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Pit Lord

Azgalor

  • Strength Azgalor Strength
    25 + 2.6
  • Agility Azgalor Agility
    12 + 1.3
  • Intelligence Azgalor Intelligence
    17 + 2.6
  • Azgalor

Firestorm

Calls down 6 waves of fire that damage enemy units in an area and continue to burn them for 2 seconds.

Pit of Malice

A deadly pit is conjured at target location. Any unit that enters it becomes corrupted with malicious forces and is unable to move for some time.

Atrophy Aura

A 900 range aura that makes the might of an enemy leak out in the presence of the Pit Lord. If an enemy unit dies, you temporarily gain 5 bonus damage and 30 for heroes.

Dark Rift

Opens rifts that pass through the netherworld at his present position and a target unit simultaneously. Teleports your hero and nearby allied heroes through the rift.

  • Scourge
  • 0.45 / 0.7
  • 62 - 68
  • 0.6 / 0.51
  • 3.68
  • 1.7
  • 305
  • Instant
  • 128 (melee)
  • 1800 / 800

Azgalor is one of the heroes that focuses his powers on multiple enemies or even friends. Everything he does, he does it on a large scale. He can trap many foes at once, rain fire on them and make their bodies explode after. He's a deadly combination that satisfies the devil's love for fire and death, but he can also instantly transport every ally and himself to another battle field, making him a valuable leader of the undead, always present where he is needed.

One of the many regents of Lord Archimonde who became stranded on the physical plane after the Legion fell in Kalimdor, the devil Azgalor's love of destruction allowed him to accept the Lich King's invitation to help lead the Scourge in conquest with few regrets. After all, this Pit Lord is happiest when he conjures fire to scorch his opponents from above, roasting them slowly as the dead literally explode from beneath their feet. With such hateful power in the hands of a monster such as this, it's no wonder he inspires so much terror as he roams across the battlefield.


Firestorm

  • Active
  • Point
  • F

Calls down 6 waves of fire that damage enemy units in an area and continue to burn them for 2 seconds.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 14
  • 750
  • 400
  • 2 seconds
  • Enemy units
  • 25 wave damage, 5 damage per second
  • 2
  • 110
  • 14
  • 750
  • 400
  • 2 seconds
  • Enemy units
  • 40 wave damage, 10 damage per second
  • 3
  • 120
  • 14
  • 750
  • 400
  • 2 seconds
  • Enemy units
  • 55 wave damage, 15 damage per second
  • 4
  • 130
  • 14
  • 750
  • 400
  • 2 seconds
  • Enemy units
  • 70 wave damage, 20 damage per second

Notes

• Damage type: magic




Pit of Malice

  • Active
  • Point
  • T

A deadly pit is conjured at target location. Any unit that enters it becomes corrupted with malicious forces and is unable to move for some time.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 24
  • 750
  • 275
  • 1 seconds
  • Enemy Units
  • Deals 100 damage and ensnares enemies in the target area
  • 2
  • 115
  • 21
  • 750
  • 275
  • 1.5 seconds
  • Enemy Units
  • Deals 100 damage and ensnares enemies in the target area
  • 3
  • 130
  • 18
  • 750
  • 275
  • 2 seconds
  • Enemy Units
  • Deals 100 damage and ensnares enemies in the target area
  • 4
  • 145
  • 15
  • 750
  • 275
  • 2.5 seconds
  • Enemy Units
  • Deals 100 damage and ensnares enemies in the target area

Notes

• Damage type: magic
• A unit can be disabled by this spell only once per cast.
• A unit affected by this skill cannot go invisible when disabled.
• This skill affects magic immune units.
• The Pit itself has a duration of 7 seconds.




Atrophy Aura

  • Passive
  • N/A
  • R

A 900 range aura that makes the might of an enemy leak out in the presence of the Pit Lord. If an enemy unit dies, you temporarily gain 5 bonus damage and 30 for heroes.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • N/A
  • N/A
  • N/A
  • 900
  • 30 seconds
  • Enemy units
  • 18% damage reduction. Gains bonus damage on enemy death.
  • 2
  • N/A
  • N/A
  • N/A
  • 900
  • 35 seconds
  • Enemy units
  • 26% damage reduction. Gains bonus damage on enemy death.
  • 3
  • N/A
  • N/A
  • N/A
  • 900
  • 40 seconds
  • Enemy units
  • 34% damage reduction. Gains bonus damage on enemy death.
  • 4
  • N/A
  • N/A
  • N/A
  • 900
  • 45 seconds
  • Enemy units
  • 42% damage reduction. Gains bonus damage on enemy death.

Notes

• Only reduces base attack damage and damage from the primary attribute.




Dark Rift

  • Active
  • Unit / Point
  • D

Opens rifts that pass through the netherworld at his present position and a target unit simultaneously. Teleports your hero and nearby allied heroes through the rift.



  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 75
  • 130
  • Global
  • 450
  • N/A
  • Allied units and structures
  • 5 second teleportation delay
  • 2
  • 150
  • 130
  • Global
  • 450
  • N/A
  • Allied units and structures
  • 4 second teleportation delay
  • 3
  • 225
  • 130
  • Global
  • 450
  • N/A
  • Allied units and structures
  • 3 second teleportation delay

Notes

• When targeted on the ground, will target the nearest valid target around that point.
• Cannot teleport to player-controlled units.
• Can only teleport heroes (including Meepo clones and Tempest Doubles, but not illusions)
• Units hidden by spells such as Astral Imprisonment will not be teleported.
• Can deactivate Dark Rift at any point after cast. Will still go into cooldown.