Skills
Breathe Fire - Active, Target Point
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 100 | 12 | 500 | 150 (Start), 250 (End), 500 (Distance) | N/A | 75 damage | | 2 | 110 | 12 | 500 | 150 (Start), 250 (End), 500 (Distance) | N/A | 150 damage | | 3 | 120 | 12 | 500 | 150 (Start), 250 (End), 500 (Distance) | N/A | 225 damage | | 4 | 130 | 12 | 500 | 150 (Start), 250 (End), 500 (Distance) | N/A | 300 damage |
|
This is your main damage spell, used mainly for quick pushing or farming. Like Jakiro's Dual Breath, this skill can also be used to last hit heroes, though this would require some positioning as you don't have crazy range like ES's Fissure or PotM's Elune Arrow.
Dragon Tail - Active, Target Unit
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 100 | 9 | 150 | N/A | 2.5 | 25 damage and stun | | 2 | 100 | 9 | 150 | N/A | 2.75 | 50 damage and stun | | 3 | 100 | 9 | 150 | N/A | 3 | 75 damage and stun | | 4 | 100 | 9 | 150 | N/A | 3.25 | 100 damage and stun |
|
This is your spammable melee-range stun skill. It has a very long duration considering that it has the cooldown of only 9 secs. The downside is that it has to be cast at melee range, making you very vulnerable to be targeted. his skill is best used as a gank initiator w/ invis rune/Lothars/Dagger or chained with other stuns.
Dragon Blood - Passive
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | N/A | N/A | N/A | N/A | N/A | Regen 1 HP/sec and add 2 armor | | 2 | N/A | N/A | N/A | N/A | N/A | Regen 2 HP/sec and add 4 armor | | 3 | N/A | N/A | N/A | N/A | N/A | Regen 3 HP/sec and add 6 armor | | 4 | N/A | N/A | N/A | N/A | N/A | Regen 4 HP/sec and add 8 armor |
|
Ahh, the great Dragon Blood. This skill is what caused DK to be played as a tank when he isn't. This skill provides all the survivability you'll need early game except for protection from disables. It gives a good number of armor and regen, so I recommend getting it very early if you're not buying Ring of Health.
Elder Dragon Form - Active, Targeting Instant
| | Mana | Cooldown | Range | AoE | Duration | Effects | | 1 | 50 | 115 | N/A | N/A | 60 | +25 MS, become ranged (500 units), Corrosive Breath orb (20 DPS, works on structures, lasts 5 secs) | | 2 | 50 | 115 | N/A | N/A | 60 | +25 MS, become ranged (500 units), Splash (100% in 75 AoE, 75% in 150 AoE, 50% in 250 AoE) | | 3 | 50 | 115 | N/A | N/A | 60 | +25 MS, become ranged (500 units), Splash (100% in 75 AoE, 75% in 150 AoE, 50% in 250 AoE), Freezing Breath buff placer (slow 30% MS and 20% AS, lasts 3 secs) |
|
The Dragon form is the skill that makes DK dangerous, as each level of Dragon gives it's own advantage. The 1st level provides a DoT orb that works on structures and does damage on par with Veno's Poison Sting. This skill can net you 2-3 towers in before level 11. The level 2 Dragon has Splash, which IMHO is useless. It is good for pushing, but it is not very useful in clashes and in tower sieges. It is also good for farming and uses less mana than Breathe Fire, but it might cause you to go melee in clashes, something you really want to avoid. |