Tuesday, April 15, 2008

DoTa heroes-The Holy Knight

Chen - The Holy Knight
Chen - The Holy Knight
Range: 600 | Move Speed: 300
Primary: INT
Str: 20 + 1.5 | Agi: 15 + 2.1 | Int: 21 + 2.8
Damage: 43 – 53 | HP: 530 | Mana: 273
HP Regen: 0.85 | Mana Regen: 0.85
Attack Speed: 1.44 | Armor: 2
Prophesizing a new dawn, a new world cleansed of the old evils, the Holy Knight's entrance into the war against the Scourge forever changed the course of history. A crusader riding under the banner of Hextar, the Holy Knight promises ever-lasting glory and redemption for those who march with him, and obstacles ahead to test the faith of all those sworn to forever cleanse evil from the land. Fanatically devoted to his cause, his followers come from every race, every background, and will stop at nothing to see the Scourge destroyed. If ever the redeeming hand of God touched earth, its name was Chen, the Holy Knight.
Penitence Penitence (E)
Forces a unit to accept punishment for their sins, causing them to move slower and accept more damage from attacks or spells. Lasts 7 seconds.
Level 1 - 8% movement speed reduction, and 7% increased damage taken.
Level 2 - 16% movement speed reduction, and 14% increased damage taken.
Level 3 - 24% movement speed reduction, and 21% increased damage taken.
Level 4 - 32% movement speed reduction, and 28% increased damage taken.
Mana Cost: 100
Cooldown: 15
Test of Faith Test of Faith (F)
If cast on enemy, will deal variable damage based on the units faith.
If cast on allied Hero, it will teleport him to the fountain. Allies can ignore the effect of Test of Faith by typing -disablehelp in advance, and type -enablehelp if they need it.
Instantly teleports Chen`s persuaded units to the fountain.
(Note: Faith seems to mean completely random)
Level 1 - 50-100 Damage to foes, 6 second casting time for allies.
Level 2 - 100-200 Damage to foes, 5 second casting time for allies.
Level 3 - 150-300 Damage to foes, 4 second casting time for allies.
Level 4 - 200-400 Damage to foes, 3 second casting time for allies.
Mana Cost: 140
Cooldown: 30
Holy Persuasion Holy Persuasion (R)
Takes control of a target unit. Cannot persuade allied units, Ancients, enemy hero images, and Necronomicon summons. If the persuaded unit has timed life, it will die after the timer is over.
If you persuade additional units after you`ve persuaded the maximum number of units, one of the units, not necessarily the last one, will die.
Level 1 - Unit Max. 75 HP Bonus.
Level 2 - Unit Max. 150 HP Bonus.
Level 3 - Unit Max. 225 HP Bonus.
Level 4 - Unit Max. 300 HP Bonus.
Mana Cost: 100
Cooldown: 30
Hand of God Hand of God (D)
Fully Regenerates your own units, which may include your chicken, converted creeps, Necronomicon summons and images etc. Heals all allied heores on the map.
Level 1 - 200 HP Healed.
Level 2 - 300 HP Healed.
Level 3 - 400 HP Healed.
Mana Cost: 150 / 200 / 250
Cooldown: 70

DoTa heroes-The Goblin

Squee and Spleen - The Goblin Techies
Squee and Spleen - The Goblin Techies
Range: 650 | Move Speed: 280
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 around 300 range, it deals 40% 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.
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.
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. 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. Do not damage buildings.
Level 1 - Deals 650 damage.
Level 2 - Deals 850 damage.
Level 3 - Deals 1150 damage.
Level 4 - Deals 1550 damage.
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. As long as the enemy is within the blast range (around 200), he will receive full damage. 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

DoTa heroes-The Stone Giant

Tiny - The Stone Giant
Tiny - The Stone Giant
Range: 128 | Move Speed: 285
Primary: STR
Str: 24 + 3 | Agi: 9 + 0.9 | Int: 14 + 1.6
Damage: 61 – 67 | HP: 606 | Mana: 182
HP Regen: 0.97 | Mana Regen: 0.57
Attack Speed: 1.55 | Armor: -1
Rugged combat hero, specializing in hitting slow but hard.
Avalanche Avalanche (V)
Send 4 to 5 piles of rocks on an area of 200 AoE to stun and damage enemy land units. Each pile of rock stuns around 0.25 second, and the whole process lasts around 2 seconds.
Level 1 - 100 damage.
Level 2 - 180 damage.
Level 3 - 260 damage.
Level 4 - 300 damage.
Mana Cost: 120
Cooldown: 18
Toss Toss (T)
Tiny grabs the nearest unit, friend or foe, and launches them at a location. Upon landing, the unit deals damage in an area as well as receiving 20% of that damage to themselves (this damage increases as your size increases). Cannot toss Elder Form DK.
Level 1 - 500 range, 75 damage.
Level 2 - 700 range, 150 damage.
Level 3 - 900 range, 225 damage.
Level 4 - 1100 range, 300 damage.
Mana Cost: 120
Cooldown: 13
Craggy Exterior Craggy Exterior (C)
Tiny`s body is made of solid granite, causing great pain to those who attack it. Whenever a melee unit attacks Tiny, there is a chance that they will be stunned for 2 seconds. Tiny will not take damage if he stuns the enemy for that particular hit.
Level 1 - 6% chance, 25 stun damage.
Level 2 - 12% chance, 35 stun damage.
Level 3 - 18% chance, 45 stun damage.
Level 4 - 24% chance, 55 stun damage.
Mana Cost: N/A
Cooldown: N/A
Grow Grow (W)
Greatly increases Tiny`s power and size, but does so at the cost of his attack speed. Will reset all cooldowns.
Level 1 - 40 bonus damage, 5 bonus speed, 20% reduced attack speed.
Level 2 - 80 bonus damage, 10 bonus speed, 35% reduced attack speed.
Level 3 - 120 bonus damage, 15 bonus speed, 50% reduced attack speed.
Mana Cost: N/A
Cooldown: N/A

DoTa heroes-The Phantom Lancer

Azwraith - The Phantom Lancer
Azwraith - The Phantom Lancer
Range: 100 | Move Speed: 290
Primary: AGI
Str: 18 + 2 | Agi: 23 + 2.8 | Int: 21 + 2
Damage: 45 – 67 | HP: 492 | Mana: 273
HP Regen: 0.79 | Mana Regen: 0.65
Attack Speed: 1.31 | Armor: 3
Although his true name is unknown to his allies, Azwraith's assigned name tells you enough. Like the Angel of Death, Azrael, he fights to rid the world of those who choose to embrace undeath. He is able to appear and disappear at will like a wraith, often appearing in many places at once. Azwraith is more than capable of dispatching the undead using his lance, each blow sending them closer to the spirit-realm. This lance is the source of his astounding ability to duplicate himself, whenever it draws blood he can use their life to create weaker copies of himself.
Spirit Lance Spirit Lance (T)
Throws a magical lance at a target, slicing it and slowing it down for 3 seconds.
Level 1 - Deals 110 damage and Cripples for 10%.
Level 2 - Deals 150 damage and Cripples for 20%.
Level 3 - Deals 215 damage and Cripples for 30%.
Level 4 - Deals 310 damage and Cripples for 40%.
Mana Cost: 140
Cooldown: 9
Dopplewalk Dopplewalk (W)
Allows the Phantom Lancer to become invisible for a period of time, leaving behind a duplicate of himself to confuse enemies. 10% movement bonus at all levels. The Dopplewalk image lasts 20 seconds, and invisiblity and movement bonus on Lancer lasts 12 seconds. Dopplewalk image deals 25% damage and takes 300% damage.
Level 1 - 150 mana.
Level 2 - 120 mana.
Level 3 - 90 mana.
Level 4 - 60 mana.
Mana Cost: 150/ 120/ 90/ 60
Cooldown: 30
Juxtapose Juxtapose (X)
Whenever the Phantom Lancer attacks he will randomly create a duplicate of himself. Limit of 8 images. Duplicates last 15 seconds, deals 25% damage and takes 300% damage.
Level 1 - 3% chance.
Level 2 - 6% chance.
Level 3 - 9% chance.
Level 4 - 12% chance.
Mana Cost: N/A
Cooldown: N/A
Phantom Edge Phantom Edge (D)
Gives the Phantom Lancer an edge in combat by increasing Juxtapose`s image generation and increasing magic resistance. Additionally, it enables his images (including Juxtapose image, Dopplewalk image, and Manta Style image) to generate their own images.
Level 1 - 10% magic resistance, 3% chance illusions will duplicate, 2% increase in Juxtapose.
Level 2 - 15% magic resistance, 5% chance illusions will duplicate, 4% increase in Juxtapose.
Level 3 - 20% magic resistance, 7% chance illusions will duplicate, 6% increase in Juxtapose.
Mana Cost: N/A
Cooldown: N/A

DoTa heroes-Furion

Furion - The Prophet
Furion - The Prophet
Range: 600 | Move Speed: 280
Primary: INT
Str: 17 + 1.8 | Agi: 15 + 1.5 | Int: 21 + 2.9
Damage: 39 – 53 | HP: 473 | Mana: 273
HP Regen: 0.76 | Mana Regen: 0.85
Attack Speed: 1.44 | Armor: 3
The land is never safe. Furion, therefore, never rests. The leader of all Night Elves, Furion tirelessly works to protect the sanctity of his woods. It comes as no surprise that he who helped defeat Archimonde would be called upon once more in the Sentinel's hour of need. The fury of nature is at his disposal, the trees come to life at his command, the wind carries him to lands far away, and nature itself strikes all who defy his will. He is more than just a Keeper or a Prophet, he is a savior.
Sprout Sprout (T)
Sprouts 8 trees around a unit, trapping it in place.
Level 1 - Lasts for 3 seconds.
Level 2 - Lasts for 3.75 seconds.
Level 3 - Lasts for 4.5 seconds.
Level 4 - Lasts for 5.25 seconds.
Mana Cost: 115 / 140/ 165 /205
Cooldown: 12 seconds
Teleportation Teleportation (R)
Teleports to any explored point on the map.
Level 1 - 60 second cooldown.
Level 2 - 50 second cooldown.
Level 3 - 40 second cooldown.
Level 4 - 30 second cooldown.
Mana Cost: 75/ 65/ 55/ 50
Cooldown: 60/ 50/ 40/ 30
Force of Nature Force of Nature (F)
Converts trees in an area into Treants. Each tree is transformed to a treant. Treants have 550 hit points and deal 21-23 normal damage, and 0 heavy armor. Treants last 60 seconds.
Level 1 - Raises at most 2 Treants.
Level 2 - Raises at most 3 Treants.
Level 3 - Raises at most 4 Treants.
Level 4 - Raises at most 5 Treants.
Mana Cost: 160
Cooldown: 40 seconds
Wrath of Nature Wrath of Nature (W)
Summons damaging energy to swath around the map and damage random enemies. Each enemy hit beyond the first adds 7% damage.
Level 1 - Deals 140 (155 with Scepter) base damage.
Level 2 - Deals 180 (211 with Scepter) base damage, hits a few extra targets.
Level 3 - Deals 225 (275 with Scepter) base damage.
Mana Cost: 200/ 380/ 610
Cooldown: 90/ 60/ 60

DoTa heroes-The Tinker

Boush - The Tinker
Boush - The Tinker
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: 0.85
Attack Speed: 1.48 | 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 Laser (E)
Fires an intense beam of light at a target, dealing damage and blinding all in the area for 18(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/ 110/ 120/ 145
Cooldown: 15
Heat Seeking Missile 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/ 180
Cooldown: 25
March of the Machines March of the Machines (C)
Calls in hordes of robotic goblins in an area of 1200 * 1400 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/ 190
Cooldown: 35
Rearm Rearm (R)
Instantly refills 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/ 350
Cooldown: 3/ 2/ 1

DoTa heroes-The Ogre

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 + 1.9
Damage: 58 - 64 | HP: 587 | Mana: 221
HP Regen: 0.91 | Mana Regen: 0.69
Attack Speed: 1.46 | 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 75 damage.
Level 2 - Deals 125 damage.
Level 3 - Deals 175 damage.
Level 4 - Deals 275 damage.
Mana Cost: 75/ 85/ 95/ 105
Cooldown: 15
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. Lasts 7.5 seconds.
Level 1 - 10 damage/sec; 10% slow.
Level 2 - 20 damage/sec; 15% slow.
Level 3 - 30 damage/sec; 20% slow.
Level 4 - 40 damage/sec; 30% slow.
Mana Cost: 95/ 105/ 115/ 125
Cooldown: 12
Bloodlust Bloodlust (B)
Incites a frenzy in a friendly unit including yourself, 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%
Mana Cost: 75
Cooldown: 20
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.
Level 1 - Fire Blast: Cooldown reduced to 12 seconds, 20% chance to Double cast Fire Blast (30% to Triple cast if Scepter is equipped), mana cost of Fire Blast increased by 30 Bloodlust: Cooldown reduced to 15 seconds, 20% chance to Double cast Bloodlust (30% to T
Level 2 - Fire Blast: Cooldown reduced to 9 seconds, 20% chance to Triple cast Fire Blast (30% to Quadruple cast if Scepter is equipped), mana cost of Fire Blast further increased by 50. Bloodlust: Cooldown reduced to 10 seconds, 20% chance to Triple cast Bloodlust
Level 3 - Fire Blast: Cooldown reduced to 6 seconds, 20% chance to Quaruple cast Fire Blast (30% to cast 5 times if Scepter is equipped), mana cost further increased by 30 Bloodlust: Cooldown reduced to 10 seconds, 20% chance to Triple cast Bloodlust (30% to Quadru
Mana Cost: N/A
Cooldown: N/A

DoTa heroes-The Ursa Warrior

Ulfsaar - The Ursa Warrior
Ulfsaar - The Ursa Warrior
Range: 100 | Move Speed: 310
Primary: AGI
Str: 21 + 2.3 | Agi: 18 + 2.1 | Int: 14 + 1.5
Damage: 45 – 49 | HP: 549 | Mana: 182
HP Regen: 1.13 | Mana Regen: 0.65
Attack Speed: 1.39 | Armor: 4
Before the invasion of the Scourge, a race of intelligent bears called furbolgs cultivated a quiet spiritual society deep in the heart of Azshara. With most of their kind murdered and corrupted by the Undead, the normally isolated furbolgs were forced to flee to the Sentinel for protection. In return, the furbolgs have sent their mightiest Ursa Warrior into battle on the Sentinel behalf. Enraged by the defilement of his peoples sacred land, Ulfsaar is able to channel his fury into a series of extremely quick and brutal swipes, using his razor-sharp claws to overpower his foes and literally tear them apart.
Earthshock Earthshock (E)
Slams the ground, dealing damage to and slowing the movement speed of nearby enemy land units. Lasts 4 seconds.
Level 1 - 70 damage, 25% slow.
Level 2 - 120 damage, 35% slow.
Level 3 - 170 damage, 45% slow.
Level 4 - 220 damage, 55% slow.
Mana Cost: 75
Cooldown: 7
Overpower Overpower (V)
Sends Ulfsaar into a rage until he can expend his energy on a target. Lasts 15 seconds or until attacks five times. 0.75 second casting time
Level 1 - 100% increased attack speed.
Level 2 - 200% increased attack speed.
Level 3 - 300% increased attack speed.
Level 4 - 400% increased attack speed.
Mana Cost: 45/ 55/ 65/ 75
Cooldown: 15
Fury Swipes Fury Swipes (W)
Each attack opens the wound deeper in the target, causing subsequent attacks to deal increased damage. Orb Effect
Level 1 - 6 bonus damage per attack.
Level 2 - 12 bonus damage per attack.
Level 3 - 18 bonus damage per attack.
Level 4 - 24 bonus damage per attack.
Mana Cost: N/A
Cooldown: N/A
Enrage Enrage (R)
Greatly increases Ulsaar`s damage while draining mana. Lasts 15 seconds. Enrage damage is melee type.
Level 1 - 4% of Ulfsaar`s current life is dealt in damage.
Level 2 - 6% of Ulfsaar`s current life is dealt in damage.
Level 3 - 8% of Ulfsaar`s current life is dealt in damage.
Mana Cost: N/A
Cooldown: 38

DoTa heroes-The Enigma

Darchrow - The Enigma
Darchrow - The Enigma
Range: 600 | Move Speed: 290
Primary: INT
Str: 17 + 2.1 | Agi: 14 + 1 | Int: 20 + 3.4
Damage: 42 – 48 | HP: 473 | Mana: 260
HP Regen: 0.73 | Mana Regen: 0.81
Attack Speed: 1.46 | Armor: 0
Mystical Hero, capable of bending body and mind alike.
Malefice Malefice (F)
Focuses Darchow`s hatred on a target, causing it to take damage over time and become repeatedly stunned. Lasts 2/4/4/6 seconds.
Level 1 - 30 damage every 2 seconds.
Level 2 - 40 damage every 2 seconds.
Level 3 - 65 damage every 2 seconds.
Level 4 - 80 damage every 2 seconds.
Mana Cost: 110/ 130/ 150/ 160
Cooldown: 15
Conversion Conversion (C)
Splits a friendly creep into 3 malevolant aspects of itself, coming under your control. Lasts 30 seconds.
Level 1 - Spawns 3 Lesser Eidolons.
Level 2 - Spawns 3 Eidolons.
Level 3 - Spawns 3 Greater Eidolons.
Level 4 - Spawns 3 Dire Eidolons.
Mana Cost: 125
Cooldown: 15
Midnight Pulse Midnight Pulse (D)
Steeps an area of 300 AOE in dark magic, causing all opponents who dare enter to take damage. Lasts 8 seconds.
Level 1 - 3% max life lost per second.
Level 2 - 4% max life lost per second.
Level 3 - 5% max life lost per second.
Level 4 - 6% max life lost per second.
Mana Cost: 135/ 150/ 165/ 180
Cooldown: 25
Black Hole Black Hole (B)
Summons the powers from the darkest abyss, creating a vortex that sucks enemies within 400 range closer, dealing damage. 1 second casting time. Lasts 4 seconds. Channeling spell.
Level 1 - 30 damage at range, 60 damage close up.
Level 2 - 50 damage at range, 100 damage close up.
Level 3 - 70 damage at range, 140 damage close up.
Mana Cost: 200/ 450/ 650
Cooldown: 200/ 190/ 180

DoTa heroes-The Keeper od the light

Ezalor - The Keeper of the Light
Ezalor - The Keeper of the Light
Range: 600 | Move Speed: 315
Primary: INT
Str: 16 + 1.8 | Agi: 15 + 1.6 | Int: 22 + 2.8
Damage: 38 – 54 | HP: 454 | Mana: 285
HP Regen: 0.73 | Mana Regen: 0.89
Attack Speed: 1.44 | Armor: 0
Master of light and mana manipulation, Ezalor was once viewed as a scholar, and was regarded as a powerful mentor to many. However, his defection and betrayal of his allies during the War of the Magi caused him to be sentenced to banishment to the spirit realm for all of eternity. However, knowing of his tremendous power, the Sentinel granted him a corporeal form within the physical realm in exchange for his alliance against the Scourge onslaught. As such, Ezalor carries his duties of supporting his comrades valiantly despite the treacherous past that most know little about.
Illuminate Illuminate (T)
Channels a ball of positive energy, letting it build up 100 damage per second. When released, it damages all enemies in a line. The distance also improves with channeling time.
Level 1 - Can be channeled for 2 seconds, maximum range is 500.
Level 2 - Can be channeled for 3 seconds, maximum range is 600.
Level 3 - Can be channeled for 4 seconds, maximum range is 700.
Level 4 - Can be channeled for 5 seconds, maximum range is 800.
Note: Illuminate deals damage in a CONICAL area; the farther from Ezalor, the wider the area illuminate affects. At the far end the wave can affect units of around 350 left/ right of the wave.
Mana Cost: 150
Cooldown: 10
Mana Leak Mana Leak (E)
Casts a powerful inhibiting magic on another unit. Should they cast a spell, a portion of their remaining mana leaks away. Lasts 22 seconds.
Level 1 - 20% of their remaining mana leaks away.
Level 2 - 40% of their remaining mana leaks away.
Level 3 - 60% of their remaining mana leaks away.
Level 4 - 80% of their remaining mana leaks away.
Mana Cost: 50
Cooldown: 15
Chakra Magic Chakra Magic (C)
Channels chakras through a friendly unit, creating a surge of mana. Increases hit point regeneration for 30 seconds.
Level 1 - Restores 75 mana, regenerates .15 hit points per second and gives 7% damage increase.
Level 2 - Restores 150 mana, regenerates .3 hit points per second and gives 14% damage increase.
Level 3 - Restores 225 mana, regenerates .45 hit points per second and gives 21% damage increase.
Level 4 - Restores 300 mana, regenerates .6 hit points per second and gives 28% damage increase
Mana Cost: 40 / 80 / 100 / 120
Cooldown: 19
Ignis Fatuus Ignis Fatuus (F)
Summons the Spirit of Light to assist the Sentinel. Can attack, liberate deceased units as allies, transport himself at will, and is difficult to hit. Lasts 90 seconds.
Level 1 - Souls are easy to kill and deal little damage.
Level 2 - Souls are decent fighters.
Level 3 - Souls are liberated as tough, hardy fighters.
Mana Cost: 200/ 300/ 450
Cooldown: 60
Ignis Fatuus
Stats:
Hitpoints: 300/450/600
Mana: 400/400/400
Damage (normal): 15-26/25-36/35-46
Armor (normal): 0/0/0

Skills:
Liberate Soul:
Manacost 50/50/50
Cooldown 2/2/2 Raises a weak/moderate/strong soul from a dying unit (corpse). Lasts 50 seconds or until the Ignis Fatuus dies.
(Autocast)
Will O':
Manacost: 75/75/75
Cooldown: 0/0/0
Instantly teleports to anywhere on the map.

Phase Shift:
Manacost: 30/30/30
Cooldown: 7/7/7
Causes this unit to shift out of existence whenever it takes damage, tempoarily avoids taking further damage. Lasts 1 second.
(autocast)

Liberated Soul
Hitpoints:
400/500/700
Mana: 5/5/5
Damage (piercing): 21-25/28-32/35-39
Armor (normal): 3/3/3
Skill:
Heal
Manacost 5/5/5
Cooldown 1/1/1
Mana cost and Cooldown for Ignis Fatuus: Mana Cost: 200/ 300/ 450
Cooldown: 60