Tuesday, March 3, 2009

Windrunner-Alleria

In the valleys of Winterspring, deep within the verdant glades of the Forest of Trees, 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.
Level 1 Windrunner
HP:
435/435
MP:
286/286
Dam:45-56
Armor:1.4
Str:15
Agi:17
Int:22


Hero Abilities

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Shackleshot

Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it.

Level 1 - 1.5 seconds shackle
Level 2 - 2.25 seconds shackle
Level 3 - 3 seconds shackle
Level 4 - 3.75 seconds shackle

Cooldown: 10
Manacost: 90/100/110/120

Level 1: 90 mana, 10 sec cooldown.
Level 2: 100 mana, 10 sec cooldown.
Level 3: 110 mana, 10 sec cooldown.
Level 4: 120 mana, 10 sec cooldown.


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Powershot

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 damage dealt is greatest to the first target it hits and is reduced by 10% with each other it passes through.

Level 1 - 120 initial damage.
Level 2 - 200 initial damage.
Level 3 - 280 initial damage.
Level 4 - 360 initial damage.

Cooldown: 12
Manacost: 90/100/110/120

Level 1: 90 mana, 12 sec cooldown.
Level 2: 100 mana, 12 sec cooldown.
Level 3: 110 mana, 12 sec cooldown.
Level 4: 120 mana, 12 sec cooldown.


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Windrunner

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 a 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 - 8% slow, lasts 2.75 seconds.
Level 2 - 16% slow, lasts 3.5 seconds.
Level 3 - 24% slow, lasts 4.25 seconds.
Level 4 - 30% slow, lasts 5 seconds.

Cooldown: 30/25/20/15
Manacost: 100

Level 1: 100 mana, 30 sec cooldown.
Level 2: 100 mana, 25 sec cooldown.
Level 3: 100 mana, 20 sec cooldown.
Level 4: 100 mana, 15 sec cooldown.


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Focus Fire

Alleria channels wind throughout her body to surge an excess of adrenaline, giving her maximum attack speed on one target. Damage is reduced in this state.

Level 1 - 50% reduced damage.
Level 2 - 40% reduced damage.
Level 3 - 30% reduced damage.

Cooldown: 60
Manacost: 200/300/400

Level 1: 200 mana, 60 sec cooldown.
Level 2: 300 mana, 60 sec cooldown.
Level 3: 400 mana, 60 sec cooldown


Admiral-Kunkka

Of all the allies in the Sentinel's ranks, only one, is known by as many names and is feared in as many lands. Called Capt. CoCo by his mates, Jacksparrow by others, The Legendary Mariner by some. but only a select few, know his real name and what it stands for. He can harness the powers of the depths to conjure torrential geysers that blast his enemies into the air. His elegant blade is sworn to the Seas and with each mighty swing it ebbs like the tides. Using a watery form of spacial magic, he can bring you back to your original destination. The Captain now sails towards the Scourge lands, aboard his Phantom vessel boosting the spirits of his comrades with his fabled Rum, paving the way for the victory of the Sentinel. He is Kunkka, Master and Commander of the seven seas.
Level 1 Admiral
HP:
549/549
MP:
208/208
Dam:47-57
Armor:3.5
Str:21
Agi:18
Int:16

Hero Abilities

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Torrent

Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water errupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing damage and slowing movement speed by 30%.

Level 1 - 120 damage, lasts 1 seconds.
Level 2 - 180 damage, lasts 2 seconds.
Level 3 - 240 damage, lasts 3 seconds.
Level 4 - 300 damage, lasts 4 seconds.

Cooldown: 12
Manacost: 120

Level 1: 120 mana, 12 sec cooldown.
Level 2: 120 mana, 12 sec cooldown.
Level 3: 120 mana, 12 sec cooldown.
Level 4: 120 mana, 12 sec cooldown.


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Tidebringer

Kunkka's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero increased damage and large AoE cleave for a single strike every once in awhile.


Level 1 - +15 damage, 16 second cooldown, 380 AoE
Level 2 - +30 damage, 12 second cooldown, 420 AoE
Level 3 - +45 damage, 8 second cooldown, 460 AoE
Level 4 - +60 damage, 4 second cooldown, 500 AoE

Passive


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X Marks The Spot

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

Level 1 - 1 second, 500 cast range.
Level 2 - 2 seconds, 650 cast range.
Level 3 - 3 seconds, 800 cast range.
Level 4 - 4 seconds, 950 cast range.

Cooldown: 30
Manacost: 80/90/100/110

Level 1: 80 mana, 30 sec cooldown.
Level 2: 90 mana, 30 sec cooldown.
Level 3: 100 mana, 30 sec cooldown.
Level 4: 110 mana, 30 sec cooldown.


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Ghost Ship

The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 15% bonus movespeed and numbness to incoming damage, causing them to feel only half of the pain now and half after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for damage and a brief stun when the ship crashes.

Level 1 - CoCo's Rum lasts 5 seconds, 300 crash damage.
Level 2 - CoCo's Rum lasts 6 seconds, 400 crash damage.
Level 3 - CoCo's Rum lasts 7 seconds, 500 crash damage.

Cooldown: 100
Manacost: 150/200/250

Level 1: 150 mana, 100 sec cooldown.
Level 2: 200 mana, 100 sec cooldown.
Level 3: 250 mana, 100 sec cooldown.




Clockwerk Goblin-Rattletrap

The by-product of Goblin technological weapon research during the old War, Rattletrap the Clockwerk Goblin was shut away into storage for countless decades until the Sentinel found and reactivated him. Combat-wise, this goblin's capabilities know few bounds; his body is stocked with a huge array of armaments that destroy targets both near and far with ease. His trademark wrench can even extend itself like a grappling hook, allowing him to pick off individual targets with pin-point accuracy.
Level 1 Clockwerk Goblin
HP:
606/606
MP:
221/221
Dam:55-57
Armor:2.5
Str:24
Agi:13
Int:17




Hero Abilities

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Battery Assault

Discharges high-powered shrapnel from openings in Rattletrap's clockwork upon a random nearby target dealing minor magical damage and ministun every 0.75 seconds. Lasts 10 seconds .

Level 1 - 20 Damage.
Level 2 - 40 Damage.
Level 3 - 60 Damage.
Level 4 - 80 Damage.

Cooldown: 32/28/24/20
Manacost: 75

Level 1: 75 mana, 32 sec cooldown.
Level 2: 75 mana, 28 sec cooldown.
Level 3: 75 mana, 24 sec cooldown.
Level 4: 75 mana, 20 sec cooldown.


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Power Cog

The Clockwerk Goblin ejects pieces of inner core to form a circular barrier around himself, trapping nearby units in with him. These cogs require 3 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked for some hp and mana and is knocked back. An element powers down if it shocks a unit.

Level 1 - Lasts 3 seconds. 55 Shock.
Level 2 - Lasts 4 seconds. 70 Shock.
Level 3 - Lasts 5 seconds. 85 Shock.
Level 4 - Lasts 6 seconds. 100 Shock.

Cooldown: 15
Manacost: 50/60/70/80

Level 1: 50 mana, 15 sec cooldown.
Level 2: 60 mana, 15 sec cooldown.
Level 3: 70 mana, 15 sec cooldown.
Level 4: 80 mana, 15 sec cooldown.


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Rocket Flare

Fires a fast moving missile at a target area on the map, revealing the targeted area. Upon impact it damages enemy units in the 600 AOE explosion.

Level 1 - Deals 80 damage. Reveals for 5 seconds.
Level 2 - Deals 120 damage. Reveals for 10 seconds.
Level 3 - Deals 160 damage. Reveals for 15 seconds.
Level 4 - Deals 200 damage. Reveals for 20 seconds.

Cooldown: 30/25/20/15
Manacost: 50

Level 1: 50 mana, 30 sec cooldown.
Level 2: 50 mana, 25 sec cooldown.
Level 3: 50 mana, 20 sec cooldown.
Level 4: 50 mana, 15 sec cooldown.


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Hookshot

Fires a grappling, piston-like attachment at a unit or location. It will latch on the first non-neutral enemy target it encounters, pulling you to it. Any enemies whom you collide with while being reeled toward the target will take damage and be stunned.

Level 1 - 2000 range, 100 collision damage and 1 second collision stun.
Level 2 - 2500 range, 200 collision damage and 1.5 second collision stun.
Level 3 - 3000 range, 300 collision damage and 2 second collision stun.

Cooldown: 80/60/40
Manacost: 150

Level 1: 150 mana, 80 sec cooldown.
Level 2: 150 mana, 60 sec cooldown.
Level 3: 150 mana, 40 sec cooldown.



Faerie Dragon-Puck

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.
Level 1 Faerie Dragon
HP:
435/435
MP:
325/325
Dam:38-49
Armor:2.1
Str:15
Agi:22
Int:25

Hero Abilities

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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

Level 1: 125 mana, 15 sec cooldown.
Level 2: 125 mana, 15 sec cooldown.
Level 3: 125 mana, 15 sec cooldown.
Level 4: 125 mana, 15 sec cooldown.


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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

Level 1: 100 mana, 20 sec cooldown.
Level 2: 110 mana, 20 sec cooldown.
Level 3: 120 mana, 20 sec cooldown.
Level 4: 130 mana, 20 sec cooldown.


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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

Level 1: 50 mana, 6 sec cooldown.
Level 2: 40 mana, 6 sec cooldown.
Level 3: 30 mana, 6 sec cooldown.
Level 4: 20 mana, 6 sec cooldown.


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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

Level 1: 100 mana, 85 sec cooldown.
Level 2: 150 mana, 85 sec cooldown.
Level 3: 200 mana, 85 sec cooldown.


Templar Assassin-Lanaya

The apprentice of a legendary creature from Aiur, Lanaya is a psychic adept who specializes in strategic assassination for the Sentinels. Her psionic abilities manifest in and out of combat, and can be used to amplify damage while attacking, to protect her from enemy assault, or cloak herself invisibly before lashing out at an unfortunate passerby. And so more often than not, the foes that encounter the Templar on the battlefield find themselves dead and buried, their lives cut short as she fades back into the shadows, waiting for a new prey.
Level 1 Templar Assassin
HP:
492/492
MP:
260/260
Dam:45-55
Armor:4.2
Str:18
Agi:23
Int:20

Hero Abilities

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Refraction

Manipulating psionic energy around herself granting a mystical refraction of light that protects her from external harm and giving her bonus damage for a limited number of instances. Lasts 20 seconds.

Level 1 - 20 bonus damage, 2 Instances
Level 2 - 40 bonus damage, 3 Instances
Level 3 - 60 bonus damage, 4 Instances
Level 4 - 80 bonus damage, 5 Instances

Cooldown: 23
Manacost: 75

Level 1: 75 mana, 23 sec cooldown.
Level 2: 75 mana, 23 sec cooldown.
Level 3: 75 mana, 23 sec cooldown.
Level 4: 75 mana, 23 sec cooldown.


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Meld

The art of Shakuras allows Lanaya to conceal herself at any time of the day and strike from the shadows with her armor-shredding blades. Deals bonus damage and reduces enemy armor for 10 seconds.

Level 1 - 50 damage, -2 armor
Level 2 - 100 damage, -4 armor
Level 3 - 150 damage, -6 armor
Level 4 - 200 damage, -8 armor

Cooldown: 7
Manacost: 50

Level 1: 50 mana, 7 sec cooldown.
Level 2: 50 mana, 7 sec cooldown.
Level 3: 50 mana, 7 sec cooldown.
Level 4: 50 mana, 7 sec cooldown.


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Psi Blades

Using her psionic powers, the Templar causes enemy units behind her target to feel the same pain as the target itself. This psionic power extends her attack range.

Level 1 - 50 Bonus Range, 80 Spill Range.
Level 2 - 100 Bonus Range, 160 Spill Range.
Level 3 - 150 Bonus Range, 240 Spill Range.
Level 4 - 200 Bonus Range, 320 Spill Range.

Passive


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Psionic Trap

Creates psionic traps on ground. When triggered, it will slow units within 400 range by 50%.

Level 1 - Max 5 Traps
Level 2 - Max 8 Traps
Level 3 - Max 11 Traps

Cooldown: 11/9/7
Mana Cost: 15

Level 1: 15 mana, 11 sec cooldown.
Level 2: 15 mana, 9 sec cooldown.
Level 3: 15 mana, 7 sec cooldown.


Sacred Warrior-Huskar

The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, are considered by many to be the most savage race of creatures to ever grace the battlefield. This reputation is well earned by their Sentinel representative Huskar, who's abilities revolve around shortening his own lifespan to spear his foes to burning pieces. Considered a blessed martyr by his people, the Sacred Warrior is not afraid of death, and will even run towards it willingly, sometimes desperately, in order to bring the Undead Scourge to an end.
Level 1 Sacred Warrior
HP:
492/492
MP:
234/234
Dam:39-48
Armor:1.8
Str:18
Agi:20
Int:18

Hero Abilities

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Inner Vitality

Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% it will heal faster. Lasts 16 seconds.

Level 1 - 5(15)% of main attrib + 2 hp regen per sec
Level 2 - 10(30)% of main attrib + 4 hp regen per sec
Level 3 - 15(45)% of main attrib + 6 hp regen per sec
Level 4 - 20(60)% of main attrib + 8 hp regen per sec

Cooldown: 25
Manacost: 170

Level 1: 170 mana, 25 sec cooldown.
Level 2: 170 mana, 25 sec cooldown.
Level 3: 170 mana, 25 sec cooldown.
Level 4: 170 mana, 25 sec cooldown.


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Burning Spear

Using his own life force to set them aflame, the Sacred Warrior can cause his spears to deal stackable damage over time as they impact the foe. Cannot cast if Huskar's HP is lower than 100. Stacks up to 5 times. Lasts 6 seconds.

Level 1 - 6 damage per second
Level 2 - 8 damage per second
Level 3 - 10 damage per second
Level 4 - 12 damage per second

Cooldown: 0
Healthcost: 15

Orb effects do not stack
Buff placers do not stack

Passive


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Berserker's Blood

Huskar feels each of his wounds and channels the pain, increasing attack speed and damage for each 7% missing health. 7 Max bonuses. First bonus starts at full health.

Level 1 - 2% IAS and 2 Damage
Level 2 - 4% IAS and 4 Damage
Level 3 - 6% IAS and 6 Damage
Level 4 - 8% IAS and 8 Damage

Passive


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Life Break

Huskar reaches into the well of his own life force to heavily damage an enemy. The target takes damage equal to 50% of its hp. Slows target by 50% for 5 seconds. Huskar pays a certain percentage of his hp to cast this.

Level 1 - Huskar pays 40% of his current hp to cast.
Level 2 - Huskar pays 33% of his current hp to cast
Level 3 - Huskar pays 25% of his current hp to cast

Cooldown: 45/30/15

Level 1: 0 mana, 45 sec cooldown.
Level 2: 0 mana, 30 sec cooldown.
Level 3: 0 mana, 15 sec cooldown.


Storm Spirit-Raijin Thunderkeg

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.
Level 1 Storm Spirit
HP:
473/473
MP:
299/299
Dam:45-55
Armor:5.1
Str:17
Agi:22
Int:23

Hero Abilities

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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

Level 1: 70 mana, 4 sec cooldown.
Level 2: 80 mana, 4 sec cooldown.
Level 3: 90 mana, 4 sec cooldown.
Level 4: 100 mana, 4 sec cooldown.


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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

Level 1: 100 mana, 20 sec cooldown.
Level 2: 100 mana, 20 sec cooldown.
Level 3: 100 mana, 20 sec cooldown.
Level 4: 100 mana, 20 sec cooldown.


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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.

Passive


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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.


Priestess of the Moon-Mirana Nightshade

A matriarch and high priestess of Elune's blessed order, Mirana Nightshade serves as a light in darkness for the front line of the Sentinel ranks, raining arrows and falling stars alike upon the shambling undead masses of the Undead Scourge, while her very presence is said to be so holy that it melts away the fatigue of nearby allies, giving them greater haste on the battlefield. In times of need however, she can fade herself and others around her into the safety of invisibility, making her a potent supporter matched by few.
Level 1 Priestess of the Moon
HP:
473/473
MP:
221/221
Dam:38-49
Srmor:1.8
Str:17
Agi:20
Int:17


Hero Abilities

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Starfall

Calls down a wave of meteors to damage each nearby enemy. If enemy is farther than 600 range, it has a 60% chance to still hit him. One random enemy unit within 200 aoe will get hit again for half the damage.

Level 1 - 75 damage per wave.
Level 2 - 150 damage per wave.
Level 3 - 225 damage per wave.
Level 4 - 300 damage per wave.

Cooldown: 12 seconds.

Level 1: 100 mana, 12 sec cooldown.
Level 2: 120 mana, 12 sec cooldown.
Level 3: 140 mana, 12 sec cooldown.
Level 4: 160 mana, 12 sec cooldown.


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Elune's Arrow

Fires an arrow to a location with deadly precision, dealing large damage and stunning the first unit it strikes. Stun duration increases based on how far the target is, ranging from 0.5 to 5 seconds.

Level 1 - Deals 90 damage.
Level 2 - Deals 180 damage.
Level 3 - Deals 270 damage.
Level 4 - Deals 360 damage.

Cooldown: 25 seconds.

Level 1: 100 mana, 25 sec cooldown.
Level 2: 100 mana, 25 sec cooldown.
Level 3: 100 mana, 25 sec cooldown.
Level 4: 100 mana, 25 sec cooldown.


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Leap

Mirana's wild Frostsaber leaps forward into battle, empowering allies with a ferocious roar upon landing. Movement and Attack Speed bonus lasts 10 seconds.

Level 1 - 400 range. 4% speed increase.
Level 2 - 450 range. 8% speed increase.
Level 3 - 500 range. 12% speed increase.
Level 4 - 550 range. 16% speed increase.

Cooldown: 40/35/30/20

Level 1: 40 mana, 40 sec cooldown.
Level 2: 35 mana, 35 sec cooldown.
Level 3: 30 mana, 30 sec cooldown.
Level 4: 20 mana, 20 sec cooldown.


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Moonlight Shadow

Turns Nightshade and all allied heroes invisible. If Invisiblity is broken, it gets restored after the fade time during the shadow duration.

Level 1 - Lasts 7 seconds. 2.5 second fade time.
Level 2 - Lasts 9 seconds. 2 second fade time.
Level 3 - Lasts 11 seconds. 1.5 second fade time.

Cooldown: 160 seconds.

Level 1: 200 mana, 160 sec cooldown.
Level 2: 250 mana, 160 sec cooldown.
Level 3: 300 mana, 160 sec cooldown.

Alchemist-Razzil Darkbrew

Having enlisted under the ranks of the Sentinel for mere personal gain, the Alchemist's quest for amassing wealth to fund his research is a tireless and relentless one. Both sadistic and cruel in his methods, this heartless Goblin cares not for the means he must resort to for a sizeable bounty. Whether he chooses to paralyze his foes with toxic concoctions or drench them in corrosive acids, Razzil Darkbrew remains steadfast in his calm, calculated approach, despite their constant wails of agony. Though notoriously famed to be inhumane and savage in his actions, he succeeds in crippling the mighty Scourge with the vilest of elixirs.
Level 1 Alchemist
HP:
625/625
MP:
325/325
Dam:49-58
Armor:0.5
Str"25
Agi:11
Int:25

Hero Abilities

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Acid Spray

Sprays high-pressure acid across a target area. Hostile units who step across the contaminated terrain take physical damage per second and have their armor reduced. Lasts 16 seconds.

Level 1 - 8 damage per second, reduces armor by 3.
Level 2 - 16 damage per second, reduces armor by 4.
Level 3 - 24 damage per second, reduces armor by 5.
Level 4 - 32 damage per second, reduces armor by 6.

Cooldown: 22 seconds.

Level 1: 160 mana, 22 sec cooldown.
Level 2: 160 mana, 22 sec cooldown.
Level 3: 160 mana, 22 sec cooldown.
Level 4: 160 mana, 22 sec cooldown.


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Unstable Concoction

Taking a few moments to shake up some chemical vials, the Alchemist lobs one at the target, stunning and damaging it based on how long he shook it up (60 dmg, 1 sec stun per second channel). Casting range improves per level.

Level 1 - Up to 2 seconds channel.
Level 2 - Up to 3 seconds channel.
Level 3 - Up to 4 seconds channel.
Level 4 - Up to 5 seconds channel.

Cooldown: 16 seconds.

Level 1: 75 mana, 16 sec cooldown.
Level 2: 75 mana, 16 sec cooldown.
Level 3: 75 mana, 16 sec cooldown.
Level 4: 75 mana, 16 sec cooldown.


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Goblin's Greed

The Goblin converts the creep's corpse into gold. You get more gold for every extra creep you killed in the last 18 seconds. Gives successive bonus gold. Cap of 18 extra gold.

Level 1 - 2 bonus gold per enemy.
Level 2 - 4 bonus gold per enemy.
Level 3 - 6 bonus gold per enemy.
Level 4 - 8 bonus gold per enemy.

Passive


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Chemical Rage

The Alchemist causes his Ogre to enter a chemically induced rage reducing base attack cooldown, increasing movement speed and increasing hitpoints and regeneration.
Lasts 25 seconds.

Level 1 - 1.45 Base Attack Rate and 350 Bonus HP and Regeneration.
Level 2 - 1.35 Base Attack Rate and 700 Bonus HP and Regeneration.
Level 3 - 1.20 Base Attack Rate and 1050 Bonus HP and Regeneration.

Cooldown: 45 seconds.

Level 1: 50 mana, 45 sec cooldown.
Level 2: 100 mana, 45 sec cooldown.
Level 3: 150 mana, 45 sec cooldown.




Monday, March 2, 2009

Twin Head Dragon-Jakiro

Originally found gnawing at the roots of the World Tree during an excavation, this magnificent Chimaera's age is impossible to determine. With his large snapping heads and aggressive, unpredictable behavior, Jakiro is an intimidating creature to say the least, yet is loyal to the Sentinel for reasons all his own. Due to his mystical nature, he has a strange affinity with the elemental forces of ice and fire. This allows him to devastate all in his path, and he is more than capable of keeping his opponents in his line of fury. The Scourge would do best to be wary of this dragon, lest they all freeze and shatter as their precious Frozen Throne melts before their eyes.
Level 1 Twin Head Dragon
HP:
606/606
MP:
364/364
Dam:42-54
armor:0.4
Str:24
Agi:10
Int:25

Hero Abilities

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Dual Breath

Jakiro's twin heads let loose an icy blast followed closely by a wave of fire, each dealing initial damage. Enemy units are both slowed and dealt fire damage per second for 4 seconds.

Level 1 - 35 damage per breath, 5 fire damage per second.
Level 2 - 70 damage per breath, 10 fire damage per second.
Level 3 - 105 damage per breath, 15 fire damage per second.
Level 4 - 140 damage per breath, 20 fire damage per second.

Cooldown: 10 seconds.

Level 1: 135 mana, 10 sec cooldown.
Level 2: 140 mana, 10 sec cooldown.
Level 3: 155 mana, 10 sec cooldown.
Level 4: 170 mana, 10 sec cooldown.


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Ice Path

Creates a path of ice in front of Jakiro. After 0.5 second, the path explodes and freezes nearby enemy units.

Level 1 - Freeze for 0.5 seconds.
Level 2 - Freeze for 1 second.
Level 3 - Freeze for 1.5 seconds.
Level 4 - Freeze for 2 seconds.

Cooldown: 16 seconds.

Level 1: 75 mana, 16 sec cooldown.
Level 2: 75 mana, 16 sec cooldown.
Level 3: 75 mana, 16 sec cooldown.
Level 4: 75 mana, 16 sec cooldown.


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Auto Fire

While one of Jakiro's heads attacks enemies, his other head occasionally spits a fireball at a nearby enemy in front of him, causing fire damage per second in the target area. Can trigger a maximum of once every second.
Lasts 8 seconds.

Level 1 - 25% chance to spit a fireball that deals 10 damage per second.
Level 2 - 30% chance to spit a fireball that deals 20 damage per second.
Level 3 - 35% chance to spit a fireball that deals 30 damage per second.
Level 4 - 40% chance to spit a fireball that deals 40 damage per second.

Passive


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Macropyre

Jakiro unleashes a line of pulsing flame strikes in front of him. Each flame strike deals damage per second for 5 seconds, and has a 200 AOE radius. Distance increases per level.

Level 1 - 75 damage per second.
Level 2 - 125 damage per second.
Level 3 - 175 damage per second.

Cooldown: 60

Level 1: 220 mana, 60 sec cooldown.
Level 2: 330 mana, 60 sec cooldown.
Level 3: 440 mana, 60 sec cooldown.