Laman

Sabtu, 26 Februari 2011

DOTA : AGGRON STONEBREAKER



Aggron Stonebreaker - The Ogre Magi
Aggron Stonebreaker - The Ogre Magi
Range: 100 | Move Speed: 295
Primary: INT
Str: 23 + 3.2 | Agi: 14 + 1.55 | Int: 17 + 2.4
Damage: 58 - 64 | HP: 587 | Mana: 221
HP Regen: 0.94 | Mana Regen: 0.69
Attack Speed: 0.67 | Armor: 5
Ogres, a race bred to be warriors, have no experience with the arcane arts, leaving Aggron, who was born with a rare affinity to magic, without guidance regarding his innate abilities. His own force of will harnesses his talent to produce elemental flames and explosions that consume his opponents. Being a natural warrior, he reaches into his own aggression to fuel his comrades' lust for battle. His savage, untapped magical potential is prone to fiery outbursts which enhance the potency of his spells. A towering force built on strength and magic, Aggron is honored by his people and feared by his enemies.
Fireblast Fireblast (F)
Blasts an enemy unit with a wave of fire. Deals intense damage and stuns for 1.5 seconds.
Level 1 - Deals 80 damage.
Level 2 - Deals 145 damage.
Level 3 - Deals 210 damage.
Level 4 - Deals 275 damage.
• Damage type: magical
• When Multicast, Fireblast hits the same target each time with a 0.3 seconds interval.
• Mana cost is increased by 30 / 80 / 110 when learning Multicast.
Mana Cost: 75/85/95/105
Cooldown: 12 seconds
Ignite Ignite (G)
Drenches a target in volatile chemicals, causing it to burst into flames. The target is under immense pain, causing it to take damage and move slower.
Level 1 - 26 damage/sec; 20% slow. Lasts 4 seconds.
Level 2 - 32 damage/sec; 22% slow. Lasts 5 seconds.
Level 3 - 38 damage/sec; 24% slow. Lasts 6 seconds.
Level 4 - 44 damage/sec; 25% slow. Lasts 7 seconds.
• Damage type: magical
• Multicast makes this spell have an AoE.
Mana Cost: 95/105/115/125
Cooldown: 15 seconds
Bloodlust Bloodlust (B)
Incites a frenzy in a friendly unit, increasing its movement speed and attack speed. Lasts 30 seconds.
Level 1 - Increases attack speed by 20% and movement speed by 6%.
Level 2 - Increases attack speed by 30% and movement speed by 9%
Level 3 - Increases attack speed by 40% and movement speed by 12%
Level 4 - Increases attack speed by 50% and movement speed by 15%
• When Multicast, nearby allies will be selected randomly in an 600 AoE to be Bloodlusted.
Mana Cost: 75
Cooldown: 20 seconds
Multi Cast Multi Cast (C)
Enables the Ogre Magi to rapidly cast his spells, giving them greater potency. Gives a chance to cast a spell multiple times in one cast. Reduces Fire Blast's cooldown by 2 seconds per level, reduces Bloodlust's cooldown by 5 seconds per level and Increases Ignite's area of effect by 150 per level.
Level 1 - 25% chance to cast twice
Level 2 - 40% chance to cast twice, 20% chance to cast three times
Level 3 - 50% chance to cast twice, 25% chance to cast three times, and 12.5% chance to cast 4 times
Mana Cost: N/A
Cooldown: N/A
• Gives Fireblast and Bloodlust a chance to cast multiple times and makes Ignite an AOE spell.
• Increases Fireblast mana cost by 30 / 70 / 110.
• The chances mentioned are the chance to get at least that many casts.
• The chance to get exactly 1 cast on level 2 Multicast is 50%, 2 casts - 25%, 3 casts - 25%.
• The chance to get exactly 1 cast on level 3 Multicast is 40%, 2 casts - 30%, 3 casts - 15% and 4 casts - 15%.

DOTA : KAEL

Kael - Invoker
Kael - Invoker
Range: 600 | Move Speed: 280
Primary: INT
Str: 19 + 1.7 | Agi: 20 + 1.9 | Int: 22 + 2.5
Damage: 44 - 50 | HP: 511 | Mana: 286
HP Regen: 0.82 | Mana Regen: 0.89
Attack Speed: 0.71 | Armor: 2
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 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 instance
Level 3 - Gives 3 HP regen per second per instance
Level 4 - Gives 4 HP regen per second per instance
• Quas extends up to lvl 7 where it will give 7 HP regen per second per instance.
• Kael can have only 3 of any instances.
Mana Cost: N/A
Cooldown: 0
Wex 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.
• Wex extends up to lvl 7 where it will give 14% AS and 7% MS per instance.
• Kael can have only 3 of any instances.
Mana Cost: N/A
Cooldown: 0
Exort 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.
• Exort extends up to lvl 7 where it will give 21 damage per instance.
• Kael can have only 3 of any instances.
Mana Cost: N/A
Cooldown: 0
Invoke 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.
Mana Cost: 20/40/60/80 (0 with Scepter)
Cooldown: 22/17/12/5 (16/8/4/2 with Scepter)
• The -invokelist command will give you list of spells that may be invoked.
• The arrangement of instances does not matter.
• Can be improved by Aghanim's Scepter (* shows the improved values).



Spell Combinations:

Cold Snap (Y)

Key Combo: QQQ + R
Description: 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.
Cooldown: 20 sec.
Mana Cost: 100


Ghost Walk (V)

Key Combo: QQW + R
Description: 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.
• The slow effect works on magic immune units.
Cooldown: 60 sec.
Mana Cost: 300


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


Ice Wall (G)

Key Combo: QQE + R
Description: Generates a wall of solid ice directly in front of Invoker for up to 12 seconds. The bitter cold emanating from it greatly slows nearby enemies based on Quas and deals up to 42 damage each second based on Exort.
Cooldown: 20 sec.
Mana Cost: 175


Deafening Blast (B)

Key Combo: QWE + R
Description: Invoker unleashes a mighty sonic wave in front of him, dealing up to 280 damage to any enemy unit it collides with based on Exrot. The sheer impact from the blast is enough to knock those enemy units back for a maximum of 1.75 seconds based on Quas, in addition to preventing their attacks for a further 1-4 seconds based on Wex.
Cooldown: 40 sec.
Mana Cost: 200

DOTA : SQUEE AND SPLEEN

Squee and Spleen - The Goblin Techies
Squee and Spleen - The Goblin Techies
Range: 650 | Move Speed: 270
Primary: INT
Str: 17 + 2 | Agi: 14 + 1.3 | Int: 22 + 2.9
Damage: 29 – 31 | HP: 473 | Mana: 286
HP Regen: 0.76 | Mana Regen: 0.9
Attack Speed: 0.67 | Armor: 1
Devilishly clever, the goblin techies, despite their small physical presence, are a force to be reckoned with. In line with their goblin brethren, the techies have the skill of laying mines in the earth, invisible to the naked eye. Also, after extensive training with the Orcish voodoo priests of Kalimdor, the Techies are adept at laying paralysis-inducing traps along with their potent explosives. Wary be the foe who takes these three lightly.
Land Mines Land Mines (E)
Plants an invisible mine that explodes when an enemy nears. The explosion deals less damage if the target is farther away (At 200 range, it deals 50% of the stated damage). Deals damage to buildings. You may only have 15 mines placed at a time.
Level 1 - Deals 300 damage.
Level 2 - Deals 400 damage.
Level 3 - Deals 500 damage.
Level 4 - Deals 600 damage.
• Damage type: mixed
• If destroyed by attacks the mines will still explode.
• When a 16th mine is placed the oldest will explode.
• Techies will gain experience for hero kills resulting from Land Mines regardless of where he is on the map.
Mana Cost: 125 / 150 / 175 / 205
Cooldown: 25 / 20 / 15 / 12
Stasis Trap Stasis Trap (T)
Plants an invisible Stasis Trap that stuns nearby enemy units when detonated.
Level 1 - Stuns for 3 seconds.
Level 2 - Stuns for 4 seconds.
Level 3 - Stuns for 5 seconds.
Level 4 - Stuns for 6 seconds.
200 Activation AoE. 450 Stun AoE. It takes 2 seconds for a triggered Stasis Trap to activate. Stasis Traps destroy all other Stasis Traps in their AOE when they activate.
Mana Cost: 80 / 110 / 140 / 160
Cooldown: 20 / 16 / 13 / 10
Suicide Squad Suicide Squad (C)
Sacrifice yourself for the greater good. Deals massive area of effect damage. The explosion deals less damage if the target is farther away. If you die and kill some units, you will earn gold, but not the experience. Similar to Proximity Mines, the farther the enemy is from you, the less damage they will receive. Does not damage buildings.
Level 1 - Deals 650 full damage or 350 partial damage.
Level 2 - Deals 850 full damage or 400 partial damage.
Level 3 - Deals 1150 full damage or 450 partial damage.
Level 4 - Deals 1550 full damage or 500 partial damage.
200 Full Damage AoE. 500 Partial Damage AoE. Damage type: mixed Using this skill counts as a suicide, which does not give gold or experience to the enemy team. Destroys trees in its area. When autocast is enabled, the Techies will use this skill instead of attacking on a right-click.
Mana Cost: 100 / 125 / 150 / 175
Cooldown: 75
Remote Mines Remote Mines (R)
Plants an invisible mine that will only activate when triggered. Does not damage buildings. Lasts 8 minutes.
Level 1 - Deals 300 (450*) damage when activated.
Level 2 - Deals 450 (600*) damage when activated.
Level 3 - Deals 600 (750*) damage when activated.
Mana Cost: 200 / 240 / 300
Cooldown: 10
• Casting Range 500 (900*)
• Damage type: magical
• Can be improved by Aghanim's Scepter (* shows the improved values).
• Techies will gain experience for hero kills resulting from Remote Mines regardless of where he is on the map.
• If killed Remote Mines will still detonate.

Detonate (D)

Description: Detonates all remote mines.
Mana Cost: 0
Cooldown: 0.5


Focused Detonate (D)

Description: Detonates all remote mines in a 700 aoe target area.
Mana Cost: 0
Cooldown: 1


DOTA : THRALL

Thrall - Far Seer
Thrall - Far Seer
Range: 600 | Move Speed: 300
Primary: INT
Str: 19 + 1.9 | Agi: 15 + 1.4 | Int: 22 + 2.5
Damage: 49-53 | HP: 511 | Mana: 286
HP Regen: 0.82 | Mana Regen: 0.89
Attack Speed: 0.68 | Armor: 1
Being raised by humans as a gladiator, Thrall learned more about strategy and tactics as a youth than even experienced orcish warchiefs learned in their lives. After escaping from the human slavery and meeting Grom Hellscream, he found out he was a descendant of the Frostwolf clan. He traveled to his ancestors village, where he became familiar with the spiritual magics of the orcish shamans. Now he combines not only his control over thunder, but also his tactical abilities to turn fights in his favor using impenetrable walls of magic, areas of static energy, and even control over time.
Thunder Strike Thunder Strike (C)
Thrall curses the target to be struck by thunder 3 times over 4 seconds. Foes nearby the victim will also be damaged.
Level 1 - 50 damage per strike
Level 2 - 75 damage per strike
Level 3 - 100 damage per strike
Level 4 - 125 damage per strike
Allies withing 200 aoe will also take damage
Mana Cost: 130
Cooldown: 16 Seconds
Glimpse Glimpse (D)
Thrall forces the target back to it's previous position through a psionic rift. Sends the unit to where it was 4 seconds ago.
Level 1 - 600 casting range
Level 2 - 1000 casting range
Level 3 - 1400 casting range
Level 4 - 1800 casting range
Glimpse has some travel time, the target isn't instantly moved back.
Mana Cost: 160/130/100/70
Cooldown: 60/50/40/30
Kinetic Field Kinetic Field (E)
Thrall summons a circular barrier of kinetic energy, keeping enemies from walking in or out of it. The barrier has an aoe of 300.
Level 1 - Lasts for 2.5 seconds
Level 2 - Lasts for 3 seconds
Level 3 - Lasts for 3.5 seconds
Level 4 - Lasts for 4 seconds
Has a 1.2 second cast delay before the field is fully formed.
Casting Range: 900
Mana Cost: 70
Cooldown: 14
Static Storm Static Storm (R)
Creates an area of electric instability which damages and silences enemies in the area. The effect starts off weak and then intensifies over 5 seconds, dealing increasing amounts of damage, before disappearing.
Level 1 - Reaches 170 damage.
Level 2 - Reaches 210 damage.
Level 3 - Reaches 250 damage.
Mana Cost: 125/175/225
Cooldown: 85 seconds
The damage starts off slow and ramps up continuously until it reaches the max.
Total damage dealt in whole duration: 446.25/551.25/656.25
Area of Effect: 375

DOTA : ALLERIA



Alleria - Windrunner
Alleria - Windrunner
Range: 600 | Move Speed: 295
Primary: INT
Str: 15 + 2.5 | Agi: 17 + 1.4 | Int: 22 + 2.6
Damage: 44-56 | HP: 435 | Mana: 286
HP Regen: 0.7 | Mana Regen: 0.89
Attack Speed: 0.78 | Armor: 1
In the valleys of Winterspring, deep within the verdant glades of the Forest of Tress, an elf with the power of the wind makes her home. She joined the Sentinel as a free agent shortly after the War of the Magi. Favored by the Goddess of Wind, Alleria received many blessings. Her arrows fly straight and true, piercing all enemies in a line. She can lace her arrow with wind and bind enemies together by creating ethereal shackles. Her footsteps are hastened by the currents of air. It is known that she can dispatch enemies at blinding speed by releasing a flurry of arrows. She is indeed a worthy enemy of the Scourge.
Shackleshot Shackleshot (E)
Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it.
Level 1 - Stun for 0.75 seconds, or 1.5 if close to enemy unit or tree.
Level 2 - Stun for 0.75 seconds, or 2.25 if close to enemy unit or tree.
Level 3 - Stun for 0.75 seconds, or 3 if close to enemy unit or tree.
Level 4 - Stun for 0.75 seconds, or 3.75 if close to enemy unit or tree.
• If the target isn't shackled to anything, the stun only lasts 0.75 seconds.
• This spell can shackle two enemies together, stunning them both.
• Trees created by Furion's Sprout spell are valid targets for shackling.
• Can shackle the target to an enemy unit or tree at most 425 units behind it.
• Casting range: 600
Mana Cost: 90/100/110/120
Cooldown: 10
Powershot Powershot (R)
Windrunner winds up her bow for up to 1 second to perform a single powerful shot. The arrow travels 1700 distance, dealing damage and destroying trees in its path. The damaged dealt is greatest to the first target of it hits and is reduced by 10% with each other it passes through.
Level 1 - Fires an arrow that shoots through targets with 120 initial damage, and 10% reduced damage for each other target hit.
Level 2 - Fires an arrow that shoots through targets with 200 initial damage, and 10% reduced damage for each other target hit.
Level 3 - Fires an arrow that shoots through targets with 280 initial damage, and 10% reduced damage for each other target hit.
Level 4 - Fires an arrow that shoots through targets with 360 initial damage, and 10% reduced damage for each other target hit.
• Damage type: magical
• The arrow initially moves at a rate of 3000 units per second.
• The arrow is slowed a little each time it hits an enemy or a tree.
• This spell destroys trees.
• This skill has a short channeling time. If canceled before Alleria finishes channeling, the arrow will deal less damage.
• Casting range: 1800
• Area of Effect: 150
Mana Cost: 90/100/110/120
Cooldown: 9
Windrunner Windrunner (W)
Imbues her body with the essence of wind, increasing her movement speed by 50% and giving her the ability to evade all physical attacks for short period of time. Additionally, the gusts of wind around her impairs the movement of nearby enemies, slowing their movement speed in a 300 AoE around her.
Level 1 - Gives complete physical evasion, 50% increased MS, and slows nearby enemies by 8%, lasts 2.75 seconds.
Level 2 - Gives complete physical evasion, 50% increased MS, and slows nearby enemies by 16%, lasts 3.50 seconds.
Level 3 - Gives complete physical evasion, 50% increased MS, and slows nearby enemies by 24%, lasts 4.25 seconds.
Level 4 - Gives complete physical evasion, 50% increased MS, and slows nearby enemies by 30%, lasts 5 seconds.
• The slow will affect enemies with magic immunity.
• Incoming projectiles before this skill is activated will not be evaded.
Mana Cost: 100
Cooldown: 15
Focus Fire Focus Fire (F)
Alleria channels wind throughout her body to surge an excess of adrenaline, giving her maximum attack speed. Damage is reduced in this state.
Level 1 - Constantly attacks with 50% reduced damage and maximum attack speed at the target.
Level 2 - Constantly attacks with 40% reduced damage and maximum attack speed at the target.
Level 3 - Constantly attacks with 30% reduced damage and maximum attack speed at the target.
Mana Cost: 200/300/400
Cooldown: 60 (15 with Scepter)
• The damage reduction affects all damage from Alleria while the spell is active, including alternate damage such as orb effects.
• With Aghanim's Scepter it no longer reduces damage from secondary item effects (Like bonus damage from Bash, Chain Lightning).
• Can target buildings and magic immune units.
• Casting range: 600

DOTA : RAIJIN THUNDERKEG

Raijin Thunderkeg - Storm Spirit
Raijin Thunderkeg - Storm Spirit
Range: 480 | Move Speed: 295
Primary: INT
Str: 17 + 1.5 | Agi: 22 + 1.8 | Int: 23 + 2.6
Damage: 48 - 58 | HP: 473 | Mana: 299
HP Regen: 0.76 | Mana Regen: 0.93
Attack Speed: 0.72 | Armor: 5
A celestial being summoned to aid the Sentinel in their darkest hour; the Storm Spirit chose to manifest itself in the life essence of a humble elementalist, Raijin Thunderkeg. Though the Pandaren's soul perished during the profound surge of pure electrical essence, the divine entity even now seeks refuge in Raijin's body, unable to thrive on its own. However, despite its mortal imprisonment, the Storm Spirit is far from being limited of its tremendous powers. Able of manipulating vast, inexhaustible sources of energy in mysterious ways, it swiftly hails destructive sparks of lightning upon the Sentinel's adversaries, eradicating all that dared to cross its path.
Static Remnant Static Remnant (R)
Raijin creates a remnant of himself containg his essence. The Static Remnant will release its stored energy whenever an enemy unit comes near it. Lasts 12 seconds.
Level 1 - 140 Damage.
Level 2 - 180 Damage.
Level 3 - 220 Damage.
Level 4 - 260 Damage.
• Damage type: magical
• Static Remnants take 1 second to materialize after this spell is cast.
• Remnants have flying vision and can see over cliffs and trees.
• The explosion actually hits units in a 260 AOE, but will only be triggered by units within 235 AOE.
• Area of Effect: 235
Mana Cost: 70/80/90/100
Cooldown: 4
Electric Vortex Electric Vortex (E)
Storm focuses his energy to rip open vortex drawing an enemy to it. This process slows the Storm Spirit down for a brief period.
Level 1 - Pulls 100 units over 1 second.
Level 2 - Pulls 150 units over 1.5 seconds.
Level 3 - Pulls 200 units over 2 seconds.
Level 4 - Pulls 250 units over 2.5 seconds.
• This ability slows the Storm Spirit by 50% for 3 seconds.
• This skill is blocked by Linken's Sphere and can't target magic immune units.
• Casting range: 300
Mana Cost: 100/110/120/130
Cooldown: 20
Overload Overload (V)
Storm Spirit becomes overloaded with electrical energy whenever he casts a spell. The charge is released on his next attack as an electrical burst, dealing damage and slowing nearby units.
Level 1 - 30 damage.
Level 2 - 45 damage.
Level 3 - 60 damage.
Level 4 - 75 damage.
• Damage type: magical
• Overload slows all affected units' movement speed by 80% and attack speed by 50% for 0.6 seconds.
• Using items does not trigger Overload.
• Area of Effect: 300
Mana Cost: N/A
Cooldown: N/A
Ball Lightning Ball Lightning (G)
Storm Spirit becomes enveloped with energy, losing his physical form, and travels until he depletes his mana or reaches his target. While in this form, he deals damage to nearby units based on how far his electrical form has traversed. Damage, speed and area of effect improves per level.
Level 1 - Moves the Storm Spirit to the targeted location doing 8 damage per 100 units traveled at 1250 movespeed.
Level 2 - Moves the Storm Spirit to the targeted location doing 12 damage per 100 units traveled at 1875 movespeed.
Level 3 - Moves the Storm Spirit to the targeted location doing 16 damage per 100 units traveled at 2500 movespeed.
Mana Cost: N/A
Cooldown: N/A
• Damage type: magical
• If the Storm Spirit runs out of mana while traveling he will stop immediately.
• Initial mana cost: 15 + 7% of total mana pool.
• Mana cost per 100 units traveled: 10 + 1% of total mana pool.
• Instant cast abilities can be used while traveling.
• While using this ability, the Storm Spirit is invulnerable.
• This ability destroys trees.
• Area of Effect: 150/225/300

DOTA : LINA INVERSE

Lina Inverse - The Slayer
Lina Inverse - The Slayer
Range: 625 | Move Speed: 295
Primary: INT
Str: 18 + 1.5 | Agi: 16 + 1.5 | Int: 24 + 3.2
Damage: 37 – 55 | HP: 492 | Mana: 312
HP Regen: 0.79 | Mana Regen: 0.97
Attack Speed: 0.68 | Armor: 1
A renowned pyromancer roaming the lands, Lina Inverse originally joined the Sentinel for monetary purposes. However, weeks turned into months, and fighting alongside the many holy warriors with fearless souls inspired her with the responsibility of protecting the sanctity of the World Tree. With her devastating abilities to summon vaporizing flames, she wreaks havoc among the enemy ranks. In dire situations, she would imbue herself with an ultimate fervor, or even call forth a massive beam of lightning which is said to instantly slay any single foe. A most feared enemy of the Scourge, a most unswerving defender of the Sentinel.
Dragon Slave Dragon Slave (D)
A wave of fire that ripples out from Lina Inverse, causing damage to land units in a line.
Level 1 - 100 damage.
Level 2 - 170 damage.
Level 3 - 230 damage.
Level 4 - 280 damage.
Mana Cost: 90/ 105/ 125/ 140
Cooldown: 8.5 seconds
Light Strike Array Light Strike Array (T)
Summons a column of flames that damages and stuns enemies for 1.6 seconds.
Level 1 - Deals 90 damage.
Level 2 - Deals 150 damage.
Level 3 - Deals 210 damage.
Level 4 - Deals 280 damage.
• Effect is delayed 0.5 seconds.
Mana Cost: 90/ 100/ 110/ 125
Cooldown: 7 seconds
Fiery Soul Fiery Soul (F)
Grants you bonus attack and movement speed each time you cast a spell. Stacks with itself. Lasts 7 seconds.
Level 1 - 30% IAS, 2% MS
Level 2 - 40% IAS, 3% MS
Level 3 - 50% IAS, 4% MS
Level 4 - 60% IAS, 5% MS
• Duration refreshes each time a spell is cast.
• Stacks at most 3 times.
• Using items does not trigger Fiery Soul.
Mana Cost: N/A
Cooldown: N/A
Laguna Blade Laguna Blade (G)
Fires of bolt of lightning at a single target, dealing critical damage.
Level 1 - Deals 450 (600*) damage.
Level 2 - Deals 675 (925*) damage.
Level 3 - Deals 950 (1250*) damage.
Mana Cost: 280/ 420/ 680
Cooldown: 120/ 90/ 55 seconds
• Can be improved by Aghanim's Scepter (* shows the improved values).

DOTA : NORTROM

Nortrom - The Silencer
Nortrom - The Silencer
Range: 600 | Move Speed: 290
Primary: INT
Str: 17 + 1.7 | Agi: 16 + 2.1 | Int: 21 + 2.5
Damage: 43 - 57 | HP: 473 | Mana: 273
HP Regen: 0.76 | Mana Regen: 0.85
Attack Speed: 0.68 | Armor: 1
Hailing from the magical community of Quel'Thalas, Nortrom is one of the strongest Elven warriors defending the integrity of the lands. Mastering the ancient art of glaive-throwing, and combining it with the volatile nature of the Blood Elves' arcane magic, he is able to disrupt the magical energies in his enemies. By binding his magical powers to his glaive, he is able to cause damage beyond devastation, gaining intelligence from every kill. Concentrating all his energies, he can cause chaos within his enemies' magical pools, making them unable to cast spells. He is determined to fend off the Scourge and their demon magic until he has breathed his last.
Curse of the Silent Curse of the Silent (C)
Afflicts enemies with the Curse of the Silent. The target will lose hp and mana per second until it casts a spell.
Level 1 - Loses 20 hp and 10 mana per second. Lasts 5 seconds.
Level 2 - Loses 30 hp and 15 mana per second. Lasts 6 seconds.
Level 3 - Loses 40 hp and 20 mana per second. Lasts 7 seconds.
Level 4 - Loses 50 hp and 25 mana per second. Lasts 8 seconds.
350 AOE and 700 casting range
Mana Cost: 75/95/115/135
Cooldown: 20/18/16/14 seconds
Glaives of Wisdom Glaives of Wisdom (G)
Nortrom's Glaives are enchanted by his experience in magic. Dealing extra damage based on his Intelligence.
Level 1 - Deals 30% of your intelligence in bonus damage.
Level 2 - Deals 40% of your intelligence in bonus damage.
Level 3 - Deals 50% of your intelligence in bonus damage.
Level 4 - Deals 60% of your intelligence in bonus damage.
• Orb effects do not stack
• Buff placers do not stack
Mana Cost: 15
Cooldown: 2/0/0/0 Seconds
Last Word Last Word (L)
Causes any unit under the effect of this aura to become silenced after it finishes casting a spell. Has a 900 AOE.
Level 1 - 0.75 second.
Level 2 - 1.5 seconds.
Level 3 - 2.25 seconds.
Level 4 - 3 seconds.
• The aura will be disabled when Nortrom is silenced.
• Channeling skills will activate this even if they are canceled.
• Silencer will permanently steal 1 Intelligence from any enemy hero that dies within 950 range.
Mana Cost: N/A
Cooldown: N/A
Global Silence Global Silence (E)
Stops all enemies on the map from casting spells.
Level 1 - Lasts 3 seconds.
Level 2 - Lasts 4 seconds.
Level 3 - Lasts 5 seconds.
Mana Cost: 250/350/450
Cooldown: 160 seconds
• This skill works on invisible units.
• Silence works on magic immune units.
• Game-wide sound is muted when Global Silence is used.