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Batrider

Jin'zakk

  • Strength Jin'zakk Strength
    23 + 2.4
  • Agility Jin'zakk Agility
    15 + 1.5
  • Intelligence Jin'zakk Intelligence
    24 + 2.5
  • Jin'zakk

Sticky Napalm

Targets an area and drenches it in very sticky oil. Amplifies any fire damage and slows the movement speed and turn rate of units in that area. Extra casts of this on the same targets stack up to 10 times.

Flamebreak

Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon arriving at the location, the missile explodes, dealing damage and knocking all nearby foes away from the impact. Any unit who has been Napalmed will take additional damage from the blast.

Firefly

Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm. Nothing can take the skies from him. Lasts 18 seconds.

Flaming Lasso

Snags a target with a constricting lasso, allowing the Batrider to drag them behind him as he moves. Does not drag units onto impassable terrain. Teleporting or blinking will break the lasso.

  • Scourge
  • 0.3 / 0.54
  • 38 - 42
  • 0.2 / 0.7
  • 2.1
  • 1.7
  • 290
  • 900
  • 375
  • 1200 / 800

The Batrider is a highly mobile raider hero, adept at causing confusion and doing a lot of damage quickly. Before moving in for the kill, the Batrider tends to soften up his target with Sticky Napalm, a stacking debuff skill which slows movement speed and turn rate. When he is ready to make his move, the Batrider uses his explosive Flamebreak spell, which strikes the first enemy unit it hits, exploding and knocking back nearby units. When his enemies are sufficiently demoralized, the Batrider swoops in using his Firefly ability and grabs a target hero with Flaming Lasso. This ability allows the Batrider to drag a target hero behind him, pulling the hapless victim away from the safety of his allies and in to the waiting clutches of his enemies. Although he may seem like a support hero, the Batrider is capable of dealing enormous damage with Sticky Napalm, Flamebreak, Firely, and his regular attack, due to the stacking damage provided by Sticky Napalm. It's best to be wary when faced against this hero, as his seemingly suicidal attacks can turn out a lot more dangerous than they appear.

Once an expendable spy, Jin'zakk has outlived the suicidal tendencies of other Bat Riders to create a unique style, one that favours control and precision instead of wanton destruction. His years of battle experience have allowed him to innovate creative uses for his fiery arts: He can douse enemies in a bath of sticky oil that restricts their movements before igniting it, fire an explosive that blows enemies away, or take flight to leave behind a trail of flame. However, his most deadly skill involves lassoing his opponent and dragging the unfortunate foe into the arms of his allies.


Sticky Napalm

  • Active
  • Point
  • C

Targets an area and drenches it in very sticky oil. Amplifies any fire damage and slows the movement speed and turn rate of units in that area. Extra casts of this on the same targets stack up to 10 times.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 20
  • 3
  • 700
  • 375
  • 8 seconds
  • Enemy Units
  • 10 damage per stack, 3% slow per cast
  • 2
  • 20
  • 3
  • 700
  • 375
  • 8 seconds
  • Enemy Units
  • 15 damage per stack, 5% slow per cast
  • 3
  • 20
  • 3
  • 700
  • 375
  • 8 seconds
  • Enemy Units
  • 20 damage per stack, 7% slow per cast
  • 4
  • 20
  • 3
  • 700
  • 375
  • 8 seconds
  • Enemy Units
  • 25 damage per stack, 9% slow per cast

Notes

• Damage type: magical
• All damage from Batrider's attacks, items and skills is amplified, except for damage from Radiance.
• Reduces turn speed by 70%.
• Deals half damage to non-hero units.




Flamebreak

  • Active
  • Point
  • R

Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon arriving at the location, the missile explodes, dealing damage and knocking all nearby foes away from the impact. Any unit who has been Napalmed will take additional damage from the blast.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 140
  • 14
  • 1500
  • 375
  • 0.5 seconds
  • Enemy Units
  • 75 damage
  • 2
  • 140
  • 14
  • 1500
  • 375
  • 0.5 seconds
  • Enemy Units
  • 150 damage
  • 3
  • 140
  • 14
  • 1500
  • 375
  • 0.5 seconds
  • Enemy Units
  • 225 damage
  • 4
  • 140
  • 14
  • 1500
  • 375
  • 0.5 seconds
  • Enemy Units
  • 300 damage

Notes

• Damage type: magical




Firefly

  • Active
  • Instant
  • E

Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm. Nothing can take the skies from him. Lasts 18 seconds.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 40
  • N/A
  • 200
  • 18 seconds
  • Enemy Units
  • 20 damage per second
  • 2
  • 100
  • 40
  • N/A
  • 200
  • 18 seconds
  • Enemy Units
  • 40 damage per second
  • 3
  • 100
  • 40
  • N/A
  • 200
  • 18 seconds
  • Enemy Units
  • 60 damage per second
  • 4
  • 100
  • 40
  • N/A
  • 200
  • 18 seconds
  • Enemy Units
  • 80 damage per second

Notes

• Damage type: magical
• During this the Batrider can fly above units, trees and impassable terrain.
• If duration ends when above impassable terrain, the Batrider can get stuck.
• Will destroy trees when flying above them.
• The trail persists through Batrider's death.




Flaming Lasso

  • Active
  • Unit
  • F

Snags a target with a constricting lasso, allowing the Batrider to drag them behind him as he moves. Does not drag units onto impassable terrain. Teleporting or blinking will break the lasso.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 225
  • 90
  • 100
  • N/A
  • 3 seconds
  • Enemy Units
  • Drags the target for 3 seconds.
  • 2
  • 225
  • 70
  • 100
  • N/A
  • 3.5 seconds
  • Enemy Units
  • Drags the target for 3.5 seconds.
  • 3
  • 225
  • 50
  • 100
  • N/A
  • 4 seconds
  • Enemy Units
  • Drags the target for 4 seconds.

Notes

• Killing the Batrider or the target will break the lasso before its expiration.
• If Batrider moves more than 400 units in 0.05s the lasso breaks.
• Disable works on magic immune units.
• Batrider cannot attack while using Flaming Lasso.