Obsidian Destroyer, Harbinger - Guide
HERO INTRODUCTION
Among
the small number of intelligence heroes who focus on getting a lot of
powerful items late in the game, the Obsidian Destroyer relies on
building up as much intelligence and mana as he possibly can. His deadly
Arcane Orb enhances his attacks with large amounts of unresistable pure
damage, and if his mana pool gets high enough the Obsidian Destroyer is
capable of killing fragile enemies with only a few Arcane Orb attacks.
Astral Prison is a useful ability, which can put a powerful enemy hero
out of the fight or save an ally from death. In addition, it drains
intelligence when cast on an enemy hero, and by repeatedly using this
ability the Obsidian Destroyer can quickly reduce the enemies' mana
pool, making it difficult for them to cast many spells. To keep both his
own and his allies' mana pools full, the Obsidian Destroyer has a
passive skill called Essence Aura. In addition to boosting the
Destroyer's own mana pool, this aura gives any allied unit under its
effect a chance to instantly regain a portion of their total mana pool
every time they cast a spell. Essence Aura fuels Arcane Orb, giving the
Destroyer potent damage with little risk of running dry. Although Arcane
Orb and Astral Prison make the Destroyer deadly in small engagements,
his powerful Sanity's Eclipse spell can turn the tide of large battles.
An Obsidian Destroyer with a lot of intelligence items can kill or badly
wound several enemy heroes at once with this spell. Few heroes are
capable of putting out as much damage as a pumped up Obsidian Destroyer.Harbinger - Obsidian Destroyer
Range: 450 | Move Speed: 300
Primary: INT
Str: 19 + 1.85 | Agi: 24 + 2.0 | Int: 26 + 2.8
Damage: 49 - 64 | HP: 511 | Mana: 338
HP Regen: 0.82 | Mana Regen: 1.05
Attack Speed: 0.73 | Armor: 4
Arcane Orb (R)
Gives the Destroyer extra power to damage his enemies based on his remaining mana pool. Damage type is pure.
Level 1 - Deals 6% of your current remaining mana. Deals 100 bonus damage to illusions and summoned units.
Level 2 - Deals 7% of your current remaining mana. Deals 200 bonus damage to illusions and summoned units.
Level 3 - Deals 8% of your current remaining mana. Deals 300 bonus damage to illusions and summoned units.
Level 4 - Deals 9% of your current remaining mana. Deals 400 bonus damage to illusions and summoned units.
• Damage type: pure
• The damage is calculated after the mana cost is spent.
• Does not stack with orb effects and buff placers.
• Casting range: 450
Mana Cost: 100
Cooldown: 0 Seconds
Astral Imprisonment (T)
Teleports a target allied or enemy hero into an astral prison. The hero remains separated from the real world for the duration of the spell. If cast on an enemy, Harbinger steals intelligence from the target. Intelligence is restored to the hero after 60 seconds.
Level 1 - Banished for 1 second. 2 Int exchange.
Level 2 - Banished for 2 second. 4 Int exchange.
Level 3 - Banished for 3 second. 6 Int exchange.
Level 4 - Banished for 4 second. 8 Int exchange.
• When cast on an ally, no intelligence is stolen and vision is not removed.
• Imprisoned units are hidden and invulnerable, but do not lose their vision of the surrounding area.
• Casting range: 550
Mana Cost: 120/140/160/180
Cooldown: 18/16/14/12
Essence Aura (E)
Whenever a nearby allied hero casts a spell, it has a chance to restore a portion of its mana pool. Passively adds to the Destroyer's base mana pool.
Level 1 - 10% chance to restore. Increases base mana by 75.
Level 2 - 20% chance to restore. Increases base mana by 150.
Level 3 - 30% chance to restore. Increases base mana by 225.
Level 4 - 40% chance to restore. Increases base mana by 300.
• When autocasting Arcane Orb, the chance to restore mana is reduced to 5%/10%/15%/20%.
• If Arcane Orb is cast manually it has the regular 10%/20%/30%/40% chance for mana restoration.
• Several skills with no cooldown (such as the Storm Spirit's Ball Lightning) and toggled spells (such as the Witch Doctor's Voodoo Restoration) cannot trigger Essence Aura.
• Area of Effect: 1000
Mana Cost: N/A
Cooldown: N/A
Sanity`s Eclipse (C)
The Obsidian Destroyer unleashes his full potential; his mind unleashes a psionic storm able to penetrate lesser minds with terminal force, dealing massive damage to them. More crafty minds are able to resist most of the damage, but they expend most of their energies to do so, losing 75% of their mana. Heroes with more intelligence than the Destroyer are unaffected.
Level 1 - Deals damage equal to 8x (9x*) the difference between the heroes intelligence and Destroyer's intelligence.
Level 2 - Deals damage equal to 9x (10x*) the difference between the heroes intelligence and Destroyer's intelligence.
Level 3 - Deals damage equal to 10x (11x*) the difference between the heroes intelligence and Destroyer's intelligence.
Mana Cost: 175/250/325
Cooldown: 160
• Damage type: magical
• Does not affect units under the effect of Astral Imprisonment.
• If an enemy hero takes less than 80/270/500 damage (at levels 1/2/3), he will lose 75% of his current mana.
• Casting range: 600/650/700
• Area of Effect: 400/500/600 (700/750/800*)
• Aghanim's Scepter improves damage and casting range (denoted by *)
OBSIDIAN DESTROYER, HARBINGER ITEM BUILD:
LATE GAME: OPTIONAL:
BACKGROUND STORY
An
obsidian construct brought to life through the ill conceived necromancy
of the Lich King, Harbinger craves magic to make up for the emptiness
brought on by the incomplete nature of its summoning. Ironically
however, to devour the magic that it so desires, Harbinger must tap into
his own pool of mana time and time again, expending to the point where
it ends up with even less than it began with. Yet despite this, the
Obsidian Destroyer is a proud servant of the Undead Scourge, and takes
great pleasure in annihilating the foolish Sentinels it encounters
through psionic exploitation.
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