Defense of The Ancient [DotA]
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4 new heroes in DotA 6.68

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4 new heroes in DotA 6.68 Empty 4 new heroes in DotA 6.68

Post  NashYeo Mon Aug 02, 2010 12:45 am

Shadow Demon / Eredar

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Hero Class: Shadow Demon
Hero Name: Eredar

Range: 500
Movement Speed: 295
Hero Type: Intelligence
Starting Armor: 3
Starting Damage: 53-57

Agility: 18 + 2.2
Strength: 17 + 1.9
Intelligence: 26 + 2.7

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Disruption:
============
Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar's control which last for 6 seconds.

Displacement duration: 2.5 seconds
Illusion Outgoing Damage: 30/40/50/60%
Illusion Incoming Damage: 150%
Illusion Duration: 6 seconds

Cast Range: 700
Manacost: 75
Cooldown: 16

Note: Can target enemy, ally or self.

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Soul Catcher:
==============
Ererdar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take increased damage for 12 seconds.

Damage Amplification: 20/30/40/50%

AOE: 500
Cast Range: 600
Manacost: 50
Cooldown: 13

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Shadow Poison:
===============
Eredar casts forth a shadowy poison which deals 50 damage and afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. You have small vision over affected heroes.

Each stack increases the damage it would deal exponentially, up to 4 stacks.

Examples:
Level 1 Per stack: 20/40/80/160 + 50 each further stacks
Level 2 Per stack: 35/70/140/280 + 50 each further stacks
Level 3 Per stack: 50/100/200/400 + 50 each further stacks
Level 4 Per stack: 65/130/260/520 + 50 each further stacks

AOE: 150
Travel Distance: 1500

Cooldown: 3
Manacost: 50

Note: This has a sub ability to let you release the poison at any time.

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Demonic Purge:
===============
Eredar casts a powerful demonic purge on a target enemy, removing all positive buffs. The purged target slowly regains its movement speed over 4 seconds. At the end of the purge the target takes damage.

Damage: 200/300/400

Cooldown: 50
Manacost: 200


Last edited by NashYeo on Mon Aug 02, 2010 12:52 am; edited 1 time in total
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Post  NashYeo Mon Aug 02, 2010 12:47 am

Far Seer / Thrall

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Hero Class: Far Seer
Hero Name: Thrall

Range: 600
Movement Speed: 300
Hero Type: Intelligence
Starting Armor: 1
Starting Damage: 49-53

Agility: 15 + 1.4
Strength: 19 + 1.9
Intelligence: 22 + 2.5

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Thunder Strike:
===============
Thrall curses the target to be struck by thunder 3 times over 4 seconds. Foes nearby the victim will also be damaged.

Damage per strike: 50/75/100/125
Secondary AOE: 200

Cooldown: 16
Manacost: 100/110/120/130

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Glimpse:
========
Thrall forces the target back to it's previous position through a psionic rift. Sends the unit to where it was 4 seconds ago.

Cast Range: 600/1000/1400/1800

Cooldown: 60/50/40/30
Manacost: 160/130/100/70

Note: The glimpse effect has some travel time, the target isn't instantly moved back.
Credit: Based on Glipse from http://www.playdota.com/forums/242499/int-sent-sephael-spirit-arbiter/

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Kinetic Field:
==============
Thrall summons a circular barrier of kinetic energy, keeping enemies from walking in or out of it. The barrier has an aoe of 300.

Has a 1.2 second cast delay before the field is fully formed.

Duration: 2.5/3/3.5/4 seconds

Cooldown: 14
Cast Range: 900
Manacost: 70

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Static Storm:
==============
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.

Final DPS: 170/210/250
AOE: 375
Manacost: 125/175/225
Cooldown: 60

Note: The damage starts off slow and ramps up continuously until it reaches the max.


Last edited by NashYeo on Mon Aug 02, 2010 12:53 am; edited 1 time in total
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Post  NashYeo Mon Aug 02, 2010 12:49 am

Guardian Wisp / Io

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Hero Class: Guardian Wisp
Hero Name: Io

Range: 525
Movement Speed: 295
Hero Type: Strength
Starting Armor: 0
Starting Damage: 33-42

Agility: 14 + 1.6
Strength: 17 + 1.9
Intelligence: 23 + 1.7

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Tether:
=======
Io tethers himself to an allied unit, granting both units bonus movement speed. Any enemy units that contact the tether will be stunned. The tether will break if it stretches beyond 900 units. Lasts 12 seconds.

Movement Bonus: 20/25/30/35%
Stun Duration: 1.25/1.5/1.75/2.0

Cooldown: 12
Manacost: 40

If you try to tether a unit that is a outside its range (by up to 900) Io will latch on and pull himself closer to the unit.

Tether transfers other states on the hero to the allied unit. This includes Overcharge, Relocate and any time you regenerate hp/mp.

Note: Has a sub ability that lets you break the tether.

Credit: Based on Tether from http://www.playdota.com/forums/215750/intel-sentinel-io-aurora-wisp/

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Spirits:
=========
Io summons 5 ancient Spirits over the course of 6 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, damaging and slowing all enemies in a 300 area of effect. Non hero units only take minor damage upon touching a spirit and do not cause them to explode.

You have two sub abilities. One to move them outwards and one to call them back in. You can stop them at any distance by toggling the ability order.

Damage per Spirit: 25/50/75/100
Slow: 30%

Cooldown: 14
Manacost: 120/130/140/150

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Overcharge:
============
Io draws on more energy than he can safely handle, granting him bonus attack speed, but draining 2.5% of his current HP and MP per second. If Io is tethered to an ally the bonus attack speed is also granted to that ally.

This is a toggle ability.

Attack Speed: 60/80/100/120

Note: This bonus affects a tethered unit as well.

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Relocate:
=========
Io temporarily relocates himself, along with any tethered hero, to the target location for 12 seconds.

There is a casting delay and the enemy has visual indicators on the minimap and the world of the teleport before it happens.

Cast Delay: 2.5/2.25/2.0
Cooldown: 80/60/40
Manacost: 100

Note: If an allied hero is Tethered, that hero will teleported along with you. You can break the tether at any time to prevent that hero from returning back with you. -disablehelp is available for this ability.


Last edited by NashYeo on Mon Aug 02, 2010 12:53 am; edited 1 time in total
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Post  NashYeo Mon Aug 02, 2010 12:51 am

Gyrocopter / Aurel Vlaicu

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Hero Class: Gyrocopter
Hero Name: Aurel Vlaicu

Range: 375
Movement Speed: 305
Hero Type: Agility
Starting Armor: 2
Starting Damage: 41-51

Agility: 24 + 2.4
Strength: 18 + 1.8
Intelligence: 23 + 2.1

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Rocket Barrage:
===============
Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds.

Damage per rocket: 10/12/14/16

Cooldown: 6.5
Manacost: 90

Note: The rockets can only hit units you have vision over.

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Homing Missile:
================
The Gyrocopter launches a homing missile that will follow the target until it impacts. The missile is inactive for 3 seconds upon launch and then begins slowly accelerating towards the target. Stuns the target for 2.5 seconds and deals damage based on how much it traveled. The missle can be destroyed by 3 attacks from a hero or tower.

Maximum damage is dealt at 2000 distance traveled (does not increase beyond that distance)

Maximum Damage: 100/200/300/400
Stun Duration: 2.5

Cooldown: 20/18/16/14
Manacost: 120/130/140/150
Cast Range: 900

Notes: Towers do half damage. Enemy has vision over the rocket once it starts moving.

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Flak Cannon:
=============
The Gyrocopter enables all of its cannons, allowing its attacks to strike all enemies in a 800 aoe. Lasts for a limited number of attacks or 15 seconds. Does not work with illusions.

Your attack range is still limited to 375 range.

Attacks: 3/4/5/6
Manacost: 50
Cooldown: 20

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Call Down:
===========
The Gyrocopter launches two missiles at the targeted area. The first missile strikes in 2 seconds, followed by the second missile at 4 seconds. Enemies in the area when a missile strikes are damaged and slowed.

Primary Missle Damage: 250/300/350
Primary Missle Slow: 20%
Primary Missle Slow Duration: 2

Secondary Missle Damage: 100/150/200
Secondary Missle Slow: 50%
Secondary Missle Slow Duration: 3

Cast Range: 1000

AOE: 400
Cooldown: 55/50/45
Manacost: 125

Note: The visual warning indicator is visible for allies only. The enemies can see the rockets fly out of you though.
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