 seconds
  • Enemy Unit
  • Frenzies enemies.

Notes

• You get credit for kills done this way.
• Does not affect target's magic immune allies.

Heroes - Ancient Apparition


Ancient Apparition

Kaldr

  • Strength Kaldr Strength
    18 + 1.4
  • Agility Kaldr Agility
    20 + 2.2
  • IntelligencKaldr Intelligence
    25 + 2.6








  • Kaldr

Cold Feet

The Apparition curses his foes with The Frozen Mark which will freeze enemies to the ground.

Ice Vortex

Gathers ancient frost energy into one area to create a small, immobile ice vortex at a location.

Chilling Touch

Releases a gust of cold wind at a target area, enchanting allied heroes with bonus magical damage on their attacks.

Ice Blast

Ancient Apparition projects his presence out to make way for a powerful ripple of hailstone and dark magic.
  • Scourge
  • 0.45 / 0.3
  • 44 - 54
  • 0.01 / 0.75
  • 1.8
  • 1.7
  • 295
  • 1250
  • 600
  • 1800 / 1400
Coming soon.
Defeated in a battle long forgotten, this once great mage was banished to a tomb of ice for all eternity. For countless ages he lay in unbearable anguish until he was discovered by minions of the Lich King. In a vain attempt to gain favour with this ancient soul for his own purposes, the Lich King released him. But this soul no longer knew gratitude, it no longer knew friend from foe, it knew only pain. With its body long since decayed, the soul took up the only form it knew. Consumed with hatred, even a touch from this monstrosity causes agony. Able to conjure devastating ice storms with a mere thought and hurl soul-shattering bolts of frost seemingly impossible distances, this creature punishes all who dare to stand their ground against it.

Cold Feet

  • Active
  • Unit
  • C
The Apparition curses his foes with The Frozen Mark which will freeze enemies to the ground. Unless target enemy moves at least 740 away from the mark within 4 seconds he is frozen still.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 150
  • 15
  • 700
  • N/A
  • 4 seconds
  • Enemy Units.
  • Damage over time,1.25 seconds stun.
  • 2
  • 150
  • 13
  • 700
  • N/A
  • 4 seconds
  • Enemy Units.
  • Damage over time, 2 seconds stun.
  • 3
  • 150
  • 11
  • 700
  • N/A
  • 4 seconds
  • Enemy Units.
  • Damage over time ,2.75 seconds stun.
  • 4
  • 150
  • 9
  • 700
  • N/A
  • 4 seconds
  • Enemy Units.
  • Damage over time, 3.5 seconds stun.

Notes

• Deals 37.5/50/62.5/75 magic damage at 0.8, 1.6, 2.5, 3.4 seconds
• Effect ends when the unit dies, the distance is over 740 or it no longer has the aura placed buff
• Blocked by Linken's Sphere



Ice Vortex

  • Active
  • Point
  • E
Gathers ancient frost energy into one area to create a small, immobile ice vortex at a location. Whenever enemies are near it, their movement speed and magical resistance are reduced.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 80
  • 6
  • 1500
  • 275
  • 12 seconds
  • Enemy Units
  • -18% movespeed and -10% spell resistance
  • 2
  • 90
  • 6
  • 1500
  • 275
  • 12 seconds
  • Enemy Units
  • -22% movespeed and -15% spell resistance
  • 3
  • 100
  • 6
  • 1500
  • 275
  • 12 seconds
  • Enemy Units
  • -26% movespeed and -20% spell resistance
  • 4
  • 110
  • 6
  • 1500
  • 275
  • 12 seconds
  • Enemy Units
  • -30% movespeed and -25% spell resistance

Notes

• New units are checked for every 0.1 seconds.
• Does not affect magic immune units
• Does not affect Forged Spirit, Familiar, Stone Form



Chilling Touch

  • Active
  • Point
  • G
Releases a gust of cold wind at a target area, enchanting allied heroes with bonus magical damage on their attacks. Lasts for a limited number of attacks up to a maximum of 40 seconds. While the enchanted heroes have this chilling touch, their attack speed is reduced by 15%.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 140
  • 50
  • 800
  • 525
  • 3 attacks or 30 seconds.
  • Allied heroes
  • +50 Bonus magic damage on attack, -15% attack speed for the attacker.
  • 2
  • 140
  • 46
  • 800
  • 525
  • 4 attacks or 30 seconds.
  • Allied heroes
  • +60 Bonus magic damage on attack, -15% attack speed for the attacker.
  • 3
  • 140
  • 42
  • 800
  • 525
  • 5 attacks or 30 seconds.
  • Allied heroes
  • +70 Bonus magic damage on attack, -15% attack speed for the attacker.
  • 4
  • 140
  • 38
  • 800
  • 525
  • 6 attacks or 30 seconds.
  • Allied heroes
  • +80 Bonus magic damage on attack, -15% attack speed for the attacker.

Notes

• Extra damage is it's own instance of damage as opposed to added to the attack.
• If an attack is interrupted before dealing damage the count of attacks is not lowered.
• Bonus damage works on attacks against heroes and creeps.



Ice Blast

  • Active
  • Point
  • T
Ancient Apparition projects his presence out to make way for a powerful ripple of hailstone and dark magic. Once cast, it can release the spell to strike targets within the area of where his presence was upon release. It will deal damage to enemy units and apply a frostbite curse on them where their health regeneration will be frozen and will shatter if they fall close enough to death. This spell has global range depending on how long you wait for the projections to move. Frostbitten units will take minor damage over time.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 45
  • Global
  • *
  • 8 seconds HP freeze.
  • Enemy Units.
  • 250 Damage, 12.5 DoT, instant kill if damage suffered below 10% HP.
  • 2
  • 125
  • 45
  • Global
  • *
  • 9 seconds HP freeze.
  • Enemy Units.
  • 350 Damage, 20 DoT, instant kill if damage suffered below 11% HP,
  • 3
  • 150
  • 45
  • Global
  • *
  • 10 seconds HP freeze.
  • Enemy Units.
  • 450 Damage, 32 DoT, instant kill if damage suffered below 12% HP,

Notes

• Damage type: magic
• *The area of effect for the damage is 225+50*TimeTraveled capped at 1000, The area of effect for HP freeze is 275 along the path of the second projectile and upon the final strike area.
• First projectile has a 1500 movespeed, stops when the caster dies or casts the second part of the skill
• First projectile clears fog in a 500 radius circle at it's end.
• Kill will be granted to the source of the damage that triggers the shatter.
• Fatal damage is 100000000 physical and clears all debuffs prior damaging.
• The instant kill does not work on Illusions or Meepo clones.
• HP freeze prevents most kinds of healing including those from skills, items and the fountain.
• The frozen buff can be purged, and the shatter damage will not kill you if you are affected by Shallow Grave.

Heroes - Witch Doctor



Witch Doctor

Vol'Jin

  • Strength Vol'Jin Strength
    16 + 1.8
  • Agility Vol'Jin Agility
    13 + 1.4
  • IntelligencVol'Jin Intelligence
    24 + 2.9








  • Vol'Jin

Paralyzing Cask

Vol'Jin launches a cask of paralyzing powder that bounces between foes, stunning those affected for a short period of time. Deals damage per bounce.

Voodoo Restoration

Vol'Jin focuses his voodoo magic to heal nearby allied units.

Maledict

Targets an area with an ancient voodoo curse. Cursed heroes will not only take damage over time, but they will be dealt bonus damage every 4 seconds based on how much hp they lost since the beginning of the curse.

Death Ward

Summons a deadly ward to attack enemy heroes.
  • Scourge
  • 0.4 / 0.5
  • 51 - 61
  • 0.35 / 0.52
  • 0.82
  • 1.7
  • 305
  • 1200
  • 600
  • 1800 / 800
The Witch Doctor is a fragile but deadly spellcaster with a unique method of eliminating his foes. His Maledict ability is feared by all, and has the potential for enormous amounts of damage. Heroes under the effect of Maledict will continue to take damage based on how much damage they have taken already. Using Paralyzing Casks, a clever Witch Doctor immobilizes his target, casts Maledict on them, then proceeds to cause as much damage as possible before they run. This is nearly always fatal if the Witch Doctor and his allies can injure the target a good amount after it is Maledicted. To aid in the delayed destruction of his enemies, the Witch Doctor can plant a potent Death Ward, which rapidly attacks nearby heroes as long as the Witch Doctor channels it. Combined with Maledict and Paralyzing Cask, Death Ward is practically a guaranteed kill when ambushing an unsuspecting enemy hero. Voodoo Restoration turns him into a mobile healing fountain, quickly restoring the life of the Doctor and his allies in case an ambush doesn't go according to plan. Although the Witch Doctor's Maledict combo is lethal on its own, it is even more dangerous when combined with allied attacks and spells.
Vol'Jin is a risk-taker. Anyone who has ever crossed paths with him can tell you that. As a voodoo priest, you need a certain degree of it. It's too bad he never learned the value of discretion. Vol'Jin's experiments in jungle magic yielded brilliant results- the ability to mend wounds, casks filled with paralyzing combinations of herbs that could scatter for miles, and even a curse capable of stripping the life force from a living being. Of course, no amount of power gained goes without notice. As Vol'Jin's experiments became more and more unstable and destructive, the Lich King made his move.

Paralyzing Cask

  • Active
  • Unit
  • C
Vol'Jin launches a cask of paralyzing powder that bounces between foes, stunning those affected for a short period of time (1 sec on Hero, 5 on creeps). Deals damage per bounce.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 110
  • 20
  • 700
  • 575
  • 1 second on heroes / 5 seconds on creeps
  • Enemy Units
  • 2 bounces, 75 damage to units, 50 damage to heroes
  • 2
  • 120
  • 18
  • 700
  • 575
  • 1 second on heroes / 5 seconds on creeps
  • Enemy Units
  • 4 bounces, 100 damage to units, 50 damage to heroes
  • 3
  • 130
  • 16
  • 700
  • 575
  • 1 second on heroes / 5 seconds on creeps
  • Enemy Units
  • 6 bounces, 125 damage to units, 50 damage to heroes
  • 4
  • 140
  • 14
  • 700
  • 575
  • 1 second on heroes / 5 seconds on creeps
  • Enemy Units
  • 8 bounces, 150 damage to units, 50 damage to heroes

Notes

• Damage type: magical
• Targets can be hit multiple times, as long as another unit is struck in between the bounces.
• Area of Effect specifies the range it can bounce.



Voodoo Restoration

  • Toggle
  • Instant
  • V
Vol'Jin focuses his voodoo magic to heal nearby allied units.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 25 initial + 8 / sec
  • 0
  • N/A
  • 350
  • Until deactivated
  • Allied units
  • Restores 16 hp/sec
  • 2
  • 50 initial + 14 / sec
  • 0
  • N/A
  • 350
  • Until deactivated
  • Allied units
  • Restores 24 hp/sec
  • 3
  • 75 initial + 20 / sec
  • 0
  • N/A
  • 350
  • Until deactivated
  • Allied units
  • Restores 32 hp/sec
  • 4
  • 100 initial + 26 / sec
  • 0
  • N/A
  • 350
  • Until deactivated
  • Allied units
  • Restores 40 hp/sec

Notes

• Heal is applied in 0.33 second intervals.
• Can heal magic immune units.



Maledict

  • Active
  • Point
  • E
Targets an area with an ancient voodoo curse. Cursed heroes will not only take damage over time, but they will be dealt bonus damage every 4 seconds based on how much hp they lost since the beginning of the curse. Lasts 12 seconds.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 120
  • 35
  • 400
  • 150
  • 12 seconds
  • Enemy Heroes
  • Enemies lose 5 hp/sec, 16 bonus damage for every 100 hp lost during curse
  • 2
  • 120
  • 35
  • 400
  • 150
  • 12 seconds
  • Enemy Heroes
  • Enemies lose 10 hp/sec, 24 bonus damage for every 100 hp lost during curse
  • 3
  • 120
  • 35
  • 400
  • 150
  • 12 seconds
  • Enemy Heroes
  • Enemies lose 15 hp/sec, 32 bonus damage for every 100 hp lost during curse
  • 4
  • 120
  • 35
  • 400
  • 150
  • 12 seconds
  • Enemy Heroes
  • Enemies lose 20 hp/sec, 40 bonus damage for every 100 hp lost during curse

Notes

• Damage type: magical
• Damage is based on the difference between the HP values currently and when Maledict was cast.



Death Ward

  • Active
  • Point
  • D
Summons a deadly ward to attack enemy heroes.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 200
  • 90
  • 300
  • N/A
  • 8 seconds
  • Enemy Hero
  • 60 (90*) Chaos Damage
  • 2
  • 200
  • 90
  • 350
  • N/A
  • 8 seconds
  • Enemy Hero
  • 90 Chaos Damage (120 Chaos Damage, bounces once*)
  • 3
  • 200
  • 90
  • 400
  • N/A
  • 8 seconds
  • Enemy Hero
  • 120 Chaos Damage, bounces once (150 Chaos Damage, hits 3 targets at once*)

Notes

• The Death Ward is invulnerable, and can only be destroyed if its duration expires or if Vol'Jin is interrupted.
• The Death Ward can be controlled and made to attack a specific target.
• Can be improved by Aghanim's Scepter (* shows the improved values).
• The Death Ward has a 700 attack range and attacks every 0.25 seconds.