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Obsidian Destroyer

Harbinger

  • Strength Harbinger Strength
    19 + 1.85
  • Agility Harbinger Agility
    24 + 2.0
  • Intelligence Harbinger Intelligence
    26 + 3.3
  • Harbinger

Arcane Orb

Gives the Destroyer extra power to damage his enemies based on his remaining mana pool.

Astral Imprisonment

Teleports a target allied or enemy hero into an astral prison. The hero remains separated from the real world for the duration of the spell. If cast on an enemy, Harbinger steals intelligence from the target.

Essence Aura

Whenever a nearby allied hero casts a spell, it has a chance to restore a portion of its mana pool.

Sanity's Eclipse

The Obsidian Destroyer unleashes his full potential; his mind unleashes a psionic storm able to penetrate lesser minds with terminal force, dealing massive damage to them. More crafty minds are able to resist most of the damage, but they expend most of their energies to do so, losing a lot of their mana.

  • Scourge
  • 0.46 / 0.54
  • 46 - 61
  • 0.25 / 0.51
  • 5.36
  • 1.7
  • 315
  • 900
  • 450
  • 1800 / 800

Among the small number of intelligence heroes who focus on getting a lot of powerful items late in the game, the Obsidian Destroyer relies on building up as much intelligence and mana as he possibly can. His deadly Arcane Orb enhances his attacks with large amounts of unresistable pure damage, and if his mana pool gets high enough the Obsidian Destroyer is capable of killing fragile enemies with only a few Arcane Orb attacks. Astral Prison is a useful ability, which can put a powerful enemy hero out of the fight or save an ally from death. In addition, it drains intelligence when cast on an enemy hero, and by repeatedly using this ability the Obsidian Destroyer can quickly reduce the enemies' mana pool, making it difficult for them to cast many spells. To keep both his own and his allies' mana pools full, the Obsidian Destroyer has a passive skill called Essence Aura. In addition to boosting the Destroyer's own mana pool, this aura gives any allied unit under its effect a chance to instantly regain a portion of their total mana pool every time they cast a spell. Essence Aura fuels Arcane Orb, giving the Destroyer potent damage with little risk of running dry. Although Arcane Orb and Astral Prison make the Destroyer deadly in small engagements, his powerful Sanity's Eclipse spell can turn the tide of large battles. An Obsidian Destroyer with a lot of intelligence items can kill or badly wound several enemy heroes at once with this spell. Few heroes are capable of putting out as much damage as a pumped up Obsidian Destroyer.

An obsidian construct brought to life through the ill conceived necromancy of the Lich King, Harbinger craves magic to make up for the emptiness brought on by the incomplete nature of its summoning. Ironically however, to devour the magic that it so desires, Harbinger must tap into his own pool of mana time and time again, expending to the point where it ends up with even less than it began with. Yet despite this, the Obsidian Destroyer is a proud servant of the Undead Scourge, and takes great pleasure in annihilating the foolish Sentinels it encounters through psionic exploitation.


Arcane Orb

  • Active
  • Unit
  • R

Gives the Destroyer extra power to damage his enemies based on his remaining mana pool. Damage type is pure.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 0
  • 450
  • N/A
  • N/A
  • Enemy Units
  • Deals 6% of your current remaining mana. Deals 100 bonus damage to illusions and summoned units
  • 2
  • 100
  • 0
  • 450
  • N/A
  • N/A
  • Enemy Units
  • Deals 7% of your current remaining mana. Deals 200 bonus damage to illusions and summoned units
  • 3
  • 100
  • 0
  • 450
  • N/A
  • N/A
  • Enemy Units
  • Deals 8% of your current remaining mana. Deals 300 bonus damage to illusions and summoned units
  • 4
  • 100
  • 0
  • 450
  • N/A
  • N/A
  • Enemy Units
  • Deals 9% of your current remaining mana. Deals 400 bonus damage to illusions and summoned units

Notes

• Damage type: pure
• The damage is calculated after the mana cost is spent.
• Does not stack with orb effects and buff placers.




Astral Imprisonment

  • Active
  • Unit
  • T

Teleports a target allied or enemy hero into an astral prison. The hero remains separated from the real world for the duration of the spell. If cast on an enemy, Harbinger steals intelligence from the target. Intelligence is restored to the hero after 60 seconds.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 120
  • 18
  • 500
  • N/A
  • 1 second
  • Heroes
  • 4 Int exchange
  • 2
  • 140
  • 16
  • 500
  • N/A
  • 2 seconds
  • Heroes
  • 6 Int exchange
  • 3
  • 160
  • 14
  • 500
  • N/A
  • 3 seconds
  • Heroes
  • 8 Int exchange
  • 4
  • 180
  • 12
  • 500
  • N/A
  • 4 seconds
  • Heroes
  • 10 Int exchange

Notes

• When cast on an ally, no intelligence is stolen.
• Imprisoned units are hidden and invulnerable.
• Imprisoned units can still be hit by Sanity's Eclipse.
• The -disablehelp command will prevent an allied Harbinger from casting this spell on you.




Essence Aura

  • Passive
  • N/A
  • E

Whenever a nearby allied hero casts a spell, it has a chance to restore 25% of its mana pool. Passively adds to the Destroyer's base mana pool.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • N/A
  • N/A
  • N/A
  • 1000
  • N/A
  • Allied Heroes
  • 10% chance to restore. Increases base mana by 75.
  • 2
  • N/A
  • N/A
  • N/A
  • 1000
  • N/A
  • Allied Heroes
  • 20% chance to restore. Increases base mana by 150.
  • 3
  • N/A
  • N/A
  • N/A
  • 1000
  • N/A
  • Allied Heroes
  • 30% chance to restore. Increases base mana by 225.
  • 4
  • N/A
  • N/A
  • N/A
  • 1000
  • N/A
  • Allied Heroes
  • 40% chance to restore. Increases base mana by 300.

Notes

• Arcane Orb has the regular 10%/20%/30%/40% chance for mana restoration, whether autocast or cast manually.
• Items and several skills with no cooldown (such as the Storm Spirit's Ball Lightning) cannot trigger Essence Aura.




Sanity's Eclipse

  • Active
  • Point
  • C

The Obsidian Destroyer unleashes his full potential; his mind unleashes a psionic storm able to penetrate lesser minds with terminal force, dealing massive damage to them. More crafty minds are able to resist most of the damage, but they expend most of their energies to do so, losing 75% of their mana. Heroes with more intelligence than the Destroyer are unaffected.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 175
  • 160
  • 600 (700*)
  • 375
  • N/A
  • Enemy heroes
  • Deals damage equal to 8x (9x*) the difference between heroes intelligence and Destroyer's intelligence.
  • 2
  • 250
  • 160
  • 650 (750*)
  • 475
  • N/A
  • Enemy heroes
  • Deals damage equal to 9x (10x*) the difference between heroes intelligence and Destroyer's intelligence.
  • 3
  • 325
  • 160
  • 700 (800*)
  • 575
  • N/A
  • Enemy heroes
  • Deals damage equal to 10x (11x*) the difference between heroes intelligence and Destroyer's intelligence.

Notes

• Damage type: magical
• If an enemy hero has an intelligence difference lower than 10/30/50 (at level 1/2/3), but greater than 0, he will lose 75% of his current mana.
• * with Aghanim's scepter
• It will hit units under the effect of Astral Imprisonment.