Flowing Destiny

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Minggu, 13 Mei 2012

Moghul Khan The Axe


Axe

Axe
Axe.png
Dire icon.png The Dire
Strength
25 + 2.5
Agility
20 + 2.2
Intelligence
18 + 1.6
Level11625
Hit Points62513662145
Mana234572988
Damage49-5388-92129-133
Armor1.86.711.88
Attacks / Second0.70.911.12
Movement Speed290
Sight Range1800/800
Attack RangeMelee
Missile SpeedInstant
Attack Duration0.5+0.5
Cast Duration0.3+0.51
Base Attack Time1.7
Axe is a strong and hardy melee strength Hero, infamously known to create chaos in the battle while gaining buffs in the process and commonly played as an initiating tank. He can force an enemy to attack him and endure a lot of attacks while countering them with a devastating strike that can bring more damage to his enemies than he usually takes, thus, items that give survivability are a must. Axe has been infamously known to finish off any weak fools with his ultimate when they are low on life.
Axe is one of the most simple Heroes in the game, offering burst damage potential and great survivability very early in a match. He is recommended for new players.


Axe Mogul Khan, the Axe
"No business but war. No family but death. No mercy but the grave!"
Role:Durable / Initiator / Disabler / Jungler
Lore:As a grunt in the Army of Red Mist, Mogul Khan set his sights on the rank of Red Mist General. In battle after battle he proved his worth through gory deed. His rise through the ranks was helped by the fact that he never hesitated to decapitate a superior. Through the seven year Campaign of the Thousand Tarns, he distinguished himself in glorious carnage, his star of fame shining ever brighter, while the number of comrades in arms steadily dwindled. On the night of ultimate victory, Axe declared himself the new Red Mist General, and took on the ultimate title of 'Axe.' But his troops now numbered zero. Of course, many had died in battle, but a significant number had also fallen to Axe's blade. Needless to say, most soldiers now shun his leadership. But this matters not a whit to Axe, who knows that a one-man army is by far the best.
Voice:Responses

Abilities

Berserker's Call
Not blocked by Magic Immunity. Not blocked by Linken's Sphere.
Q

E
Berserkers Call icon.png
AbilityAffects
No TargetEnemies
Axe taunts nearby enemy units, forcing them to attack him, while he gains bonus armor during the duration.
Radius: 275
Bonus Armor: 30
Duration: 1.5/2/2.5/3
Cooldown 10Mana 80/90/100/110
Mogul Khan's warcry taunts opponents into engaging in an unconquerable battle with the Axe.

Notes:
  • Berserker's Call affects invisible units, as well as units with magic immunity.
  • Enemies who are taunted by Berserker's Call will be frozen for the duration if Axe dies.


Battle Hunger
Blocked by Magic Immunity. Blocked by Linken's Sphere.
W

R
Battle Hunger icon.png
AbilityAffectsDamage
Target UnitEnemiesMagical
Enrages an enemy unit, causing it to be slowed and take damage over time until it kills another unit or the duration ends. Axe gains movement speed for each unit affected with Battle Hunger.
Duration: 10/13/16/19
Movement Slow: 10%
Bonus Movement Speed: 4%
Damage Per Second: 15/21/27/33
Cooldown 20/15/10/5Mana 75/85/95/105
Ordinary heroes cannot withstand Mogul Khan's rage for battle, such that it injures them until it is satisfied.
Notes:
  • Heroes affected with this buff cannot be denied when their HP is low.
  • Killing illusions, destroying buildings, or denying will also remove the spell.
  • Has a maximum range of 900

Counter Helix
Not blocked by Magic Immunity. Not blocked by Linken's Sphere.
E

X
Counter Helix icon.png
AbilityAffectsDamage
PassiveEnemiesPhysical
When attacked, Axe performs a helix counter attack, dealing damage to all nearby enemies.
Radius: 275
Chance to Helix: 17%
Damage: 100/130/160/190
Cooldown 0.65/0.6/0.55/0.5
Axe is the only reinforcements this army needs.
Notes:
  • Counter Helix checks for triggering whenever an attack against Axe begins, not when Axe is actually damaged by said attack.

Culling Blade
Not blocked by Magic Immunity. Not blocked by Linken's Sphere.
R

C
Culling Blade icon.png
AbilityAffectsDamage
Target UnitEnemy HeroesMagical
Axe spots weakness and strikes, dealing moderate damage but instantly killing an enemy unit with low health. When an enemy unit is killed in this way, Axe and nearby allied units gain bonus movement speed.
Kill Threshold: 300/450/625
Damage: 150/250/300
Range: 150
Bonus Movement Speed: 25%
Movement Speed Radius: 600
Movement Speed Duration: 6
Cooldown 75/65/55 (6*)Mana 120/160/200
Can be Improved by Aghanim's Scepter (* shows the improved values). Decreases cooldown.
Mogul Khan is the embodiment of battle and fury, launching into a gruesome fatality against those who dare engage the Axe in combat.



Notes:
  • Damage type: magical (regular), 100000000physical (killing blow)
  • The killing blow goes through magic immunity.
  • The killing blow removes all buffs from the target unit before killing it.
    • This includes any hero that is under the effects of Shallow Grave as well.


Sumber

Harbinger The OutWorld Destroyer



Outworld Destroyer

Outworld Destroyer
Outworld Destroyer.png
Dire icon.png The Dire
Strength
19 + 1.85
Agility
24 + 2
Intelligence
26 + 3.3
Level11625
Hit Points51110621727
Mana33810011625
Damage49-64100-115148-163
Armor5.369.8414.88
Attacks / Second0.720.911.12
Movement Speed300
Sight Range1800/800
Attack Range450
Missile Speed900
Attack Duration0.46+0.54
Cast Duration0.25+0.51
Base Attack Time1.7
Outworld Destroyer is a ranged Intelligence-based Hard Carry, relying on stackingIntelligence to crush his insignificant foes. Thus, Destroyer focuses on buying Intelligence items that will increase his power for him to unleash his full potential as a late game HardCarry. This dark and mystical being will destroy fools who dare to combat him, throwingMana-enhanced attacks while regaining his own energy again and again. He is also capable of sending them to an astral prison, or vanquishing them with a mind-breaking storm. Harbinger's very presence signifies impending danger and great cataclysm.

Outworld Destroyer Harbinger, the Outworld Destroyer
"Small minds are quickly broken."
Role:Carry / Disabler
Lore:One of a lordly and magisterial race, Harbinger prowls the edge of the Void, sole surviving sentry of an outpost on the world at the rim of the abyss. From this jagged crystalline Outworld, forever on guard, he has gazed for eternities into the heavens, alert for any stirring in the bottomless night beyond the stars. Imprinted deep in the shining lattices of his intellect lies a resonant pattern akin to prophecy, a dark music implying that eventually some evil will wake out there, beyond the edges of creation, and turn its attention to our world. With his whole being focused on his vigil, Outworld Destroyer paid little attention to events closer in to the sun. But at last the clamor of the Ancients, and a sense of growing threat from within as well as without, sent him winging sunward to visit the plains of war. Harbinger's place in our own prophecies is unambiguous: he must be considered an omen of worse things to come. But his arrival in itself is bad enough.
Voice:Responses
Bio


Abilitie

Arcane Orb
Unique Attack Modifier. Blocked by Magic Immunity. Not blocked by Linken's Sphere.
Q


R
Arcane Orb icon.png
AbilityAffectsDamage
Auto-castEnemiesPure
     Adds extra pure damage to Harbinger's attacks, based on his remaining     mana pool. Arcane Orb also does bonus damage to summoned units and   illusions.
Range: 450
Percent Mana Pool to Damage: 6%/7%/8%/9%
Bonus Damage to Illusions and Summons: 100/200/300/400
Mana 100
Harbinger's outworldly knowledge allows it to tap into the ebb and flow of all spiritual energy, infusing it into his being.

Notes:
  • The damage is calculated after the mana cost is spent.
Astral Imprisonment
Blocked by Magic Immunity. Blocked by Linken's Sphere.
W


T
Astral Imprisonment icon.png
AbilityAffects
Target HeroHeroes
      Places a target allied or enemy hero into an astral prison. The hidden hero is invulnerable and disabled. When cast on an enemy Hero, Harbinger temporarily steals intelligence from that hero.
Range: 550
Intelligence Stolen: 2/4/6/8
Duration of Steal: 60
Duration of Imprisonment: 1/2/3/4
Cooldown 18/16/14/12Mana 120/140/160/180
Locked away in the pocket between this world and the Outworld, victims realize their infantile knowledge and mortality.
Notes:
  • When cast on an ally, no intelligence is stolen.
  • Imprisoned units are hidden and invulnerable.


Essence Aura

E


E
Essence Aura icon.png
AbilityAffects
PassiveAllied Heroes
      Whenever nearby allied Heroes or Harbinger itself casts     a spell, it gains a chance to restore 25% of its mana pool. Harbinger also passively gains a bonus to its base mana pool. Several skills with no cooldown and toggled spells cannot trigger Essence Aura.
Radius: 1000
Chance to Restore: 10%/20%/30%/40%
Base Mana: 75/150/225/300
The crystals of the Outworld produce arcane power, and the Harbinger channels it into the world of mortals.
Notes:
  • Arcane Orb has the regular 10%/20%/30%/40% chance for mana restoration, whether autocast or cast manually.

Sanity's Eclipse

R


C
Sanitys Eclipse icon.png
AbilityAffectsDamage
Target PointEnemy HeroesMagical
      Deals damage to enemy Heroes in an area of effect based on the difference between Harbinger and the affected Hero's intelligence. If the intelligence difference is under a threshold, the affected Hero loses 75% of its current mana. Sanity's Eclipse can hit units trapped in Astral Imprisonment.
Range: 600/650/700 (700/750/800*)
Radius: 375/475/575
Intelligence Difference Damage Multiplier: 8/9/10 (9/10/11*)
Intelligence Difference Threshold: 10/30/50
Cooldown 160Mana 175/250/325
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases damage multiplier and casting range.
When an Outworld crystal ruptures, cataclysmic energies are released, and the reverberations of this power are felt interdimensionally.

Sumber: