Showing posts with label hero. Show all posts
Showing posts with label hero. Show all posts

Sunday, July 13, 2008

Ya'shil the Harpy Stormwitch

Ya'shil was once the queen of the harpies, but caught battling to the death in the invasion of the Burning Legion, the harpies had no choice but to surrender their homeland. Ya'shil is still the master of the winds, and can summon fierce turbulent winds that can lift enemies into the air. Her spells complement each other greatly, making her not only deadly but also difficult to kill.

Stats
Affiliation: High Elves
HP: 465
Mana: 238
Primary: Agility
Str: 15 + 1.2
Agi: 22 + 2.8
Int: 17 + 1.8
Range: 550
Speed: 300

Ya'shil starts with a normal amount of hitpoints and mana, high agility, but at 550, her range is slightly shorter than that of most ranged heroes. Her average movespeed can be increased with the Cyclone's speed aura, but with Turbulence, she can easily outmaneuver just about any hero.


Stratoblast [T]
The Harpy launches a blast of stratospheric wind at an enemy target, dealing damage, knocking the unit back a certain distance, and stunning for 1 second.


Level 1 - 50 dmg, 150 knockback
Level 2 - 100 dmg, 225 knockback
Level 3 - 150 dmg, 300 knockback
Level 4 - 200 dmg, 375 knockback
Level 5 - 250 dmg, 450 knockback

Cooldown: 9
Mana Cost: 100/115/130/145/160

Stratoblast is a highly flexible ability; at most times it can be used like a normal damage/stun spell, but the knockback really gives this ability variety. The most common use of the knockback is a combination with Turbulence; using Turbulence first, the hero becomes invisible and swooshes to behind the enemy hero. This causes the enemy to knocked towards the Harpy's team, usually at a tower or an allied hero. This combo also slows down an enemy retreat dramatically by forcing them to go backwards. Good players often find creative uses for this ability. Because of the increased damage and knockback, many players prefer to max this soon, i.e. immediately after Cyclone.


Cyclone [E]
Summons a controlled cyclone to assist the Harpy.



Level 1 - 400 hp, 23 to 25 dmg, gains Trueshot Aura
Level 2 - 600 hp, 33 to 35 dmg, gains Wind Turbulation
Level 3 - 800 hp, 43 to 45 dmg, gains Quivering Aura
Level 4 - 1000 hp, 53 to 55 dmg, gains Trueshot Aura (Level 2)
Level 5 - 1200 hp, 63 to 65 dmg, gains Wind Turbulation (Level 2)

Cooldown: 30
Mana Cost: 100/115/130/145/160

The Cyclone is a summoned unit useful for its three important auras. Trueshot Aura adds 10% attack damage to nearby ranged units, including the Harpy and the Cyclone itself. At Cyclone level 4, Trueshot Aura improves to level 2, providing 20% bonus damage.

Wind Turbulation gives a subtle movespeed boost, 5% at level 1 and 10% at level 2, which are gained at levels 2 and 5 of the Cyclone respectively. It may seem insignificant, but 10% movespeed can often make the difference between a succesful chase ending in a kill and a failed one where the enemy escapes with only a remnant of hp.

Quivering Aura is slightly different in that it affects enemies and has only one level, but it does have significant power, reducing nearby enemies' attack damage by 15%. Each aura alone may seem small, but with all three together it can sway any battle, especially larger ones where the auras affect more heroes.

The Cyclone can also be used to capture Observatories in the early game without having to give up experience by leaving the lane with the hero. Combined with its auras, it is no secret that good players will max this ability first.


Turbulence [R]
Uses the turbulence in the air to become invisible for 5 seconds, increasing movespeed to maximum. Cooldown decreases per level.

Cooldown: 18/16/14/12/10
Mana Cost: 75

Similar to Nerubian Weaver's Shukuchi in DotA, Turbulence is used to travel very quickly and escape difficult situations. It does not deal damage when hitting someone; however, this added stealth helps set up ideal knockback situations in combination with Stratoblast. Its most valuable asset is the speed, allowing the Harpy to quickly traverse SMotA's landscape.

For detailed information about the invisibility mechanic, check out the Invisibility article.


Cyclonic Storm [C]
The Harpy Stormwitch summons boisterous cyclones into the air for a duration of time, making nearby enemy units invulnerable but unable to attack, move, or cast spells.

Level 1 - 5 seconds, 1000 aoe
Level 2 - 6 seconds, 1500 aoe
Level 3 - 7 seconds, 2000 aoe
Level 4 - 8 seconds, 2500 aoe

Cooldown: 120/100/80/60
Mana Cost: 150/200/250/300

Another flexible spell at the Harpy's disposal, Cyclonic Storm disables and launches all nearby enemies into the sky, although at the same time making them unable to attacked. This is useful in escaping, chasing, and base destroying. If you or an ally is about to die, casting this will normally give more than enough time to escape, and at the same time allowing other allies to zoom in and counter attack. While chasing, this can be used to give you and your allies time to run into the enemy's escape path, also allowing a deliberate positioning of a Stratoblast knockback. The third main use is to delay enemy opposition when capturing or destroying their base, as this ability does not lift buildings into the air! After all the units are hopelessly blown into the air, the Harpy and her allies gain precious time for bringing down the target structure before the swirling enemies come back down.

Saturday, July 12, 2008

Corpulent the Abomination

Corpulent is a disgusting assemblage of corpses; even its allies sometimes despise the stench that follows. The Abomination is able to eat and digest units alive, adding to its own power. It also has the ability to infect enemies with a particularly infective strain of disease, causing not only the target to suffer, but those who pass by him as well. Corpulent has little regard for its own well being - it was seen by a High Elf scouting force to spit out an entire corpse, perhaps one from the Abomination's own innards, and with such force to immediately knock out his adversary. Since then they have learned to avoid this odious thing.

Stats
Affiliation: Demons
HP: 717
Mana: 168
Primary: Strength
Str: 27 + 3.1
Agi: 16 + 1.6
Int: 12 + 1.3
Range: 128
Speed: 295

The Abomination has an extraordinary amount of starting health, in fact, the highest of all heroes, and also a high strength gain. He can eat units to increase his strength further. It is recommended to buy a mana item for the early game since he does have 3 active abilities to use with not a lot of mana (although the mana costs are not particularly high).


Consume [C]
Consumes an enemy unit, digesting it slowly at the rate of 50 health per second. If the Abomination is killed while consuming, the consumed unit will be released. If the consumed unit had the Epidemic debuff, the Abomination will heal from consuming. Upon fully consuming a unit, the Abomination will gain 1 strength. Does not work on heroes or creeps above level 6.

Level 1 - 5 hp/sec heal
Level 2 - 10 hp/sec heal
Level 3 - 15 hp/sec heal
Level 4 - 20 hp/sec heal
Level 5 - 25 hp/sec heal

Cooldown: 90/75/60/45/30
Mana Cost: 150/120/90/60/30

Consume is a very appetizing ability, but experienced players will wait until this is at a higher level to use. Firstly it has a high mana cost at lower levels, and the Abomination does not start out with much mana in the first place, and secondly, the cooldown is too long to use on a regular basis. And in the early game, it is more important to stay alive and harass opponents in your lane anyways; Epidemic is often the first choice among Abomination players. However, Consume can be powerful in the late game since the Abomination can easily build up strength.


Epidemic [E]
Infects the target unit with an epidemic, dealing damage over time. If one of the infected unit's allies comes in close contact with it, the ally will also become infected and can in turn infect other allies. Lasts 9 seconds.

Level 1 - 9 damage per second
Level 2 - 18 damage per second
Level 3 - 27 damage per second
Level 4 - 36 damage per second
Level 5 - 45 damage per second

Cooldown: 18
Mana Cost: 75

The skill that the Abomination is known for, Epidemic is a great early game hero harassing ability that still retains power in the late game against large creep waves. This is especially deadly if the opponent does not know how Epidemic works! Beginners have often died to a single cast of a level 1 Epidemic, because they stay right next to an infected unit, and right as the buff would have worn off, they are reinfected due to staying too close. When you are infected, you should run to a less crowded area, preferably to the side of your lane, away from your own creeps. This is how ranged heroes should respond, but melee heroes should just stay back and try not to become infected.


Putrid Odor [P]
Slows nearby enemies' attack and movement speeds in a 300 aoe. Also causes already-infected units in this range to become reinfected with Epidemic.


Level 1 - 5% slow
Level 2 - 10% slow
Level 3 - 15% slow
Level 4 - 20% slow
Level 5 - 25% slow

Putrid Odor is similar to the Firelord's Exhaustion ability, although with a smaller area and a more dramatic slow. This skill is also useful for its Epidemic reinfecting effect, allowing the Abomination to keep his opponents infected by walking near them. Unfortunately this cannot be used to infect normal, healthy units, but the slow effect does help the Abomination chase. Expert players tend to max Epidemic first.


Regurgitate [R]
The Abomination launches a heap of flesh at a target unit, causing damage to himself and to his opponent. This launch stuns the target for a short time and also infects or reinfects it with Epidemic.

Level 1 - 300 to self and target, 2 sec stun
Level 2 - 450 to self and target, 2.5 sec stun
Level 3 - 600 to self and target, 3 sec stun
Level 4 - 750 to self and target, 3.5 sec stun

Cooldown: 120
Mana Cost: 100/150/200/250

A recent addition, this ability essentially damages the Abomination by ejecting a piece of rotting flesh from it, which then hits a target unit, damaging and stunning it. In order to not suffer so much from the self inflicted damage, it is recommended that the player buy extra health items or use Epidemic on a nearby creep and promptly Consume it, as eating it will heal the Abomination. This can be used as both a chasing and finishing move, because even if it leaves the target with a few health, the Epidemic effect will soon destroy it. This is yet another reason to max Epidemic first.

Friday, July 11, 2008

Blaze the Firelord

Blaze is, simply put, a pyromaniac. All four of his abilities are related to fire, and without proper precautions, most enemies can be reduced to ashes within seconds. With three active damage spells, the Firelord is a powerful caster. The two non-ultimate spells allow for softening up and also finishing off his oppoenents. But his ultimate alone can take out a lower level or low hitpoint hero, that is, if the opponent is slow enough to remain under the shower of flaming meteors!

Stats
Affiliation: Demons
HP: 507
Mana: 308
Primary: Intelligence
Str: 17 + 1.8
Agi: 16 + 1.8
Int: 22 + 2.4
Range: 500
Speed: 290

Blaze begins with a high amount of mana, allowing him to use the first two abilities at least a few times. With a high intelligence growth, he can keep his enemies burning constantly. Well, the passive does that too. Blaze has slightly less range than a typical ranged hero, but this actually helps him get into range for his passive and other spells. With a somewhat low speed, Blaze needs to take out his opponents quickly, or have Boots and give chase, keeping within range for the passive.

Meteor [E]
Calls down a meteor, dealing damage and stunning units in an area. (325 aoe)



Level 1 - 100 dmg, 1 second stun
Level 2 - 150 dmg, 1.25 second stun
Level 3 - 200 dmg, 1.5 second stun
Level 4 - 250 dmg, 1.75 second stun
Level 5 - 300 dmg, 2 second stun

Cooldown: 15
Mana Cost: 100/115/130/145/160

A signature spell, this is a must for all Firelord players. Many strong players prefer maxing out this ability first, followed by Incinerate. At level five, the 300 aoe damage combined with the 2 second stun make Blaze an incredibly powerful stunner and chaser. Although the enemy has a little over half a second to respond once they see the meteor, it is usually not enough time, as the area of devastation is great. Exhaustion also makes it easier for this ability to hit by slowing down opponents.


Incinerate [R]
Blaze forces flames to erupt from the ground in front of him to burn his enemies to ashes. Deals 15% damage to buildings. Lasts 5 seconds.


Level 1 - 20 damage/second
Level 2 - 40 damage/second
Level 3 - 60 damage/second
Level 4 - 80 damage/second
Level 5 - 100 damage/second

Cooldown: 12
Mana Cost: 120

A strong secondary spell, Incinerate basically causes a line of Flame Strikes to occur going into the direction he targets. A good idea is to run near an enemy hero, cast this in the direction of his retreat, then cast Meteor on top of him. Most likely he will try to run back, but your Meteor will hit, stunning and keeping him in the fires of Incinerate for more precious time. If combined with the ultimate, it can be sometimes possible to force the opponent to suffer the entire 500 damage from this ability.


Exhaustion [X]
Blaze’s body is ever burning, thus he uses up much air near him. This mass air use causes nearby units in an aoe to become exhausted due to lack of air. When Blaze dies he will gather up extra air to cause himself to explode for damage in a 700 area.

Level 1 - 3% slow in a 200 aoe, 100 dmg explosion
Level 2 - 6% slow in a 300 aoe, 200 dmg explosion
Level 3 - 9% slow in a 400 aoe, 300 dmg explosion
Level 4 - 12% slow in a 500 aoe, 400 dmg explosion
Level 5 - 15% slow in a 600 aoe, 500 dmg explosion

Exhaustion is a very powerful passive for the Firelord, and although it does not bolster his other spells directly, the 15% slow can keep enemies in the Incineration field or under the Meteor shower for a slightly longer amount of time; a "lucky" Meteor hit may have been impossible without this. The slow is also great in team battles, since it covers a fairly wide area. The explosion damage upon death is a minor addition, but it can kill, and makes him again a great addition in team brawls.


Meteor Shower [T]
Calls down multiple meteors, dealing damage and stunning units that the meteors hit for .25 seconds, at the rate of 2 meteors per second.


Level 1 - 4 Meteors, 150 dmg each
Level 2 - 5 Meteors, 225 dmg each
Level 3 - 6 Meteors, 300 dmg each
Level 4 - 7 Meteors, 375 dmg each

Channeling

Cooldown: 140/120/100/80
Mana Cost: 200/300/400/500

Meteor Shower is a truly frightening ultimate ability. When casted, several Meteors fall in quick succession, in somewhat random locations in the targetted area. Of course not every Meteor will hit every location; in fact, in many times even at max level, only one or two out of seven will hit the intended target. But two is still 750 damage! To try to land as many Meteors on your target as possible, stun him first with the single Meteor, then cast this exactly over the enemy's head.

Unfortunately, this can be countered by stunning the Firelord, canceling the spell, or by simply running out of the Meteor Shower. Heroes with slides and jumps are extremely adept at this, e.g. Pit Lord, Raider, etc. For the Firelord, it is often helpful to have an allied disabling hero nearby, such as Dragonhawk Rider, to stop certain heroes from escaping their fiery doom. And they may throw in their own spells into the mix as well.

Thursday, July 10, 2008

Drixxel the Elven Hunter

Drixxel is one of the more sneaky heroes in SMotA, if not the most. Her normal skills give it increased power for farming, chasing, etc., but what really defines the Elven Hunter is her ultimate, which allows her to become passively invisible, similar to Stealth Assassin's ultimate in DotA. However, since Drixxel is an archer with 600 range, she can exploit many situations much more efficiently than a melee attacker. Her poisoned arrows and speed draining abilties can be used along with the invisibility to brutally ambush an opponent, or just help slow enemies down.

Note: This guide is partially outdated. See this Drixxel guide for more recent info.

Stats
Affiliation: High Elves
HP: 444
Mana: 210
Primary: Agility
Str: 14 + 1.5
Agi: 24 + 2.5
Int: 15 + 1.7
Range: 600
Speed: 300

Drixxel begins with a sub-par amount of hp and mana, but neither of these values are highly important to her in the early game. With high agility and a 600 range attack, she can attack opponents at ease without having to worry about her own health. Later in the game, her invisibility makes it not as crucial to improve health, although it can never hurt to have an extra bit just in case. With just 2 active abilities, mana is not a problem later in the game either.


Poison Arrows [R]
Drixxel coats the tips of her arrows with poison, dealing damage over time and slowing move and attack speeds. Lasts 2.5 seconds.


Level 1 - 3 dmg/sec, 5% slow
Level 2 - 6 dmg/sec, 10% slow
Level 3 - 9 dmg/sec, 15% slow
Level 4 - 12 dmg/sec, 20% slow
Level 5 - 15 dmg/sec, 25% slow

Cooldown: 0
Mana Cost: 12

A very useful skill in all stages of the game; early on, this can be used to harrass any nearby enemy heroes with poison damage, and later, this will be used primarily for the slowing effect. Many players suggest maxing this skill immediately after Hunter's Blessing, if not first.


Speed Drain [D]
Drains the enemy of movespeed, adding to the Elven Hunter's own. Lasts 12 seconds.



Level 1 - 6% drain
Level 2 - 12% drain
Level 3 - 18% drain
Level 4 - 24% drain
Level 5 - 30% drain

Cooldown: 15
Mana Cost: 120

This is strong primarily in the later stages of the game, when everyone is getting higher level boots and it is hard for Poison Arrows alone to slow down a target enough for the kill. This is when Speed Drain comes in handy, reducing the target's speed even further and at the same time improving your own! This can also be used to counter heroes who would otherwise obtain high movespeeds naturally, e.g. Raider, Knight, etc.


Hunter's Blessing [H]
Increases the agility and base movespeed of the Elven Hunter.



Level 1 - 5 agi, 2% ms
Level 2 - 10 agi, 4% ms
Level 3 - 15 agi, 6% ms
Level 4 - 20 agi, 8% ms
Level 5 - 25 agi, 10% ms

Hunter's Blessing normally proves to be an important upgrade for Drixxel. Many strong players max out this ability first, for much faster damage output in the early game with 25 bonus damage plus 25% attack speed (not to mention the 2.5 armor), but also for the slightly enhanced movespeed. Having a 300 base movespeed, Drixxel can have a base movespeed of 335+ with this maxed, as 5 agi adds 1 movespeed as well. Add in a level one Boots, and we have a fast and deadly killing machine in the early game.


Natural Concealment [C]
Gives the Elven Hunter permanent invisibility. Breaks invisibility after attacking or casting a spell.



Level 1 - 6 second blend time
Level 2 - 5 second blend time
Level 3 - 4 second blend time
Level 4 - 3 second blend time

This is Drixxel's signature ability. As mentioned in the hero introduction, this ability will cause the Elven Hunter to automatically become invisible after a short time after she stops attacking or casting. Some DotA players complain that the blend time is too long, as the Stealth Assassin can blend in 1.5 seconds in some recent versions (6.52). However, they forget that Drixxel is a ranged class, and it takes some time for a melee hero to respond to her attacks and close the distance. Nonetheless, this is a powerful skill.

See the post on Invisibility for a more comprehensive discussion of this gameplay mechanic.
Latest version available for download at The Hive Workshop.