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[SCR/INT] THE DARK LORD

Coming soon 
Coming soon
Strength | Agility | Intelligence | | | | | 20+2.0 | 15+1.5 | 25+2.5 |
| | Starting HP/MP: | HP/MP | | Base Stats: | 60 | | Stats Gain: | 6.0 | | Primary Role: | caster |
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| Affiliation: | Scourge | | Attack Animation: | 0.4/0.5 | | Damage: | 40-50 | | Casting Animation: | 0.4/0.5 | | Armor: | 1 | | Base Attack Time: | 1.7 | | Movespeed: | 290 | | Missile Speed: | 2000 | | Attack Range: | 600 | | Sight Range: | 1800/800 |
 | | Type: Active | | Targeting: N/A | | Hotkey: Z |
| A branch of magic dedicated to protecting the caster against unfriendly attackers. Formally known as the Protective Magics. Permanently grants +1 Armor per level. |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | N/A | N/A | N/A | N/A | N/A | +1 Armor | | 2 | N/A | N/A | N/A | N/A | N/A | +2 Armor | | 3 | N/A | N/A | N/A | N/A | N/A | +3 Armor | | 4 | N/A | N/A | N/A | N/A | N/A | +4 Armor | | 5 | N/A | N/A | N/A | N/A | N/A | +5 Armor | | 6 | N/A | N/A | N/A | N/A | N/A | +6 Armor |
- Note1. Can be levelled 6 times.
Note2. Improves Horcrux, Protego, Expelliarmus and Reducto.
Note3. Summoning Magics has no cast-time
Bonuses are permanent, regardless of which Magics are currently summoned.
Refer to Hero Mechanics for summoning Magics details  | | Type: Active | | Targeting: N/A | | Hotkey: X |
| A branch of magic skilled in the conjuration of potent spells and jinxes that give the caster an edge in duelling and combat. Formally known as Conjurative Magics. Permanently increases cast range of the Dark Lord’s active hero and item abilities (where applicable) by +25 per level. |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | N/A | N/A | N/A | N/A | N/A | +25 range | | 2 | N/A | N/A | N/A | N/A | N/A | +50 range | | 3 | N/A | N/A | N/A | N/A | N/A | +75 range | | 4 | N/A | N/A | N/A | N/A | N/A | +100 range | | 5 | N/A | N/A | N/A | N/A | N/A | +125 range | | 6 | N/A | N/A | N/A | N/A | N/A | +150 range |
- Note1. Can be levelled 6 times.
Note2. Improves Portus, Protego, Serpensortia and Fiendfyre.
Note3. Summoning Magics has no cast-time
Bonuses are permanent, regardless of which Magics are currently summoned.
Refer to Hero Mechanics for summoning Magics details  | | Type: Active | | Targeting: N/A | | Hotkey: C |
| A branch of magic concerned with the distortion and manipulation of mind and soul, enfeebling his enemies. Formally known as the Manipulative Magics. Permanently grants +1 mana regen per second per level. |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | N/A | N/A | N/A | N/A | N/A | +1 mana/sec | | 2 | N/A | N/A | N/A | N/A | N/A | +2 mana/sec | | 3 | N/A | N/A | N/A | N/A | N/A | +3 mana/sec | | 4 | N/A | N/A | N/A | N/A | N/A | +4 mana/sec | | 5 | N/A | N/A | N/A | N/A | N/A | +5 mana/sec | | 6 | N/A | N/A | N/A | N/A | N/A | +6 mana/sec |
- Note1. Can be levelled 6 times.
Note2. Improves Imperio, Expelliarmus, Serpensortia and Crucio.
Note3. Summoning Magics has no cast-time
Bonuses are permanent, regardless of which Magics are currently summoned.
Refer to Hero Mechanics for summoning Magics details  | | Type: Active | | Targeting: N/A | | Hotkey: V |
| A branch of magic frequented by Dark wizards, capable of the most hideous and deadly curses. Formally known as the Aggressive Magics. Permanently grants +50 mana per level. |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | N/A | N/A | N/A | N/A | N/A | +50 mana | | 2 | N/A | N/A | N/A | N/A | N/A | +100 mana | | 3 | N/A | N/A | N/A | N/A | N/A | +150 mana | | 4 | N/A | N/A | N/A | N/A | N/A | +200 mana | | 5 | N/A | N/A | N/A | N/A | N/A | +250 mana | | 6 | N/A | N/A | N/A | N/A | N/A | +300 mana |
- Note1. Can be levelled 6 times
Note2. Improves Avada Kedavra, Reducto, Fiendfyre and Crucio.
Note3. Summoning Magics has no cast-time
Bonuses are permanent, regardless of which Magics are currently summoned.
Refer to Hero Mechanics for summoning Magics details  | | Type: Passive | | Targeting: N/A | | Hotkey: Q |
| The Dark Lord reacts to the situation at hand, recognising the spell that would best suit his purposes. Will recall a spell. as determined by the combination of the specific Magics summoned to unlock it. Only creates one spell upon cast, replacing an existing one, and does not refresh the cooldown of the spells summoned. |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 75 (0*) | 5 sec (2*) | N/A | N/A | N/A | Unlocks a spell |
- Note1. Unlocks a spell based on the combination of Magics summoned to create it
Note2. Improved by Aghanim’s Scepter (improved values*)
Note3. Can only be levelled once, starting lvl 2
Refer to Hero Mechanics for Determing spells details
 | | Type: Active | | Targeting: Ally Unit | | Hotkey: D |
| An ancient and reviled route to immortality. The Dark Lord rips apart his soul to create a Horcrux, bestowing it within an ally unit. The Horcrux lasts a max duration based upon the Protective magics, or until the holder dies. While the Horcrux dwells within existence, the Dark Lord cannot die. Creating a Horcrux costs a percentage of his max hp, based upon the Protective Magics, but is non-fatal. | | | | |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 200 | 60 sec | 250-400* | N/A | 5 – 10 sec | Protects the Dark Lord from death |
- Note1. All potentially fatal damage will reduce his hp to 1
Note2. Is not removed by Purge/Dispel
Note3. Cast range can be improved by Transfiguration*
Note4. A visual upon cast will indicate the Horcrux holder. A visual and timer above the Dark Lord will indicate the immortality duration.
Note4. If cast on Imperiused units, the Horcrux will be destroyed once the Imperius Curse duration expires
- Removes 35/30/25/20/15/10% of max hp based on lvl of Defense
- Lasts 5/6/7/8/9/10 seconds based on lvl of Defense
Magics combination unlock: [ZZ] (Protective/Defense + Protective/Defense)
Intro:
Not quite true to the books, but I think is pretty good adaptation. Essentially Dazzle’s Shadow Grave, but with the potential of having a lengthy duration. However, there is the added constraint that the Dark Lord has to plant the Horcrux in a nearby ally, unlike the instant Shadow Grave, which makes it useless if you’re ganked while alone. If you are in lane, then you may have a chance to cast it (if not permasilenced/stunned); similarly, having summons/illusions such as your Basilisk will be useful. If circumstances call for it, you can even cast it on Imperiused units, although the immortality won’t last the full duration.
Pros:
- immortality
- long duration
- can’t be purged/dispelled
Cons:
- low cast range
- high manacost
- high cooldown
- costs hp to cast
- needs a nearby ally
- countered when Horcrux holder dies - Only I can live forever…
- Immortality!
- You cannot seek to kill me…
- Can I make seven of these?
 | | Type: Active | | Targeting: Instant | | Hotkey: D |
| A potent protective power. The Dark Lord immediately conjures an impenetrable spherical shield around himself, preventing attackers from approaching close to him. The shield’s magical properties allow it to deflect the next spell or ranged attack, and if applicable, rebound that same attack/spell upon the originator. The shield lasts for a max duration based upon the Protective Magics, or until it deflects an attack/spell. Cooldown is improved by levelling the Conjurative Magics. |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 75 | 5-30 sec | N/A | 200 | 1.25-2.5 sec | Deflects and rebounds next incoming magical/physical unfriendly instance |
- Note1. will deflect all attacks and spells (AOE/targeted etc), but will only rebound targeted spells/attacks by re-directing its target as the originator
Note2. Can be purged/dispelled
Note3. Will deflect and rebound a rebounded Avade Kedavra Curse (see skill for details)
- Has a 30/25/20/15/10/5 sec cooldown dependent on lvl of Transfiguration
- Has a maximum duration of 1.25/1.5/1.75/2/2.25/2.5 sec dependent on lvl of Defense
Magics combination unlock: [ZX] (Protective/Defense + Conjurative/Transfiguration)
Intro:
Protego is obviously the Shield Charm from the books, and is none for its basic defense mechanism of deflecting and rebounding spells, as reflected in the description of the skill.
This has the possibility of being either really unbalanced, or completely useless. Think of this as one “instance” of Lanaya’s Refraction: it blocks the next “instance” of any incoming unfriendly assault (attack/spell) against the Dark Lord. If the said assault is a targeted spell, it will additionally have its target modified to its attacker/caster, and would thus “rebound” back onto the originator of the attacker/caster.
Thus, its very effective against single-target slow missiles such as VS/Leoric stun, as you have time to respond to it. Other targeted spells, such as Finger of Death, can be blocked and rebounded, however due to the Dark Lord’s casting time (0.4), these spells cannot be blocked by “reflexes” as such. As the Shield only blocks one instance, it is rendered useless by DoT such as Acid Spray, Rot etc, so players must be selective and intuitive in their use of the ability. But then, with max Transfiguration levels, a 5 sec cooldown can see some truly amazing results when used properly, or wasted mana when used poorly.
Also note the 200 radius barrier: this means melee units cannot physically “get in range” of the Dark Lord in order to attack: thus, if they have no ranged assault mechanism, they cannot attack him for the total duration of the Shield. Comes in handy against Lycan
Pros:
- low manacost
- potentially low cd
- pseudo-Linkens: able to block very powerful spells
- can turn the tides of battles when rebounding powerful abilities
Cons:
- easily countered by AOE DoT
- easily countered by normal ranged attacks - Blocked
- I deflect your impudence…
- Protego!
- Above such brutality, are you?
 | | Type: Active | | Targeting: Enemy Unit | | Hotkey: D |
| A simple yet effective disarming jinx known to even amateur wizards. The Dark Lord fires the Disarming jinx upon a foe, knocking their wands out of their hands. Knockbacks the unit and those around it a distance based upon the Protective Magics, and silences them for a duration dependent upon the Manipulative Magics. AOE is improved by levelling the Protective Magics. | | | | |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 125 | 20 sec | 500-650* | 200-320 | 1.25-4 sec | Knockbacks and silences |
- Note1. Interrupts all commands and breaks channeling
Note2. Cast range can be improved by Transfiguration*
Note3. Silences active hero abilities
- Silences for 1.5/2/2.5/3/3.5/4 seconds based on lvl of Charms
- Knockbacks 50/100/150/200/250/300 units based on level of Defense
- Base AOE is improved by 20x (level of Defense) radius units
Magics combination unlock: [ZC] (Protective/Defense + Manipulative/Charms)
Intro:
Harry Potter’s signature spell, Expelliarmus. Don’t be fooled by its formal name, the “Disarming” Jinx, as it disarms casters of their wands, and logically their ability to cast spells, not their ability to attack…
Think of this as Bat’s Flamebreak, but instead of damage it silences, and needs to be cast on a target instead of at a point. It can be used to screw positioning, nullify enemies, interrupt channeling and potentially stick people on cliffs in the right conditions. However, due to the nature of the cast-type, good positioning will make it difficult to catch 2+ enemies in the smallish AOE, which is hence an incentive to level Defense.
Pros:
- AOE silence
- AOE knockback
- interrupts channelling
- low cd
- low manacost
Cons:
- countered by good positioning
- smallish AOE
- silence can be dispelled/purged - Expelliarmus!
- You have irked me too often, for too long…
- Wandless Muggles…
- Away with your insolence!
 | | Type: Active | | Targeting: Area | | Hotkey: D |
| A highly destructive curse to units and fortifications alike. The Dark Lord launches the Reductus curse at a target area, blasting enemies and their structures. Upon impact, enemies will take damage dependent upon the Aggressive Magics and have their movement speed slowed by 30% for a period dependent on the Protective Magics. Deals 50% damage to towers, 100% damage to non-tower structures and 200% damage to mechanical units. | | | | |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 150 | 15 sec | 900-1050* | 250 | see below | Damages and slows in an AOE |
- Note1. Missile travels at 900 movement speed
Note2. Gives vision around missile
Note3. Cast range can be improved by Transfiguration*
- Deals 120/160/200/240/280/320 damage based upon the Dark Arts
- Slows by 30% for 1/1.5/2/2.5/3/3.5 seconds based upon Defense
Magics combination unlock: [ZV] (Protective/Defense + Aggressive/Dark Arts)
Intro:
The Reductus Curse is a destructive ability, used primarily to blast obstacles out of one’s path, as famously witnessed in escaping Gringotts via a dragon. Hence, it makes sense that this spell should be able to affect structures as well as enemy units.
Think of this as a missile that explodes at its target destination, damaging everything, and slowing the ms of all the organic units. This is a great initiation, escape, chasing device, excellent for ganks and for scouting. Of course, its great for pushing, because it deals quite a punch to towers and barracks. Some might think of this as a ranged Panda’s Slam, which it is essentially, except with a smaller AOE, longer cd and weaker slow.
Pros:
- good for initiating/escaping/chasing/scouting/raxing
- low cd
- high cast range
Cons:
- small AOE
- slow travel speed: can be dodged
- starts out very weak - Reducto!
- You shall be destroyed…
- Reduced to dust…
- Out of my way!
 | | Type: Active | | Targeting: Point | | Hotkey: D |
| A convenient means of mass transportation for those unlearned in Apparation. The Dark Lord fashions a Portkey at a 100 unit location in front of him. All player-controlled units within 20 units of the Portkey who target it will instantly be teleported to a target destination (designated by the Dark Lord upon cast). Maximum distance for teleport destination and duration of Portkey are based on the Conjurative Magics. Portkey can be destroyed by 3 enemy player-controlled attacks. | | | | |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 50 | 40 sec | 100 + max distance | N/A | 3 – 8 sec | Creates a Portkey |
- Note1. Allies further than 20 units from the Portkey will move towards it when they target it.
Note2. Teleportation is instant, and does dodge attacks and projectile spells.
Note3. Cannot select unpathable and unexplored terrain as the teleport destination. A visual visible to everybody indicates teleport destination.
Note4. Cast range is not improved by Transfiguration
- Max distance of 450/500/550/600/650/700 range based on level of Transfiguration
- Max duration of Portkey is 3/4/5/6/7/8 sec, dependent upon level of Transfiguration
Magics combination unlock: [XX] (Conjurative/Transfiguration + Conjurative/Transfiguration)
Intro:
Not really the same as the Portkey described in the books. Come to think of it, it resembles Floo powder more than an actual Portkey. Oh well...
Creates an object, which when targeted by allies really close to the rune (this will involve moving towards it), will instantly teleport them to a spot designated by the Dark Lord on cast. Essentially a portal. The actual teleport distance isn’t spectular, but it’s pretty much giving all your allies a short Blink Dagger when used properly, and this can be a very powerful asset.
Pros:
- excellent initiation device
- good for escaping
- decent teleport distance
- low manacost
Cons:
- high cooldown
- enemies can see teleport destination
- Portkey can be destroyed quite quickly - Portus!
- Why do I need this rubbish?
- When flying takes too long…
- The escape from death…
 | | Type: Active | | Targeting: Instant | | Hotkey: D |
| The hideous Basilisk, petrifying its enemies with a deadly stare. The Dark Lord summons a powerful serpent to do his bidding. It embodies a number of ancient qualities, possessing 3 passive abilities. Health, armor and duration are based on Conjurative magics. Cooldown is improved by levelling the Manipulative Magics. Has a melee base attack damage of 30-36, BAT of 1.5 seconds, 800/800 sight range, 300 movement speed and gives 100 gold bounty. | | | | |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 100 | 30 - 80 sec | N/A | N/A | 30 – 55 sec | Summons the Basilisk |
- Note1. Has three passive abilities: Petrifying Stare, Unclottable Venom and Parseltongue
Note2. Is considered an Ancient Unit, and cannot be converted
- Cooldown is 80/70/60/50/40/30 sec, dependent on level of Charms
- Health is 500/600/700/800/900/1000 hp dependent upon level of Transfiguration
- Armor is 5/6/7/8/9/10 dependent upon the level of Transfiguration
- Duration is 30/35/40/45/50/55 sec dependent upon the level of Transfiguration
Magics combination unlock: [XC] (Conjurative/Transfiguration + Manipulative/Charms)
Intro:
The fearsome monster of Slytherin, capable of petrifying his enemies with a single look.
This is a unique summon, having three different passive abilities. Before you scream imba, note that the passives are designed to be counter-productive with each other, meaning that you don’t (really) gain the effects at the same time. Petrifying Stare can be thought of as Medusa’s Stone Gaze without the purge, and as an added constraint, requiring the Basilisk to be facing in the same direction. This is particularly useful against pushing, semi-decent when escaping and if something is being focused. You can essentially bring teamfights to its knees with the all-round slow (AS/MS/turn rate etc etc), but this requires both enemies and Basilisk to face each other: not a frequent occurrence. However, with good micro, you can achieve a permanent slow. Unclottable Venom is an additive passive dps: the more attacks, the more damage it deals per sec. This requires the Basilisk to constantly attack the same target: obviously, this can be counter-productive with Petrifying Stare. But if enough stacks are racked up, it can deal formidable damage. Parseltongue makes the Dark Lord an excellent rune-controller early/mid-game, as he can send the serpent to retrieve runes for him. The downside is that the rune/item will be dropped when attacked, and so careful manoeuvring is essential to abuse this. The ability to carry items can be useful early, if a chicken was not purchased, or when items such as Gem of True Sight are dropped.
Pros:
- quite tank
- long duration
- aids last-hit early game
- useful for scouting/runing/ferrying items
- powerful AOE slow
- potentially strong dps
- low manacost
- cannot be converted
- synergy with Horcrux
Cons:
- melee
- low MS
- slow AS
- low base damage
- highly vulnerable to physical and magical attack - Nagini!
- Hissy hissy little snakey
- Slytherin’s monster
- Born from a chicken’s egg
 | | Type: Active | | Targeting: Point | | Hotkey: D |
| An insidious incendiary invocation of infinite proportion. The Dark Lord conjures up a pillar of flame, which after a 1.1 sec delay, transforms into a malicious and uncontrollable Fire Sprite. The Sprite latches onto and attacks an enemy unit every 0.5 sec, dealing physical damage and burning mana. Only affects one unit per attack, and target selection is based on a priority order: untouched hero > untouched creep > lowest hp hero > lowest hp creep, where an untouched unit has not been previously affected by the Sprite. The Sprite’s attack potency increases with every new unit it attacks. Max number of attacks on a single target is based on the Aggressive Magics, while max duration and max manaburn/attack is based on the Conjurative Magics. |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 250 | 45 sec | 600-750* | 400** | 7 – 12 sec | Summons the Fire Sprite |
- Note1. Starting damage on each attack is 50; starting manaburn is 25. The dmg/manaburn both increase by 5 for every new unit attacked.
Note2. **Latch range
Note3. Cast range can be improved by Transfiguration*
Note4. If there is not valid target on any of its attacks, the Sprite will be destroyed
Note5. Cannot attack magic immune/ethereal/invisible units
- Max attacks: 3/4/5/6/7/8 based on level of the Dark Arts
- Max manaburn/attack is 30/40/50/60/70/80 based on level of Transfiguration
- Duration of 7/8/9/10/11/12 sec based on level of Transfiguration
Magics combination unlock: [XV] (Conjurative/Transfiguration + Aggressive/Dark Arts)
The book was a little ambiguous on what Fiendfyre did, so I hope you like my interpretation. This looks very similar to Mystic Snake, but I assure you, it was not based off it.
After a 1.1 sec creation delay (the pillar of flame), a Fire Sprite is created. Upon creation, it will seek a target every 0.5 seconds within its 400 latch range to attack; target selection is described above. For every new unit it attacks, the burn/dmg increases by 5. For example, if there is a hero and 5 creeps, it will first attack the hero, cycle through all the creeps, and then if possible return to the initial hero: this assumes that each target is within latch range. When it returns to the hero, it will deal 75 dmg (50 + 5x5) and burn 50 mana (25 + 5x5) per attack, for a maximum limit of attacks. Once it has exhausted all its attacks, it will return to the creeps. If a new unit arrives within latch range, regardless of the Sprite’s current victim, it will attack that new unit. If there is no valid target to attack, the Sprite will expire.
Thus, the Sprite is very strong both in large teamfights w/ creeps, as well as in ganking pairs or trios of heroes. However, due to the target selection and short latch range, it can be easily countered as described in the Cons section.
Pros:
- very strong
- potentially deal lots of damage quickly
- potentially burn lots of mana quickly
- good casting range
- can be difficult to prevent (see cons however)
Cons:
- very high manacost
- high cooldown
- countered easily by many items/abilities (blink/invis/Force/Ghost/BKB etc)
- countered by organised positioning - Like it hot, scum?
- An insidious incendiary invocation!
- Destroy my foes!
- They shall burn…
 | | Type: Active | | Targeting: Enemy hero | | Hotkey: D |
| A charm of the most total mental manipulation. The Dark Lord forces his will upon a hapless foe through the Imperius Curse, gaining temporary full control of the target. However, the hero’s active hero and item abilities are disabled, and unable to be cast by the Dark Lord. In addition, strong-minded foes may be able to resist the effects, allowing them to reduce the duration of the Curse by 2x(current lvl)% of its maximum duration. The maximum duration of the curse is based upon the Manipulative Magics. | | | | |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 225 | 60 sec | 300-450* | N/A | Depends on hero level and max duration | Takes control of an enemy hero |
- Note1. Upon cast, the target will be considered an allied unit, and is able to attack and be attacked by the Dark Lord’s enemies.
Note2. For example, a lvl 10 hero will reduce the max duration by 2x10=20%
Note3. Both hero and item active abilities are disabled.
Note4. Cast range can be improved by Transfiguration*
Note5. Meepo-clones/illusions/summons controlled by victim are not brought under the Dark Lord’s control
- Maximum duration control for 2.5/3/3.5/4/4.5/5 seconds dependent on lvl of Charms
Magics combination unlock: [CC] (Manipulative/Charms + Manipulative/Charms)
Intro:
Exactly as how the book depicts this spell: control over a person, yet able to be thrown off by more experienced enemies, who can control their mind from manipulative mind magics such as Legilimency.
This is a broken concept put into a more balanced form. Temporarily taking control of an enemy hero looks retarded. That’s why I’ve added all sorts of constraints, such as the low cast range (300), and the level-based duration reduction. This means the effectiveness of the spell decreases the more levelled (and hence powerful) a hero becomes, especially for carries/dpsers, but since they become more powerful as they level, the overall effect neatly balances out.
There’s so many uses of the spell, apart from the obvious backstabbing of enemies by their former ally-turned betrayer. Abuse the duration to put the hero out of position (such as in tower-fountain-ambush range). Make the hero chew its former allies damage, such as uncontrollable AOEs like Midnight Pulse, Diabolic Edict, Haunt, Meteor, Macropyre etc. Turn a 5v5 teambattle into 6v4. Make “bouncing” spells (Chain Frost/Casks) more effective etc.
Pros:
- near-full control of an enemy hero
- endless possibilities (as described above)
Cons:
- low cast range
- high manacost
- longest cd of all skills
- effectiveness compromised as game drags on - Imperio!
- Submission!
- Your soul is mine!
- Bend to my will…
 | | Type: Active | | Targeting: Enemy unit | | Hotkey: D |
| The cruellest and most mind-sapping torture the Dark Arts can inflict. The Dark Lord induces his victim into a paralysis of pain, fully disabling it, causing it to take heavy magical damage and lost its primary attribute points for 6 sec after the curse. Deals 100 dps, and drains 8 primary attribute points per sec. Duration is dependent equally upon both the Aggressive and Manipulative Magics. Channeling. | | | | |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 100 + 50/sec | 25 sec | 400-550* | N/A | 0.5 – 3 sec | Fully disables, damages, and drains primary attributes |
- Note1. Damage and stat drain are dealt in 0.25 sec intervals.
Note2. Attacking/casting/moving will interrupt the spell, but summoning the Magics (and replacing the Cruciatus spell) will not.
Note3. Cast range can be improved by Transfiguration*
- Disables for 0.25x (combined level of Dark Arts and Charms) sec
Magics combination unlock: [CV] (Manipulative/Charms + Aggressive/Dark Arts)
Intro:
Every aspect inspired from the books: the dmg, the mind-sap/insanity of stat-drain, the disable and channelling. It perfectly suits the Magics used to summoned it, as not only is it an Unforgiveable Curse (Dark Arts), but it also distorts the mind into insanity (Charms).
It’s essentially Rhasta’s Shackles, which deals more dmg and drains primary attribute points. At max level of Charms, it will go through magic immunity (BKB), while at max level of the Dark Arts, it will dispel all buffs.
This spell is good for a range of purposes, in both ganks and teamfights. It is excellent against any hero, most particularly those reliant on stats, such as Drow/Morph/OD.
Pros:
- full disable
- strong damage
- powerful stat drain
Cons:
- low cast range
- potentially high manacost
- channelling, can be interrupted - Crucio!
- A taste of my displeasure…
- Muahahahah!
- Shall we?
 | | Type: Active | | Targeting: Enemy unit | | Hotkey: D |
| The Dark Lord’s signature move. The Dark Lord issues forth a deadly bolt of green light at a target foe. If the target is below a certain health threshold, as determined by the Aggressive Magics, it will instantly die. Targets having either higher health or a positive status buff will not die, but have all positive buffs removed. Furthermore, casting the curse on a (positive) buffed hero will rebound the curse back onto the Dark Lord, potentially him if he himself is below the health threshold. | | | | |
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 175 | 35 sec | 550-700* | N/A | N/A | Instantly kills low-hp units, or dispels positive buffs |
- Note1. Note: if an enemy hero/self has hp lower than that of the required health threshold, it will instantly be killed by the Dark Lord
Note2. On a rebounding curse against the Dark Lord, the Shield Charm (Protego) will deflect it, and will rebound it back again onto the original target.
Note3. Item status buffs do not rebound the Killing Curse.
Note4. Cast range can be improved by Transfiguration*
- Instantly kills if target/self has lower than 15/18/21/24/27/30% of its max hp based on the level of the Dark Arts.
Magics combination unlock: [VV] (Aggressive/Dark Arts + Aggressive/Dark Arts)
Intro:
This is an interesting variant of what would otherwise be an imba concept. The spell concept is inspired, but not completely accurate to the books. However, the buff-rebound concept is directly taken from the book. The epitome of the Dark Arts.
Basically, think of it like Axe’s ultimate, except based on %life rather than an constant threshold. If the target has no hero buffs (non-item), and has less than 15/18/21/24/27/30% of their max hp, they die. Simple. If they either have a high hp or a positive buff, the Curse will instead remove any positive buffs; if there were buffs on the target, the Curse will additionally rebound onto the Dark Lord. Similarly, if the Dark Lord has less than 15/18/21/24/27/30% max hp, he will die. Now, there’s an interesting interaction with the Shield Charm (Protego): if the Killing Curse rebounds onto the Dark Lord WHILE PROTEGO IS ACTIVE, it will be re-rebounded back onto the initial victim. So, the victim can be hit by the Curse twice: this is crucial in the possible scenario when the victim has low hp but is wearing a buff – upon cast, Avada Kedavra will dispel that buff and rebound onto the Dark Lord, but will rebound back onto that victim due to Protego and kill him.
So, the spell does either one (or both) of two things: either one-shot low hp heroes, or purge positive buffs.
Pros:
- instantly kills low-hp heroes
- dispels buffs
- can do both if done correctly
Cons:
- high manacost
- quite high cooldown
- dispel/kill functions can be unreliable (in performing the one you want) - Avada Kedavra!
- Die!
- Dead.
- What-? (for unsuccessful spell)
[IMG]skill-x[/IMG][IMG]skill-y[/IMG]
SkillSynergy
[IMG]skill-w[/IMG][IMG]skill-a[/IMG]
SkillSynergy [IMG]otherHeroIcon1[/IMG][IMG]otherHeroIcon2[/IMG]
HeroSynergy
[IMG]otherHeroIcon3[/IMG][IMG]otherHeroIcon4[/IMG][
HeroSynergy [IMG]item x[/IMG]
ItemSynergy
[IMG]item y[/IMG]
ItemSynergy
Summoning Magics/Determing spells:
Here’s how the Magics work: when you cast one of them, it will appear in your status bar for two seconds before disappearing. If you cast a second Magic, the combination of the two Magics cast will unlock a spell: this is how spells are Determined. You need not “invoke” the spell: it automatically does it based on the two Magics which were cast within 2 seconds of each other. You can think of these as Invoker’s reagents, EXCEPT that each reagent expires either after 2 seconds, or when a spell is Determined.
Eg: You cast Charms and then Dark Arts. That action instantly Determines/“invokes” Crucio. This will replace any pre-existing spell in your status box. If you cast Charms, and then cast Dark Arts more than 2 seconds later, you will lose the first Charms Magic, and have Dark Arts in your status bar.
This mechanism has its pros and cons: you only have to press 2 keys to Invoker’s 4. However, if you accidently summon the wrong Magics, you have to wait for the cooldown to refresh to rectify your mistake.
Acquiring Aghanim’s Scepter
- The Elder Wand, the Deathstick, the Wand of Destiny is truly MINE!
Acquiring Guinsoo:
- Well versed am I in the art of Transfiguration
Using Hex:
- Teaching a lesson...
Acquiring Blink Dagger:
- Well versed am I in the art of Apparation
Using Blink Dagger:
- I Apparate!
Acquiring Euler’s Scepter of Divinity:
- Well versed am I in the charms of levitation
Using Cyclone:
- Levicorpus!
- Wingardium Leviosa!
- Aloft!
Acquiring Dagon:
- Well versed am I in the subtle ways of the Dark Arts
Using Dagon:
- Sectumsempra!
Acquiring Linken’s Sphere:
- Well versed am I in protecting my undying self
Triggering Linkens:
- Protego!
Acquiring Refresher’s Orb:
- My Remembrall of incantation!
Using Refresh:
- Priori Incantatem!
- What did I last cast?
Acquiring Rod of Atos:
- The cripple-stick!
Using Cripple:
- Impedimenta!
Acquiring Dust of Appearance:
- The true Hand of Glory!
Using Dust:
- Hominum revelio!
Acquiring Haste rune:
- I fly!
Acquiring Regeneration Rune:
- Unicorn blood!
Acquiring Double Damage:
- Gryffindor’s sword!
Acquiring Invisibility Rune:
- The true Cloak of Invisibility!
Acquiring Illusions Rune:
- Geminio! Coming soon
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