Kyural is a heavy duty caster, complete with long range potential and mobility with his ultimate.
Successful timing of Hyper Bomb and De-formation/Reformation allows skilled Kyural players to avoid damage completely while dishing out high amounts of magic damage.
Searing Talon and Magic Amplification complete the build, allowing Kyural to disable weakened enemies and prevent them from fleeing or kiting.
Kyural condenses energy at the target point. Recasting the skill combusts the charged energy, damaging and stunning nearby enemies based on the duration prior to explosion. Enemies can see the general casting area of this spell.
Mana
Cooldown
Range
AoE
Duration
Effects
1
130
13
1000
300
2
Does 20-120 damage, 0.1-1.1 second stun
2
130
13
1050
300
2
Does 50-200 damage, 0.4-1.4 second stun
3
130
13
1100
300
2
Does 80-280 damage, 0.7-1.7 second stun
4
130
13
1150
300
2
Does 110-360 damage, 1.0-2.0 second stun
A 600 AoE area will glow with energy. This is visible to both teams, however enemies will not know the 300 AoE selected for the
attack (only allies will).
Damage increases by 5/10/15/20 damage in .1 second intervals over the 2 second duration (stun charges by .2 seconds each
inverval at all levels)
Type: Active
Targeting: No target
Hotkey:
Kyural amplifies his magic to extreme degress, gaining bonus mana regen and emitting an aura which reduces the magic resist of nearby enemies.
Mana
Cooldown
Range
AoE
Duration
Effects
1
60
9
800
5
+.25% mana/sec, enemies lose 11% magic resist
2
80
9
800
5
+.50% mana/sec, enemies lose 14% magic resist
3
100
9
800
5
+.75% mana/sec, enemies lose 17% magic resist
4
120
9
800
5
+1% mana/sec, enemies lose 20% magic resist
Type: Active
Targeting: No target
Hotkey: E
Kyural conjures 3 beams of energy to strike his target simultaneously. The target is slowed and suffers damage over time. The slow strength is proportional to the health the enemy lost while debuffed.
Mana
Cooldown
Range
AoE
Duration
Effects
1
110
19
540
4
Does 50 damage, target takes 30 damage over the next 4 seconds
2
115
17
560
4
Does 100 damage, target takes 60 damage over the next 4 seconds
3
120
15
580
4
Does 150 damage, target takes 90 damage over the next 4 seconds
4
125
13
600
4
Does 200 damage, target takes 120 damage over the next 4 seconds
The slow starts at 1% and increases by 0.5% for every 1% of health the target is missing while debuffed (cap of 50% slow at
0.5% health)
Type: Active
Targeting: No target
Hotkey: R
Kyural detonates his body, damaging and pushing enemies away from him while also removing Kyural from combat. Kyural can then cast Reformation to reappear at the target point, damaging and pushing in enemies.
Mana
Cooldown
Range
AoE
Duration
Effects
1
0
40
0/600
400
5
100 damage, 200 push
2
0
40
0/700
400
5
200 damage, 300 push
3
0
40
0/800
400
5
300 damage, 400 push
After using de-formation, Kyural has 5 seconds to cast reformation or else he uses reformation automatically at the same location
when he used de-formation
De-formation is a no target, AoE attack, while reformation is an AoE targetting attack
Kyural is completely removed from combat (similar to being imprisoned by astral imprisonment) until he reforms
Hyperbomb can still be detonated while removed by this skill. Magic amplification still applies while removed by this skill. Searing
talon cannot be used while removed from this skill.
Template by The Lord God, edited and updated by Florburz
Made using Saguine's Hero Maker
Sailam is a semi support/disabler type hero. Sailam's abilities allow him to zone out enemies in lane and double as strong disables and map control late game.
In large scale team fights, Sailam can disable and damage enemies with March of Spirits, while remaining safe from most enemy counterattacks thanks to the granted invisibility. Ghost lantern and Haunting visions also can control the area and disable enemy carries.
Overall, Sailam is a useful utility pick which has great use in lane and in team fights. The vision from ghost lantern is a defining skill of this hero's kit.
Creates a crystal lantern from the world beyond to illuminate the target area. The target area is revealed to both teams, but the lantern will attack enemies in the area.
Mana
Cooldown
Range
AoE
Duration
Effects
1
130
30
800
300
10
700 vision range, lantern does 12 magic damage per shot
2
130
26
1000
400
10
800 vision range, lantern does 20 magic damage per shot
3
130
22
1200
500
10
900 vision range, lantern does 30 magic damage per shot
4
130
18
1400
600
10
1000 vision range, lantern does 42 magic damage per shot
Lantern makes an attack every .8/.7/.6/.5 seconds and hits one random enemy in a 700/800/900/1000 aoe with each attack
Lantern has unobstruted vision, but no truesight. This vision is shared by both team (common vision)
Lantern cannot be attacked or damaged by creeps or heroes
Towers will destroy the lantern in 1 hit
Type: Active
Targeting: Unit
Hotkey: R
Hampers the target's vision with images from beyond the grave. The target suffers damage over time and is disarmed.
Mana
Cooldown
Range
AoE
Duration
Effects
1
90
13
510
2
40 DPS, lasts for 2 seconds
2
110
13
540
2.5
60 DPS, lasts for 2.5 seconds
3
130
13
570
3
80 DPS, lasts for 3 seconds
4
150
13
600
3.5
100 DPS, lasts for 3.5 seconds
Damage is dealt in pulses every 0.5 seconds
Target is disarmed for the entire duration
Type: Passive
Targeting: No target
Hotkey:
Sailam draws from the spiritual energy around him, gaining bonus mana regeneration when a nearby creep or hero dies.
Mana
Cooldown
Range
AoE
Duration
Effects
1
4
+.6 mana regen per death
2
4
+1.0 mana regen per death
3
4
+1.4 mana regen per death
4
4
+1.8 mana regen per death
Mana regen bonus does stack, but each stack has its own buff timer
Type: Active
Targeting: No target
Hotkey: C
Causes an explosion of ghastly energy around Sailam, damaging and stunning nearby enemies while rendering invisible. For the next 4 seconds, spiritual energy surrounds , gradually slowing and damaging enemies further.
Mana
Cooldown
Range
AoE
Duration
Effects
1
150
100
500
4
80 explosion damage with 1 second stun, 50 DPS and 6% stacking slow
2
160
90
500
4
160 explosion damage with 1.25 second stun, 60 DPS and 9% stacking slow
3
170
80
500
4
240 explosion damage with 1.5 second stun, 70 DPS and 12% stacking slow
Slow from this skill stacks and refreshes the debuff timer
Slow effect lasts for 2 second after the last stack of slow was applied
500 AoE initial explosion and 500 AoE damage over time area
Template by The Lord God, edited and updated by Florburz
Made using Saguine's Hero Maker
Here is Ken Scrapp, a marine from a future time who is on a mission to stop the Scourge. Ken brings heavy duty damage and decent mobility to act as a caster carry hybrid.
Plasma Spreadshot and Star Breaker are Ken's primary damage skills through all stages of the game. Ken is able to dish out physical damage with basic attacks while keeping his enemies away with Spreadshot and Star Breaker.
Star Breaker has the feel of Elune's arrow in that it is a hard to land attack with high rewards.
Jetpack is Ken's mobility skill. It also functions for scouting and chasing down enemies. The positioning ability from this skill really help Ken shine in combat.
Lastly, Auto Turret acts as bonus firepower for Ken in teamfights and when engaging enemy teams. Strategic placment of the Turret will devastate enemy teams due to the turret's superior range.
Ken fires a spread of energy bolts, damaging and pushing back affected enemies.
Mana
Cooldown
Range
AoE
Duration
Effects
1
105
13
400
75 damage, 200 pushback over .2 seconds
2
105
12
400
150 damage, 220 pushback over .3 seconds
3
105
12
400
225 damage, 240 pushback over .4 seconds
4
105
11
400
300 damage, 260 pushback over .5 seconds
Enemies are disabled for the pusback duration
Enemies cannot be pushed through impassable terrain
Pushed enemies will destroy trees they pass through
300 AoE cone shaped attack
Type: Active
Targeting: No target
Hotkey:
Ken fires a powerful shot which is meant for long range attacks. Enemies hit by the shot are damaged and stunned. Stun duration and damage are reduced by 10% for every unit the shot passes through (minimum of 30% damage ands stun duration).
Mana
Cooldown
Range
AoE
Duration
Effects
1
100
15
1000
110
2
90 base damage, 2 second base stun
2
110
15
1100
110
3
180 base damage, 3 second base stun
3
120
15
1200
110
4
270 base damage, 4 second base stun
4
130
15
1300
110
5
360 base damage, 5 second base stun
2 second casting time
Shot travels at 2000 ms and has a size of 110 AoE
There is a visual indicator of Ken's postiton and the area where the attack will hit. This indicator is visible to allies and enemies, but enemies will only see the indication after Ken has channeled the skill for 1 seconds
Type: Active
Targeting: No target
Hotkey:
Ken activates his jet boots, propelling him through the air for 2 seconds. While midair, Ken cannot attack or use spells, but will move faster and be treated as a flying unit. Enemies under the jet boots' air stream will be slowed as well.
Mana
Cooldown
Range
AoE
Duration
Effects
1
60
14
350
2
+25% MS, 12% slow
2
60
12
350
2
+35% MS, 18% slow
3
60
10
350
2
+45% MS, 24% slow
4
60
8
350
2
+55% MS, 30% slow
Ken gains flying vision and can ignore terrain while flying
Enemies within a 350 AoE of Ken while he is flying are slowed
Slow effect lasts for 2 seconds after leaving AoE
Type: Active
Targeting: Point
Hotkey: T
Ken calls down a large, immobile turret to destroy his enemies. The turret gradually gains bonus attackspeed per attack it makes over its lifetime. The turret takes triple damage from enemy structures.
Mana
Cooldown
Range
AoE
Duration
Effects
1
160
140
600
700 (range)
10
Summons a strong turret
2
180
120
800
700
12
Summons a mighty turret which slows targets by 15%
3
200
100
1000
700
14
Summons an incredible turret which slows targets by 25% and reduces the target's armor by 2 with every shot
Turret has 600/800/1000 health, 10 fortified armor, and makes an attack every 1/.9/.8 seconds
The Turret gains 4/6/8% attackspeed per attack it makes (maximum of 40/60/80% attackspeed)
Turret does 30/55/90 normal damage per attack
Turret gives 100 bounty if killed
Turret cannot be controlled and will automatically focus heroes that enter its range, it will aim to kill the weakest hero first
Template by The Lord God, edited and updated by Florburz
Made using Saguine's Hero Maker
Here is Seraphim, an angel who has fallen to darkness within himself.
Serpaphim functions as a support hero under normal circumstances, healing and protecting allies. However, upon death, Seraphim transforms into a dark incarnation of himself, switching roles from support to disabler.
Seraphim's role in teamfights is to heal allies at the start, then strategically die. By timing this well, the enemy team now has to continue a 5 v 5 fight but this time against another disabler/nuker.
This idea of switching roles on death also makes it very hard for enemies to decide when to focus Seraphim. Focusing him too early means you have to deal with increased disable power. Focusing him too late means Seraphim will be able to continue healing and protecting his allies.
Seraphim releases a beam of holy light in a straight line. All allies hit by the light are healed and gain bonus magic resist for a short duration.
Death: Inverted effect: Does damage instead of healing and reduces magic resist of affected enemies by half the amount.
Mana
Cooldown
Range
AoE
Duration
Effects
1
120
10
500
200
3
50 heal, +10% magic resist
2
120
10
500
200
3
100 heal, +20% magic resist
3
120
10
500
200
3
150 heal, +30% magic resist
4
120
10
500
200
3
200 heal, +40% magic resist
Fires a 200 AoE line prokectile which travels a total of 500 distance
While Death : Inverted is active, this skill does 50/100/150/200 damage and reduces the magic resist of enemies hit by
5/10/15/20% for 3 seconds (has 0 manacost and 10 second cd)
Type: Active
Targeting: Unit
Hotkey: R
Seraphim protects the target ally with a magical barrier. The affected ally heals health per second and gains bonus movespeed while the barrier is active. The effects of the barrier are lost after the protected target suffers too much damage.
Death: Inverted effect: Does damage and reduces movespeed by the same amount instead.
Mana
Cooldown
Range
AoE
Duration
Effects
1
80
20
600
5
12 hp/sec, +10% MS, breaks after 100 damage
2
85
17
600
5
24 hp/sec, +15% MS, breaks after 200 damage
3
90
14
600
5
36 hp/sec, +20% MS, breaks after 300 damage
4
95
11
600
5
48 hp/sec, +25% MS, breaks after 400 damage
If the damage threshold is reached before the 5 second duration ends, the target loses the regen and movespeed bonus
While Death : Inverted is active, this skill does 12/24/36/48 DPS to the target and reduces their movespeed by 10/15/20/25%
for 5 seconds (0 manacost and same cd)
Type: Passive
Targeting: No target
Hotkey:
Seraphim is no longer a true angel. When slain, Seraphim reverts to his true, demonic form. While in true form, Seraphim's skills are reversed in effects. Seraphim has a set percentage of his original form's health. Seraphim will finally die after a set duration.
Mana
Cooldown
Range
AoE
Duration
Effects
1
100
10
Reverses skill effects, has 50% of hp, lasts for 10 seconds
2
80
12
Reverses skill effects, has 60% of hp, lasts for 12 seconds
3
60
14
Reverses skill effects, has 70% of hp, lasts for 14 seconds
4
40
16
Reverses skill effects, has 80% of hp, lasts for 16 seconds
Seraphim has no inventory in this form (cannot benefits from items) however, Seraphim has 25% increased stats (str/agi/int)
and damage and also gains 15% MS/AS in this form
Seraphim's skill all go off cooldown (they change to new skills)
Light Beam does damage and reduces magic resist by 5/10/15/20% of affected targets
Divine Barrier now slows and damages the target enemy
Judgment now damages and purges enemies, also does extra damage based on 5/10/15% of the enemy's max health
If Seraphim buys back or revives before the death : inverted summon dies, the summon is destroyed prematurely
This skill will not trigger if the player has aegis (triggers when no aegis is present)
Type: Active
Targeting: No target
Hotkey: D
Seraphim calls upon the holiest of powers to heal and remove debuffs from all nearby allies. Affected allies also heal an additional percentage of their max health.
Death: Inverted effect: Does damage instead of healing. Max hp % is halved and dealt as bonus damage. Also purges debuffs.
Mana
Cooldown
Range
AoE
Duration
Effects
1
150
30
500
Heals equal to 100 + 10% max hp
2
150
25
700
Heals equal to 200 + 20% max hp
3
150
20
900
Heals equal to 300 + 30% max hp
Skill has a 1 second cast time
Removes debuffs from affected allies before applying heal
While death inverted is active, this skill does 100/200/300 damage plus 5/10/15% of the targets max health in damage to nearby
enemies and also purges positive debuffs from affected enemies (all other stats are the same)
Template by The Lord God, edited and updated by Florburz
Made using Saguine's Hero Maker
Seraphim releases a beam of holy light in a straight line. All allies hit by the light are healed and gain bonus magic resist for a short duration.Death: Inverted effect: Does damage instead of healing and reduces magic resist of affected enemies by half the amount.
Mana
Cooldown
Range
AoE
Duration
Effects
1
120
10
500
200
3
50 heal, +10% magic resist
2
120
10
500
200
3
100 heal, +20% magic resist
3
120
10
500
200
3
150 heal, +30% magic resist
4
120
10
500
200
3
200 heal, +40% magic resist
Fires a 200 AoE line prokectile which travels a total of 500 distance
While Death : Inverted is active, this skill does 50/100/150/200 damage and reduces the magic resist of enemies hit by
5/10/15/20% for 3 seconds (has 0 manacost and 10 second cd)
Type: Active
Targeting: No target
Hotkey: R
Seraphim protects the target ally with a magical barrier. The affected ally heals health per second and gains bonus movespeed while the barrier is active. The effects of the barrier are lost after the protected target suffers too much damage.Death: Inverted effect: Does damage and reduces movespeed by the same amount instead.
Mana
Cooldown
Range
AoE
Duration
Effects
1
80
20
600
5
12 hp/sec, +10% MS, breaks after 100 damage
2
85
17
600
5
24 hp/sec, +15% MS, breaks after 200 damage
3
90
14
600
5
36 hp/sec, +20% MS, breaks after 300 damage
4
95
11
600
5
48 hp/sec, +25% MS, breaks after 400 damage
If the damage threshold is reached before the 5 second duration ends, the target loses the regen and movespeed bonus
While Death : Inverted is active, this skill does 12/24/36/48 DPS to the target and reduces their movespeed by 10/15/20/25%
for 5 seconds (0 manacost and same cd)
Type: Passive
Targeting: No target
Hotkey:
Seraphim is no longer a true angel. When slain, Seraphim reverts to his true, demonic form. While in true form, Seraphim's skills are reversed in effects. Seraphim has a set percentage of his original form's health. Seraphim will finally die after a set duration.
Mana
Cooldown
Range
AoE
Duration
Effects
1
100
10
Reverses skill effects, has 50% of hp, lasts for 10 seconds
2
80
12
Reverses skill effects, has 60% of hp, lasts for 12 seconds
3
60
14
Reverses skill effects, has 70% of hp, lasts for 14 seconds
4
40
16
Reverses skill effects, has 80% of hp, lasts for 16 seconds
Seraphim has no inventory in this form (cannot benefits from items) however, Seraphim has 25% increased stats (str/agi/int)
and damage and also gains 15% MS/AS in this form
Seraphim's skill all go off cooldown (they change to new skills)
Light Beam does damage and reduces magic resist by 5/10/15/20% of affected targets
Divine Barrier now slows and damages the target enemy
Judgment now damages and purges enemies, also does extra damage based on 5/10/15% of the enemy's max health
If Seraphim buys back or revives before the death : inverted summon dies, the summon is destroyed prematurely
This skill will not trigger if the player has aegis (triggers when no aegis is present)
Type: Active
Targeting: No target
Hotkey: D
Seraphim calls upon the holiest of powers to heal and remove debuffs from all nearby allies. Affected allies also heal an additional percentage of their max health.Death: Inverted effect: Does damage instead of healing. Max hp % is halved and dealt as bonus damage. Also purges debuffs.
Mana
Cooldown
Range
AoE
Duration
Effects
1
150
30
500
Heals equal to 100 + 10% max hp
2
150
25
700
Heals equal to 200 + 20% max hp
3
150
20
900
Heals equal to 300 + 30% max hp
Skill has a 1 second cast time
Removes debuffs from affected allies before applying heal
While death inverted is active, this skill does 100/200/300 damage plus 5/10/15% of the targets max health in damage to nearby
enemies and also purges positive debuffs from affected enemies (all other stats are the same)
Template by The Lord God, edited and updated by Florburz
Made using Saguine's Hero Maker
Gigas is meant to be a heavy damage dealing hero. Gigas has the bulk and very powerful presence in lane to dominate his opponents.
Rush and Field Crush make it very easy to initiate and disable enemies from a short distance. Combining this with Trampling's passive slow and damage over time allows Gigas to chase enemies down and kill them gradually.
Unstoppable force basically allows Gigas to become a human bowling ball, crashing into enemies at high speeds and disrupting enemies very easily with very little risk for counter attack.
Overall, Gigas is a strong bully type of hero with high disabling power.