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Tampilkan postingan dengan label Hero. Tampilkan semua postingan
Tampilkan postingan dengan label Hero. Tampilkan semua postingan

Hero Chen


Holy Knight

Chen

  • Strength Chen Strength
    20 + 1.5
  • Agility Chen Agility
    15 + 2.1
  • Intelligence Chen Intelligence
    21 + 2.8
  • Chen

 

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Hero Medusa


Gorgon

Medusa

  • Strength Medusa Strength
    14 + 1.65
  • Agility Medusa Agility
    20 + 2.5
  • Intelligence Medusa Intelligence
    19 + 1.85
  • Medusa

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Hero Lion


Demon Witch

Lion

  • Strength Lion Strength
    16 + 1.7
  • Agility Lion Agility
    15 + 1.5
  • Intelligence Lion Intelligence
    22 + 3
  • Lion

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Hero Ezalor


Keeper of the Light

Ezalor

  • Strength Ezalor Strength
    16 + 1.8
  • Agility Ezalor Agility
    15 + 1.6
  • Intelligence Ezalor Intelligence
    22 + 2.8
  • Ezalor

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Hero Chen

Holy Knight

Chen

  • Strength Chen Strength
    20 + 1.5
  • Agility Chen Agility
    15 + 2.1
  • Intelligence Chen Intelligence
    21 + 2.8
  • Chen

Penitence

Forces a unit to accept punishment for its sins, causing it to move slower and accept more damage from attacks and spells.

Test of Faith

Deals variable damage based on the unit's faith.

Holy Persuasion

Takes control of a target enemy unit. If cast on allied unit, teleports it to safety. Instantly teleports Chen's persuaded creeps.

Hand of God

Fully regenerates your converted creeps. Heals all allied heroes on the map.
  • Sentinel
  • 0.5 / 0.5
  • 43 - 53
  • 0.3 / 0.51
  • 1.1
  • 1.7
  • 300
  • 1100
  • 600
  • 1800 / 800
Chen's standard gameplay is different than most other heroes. His Holy Persuasion skill allows him to convert creeps to his side, including powerful neutral creeps such as the Centaur or Furbolg. As a result, Chen is usually found in the forest searching for creeps to convert. When he finds a strong creep or two, he descends on his unwary enemies, using both his own spells and the abilities of his persuaded creeps to take them out. Due to the difficulty of effectively controlling multiple units and abilities, Chen can be a tricky hero to play to his full potential. When ambushing an enemy hero, Chen generally uses his Penitence ability, which slows the target and causes them to take extra damage from Chen and his allies. The Holy Knight can use Test of Faith to finish off enemies, but it also doubles as a way to save allies who are in danger. Casting Test of Faith on an ally will teleport them to safety after a short time. Chen's support skills are rounded out by Hand of God, a healing spell which instantly restores a set amount of life to all allied heroes across the battlefield. Although Chen can be difficult for newer players, users with experience controlling multiple units effectively will find him very powerful.
Prophesying 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

  • Active
  • Unit
  • E
Forces a unit to accept punishment for its sins, causing it to move slower and accept more damage from attacks and spells.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 14
  • 600
  • N/A
  • 7 seconds
  • Enemy unit
  • 8% movement speed reduction, and 7% increased damage taken
  • 2
  • 100
  • 14
  • 600
  • N/A
  • 7 seconds
  • Enemy unit
  • 16% movement speed reduction, and 14% increased damage taken
  • 3
  • 100
  • 14
  • 600
  • N/A
  • 7 seconds
  • Enemy unit
  • 24% movement speed reduction, and 21% increased damage taken
  • 4
  • 100
  • 14
  • 600
  • N/A
  • 7 seconds
  • Enemy unit
  • 32% movement speed reduction, and 28% increased damage taken

Notes

• Bonus damage will always be physical (reduced by armor), regardless of the damage source.



Test of Faith

  • Active
  • Unit
  • T
Deals variable damage based on the unit's faith.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 175
  • 24
  • 600
  • N/A
  • N/A
  • Enemy units
  • 50-100 damage
  • 2
  • 175
  • 24
  • 600
  • N/A
  • N/A
  • Enemy units
  • 100-200 damage
  • 3
  • 175
  • 24
  • 600
  • N/A
  • N/A
  • Enemy units
  • 150-300 damage
  • 4
  • 175
  • 24
  • 600
  • N/A
  • N/A
  • Enemy units
  • 200-400 damage

Notes

• Damage type: pure
• The amount of damage dealt is random.



Holy Persuasion

  • Active
  • Unit
  • R
Takes control of a target enemy unit. If cast on allied unit, teleports it to safety. Instantly teleports Chen's persuaded creeps.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 30
  • 900
  • N/A
  • N/A
  • Enemy non-hero unit , allied units
  • 1 Unit Max. 75 HP Bonus, 6 seconds delay on teleportation
  • 2
  • 100
  • 26
  • 900
  • N/A
  • N/A
  • Enemy non-hero unit , allied units
  • 1 Unit Max. 150 HP Bonus, 5 seconds delay on teleportation
  • 3
  • 100
  • 22
  • 900
  • N/A
  • N/A
  • Enemy non-hero unit , allied units
  • 2 Unit Max. 225 HP Bonus, 4 seconds delay on teleportation
  • 4
  • 100
  • 18
  • 900
  • N/A
  • N/A
  • Enemy non-hero unit , allied units
  • 3 Unit Max. 300 HP Bonus, 3 seconds delay on teleportation

Notes

• You can take control of any neutral creep except Ancient-type neutrals (Dragonspawn, etc.).
• When persuading a new creep above your max unit count, a random persuaded unit (which could be the one you just persuaded) will die.
• The -disablehelp command will stop an allied Chen from being able to teleport your hero with this ability.



Hand of God

  • Active
  • Instant
  • D
Fully regenerates your converted creeps. Heals all allied heroes on the map.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 200
  • 120 (30*)
  • N/A
  • Global
  • N/A
  • Allied heroes
  • 200 HP Healed
  • 2
  • 300
  • 120 (30*)
  • N/A
  • Global
  • N/A
  • Allied heroes
  • 300 HP Healed
  • 3
  • 400
  • 120 (30*)
  • N/A
  • Global
  • N/A
  • Allied heroes
  • 400 HP Healed

Notes

• Heals spell immune units.
• Can be improved by Aghanim's Scepter (* shows the improved values).



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Hero Puck

Faerie Dragon

Puck

  • Strength Puck Strength
    15 + 1.7
  • Agility Puck Agility
    22 + 1.7
  • Intelligence Puck Intelligence
    25 + 2.4
  • Puck

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.

Waning Rift

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

Phase Shift

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

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.
  • Sentinel
  • 0.5 / 0.8
  • 42 - 53
  • 0.1 / 0.51
  • 2.08
  • 1.7
  • 295
  • 900
  • 550
  • 1800 / 1200
Loved by aggressive players everywhere, Puck the Fairie Dragon is one of the best heroes in the game at starting fights. Puck's skills are useful in any situation, giving him a lot of flexibility and making him a great hero in both support and offensive roles. His signatue skill, Illusory Orb, is an example of this. Although it functions like a regular line damage spell, at any time during its course Puck can use his Ethereal Jaunt skill and instantly teleport to the position of the Illusory Orb. This makes the spell useful in both attacking and escaping. It also works perfectly with his second offensive spell, Waning Rift. Waning Rift deals damage and silences in an area around Puck, making it the natural choice for use after an Illusory Orb and Ethereal Jaunt. Puck's final offensive spell, Dream Coil, can be used either before or after this combo with great effect. Dream Coil traps enemies in a small area, forcing them to remain near the target point or take damage and get stunned. To complement his need to get up into his target's face, Puck has Phase Shift to help in sticky situations. Phase Shift renders Puck invulnerable for several seconds, although he is unable to move in this state. Puck is a relatively easy hero to pick up, but a rewarding one to master.
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

  • Active
  • Point
  • R
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.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 150
  • 13
  • 3000
  • 200
  • N/A
  • Enemy unit
  • Deals 70 damage
  • 2
  • 150
  • 13
  • 3000
  • 200
  • N/A
  • Enemy unit
  • Deals 140 damage
  • 3
  • 150
  • 13
  • 3000
  • 200
  • N/A
  • Enemy unit
  • Deals 210 damage
  • 4
  • 150
  • 13
  • 3000
  • 200
  • N/A
  • Enemy unit
  • Deals 280 damage

Notes

• Damage type: magical
• The Illusory Orb grants flying vision to the area around it while it travels.
• Even though it is castable at 3000 range, it will only travel at most 1800.



Ethereal Jaunt

  • Active
  • Instant
  • E
Shifts into the Illusory Orb.


  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 0
  • 0
  • N/A
  • N/A
  • N/A
  • N/A
  • Shifts into the Illusory Orb

Notes

• This ability is automatically gained when the first level of Illusory Orb is learned.
• Unlike the Blink ability, Ethereal Jaunting to an Illusory Orb cannot dodge projectiles.



Waning Rift

  • Active
  • Instant
  • W
Releases Puck's mystical faerie dust around him dealing damage and silencing enemies.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 16
  • N/A
  • 400
  • 0.75 seconds
  • Enemy unit
  • Deals 60 damage and Silences
  • 2
  • 110
  • 16
  • N/A
  • 400
  • 1.5 seconds
  • Enemy unit
  • Deals 120 damage and Silences
  • 3
  • 120
  • 16
  • N/A
  • 400
  • 2.25 seconds
  • Enemy unit
  • Deals 180 damage and Silences
  • 4
  • 130
  • 16
  • N/A
  • 400
  • 3 seconds
  • Enemy unit
  • Deals 240 damage and Silences

Notes

• Damage type: magical



Phase Shift

  • Active
  • N/A
  • F
Shifts the Faerie Dragon out of existence for a brief period, temporarily avoiding any further damage.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 50
  • 6
  • N/A
  • N/A
  • 0.75 seconds
  • Self
  • Grant temporary invulnerability
  • 2
  • 40
  • 6
  • N/A
  • N/A
  • 1.5 seconds
  • Self
  • Grant temporary invulnerability
  • 3
  • 30
  • 6
  • N/A
  • N/A
  • 2.25 seconds
  • Self
  • Grant temporary invulnerability
  • 4
  • 20
  • 6
  • N/A
  • N/A
  • 3 seconds
  • Self
  • Grant temporary invulnerability

Notes

• Puck can avoid most damage from spells or attacks when this ability is on autocast, but if he is disabled this ability won't work.
• Phase Shift will not trigger from damages that come after a disable or stun.
• Puck retains his collision size while phaseshifted.



Dream Coil

  • Active
  • Area
  • C
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.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100 (150*)
  • 85
  • 750
  • 375
  • 0.5 seconds (Initial) / 1.5 seconds (Coil Break)
  • Enemy unit
  • 100 initial damage, 100 (200*) Coil Break damage, and stun
  • 2
  • 150 (200*)
  • 85
  • 750
  • 375
  • 0.5 seconds (Initial) / 2.25 seconds (Coil Break)
  • Enemy unit
  • 150 initial damage, 150 (250*) Coil Break damage, and stun
  • 3
  • 200 (250*)
  • 85
  • 750
  • 375
  • 0.5 seconds (Initial) / 3 seconds (Coil Break)
  • Enemy unit
  • 200 initial damage, 200 (300*) Coil Break damage, and stun

Notes

• Damage type: magical
• The initial stun and damage can be blocked by Linken's Sphere, but the target will still be affected by the coils themselves.
• Each coil lasts a maximum time of 5 (7*) seconds before it disappears.
• Can be upgraded with Aghanim's Scepter (* shows upgraded values).



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