
| ![]() ![]() ![]() |

Raised a wizard with intellectual talent, Fultor was eventually banished from his native land due to his increasingly destructive magical power. He left, seeking refuge in enchanted forests and holy springs. During this exodus, he practised his arts, incorporating the natural elements around him, Fire, Earth, Ice, Wind, Light & Thunder. Eventually, he took revenge on the council who banished him, and caught the attention of the Lich King. He was approached, but scorned taking allegiance with any sides. Now, he exercises his elemental powers to bring down those potentially more powerful than he.
HeroStory
|
|
| Affiliation | Neutral | ||
| Base Attack Animation | 0.5/0.4 | ||
| Base Damage | 30-60 | ||
| Casting Animation | 0.0/0.7 | ||
| Armor: | 2 | ||
| Base Attack Time: | 1.7 | ||
| Movespeed: | 280 | ||
| Missile Speed: | 900 | ||
| Attack Range: | 600 | ||
| Sight Range: | 1800/800 |
Hero Mechanics
The Elementalist is a very unique hero, and to understand how this hero even functions, it is necessary to read the mechanics of this unique hero.
Every hero, including Fultor, has 25 levels. These levels allow you to upgrade bonuses; the usual convention is that you can level three standard abilities 4 times, one ultimate ability 3 times, and upgrade Bonus Attributes 10 times.
Fultor is unusual that he, like the Invoker, does not have Bonus Attributes. He is also unique in that the 25 levels is divided into 6 standard abilities, each upgradable to lvl 4, and one ultimate ability that is levelled only once.
These 6 standard abilities allow the Elementalist to transform into corresponding Elemental States; when this hero is chosen, he is automatically in what is known as the Base State (image shown below). From the Base State, he can transform into any one of 6 Elemental States (Fire/Ice/Wind/Earth/Light/Lightning). The Elementalist's ultimate ability, De-Transform, transforms the Elementalist back from his current Elemental State to Base State.
As you can see, the six icons represent the six Elemental States to which the Elementalist can transform into. These Elementalist States allow Fultor to manipulate three abilities specially unique to that Element. One of them will be a passive, the other two active.
With regards to the levelling arrangement, the usual convention is that you can only level an ability once every two levels until lvl 7 onwards. For the Elementalist, you can only level one standard ability (Elemental State transformation ability) once every 3 levels until lvl 10, which is the earliest level at which you can reach lvl 4 in any one Elemental State. Fultor can also level his ultimate, De-Transform, from lvl 3 onwards. Therefore, a levelling pattern which max his Elements asap would be:
A/B/U/A/B/C/A/B/C/A/B/C/C... where A,B,C refer to Elemental State abilities, and U refers to his ultimate.
The reason behind this arrangement is that it balances what would otherwise be an imbalanced concept, since levelling an Elemental State effectively levels three abilities at once.
As the Elementalist's role is to spam spells by constantly switching through Elemental States, in order that his potential steadily increases (so that he doesn't suddenly become powerful at any level, except lvl 1 ofc), the cd of his ultimate De-Transform improves with each level he gains. Details of that is shown in the skills tab.
The Elementalist is a very unique hero, and to understand how this hero even functions, it is necessary to read the mechanics of this unique hero.
Every hero, including Fultor, has 25 levels. These levels allow you to upgrade bonuses; the usual convention is that you can level three standard abilities 4 times, one ultimate ability 3 times, and upgrade Bonus Attributes 10 times.
Fultor is unusual that he, like the Invoker, does not have Bonus Attributes. He is also unique in that the 25 levels is divided into 6 standard abilities, each upgradable to lvl 4, and one ultimate ability that is levelled only once.
These 6 standard abilities allow the Elementalist to transform into corresponding Elemental States; when this hero is chosen, he is automatically in what is known as the Base State (image shown below). From the Base State, he can transform into any one of 6 Elemental States (Fire/Ice/Wind/Earth/Light/Lightning). The Elementalist's ultimate ability, De-Transform, transforms the Elementalist back from his current Elemental State to Base State.
Base State:















As you can see, the six icons represent the six Elemental States to which the Elementalist can transform into. These Elementalist States allow Fultor to manipulate three abilities specially unique to that Element. One of them will be a passive, the other two active.
With regards to the levelling arrangement, the usual convention is that you can only level an ability once every two levels until lvl 7 onwards. For the Elementalist, you can only level one standard ability (Elemental State transformation ability) once every 3 levels until lvl 10, which is the earliest level at which you can reach lvl 4 in any one Elemental State. Fultor can also level his ultimate, De-Transform, from lvl 3 onwards. Therefore, a levelling pattern which max his Elements asap would be:
A/B/U/A/B/C/A/B/C/A/B/C/C... where A,B,C refer to Elemental State abilities, and U refers to his ultimate.
The reason behind this arrangement is that it balances what would otherwise be an imbalanced concept, since levelling an Elemental State effectively levels three abilities at once.
As the Elementalist's role is to spam spells by constantly switching through Elemental States, in order that his potential steadily increases (so that he doesn't suddenly become powerful at any level, except lvl 1 ofc), the cd of his ultimate De-Transform improves with each level he gains. Details of that is shown in the skills tab.
- Manipulate Fire
- Manipulate Ice
- Manipulate Wind
- Manipulate Earth
- Mainpulate Light
- Manipulate Lightning
- De-Transform
![]() |
| Transfroms Elementalist from Base State to Elemental Fire State |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Fire State |
| 2 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Fire State |
| 3 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Fire State |
| 4 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Fire State |
- Note1. 0.5 sec transformation time
Note2. In Elemental Fire State, the Elementalist can manipulate three Fire-unique abilities
Elemental Fire State




Melting Strike
![]() |
| The Elementalist's attack are imbued with the properties of fire, penetrating enemies' internal defences. Reduces magical resistance |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | N/A | N/A | N/A | 3.5 sec | Reduces magical resistance by 10% |
| 2 | N/A | N/A | N/A | N/A | 3.5 sec | Reduces magical resistance by 15% |
| 3 | N/A | N/A | N/A | N/A | 3.5 sec | Reduces magical resistance by 20% |
| 4 | N/A | N/A | N/A | N/A | 3.5 sec | Reduces magical resistance by 25% |
Summon Dragon
![]() |
| The Elementalist summons a powerful Fire Dragon to aid him him in combat. The dragon has two sub-abilities: Dragon Hide & Flamethrow |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | 75 | 35 sec | N/A | N/A | 30 sec | Summons a Fire Dragon |
| 2 | 75 | 35 sec | N/A | N/A | 35 sec | Summons a Fire Dragon |
| 3 | 75 | 35 sec | N/A | N/A | 40 sec | Summons a Fire Dragon |
| 4 | 75 | 35 sec | N/A | N/A | 45 sec | Summons a Fire Dragon |
- Note1. Dragon deals 15/35/55/75 Chaos Damage per attack, 300/350/400/450 hp, has a BAT of 2 sec, 2 Heavy Armor, 450 range and are Flying units (therefore have Flying vision)
Note2. Dragon has same movespeed and sight range of the ElementalistNote3. Can have 2 Dragons summoned at any one time
| Renders the Dragon immune to all AOE magical spells and most negative targetted spells |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | N/A | N/A | N/A | N/A | Protects Dragon against spells |
| 2 | N/A | N/A | N/A | N/A | N/A | Protects Dragon against spells |
| 3 | N/A | N/A | N/A | N/A | N/A | Protects Dragon against spells |
| 4 | N/A | N/A | N/A | N/A | N/A | Protects Dragon against spells |
- Note1. Can be purged and Transmuted and Dominated
Note2. Naix cannot use Infest on it
| The Dragon releases a spurt of fire, burning enemies in a line |

| Mana | Cooldown | Range | Casting Range | AoE | Duration | Effects | |
| 1 | N/A | 6 sec | 600 | 1000 | 125 | 1 sec | Deals 100 dmg and burns for 20 dps |
| 2 | N/A | 6 sec | 600 | 1000 | 125 | 2 sec | Deals 100 dmg and burns for 20 dps |
| 3 | N/A | 6 sec | 600 | 1000 | 125 | 3 sec | Deals 100 dmg and burns for 20 dps |
| 4 | N/A | 6 sec | 600 | 1000 | 125 | 4 sec | Deals 100 dmg and burns for 20 dps |
- Note1. Deals magical damage
Note2. Gives vision as it goes forward
Note3. Damage per second stacks with Fireblast
Note4. Can be auto-casted so that spell activates every 6 seconds when Dragon is attacking
Fireblast
| The Elementalist charges up a might fireball for 1.5 seconds, before launching at a target area, inflaming all those in its vicinity. Deals increasing dps slows movement speed, less over time. Deals out initial 30dps, which increases dps by 10 damage each second, and initially slows by 60%, reducing slow by 10% each second. |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | 150 | 35 sec | 700 | 250 | 3 sec | Initially deals 30 dps and slows by 60% |
| 2 | 150 | 35 sec | 800 | 250 | 4 sec | Initially deals 30 dps and slows by 60% |
| 3 | 150 | 35 sec | 900 | 250 | 5 sec | Initially deals 30 dps and slows by 60% |
| 4 | 150 | 35 sec | 1000 | 250 | 6 sec | Initially deals 30 dps and slows by 60% |
- Note1. For example at lvl 4, in the first second it deals 30 dmg and slows by 60%. On the 6th second, it deals 80 dmg and slows by 10%
Note2. Has a projectile velocity of 1200
Note3. Gives vision as it goes forward
Note4. Deals magical damage
| Transforms into Elemental Ice State |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Ice State |
| 2 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Ice State |
| 3 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Ice State |
| 4 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Ice State |
- Note1. Transfroms Elementalist from Base State to Elemental Ice State
Note2. In Elemental Ice State, the Elementalist can manipulate three Ice-unique abilities
Elemental Ice State


Freezing Aura
| The Elementalist emanates the chill of Ice, slowing the movement of those around him |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | N/A | N/A | 250*/500** | N/A | Slows movement speed around him by 8%*/4%** |
| 2 | N/A | N/A | N/A | 250*/500** | N/A | Slows movement speed around him by 12%*/6%** |
| 3 | N/A | N/A | N/A | 250*/500** | N/A | Slows movement speed around him by 16%*/8%** |
| 4 | N/A | N/A | N/A | 250*/500** | N/A | Slows movement speed around him by 20%*/10%** |
- Note1. *smaller AOE, heavier slow; **larger AOE, lesser slow
Blizzard
![]() |
| The Elementalist channels a fearsome Blizzard around him, whose intensity reduces the attack speed of enemies and prevents them from casting spells |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | 30 mana/sec | 15 sec | N/A | 300 | up to 4 sec | Silences and causes enemies to attack 20% slower |
| 2 | 30 mana/sec | 15 sec | N/A | 300 | up to 6 sec | Silences and causes enemies to attack 30% slower |
| 3 | 30 mana/sec | 15 sec | N/A | 300 | up to 8 sec | Silences and causes enemies to attack 40% slower |
| 4 | 30 mana/sec | 15 sec | N/A | 300 | up to 10 sec | Silences and causes enemies to attack 50% slower |
- Note1. Enemies can still cast item-based spells
Glacial Entrapment
| The Elementalist, after a 0.3 sec casting delay, conjures up a ring of solid ice around him, preventing both ally & foe from moving in/out of this ring. |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | 150 | 15 sec | N/A | 275 | 2.25 sec | Prevents units from walking in/out |
| 2 | 150 | 15 sec | N/A | 275 | 2.75 sec | Prevents units from walking in/out |
| 3 | 150 | 15 sec | N/A | 275 | 3.25 sec | Prevents units from walking in/out |
| 4 | 150 | 15 sec | N/A | 275 | 3.75 sec | Prevents units from walking in/out |
- Note1. Neither ally nor enemy can go in or out of ring
Note2. Total of 0.7 sec delay (0.4 + 0.3)
| Transforms into Elemental Wind State |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Wind State |
| 2 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Wind State |
| 3 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Wind State |
| 4 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Wind State |
- Note1. Transfroms Elementalist from Base State to Elemental Wind State
Note2. In Elemental Wind State, the Elementalist can manipulate three Wind-unique abilities
Elemental Wind State



Convection Aura
| The Elementalist and his allies are blessed by the alleviating powers of Wind, granting bonus movement speed |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | N/A | N/A | 1000 | N/A | Increases movement speed by 4% |
| 2 | N/A | N/A | N/A | 1000 | N/A | Increases movement speed by 6% |
| 3 | N/A | N/A | N/A | 1000 | N/A | Increases movement speed by 8% |
| 4 | N/A | N/A | N/A | 1000 | N/A | Increases movement speed by 10% |
- Note1. Only affects player-controlled units
Whirlwind
![]() |
| The Elementalist conjures up a Whirlwind 900/1100/1300/1500 units in front of him, which remains stationary for 1.25 seconds, before rushing back to him picking up the first hero it encounters, before cleaving a path through the rest of its travel, knocking back enemies for 0.5 seconds |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | 175 | 25 sec | 900 | 1000 | 175 | Conjures Whirlwind |
| 2 | 175 | 25 sec | 1100 | 1000 | 175 | Conjures Whirlwind |
| 3 | 175 | 25 sec | 1300 | 1000 | 175 | Conjures Whirlwind |
| 4 | 175 | 25 sec | 1500 | 1000 | 175 | Conjures Whirlwind |
- Note1. The first unit encountered is swept up by Whirlwind and driven back to the Elementalist's initial position; whilst in the Whirlwind, the target is invulnerable
Note2. Can take back to the Elementalist both ally and enemy
Note3. The target point is not necessarily the location where the Whirlwind will be created, rather it indicates the direction that the Elementalist is facing
Note4. During the 1.25 sec stationary time, the Elementalist cannot move/attack/cast spells, or else the Whirlwind will be cancelled
Note5. Can only take back one hero (AOE refers to target selection)
Wind Walk
![]() |
| The Elementalist conceals a nearby ally in the rush of wind, rendering him temporarily invisible |

| Mana | Cooldown | Cast Range | AoE | Duration | Effects | |
| 1 | 75 | 25 sec | 400 | N/A | 4 sec | Renders target invisible |
| 2 | 75 | 25 sec | 600 | N/A | 5 sec | Renders target invisible |
| 3 | 75 | 25 sec | 800 | N/A | 6 sec | Renders target invisible |
| 4 | 75 | 25 sec | 1000 | N/A | 7 sec | Renders target invisible |
- Note1. Cannot target self
Note2. Invisibility has a 0.6/0.4/0.2/0 sec fade time
![]() |
| Transforms the Elementalist from Base State into Elemental Earth State |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Earth State |
| 2 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Earth State |
| 3 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Earth State |
| 4 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Earth State |
- Note1. 0.5 sec transformation time
Note2. In Elemental Earth State, the Elementalist can manipulate three Earth-unique abilities
Elemental Earth State




Earthy Protection
| The Elementalist converts his base Intelligence points into Strength points, and vice versa, and gaining additional magical resistance, at the cost of turning melee |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | N/A | N/A | N/A | N/A | Switches base values and gains +8% magical resistance |
| 2 | N/A | N/A | N/A | N/A | N/A | Switches base values and gains +12% magical resistance |
| 3 | N/A | N/A | N/A | N/A | N/A | Switches base values and gains +16% magical resistance |
| 4 | N/A | N/A | N/A | N/A | N/A | Switches base values and gains +20% magical resistance |
- Note1. Only switches base values: bonus Attributes and item-bought Str/Int do not get switched
Entangle
![]() |
| The Elementalist impales enemies in front of him, throwing them in the air for 0.52 seconds, before Entangling them upon landing, preventing movement or attack. Deals 100 extra damage and disables for an extra 1 second if enemy is within 200 units in front of the Elementalist. |

| Mana | Cooldown | Cast Range | AoE | Duration | Effects | |
| 1 | 200 | 30 sec | N/A | 175 (Starting AOE)/250 (Travel distance)/325 (Final AOE) | 1.25 seconds | Impales enemies, deals 120 damage and Entangles |
| 2 | 200 | 30 sec | N/A | 175 (Starting AOE)/250 (Travel distance)/325 (Final AOE) | 1.5 seconds | Impales enemies, deals 180 damage and Entangles |
| 3 | 200 | 30 sec | N/A | 175 (Starting AOE)/250 (Travel distance)/325 (Final AOE) | 1.75 seconds | Impales enemies, deals 240 damage and Entangles |
| 4 | 200 | 30 sec | N/A | 175 (Starting AOE)/250 (Travel distance)/325 (Final AOE) | 2 seconds | Impales enemies, deals 300 damage and Entangles |
- Note1. Can hit units up to 750 units away
Note2. Impale spikes move at 1400 speed
Boulder Fist
![]() |
| The Elementalist hardens his attacking fist into a small Boulder, which grants him the power to Bash opponents in a small AOE on each attack. Lasts for a number of attacks |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | 50 | 30 sec | N/A | 150 | 2 attacks | Stuns for 0.5 sec and deals 40 magical damage |
| 2 | 50 | 30 sec | N/A | 150 | 3 attacks | Stuns for 0.5 sec and deals 40 magical damage |
| 3 | 50 | 30 sec | N/A | 150 | 4 attacks | Stuns for 0.5 sec and deals 40 magical damage |
| 4 | 50 | 30 sec | N/A | 150 | 5 attacks | Stuns for 0.5 sec and deals 40 magical damage |
- Note1. This ability is a self-buff that expires after 25 seconds
Note2. Stunning units while Entangled increases the duration of Entangle by the total duration of the stun (ie stunning will simply add on an additional 0.5 sec on total duration as the stun lasts 0.5 sec and overrides Entangle)
| Transform the Elementalist from Base State into Elemental Light State |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Light State |
| 2 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Light State |
| 3 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Light State |
| 4 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Light State |
- Note1. 0.5 sec transformation time
Note2. In Elemental Light State, the Elementalist can manipulate three Light-unique abilities
Elemental Light State



Radiance
![]() |
| The Elementalist radiates Light, granting unobstructed vision in an area around him |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | N/A | N/A | 500 | N/A | Grants unobstructed vision |
| 2 | N/A | N/A | N/A | 700 | N/A | Grants unobstructed vision |
| 3 | N/A | N/A | N/A | 900 | N/A | Grants unobstructed vision |
| 4 | N/A | N/A | N/A | 1100 | N/A | Grants unobstructed vision |
- Note1. Does not give True Sight
Purify
| The Elementalist endows upon a friendly unit a blessing of Light, which after a delay heals hp by 25% of target's max hp and removes negative buffs |

| Mana | Cooldown | Cast Range | AoE | Duration | Effects | |
| 1 | 175 | 40 sec | 500 | N/A | 2.5 sec* | Heals up to 100 hp |
| 2 | 175 | 40 sec | 500 | N/A | 2.0 sec* | Heals up to 200 hp |
| 3 | 175 | 40 sec | 500 | N/A | 1.5 sec* | Heals up to 300 hp |
| 4 | 175 | 40 sec | 500 | N/A | 1.0 sec* | Heals up to 400 hp |
- Note1. Can remove stuns/slows
Note2. Purify is considered a buff, and can therefore be purged off before it takes effect (delay duration*)
Focus Beam
![]() |
| The Elementalist focuses the sun upon a target area, providing vision and true sight in that area, and additionally causes enemies to miss on both their physical and magical attacks |

| Mana | Cooldown | Cast Range | AoE | Duration | Effects | |
| 1 | 125 | 40 sec | 500 | 400 | 4 sec | 20% miss |
| 2 | 125 | 40 sec | 500 | 400 | 5 sec | 30% miss |
| 3 | 125 | 40 sec | 500 | 400 | 6 sec | 40% miss |
| 4 | 125 | 40 sec | 500 | 400 | 7 sec | 50% miss |
- Note1. Enemy magical spells can only miss if they are targetted (for example Lich's Frost Nova can miss its target, but the nova damage/slow will hit them, but PotM's arrow can still hit a target)
![]() |
| Transforms from Base State into Elemental Lightning State |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Lightning State |
| 2 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Lightning State |
| 3 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Lightning State |
| 4 | N/A | N/A | N/A | N/A | N/A | Transforms into Elemental Lightning State |
- Note1. Transfroms Elementalist from Base State to Elemental Lightning State
Note2. In Elemental Lightning State, the Elementalist can manipulate three Lightning-unique abilities
Elemental Lightning State



Static Charge
![]() |
| The Elementalist generates a dangerous Static Charge on his next attack everytime an electric/lightning based spell is cast around him. Deals pure damage and burns mana |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | N/A | 1.2 sec | 650 | N/A | N/A | Deals 20 bonus pure damage and burns 20 mana |
| 2 | N/A | 1.2 sec | 700 | N/A | N/A | Deals 30 bonus pure damage and burns 30 mana |
| 3 | N/A | 1.2 sec | 750 | N/A | N/A | Deals 40 bonus pure damage and burns 40 mana |
| 4 | N/A | 1.2 sec | 800 | N/A | N/A | Deals 50 bonus pure damage and burns 50 mana |
- Note1. Static Charge can be triggered from the Elementalist's own Lightning based spells, all active spells of Storm, Zeus, Razor & Thrall, and from Invoker's EMP, Leshrac's Lightning Storm, Lina's Laguna Blade
Note2. Does not trigger off Maelstrom/Mjollnir/Overload/Static Field
Note3. Static Charge also increases your attack range (see above)
Thunder Bolt
| The Elementalist sends down a mighty Thunderbolt upon a single foe, dealing 150 magical damage and stunning for 0.15 seconds. Target is randomly selected in an AOE. |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | 100 | 9 sec | 650* | N/A | N/A | Deals 150 magical damage and stuns for 0.15 sec |
| 2 | 100 | 7 sec | 700* | N/A | N/A | Deals 150 magical damage and stuns for 0.15 sec |
| 3 | 100 | 5 sec | 750* | N/A | N/A | Deals 150 magical damage and stuns for 0.15 sec |
| 4 | 100 | 3 sec | 800* | N/A | N/A | Deals 150 magical damage and stuns for 0.15 sec |
- Note1. Thunderbolt triggers Static Charge
Note2. *Random target selection AOENote3. Heroes previously struck by Thunderbolt have a 40% higher chance of being hit again than other heroes
Electric Current
| The Elementalist infuses a target ally or enemy with an unstable Electric Current, which is so unstable that it will explode after 3.5 sec, burning allies' mana and dealing magical damage to allies in an area. However, if the target is hit with a targetted nuke before the 3.5 sec detonation, it will conversely affect enemies, not allies. Also, the target infused with the Electric Current will attack 100% faster until the Current explodes. |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | 150 | 15 sec | 650 | 400 | up to 3.5 sec | Deals/burns 100 damage/mana |
| 2 | 150 | 15 sec | 700 | 400 | up to 3.5 sec | Deals/burns 150 damage/mana |
| 3 | 150 | 15 sec | 750 | 400 | up to 3.5 sec | Deals/burns 200 damage/mana |
| 4 | 150 | 15 sec | 800 | 400 | up to 3.5 sec | Deals/burns 250 damage/mana |
- Note1. AOE & Effects are the same for both allies and enemies
Note2. Current will prematurely explode if hit by a targetted nuke: AOE/DoT/Multiple target spells will not trigger it (Sven's Storm Bolt will trigger it if the target is centred, but a spell such as Tiny's Avalanche won't affect it)
Note3. Can be purged
| The Elementalist transforms back from Elemental State to Base State |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | 100 (50*) | 4-16 sec (4 sec*) | N/A | N/A | N/A | Transforms back to Base State |
- Note1. * Cooldown is calculated by 16.5 - 0.5 x current lvl
Note2. (* Aghanim Scepter Upgrade values)
Skills Analysis
In effect, all abilities contained by one Elemental state are meant to harmonise with each other, in order to make a powerful gameplay build.
Fire Elementalist:
Fire is all about magical dps; Fireblast is an AOE dps/slow, that both increases in dps power and simultaneously decreases in slowing power. The Dragon's Flamethrow is meant to add to that with additional dps and minor nuke, which would actually make laning pretty easy due to its long range and cheap harassment. To top it off, Searing Strike reduces magical damage, thereby improving the damage potential of its two fellow abilities. The Fire Elementalist can really be compared to a Venomancer; dealing huge dps and slowing down, but the Fire Elementalist also has the benefit of huge cast ranged spells.
Ice Elementalist:
Ice seems suspiciously similar to Thrall's concept of Kinetic Field + Static Storm. Let me reassure you guys that I had this Ice concept way before Thrall was introduced. Glacial Entrapment is similar to Kinetic Field, except that it is cast around you (like Clock's cogs) and that allies cannot pass through it either. GE is combo'd with Blizzard, which is essentially Riki's Smoke that is channeled around him, silencing but slowing AS instead of causing ppl to miss. Freezing Aura is based of Omni's Degen, except it slows less but in a larger AOE. Due to the relative short cd of this combo (each 15 sec), with Dagger, the Ice Elementalist can become a very fearsome ganker mid-game onwards.
Wind Elementalist:
I sense that the Wind Elementalist will be a favourite amongst better players. The Wind Elementalist is all about ganking/initiation. Though none of the individual Wind abilities actually synergize with each other, they really benefit in setting up other spells, including allies'. For example, Whirlwind can set up the Ice combo, make it easier to initiate with Earth, etc. Whirlwind is a very tricky spell to master; it is based off Pudge's Hook, but inverted in concept. Instead of requiring a clear path between Pudge and his victim in order to hook, the Elementalist needs a clear path from the Whirlwind's creation point (900-1500 range away) to catch someone and drag them back. It also has a 1.25 sec stationary period upon creation, meaning that if you don't catch upon creation, they have a chance to dodge the oncoming Whirlwind. But the drawbacks are much outweighed by the exceptionally long range of the Whirlwind; and if it is impractical to use, the Wind Elementalist has Wind Walk to allow allies to initiate for you, or simply to temporarily help them escape (like PotM's ulti). Convection Aura not only makes everyone faster on their feet, which makes ganking so much more desirable, but also makes laning easier by increasing your attack projectile speed, easing last-hitting/denying pressures.
Earth Elementalist:
The Earth Elementalist succeeds at initation as well as disabling, like a hybrid of Tiny and ES. Earth Protection allows the Elementalist to be tanker during battles at the expense of becoming melee. Entangle is essentially a bigger AOE Impale, except units are Entangled, not stunned, with those closer to the Elementalist taking it harder than the others (similar to PotM's Starfall concept). Boulder Fist synergises with Entangle in that it can further lengthen the duration of Entangle and deal damage at the same time. The Earth build is a pretty good build for those who like being tanky and chain-stunning, and a staple ganker.
Light Elementalist:
The Light build is all about support, and in laning-phase, baby-sitting. Radiance increases your vision by granting unobstructed vision (like NS with Agha). This is great against juking, and decreases the possibility of being ganked unawares, as well as making chasing much easier. Purify is a combination of Omni's Purification and Slark's Dark Pact; after a delay, a target ally will be healed acc. to their max hp (which makes this great on tanking heroes such as Axe, Cent...) and also relieves them off negative buffs (great against taking away stuns/slow/disables, esp against Veno/Bane). Focus Beam serves as a great anti-battle device; granting true sight (excellent for counter-warding and against invis heroes) and also causes enemies to miss both attacks and spells, which is incredibly powerful when combined with an AOE disable such as Pit Lord's Pit of Malice or the like. Together, the Light Elementalist's spells provide the utmost protection and support for his team allies.
Gameplay Analysis
The Elementalist, without doubt, would be the best fb'er ever. At lvl 1, going any Elemental State would give 3 abilities right from the start. The only hero that comes close to this is SF or perhaps Syllabear. The great thing is, most of the Elemental States are excellent at getting first blood: either Lightning, with your spammable nuking powers; Earth, with the up to 3 sec disable and loads of damage, or even Fire, aided with an ally stun, which has a pretty powerful slow from Fireblast, and endless harassment from the Dragon.
I would think, that if ever this hero was introduced, people would level Earth, Wind & Ice. I think these three builds are pretty standard in that they're good in any line-up. I mean, very few ppl (I reckon) could pass up Entangle, as it would be one of the best AOE disables in the game. Armed with Dagger, it wouldn't be terribly hard to land, and you can ensure a kill with Boulder Fist. Wind would be a given because of Windwalk, which saves your allies having to buy Dagger/Lothars/Force themselves. Also, if you could manage to successively pick off enemies with Whirlwind, roaming/ganking will be insane, aided by the mobility that Convection Aura gives. Ice is also a great ganking combo; like Earth, once you're armed with a Dagger, all you hav to do is Blink>Trap>Blizzard, and let your teammates do the dirty job of disposing your hapless victims. What really shines about Ice is the spammability of the combo; both Blizzard and Glacial Entrapment hav a 15 sec cd, Dagger a 14 sec cd.
This is not to say that Lightning/Light/Fire are bad; they're just slightly more situtational. Lightning is actually pretty imba when there is a Storm/Zeus/Thrall/Razor on your team; but still, the dmg/manaburn is something to be fearful of, especially against heroes like CK/Sven/Tiny etc. Light is more of a defensive build; predictably a counter-pick against invis heroes, but great in general against warders and Techies. Fire is all about dps; therefore it does better over longer stretches of time than the current meta-game of zap-dead nukes, but is great when combo'd with other AOE abilities.
In terms of laning, his power is variable; with the Lightning Elementalist, he should be able to constantly spam his Thunderbolt (only 75 mana) and follow up with Static Charge, not only belittling his opponents hp but also mana; the Wind Elementalist can instil fear that only Pudge or PotM can with the ganking potential of Whirlwind and Wind Walk; the Light Elementalist is a pretty good counter against trilanes as Radiance will remove the element of surprise necessary to gank, as would Focus Beam, and Purify can be cast in advance in anticipation of a gank attempt.
The thing about the Elementalist is that, unlike other heroes, he doesn't have a real ultimate ability. I mean De-Transform, like Invoker's Invoke, isn't a spell on its own, but rather an ability that enables other abilities to be performed. This means, that unlike basically every hero in the game, his power does not suddenly spike at lvl6, which removes the pre-conceived notion that he has to actually participate in the laning phase (like other heroes) for the sake of reaching lvl 6.
What does all this rubbish mean? It means that the Elementalist doesn't need to reach for certain levels like other heroes do, and so he can actually become quite a good roamer (remembering that from lvl 1, he effectively has 3 abilities).
Late game, his objective is to spam spells, like the Invoker. Basically, he has to cycle through the different Elemental states in the same way Invoker cycles through invoked abilities. That is why I suggest an Agha upgrade which reduces the cd and manacost to accomodate the spell storm.
The Elementalist, without doubt, would be the best fb'er ever. At lvl 1, going any Elemental State would give 3 abilities right from the start. The only hero that comes close to this is SF or perhaps Syllabear. The great thing is, most of the Elemental States are excellent at getting first blood: either Lightning, with your spammable nuking powers; Earth, with the up to 3 sec disable and loads of damage, or even Fire, aided with an ally stun, which has a pretty powerful slow from Fireblast, and endless harassment from the Dragon.
I would think, that if ever this hero was introduced, people would level Earth, Wind & Ice. I think these three builds are pretty standard in that they're good in any line-up. I mean, very few ppl (I reckon) could pass up Entangle, as it would be one of the best AOE disables in the game. Armed with Dagger, it wouldn't be terribly hard to land, and you can ensure a kill with Boulder Fist. Wind would be a given because of Windwalk, which saves your allies having to buy Dagger/Lothars/Force themselves. Also, if you could manage to successively pick off enemies with Whirlwind, roaming/ganking will be insane, aided by the mobility that Convection Aura gives. Ice is also a great ganking combo; like Earth, once you're armed with a Dagger, all you hav to do is Blink>Trap>Blizzard, and let your teammates do the dirty job of disposing your hapless victims. What really shines about Ice is the spammability of the combo; both Blizzard and Glacial Entrapment hav a 15 sec cd, Dagger a 14 sec cd.
This is not to say that Lightning/Light/Fire are bad; they're just slightly more situtational. Lightning is actually pretty imba when there is a Storm/Zeus/Thrall/Razor on your team; but still, the dmg/manaburn is something to be fearful of, especially against heroes like CK/Sven/Tiny etc. Light is more of a defensive build; predictably a counter-pick against invis heroes, but great in general against warders and Techies. Fire is all about dps; therefore it does better over longer stretches of time than the current meta-game of zap-dead nukes, but is great when combo'd with other AOE abilities.
In terms of laning, his power is variable; with the Lightning Elementalist, he should be able to constantly spam his Thunderbolt (only 75 mana) and follow up with Static Charge, not only belittling his opponents hp but also mana; the Wind Elementalist can instil fear that only Pudge or PotM can with the ganking potential of Whirlwind and Wind Walk; the Light Elementalist is a pretty good counter against trilanes as Radiance will remove the element of surprise necessary to gank, as would Focus Beam, and Purify can be cast in advance in anticipation of a gank attempt.
The thing about the Elementalist is that, unlike other heroes, he doesn't have a real ultimate ability. I mean De-Transform, like Invoker's Invoke, isn't a spell on its own, but rather an ability that enables other abilities to be performed. This means, that unlike basically every hero in the game, his power does not suddenly spike at lvl6, which removes the pre-conceived notion that he has to actually participate in the laning phase (like other heroes) for the sake of reaching lvl 6.
What does all this rubbish mean? It means that the Elementalist doesn't need to reach for certain levels like other heroes do, and so he can actually become quite a good roamer (remembering that from lvl 1, he effectively has 3 abilities).
Late game, his objective is to spam spells, like the Invoker. Basically, he has to cycle through the different Elemental states in the same way Invoker cycles through invoked abilities. That is why I suggest an Agha upgrade which reduces the cd and manacost to accomodate the spell storm.
Item Build Analysis
Core Items:






Boots obviously. In terms of boots upgrades, they all have their merits so I decided to keep with the basic boots. Wand is a given against any decent draft. Urn is a necessary item to somewhat make up for his poor Str growth and gives nice boosts to mana regen as well as a handy heal/dps. Void Stone for moar mana regen, and because it builds up into a lot of good late game items. Dagger is necessary in terms of playing certain builds (Ice/Earth) and because it is very versatile and handy in the hands of a good player. Finally Scepter allows the Elementalist to start switching between States every 4 sec regardless of your current level (w/o Agha, cd is dependent on current lvl) and halves the manacost. This is great once the Elementalist has the mana to sustain the spam, but even so, the cd drop allows him to be more flexible in combat.
Late-Game Items






Late-game, BoT is an obvious choice for pushing/counter-pushing. Hex is good for the priceless disable, and because of the mana/mana-regen which allows him to sustain his spell-spam. Shiva for EHP (against late-game carries) and AOE slow; Heart for endurance.
Core Items:
Boots obviously. In terms of boots upgrades, they all have their merits so I decided to keep with the basic boots. Wand is a given against any decent draft. Urn is a necessary item to somewhat make up for his poor Str growth and gives nice boosts to mana regen as well as a handy heal/dps. Void Stone for moar mana regen, and because it builds up into a lot of good late game items. Dagger is necessary in terms of playing certain builds (Ice/Earth) and because it is very versatile and handy in the hands of a good player. Finally Scepter allows the Elementalist to start switching between States every 4 sec regardless of your current level (w/o Agha, cd is dependent on current lvl) and halves the manacost. This is great once the Elementalist has the mana to sustain the spam, but even so, the cd drop allows him to be more flexible in combat.
Late-Game Items
Late-game, BoT is an obvious choice for pushing/counter-pushing. Hex is good for the priceless disable, and because of the mana/mana-regen which allows him to sustain his spell-spam. Shiva for EHP (against late-game carries) and AOE slow; Heart for endurance.
COSMETICS
Hero
Hero in Base State:

This model was taken from the Custom Model Archives; I'm too inexperienced to make my own.
Ideally, when the Elementalist changes to different Elementalist States, it would look super if his model also changed respectively:
Fire Elementalist:
Fire is usually associated with a red-orange-yellow colour. So it seems prudent that his cape turn from a blood red colour to an orange-red colour. A ball/orb of fire (similar to a bigger version of Invoker's Exort orb) should also orbit his staff, from which when he attacks, that ball/orb would be released.
Ice Elementalist
Ice is usually associated with pale blue; the Ice Elementalist's cape should therefore be pale blue (similar to Rylai). A ball/orb of Frost/Ice (similar to the frost animation on Lich's hands) should orbit his staff, from which his attacks of Ice/Frost are released.
Wind Elementalist
Wind is associated with grey/white; the Wind Elementalist's cape should be of a greyish/silvery colour. As Wind/Air is usually invisible, in the Wind Elemental State, his staff will be replaced by bow and arrow, to denote the concept of convection that Wind provides.
Earth Elementalist
Earth is associated with brown; the Earth Elementalist's cape should be brown. As he is melee (due to Earthy Protection), his staff would become his instrument of attack, and should be wrapped around with tree roots and dirt to further symbolise the element Earth. When he uses Boulder Fist, he attacks with his right hand, which will be enlarged and transformed into the shape of a small Boulder (like Tiny's hands).
Light Elementalist
Light is associated with the colour yellow, and so should the Light Elementalist's cape. His staff should also contain a pulsing ball of light similar to a beacon.
Hero
Hero in Base State:
This model was taken from the Custom Model Archives; I'm too inexperienced to make my own.
Ideally, when the Elementalist changes to different Elementalist States, it would look super if his model also changed respectively:
Fire Elementalist:
Fire is usually associated with a red-orange-yellow colour. So it seems prudent that his cape turn from a blood red colour to an orange-red colour. A ball/orb of fire (similar to a bigger version of Invoker's Exort orb) should also orbit his staff, from which when he attacks, that ball/orb would be released.
Ice Elementalist
Ice is usually associated with pale blue; the Ice Elementalist's cape should therefore be pale blue (similar to Rylai). A ball/orb of Frost/Ice (similar to the frost animation on Lich's hands) should orbit his staff, from which his attacks of Ice/Frost are released.
Wind Elementalist
Wind is associated with grey/white; the Wind Elementalist's cape should be of a greyish/silvery colour. As Wind/Air is usually invisible, in the Wind Elemental State, his staff will be replaced by bow and arrow, to denote the concept of convection that Wind provides.
Earth Elementalist
Earth is associated with brown; the Earth Elementalist's cape should be brown. As he is melee (due to Earthy Protection), his staff would become his instrument of attack, and should be wrapped around with tree roots and dirt to further symbolise the element Earth. When he uses Boulder Fist, he attacks with his right hand, which will be enlarged and transformed into the shape of a small Boulder (like Tiny's hands).
Light Elementalist
Light is associated with the colour yellow, and so should the Light Elementalist's cape. His staff should also contain a pulsing ball of light similar to a beacon.
All of these images have been taken from the Hive Workshop

Made by enjoy

Made by SkriK

Made by kola

Made by L_Lawliet

Made by viiva

Made by HappyCockroach

Made by WILL THE ALMIGHTY
Made by enjoy
Made by SkriK
Made by kola
Made by L_Lawliet
Made by viiva
Made by HappyCockroach
Made by WILL THE ALMIGHTY
Author: MathsDebator
Map Vers.: 6.69
draft
draft
Last Comment:24/11/2010
Total Votes: 0
Current Rating: 0.00
Views: 1818



























