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Showing posts with label Inteligent. Show all posts
Showing posts with label Inteligent. Show all posts

Wednesday, November 18, 2009

Alleria - Windrunner (Intelligent)




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 nearbyenemies, 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: 30/25/20/15
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, when Aghanim's Scepter acquired, it does not reduce seconday item effects (like bonus damage from Bash, Chain Lightning).
Level 2 - Constantly attacks with 40% reduced damage and maximum attack speed at the target, when Aghanim's Scepter acquired, it does not reduce seconday item effects (like bonus damage from Bash, Chain Lightning).
Level 3 - Constantly attacks with 30% reduced damage and maximum attack speed at the target, when Aghanim's Scepter acquired, it does not reduce seconday item effects (like bonus damage from Bash, Chain Lightning).
Mana Cost: 200/300/400
Cooldown: 60(15)/60(15)/60(15)
• The damage reduction affects all damage from Alleria while the spell is active, including alternate damage such as orb effects.
• Can target buildings and magic immune units.
• Casting range: 600

Squee and Spleen - The Goblin Techies (Intelligent)


Range: 650 Move Speed: 270
Primary: INT
Str: 17 + 2 Agi: 14 + 1.3 Int: 22 + 2.9
Damage: 24 – 26 HP: 473 Mana: 286
HP Regen: 0.76 Mana Regen: 0.9
Attack Speed: 1.46 Armor: 0


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 a mine that explodes when an enemy nears or when it is destroyed by an enemy. The explosion deals less damage if the target is farther away. (At 200 range, it deals 50% of the stated damage). Deals damage to buidings. 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.
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 ProximityMines, 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 damage when activated.
Level 2 - Deals 450 damage when activated.
Level 3 - Deals 600 damage when activated.
Mana Cost: 200 / 240 / 300
Cooldown: 10


Detonate (D)

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

Boush the Tinker (Intelligent)




Range: 500 Move Speed: 305
Primary: INT
Str: 17 + 2 Agi: 13 + 1.2 Int: 27 + 2.2
Damage: 49 - 55 HP: 473 Mana: 351
HP Regen: 0.76 Mana Regen: 1.09
Attack Speed: 1.5 Armor: 3


Goblin 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, dealing damage and blinding all in the area for 9 seconds. Deals precise damage. Level 1 - 80 damage, 10% miss.Level 2 - 160 damage, 15% miss.Level 3 - 240 damage, 20% miss. Level 4 - 320 damage, 25% miss.Mana Cost: 95/120/145/170Cooldown: 14 seconds

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.Mana Cost: 120/140/160/180Cooldown: 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: 145/150/165/190Cooldown: 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: 150/250/350Cooldown: 0Rearm works on all items except Black King Bar, Arcane Ring, Helm of the Dominator, Hand of Midas, Refresher Orb, and Necronomicon.

Tuesday, November 17, 2009

Puck The Faerie Dragon (Intelligent)



Puck - Faerie Dragon
Range: 550 | Move Speed: 295
Primary: INT
Str: 15 + 1.7 | Agi: 22 + 1.7 | Int: 25 + 2.4
Damage: 38 - 49 | HP: 435 | Mana: 325
HP Regen: 0.7 | Mana Regen: 1.01
Attack Speed: 0.72 | Armor: 2


Character Story

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

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. 1800 Range, 225 AOE.

Level 1 - Deals 70 damage.
Level 2 - Deals 140 damage.
Level 3 - Deals 210 damage.
Level 4 - Deals 280 damage.

Cooldown: 15

Waning Rift

Releases Puck's mystical faerie dust around him dealing damage and silencing enemies. 400 AOE.

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.

Cooldown: 20
Manacost: 100/110/120/130

Phase Shift

Shifts the Faerie Dragon out of existence for a brief period, temporarily avoiding any further damage.

Level 1 - Up to 0.75 seconds.

Level 2 - Up to 1.5 seconds.

Level 3 - Up to 2.25 seconds.

Level 4 - Up to 3 seconds.

Cooldown: 6
Manacost: 50/40/30/20

Dream Coil

Puck's powerful imagination engulfs an area, creating coils of volatile magic that damages and stuns enemy unit 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 - Initial: 100 damage and 0.5 seconds stun. Coil Break: 100 damage and 1.5 seconds stun.
Level 2 - Initial: 150 damage and 0.5 seconds stun. Coil Break: 150 damage and 2.25 seconds stun.
Level 3 - Initial: 200 damage and 0.5 seconds stun. Coil Break: 200 damage and 3 seconds stun.

Cooldown: 85
Manacost: 100/150/200

Rylai The Crystal Maiden (Intelligent)




Rylai Crestfall - Crystal Maiden
Range: 600 | Move Speed: 280
Primary: INT
Str: 16 + 1.7 | Agi: 16 + 1.6 | Int: 21 + 2.9
Damage: 38 – 44 | HP: 454 | Mana: 273
HP Regen: 0.73 | Mana Regen: 0.85
Attack Speed: 0.68 | Armor: 1


Character Story

Adept in the manipulation of frost and ice, Rylai is the very image of elegeance and grace. Trained by a renegade wizard deep in the heart of Winterspring, Rylai brings to the Sentinel her prowess in the arts of magic. With a vast arsenal of spells, she wreaks havoc upon her foes - be it with powerful blasts of frost to send them fleeing in panic, or be it by rendering them immobile in ice. Her foes tremble in fear as the ground beneath implodes in mighty novas of frost in a dazzling array, obliterating all who dare oppose her.




Crystal Nova

Blasts enemy units around a target point with a wave of damaging frost that slows movement speed and attack rate for 5 seconds.

Level 1 - 80 damage.
Level 2 - 130 damage.
Level 3 - 180 damage.
Level 4 - 230 damage.

Cooldown: 15

Frostbite

Freezes the target in a case of ice, prohibiting movement and attacking. Deals 70 damage per second.

Level 1 - Lasts 1.5 seconds.
Level 2 - Lasts 2 seconds.
Level 3 - Lasts 2.5 seconds.
Level 4 - Lasts 3 seconds.

Cooldown: 10 seconds.

Brilliance Aura

Gives additional mana regeneration to all friendly units.

Level 1 - Adds 0.5 mana regeneration.
Level 2 - Adds 1.0 mana regeneration.
Level 3 - Adds 1.5 mana regeneration.
Level 4 - Adds 2.0 mana regeneration.

Freezing Field

Causes many random icy explosions in an area surrounding Rylai. Enemy units in the Freezing Field are slowed. Lasts 4 seconds.

Level 1 - Each explosion deals 105 damage.
Level 2 - Each explosion deals 170 damage.
Level 3 - Each explosion deals 250 damage.

Cooldown: 150/120/90 seconds.

Scepter Upgradeable: Increases damage.

Sunday, November 15, 2009

Kel'Thuzad Lich (Intelligent)


Kel`Thuzad - Lich
Range: 550 | Move Speed: 305
Primary: INT
Str: 18 + 1.55 | Agi: 15 + 2.0 | Int: 18 + 3.25
Damage: 37 - 56 | HP: 492 | Mana: 234
HP Regen: 0.79 | Mana Regen: 0.73
Attack Speed: 0.68 | Armor: 1

Character Story

Forcibly raised from the dead by the Lich King to serve as his elite magical guard, the Lich has the burning cold of Northrend in his realm of control. Evoking numerous freezing blasts, his talent in life still remains in death. Delving into the essence of cold magic, he has the power to cause ice to condense into an orb that bounces from foe to foe, causing tremendous pain in its wake. Sacrificing his allies for magical power, the Lich is a murderer without a trace of warmth.

Frost Nova

Blasts enemy units around a target enemy unit with a wave of damaging frost that slows movement and attack rates for 4 seconds.

Level 1 - 50 target damage and 75 nova damage.
Level 2 - 100 target damage and 100 nova damage.
Level 3 - 125 target damage and 125 nova damage.
Level 4 - 175 target damage and 150 nova damage.

Cooldown: 9.25 seconds.

Frost Armor

Creates a shield of frost around a target friendly unit. The shield adds armor and slows attacking melee units for 2 seconds.
Lasts 40 seconds.

Level 1 - Adds 3 armor.
Level 2 - Adds 6 armor.
Level 3 - Adds 9 armor.
Level 4 - Adds 12 armor.

Cooldown: 5 seconds.

Dark Ritual

Sacrifices a target friendly unit to convert its hit points into mana.

Level 1 - 15% of hit points to mana.
Level 2 - 30% of hit points to mana.
Level 3 - 45% of hit points to mana.
Level 4 - 60% of hit points to mana.

Cooldown: 55/50/45/40 seconds.

Chain Frost

Releases a jumping breath of frost that jumps 7 times.

Level 1 - Deals 280 damage per hit.
Level 2 - Deals 370 damage per hit.
Level 3 - Deals 460 damage per hit.

Cooldown: 145/115/60 seconds.

Scepter Upgradeable: Increases damage and cast range.

Pugna The Oblivion (Intelligent)


Pugna - Oblivion
Range: 600 | Move Speed: 315
Primary: INT
Str: 17 + 1.45 | Agi: 16 + 1 | Int: 26 + 4
Damage: 45 – 53 | HP: 473 | Mana: 338
HP Regen: 0.76 | Mana Regen: 1.05
Attack Speed: 0.68 | Armor: 1

Character Story

Forcefully raised from the dead with little memory of his former self, Pugna is truly a terrible sight to behold. Retaining traces of necromantic magic, this shamble of bones finds sadistic pleasure in temporarily sending his enemies into a tormented dimension and greeting their return with a blast of unholy energy. Those who survived an encounter with the horror often recount with fearful eyes of how the Oblivion literally drains life from his enemies, giving him a brief, but satisfying, taste of the living.


Nether Blast

Creates a blast of exploding pulses from the Nether Plane, dealing damage to units and buildings.

Level 1 - Deals 100 damage to units in an area.
Level 2 - Deals 175 damage to units in an area.
Level 3 - Deals 250 damage to units in an area.
Level 4 - Deals 325 damage to units in an area.

Cooldown: 5.5 seconds.

Decrepify

Pugna casts a powerful banishing magic on a unit. The unit is sent to the ethereal plane for a small period of time, reducing its movement speed by 50% and rendering it unable to attack. It takes 44% extra damage from spells.

Level 1 - 2 seconds.
Level 2 - 2.5 seconds.
Level 3 - 3 seconds.
Level 4 - 3.5 seconds.

Cooldown: 13/11/9/7 seconds.

Nether Ward

Summons a Nether Ward that prevents enemy heroes from regenerating mana and can cast Mana Flare, which deals damage to enemy heroes as they cast spells.
Lasts 25 seconds. Each level increases the area of effect of the Ward's Mana Flare, the Mana Flare damage, the negative mana regen and the hp of the ward.

Cooldown: 35 seconds.

Life Drain

Pugna summons a very powerful draining magic that absorbs the life essence of an enemy unit.
Lasts 9 seconds.

Level 1 - 95 hit point drain per second.
Level 2 - 140 hit point drain per second.
Level 3 - 185 hit point drain per second.

Cooldown: 22

Scepter Upgradeable: Increases life drain and removes cooldown.



Zeus The Lord of Olympia (Intelligent)

Zeus - Lord of Olympia
Range: 350 | Move Speed: 295
Primary: INT
Str: 19 + 1.8 | Agi: 11 + 1.2 | Int: 20 + 2.7
Damage: 41 – 49 | HP: 511 | Mana: 260
HP Regen: 0.82 | Mana Regen: 0.81
Attack Speed: 1.44 | Armor: 2

Character Story

Once 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.


Arc Lightning

Hurls a bolt of arcing energy that laces through many nearby enemy units.

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.

Cooldown: 2.5

Lightning Bolt

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.

Cooldown: 7 seconds.

Static Field

Whenever Zeus casts a spell, he shocks all nearby enemy heroes for a percentage of their current hit points as damage.
Affects an area of effect of 800.

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

Strikes down all enemy heroes with a bolt of lightning.

Level 1 - Deals 210 damage.
Level 2 - Deals 335 damage.
Level 3 - Deals 460 damage.

Cooldown: 120 seconds.

Scepter Upgradeable: Increases damage.

Raijin Storm Spirit (Intelligent)


Raijin Thunderkeg - Storm Spirit
Range: 500 | Move Speed: 295
Primary: INT
Str: 17 + 1.5 | Agi: 22 + 1.8 | Int: 26 + 2.6
Damage: 45 - 55 | HP: 473 | Mana: 299
HP Regen: 0.76 | Mana Regen: 1.05
Attack Speed: 0.72 | Armor: 5


Character Story

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

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 up to 12 seconds.

Level 1 - 140 Damage.
Level 2 - 180 Damage.
Level 3 - 220 Damage.
Level 4 - 260 Damage.

Cooldown: 4
Manacost: 70/80/90/100

Electric Vortex

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.

Cooldown: 20
Manacost: 100

Overload

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.

Ball Lightning

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.


Vol`Jin - The Witch Doctor (Intelligent)


Vol`Jin - The Witch Doctor
Range: 600 | Move Speed: 305
Primary: INT
Str: 16 + 1.8 | Agi: 13 + 1.4 | Int: 24 + 2.9
Damage: 51-61 | HP: 454 | Mana: 312
HP Regen: 0.73 | Mana Regen: 0.97
Attack Speed: 0.66 | Armor: 1

Character Story

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

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 to non-hero units. First impact lasts 1.5 seconds.

Level 1 - 2 bounces. 75 damage.
Level 2 - 4 bounces. 100 damage.
Level 3 - 6 bounces. 125 damage.
Level 4 - 8 bounces. 150 damage.

Cooldown: 20/18/16/14 seconds.

Voodoo Restoration

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

Level 1 - Restores 16 hp/sec.
Level 2 - Restores 24 hp/sec.
Level 3 - Restores 32 hp/sec.
Level 4 - Restores 40 hp/sec.

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. Lasts 12 seconds

Level 1 - Enemies lose 5 hp/sec, 10 bonus damage for every 100 hp lost during curse.
Level 2 - Enemies lose 10 hp/sec, 20 bonus damage for every 100 hp lost during curse.
Level 3 - Enemies lose 15 hp/sec, 30 bonus damage for every 100 hp lost during curse.
Level 4 - Enemies lose 20 hp/sec, 40 bonus damage for every 100 hp lost during curse.

Cooldown: 35 seconds.

Death Ward

Summons a deadly ward to attack enemy heroes.

Level 1 - 60 Chaos Damage.
Level 2 - 90 Chaos Damage.
Level 3 - 120 Chaos Damage. Bounces once.
Channeling

Cooldown: 90 seconds.

Scepter Upgradeable: Extra bounces and more damage.