Sunday, May 23, 2010

Huskar - Sacred Warrior


The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, are considered by many to be the most savage race of creatures to ever grace the battlefield. This reputation is well earned by their Sentinel representative Huskar, who's abilities revolve around shortening his own lifespan to spear his foes to burning pieces. Considered a blessed martyr by his people, the Sacred Warrior is not afraid of death, and will even run towards it willingly, sometimes desperately, in order to bring the Undead Scourge to an end.

Class
STR
Damage
47-57
Armor
3
Attack Range
400
Strength
18 + 2.4
Agility
20 + 2.4
Intelligence
18 + 1.5
Base HP
492
Base MP
234
HP Regen
0.79
MP Regen
0.73
Movement Speed
300
Attack Speed
0.75

Inner Vitality (V)
Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% health, it will regenerate faster. Lasts for 16 seconds.
Level 1 - 5(15*)% of main attrib + 2 hp regen per sec.
Level 2 - 10(30*)% of main attrib + 4 hp regen per sec.
Level 3 - 15(45*)% of main attrib + 6 hp regen per sec.
Level 4 - 20(60*)% of main attrib + 8 hp regen per sec.
• (*) These values are used if the target is below 40% of its maximum hp.
• The hp percentage is checked every second and the regeneration adjusted accordingly.
• Casting range: 400
Mana Cost: 170
Cooldown: 25

Burning Spear (R)
Using his own life force to set them aflame, the Sacred Warrior can cause his spears to deal stackable damage over time as they impact the foe. Lasts 6 seconds.
Level 1 - 4 damage per second.
Level 2 - 8 damage per second.
Level 3 - 12 damage per second.
Level 4 - 16 damage per second.
• Damage type: magical (target), HP removal (self)
• Burning Spears stacks additively when used multiple times on one target. There is no cap.
• If Huskar has less than 100 life this spell can still be cast, but will have no effect.
• Casting range: 400
Mana Cost: Health cost: 15
Cooldown: 0

Berserker`s Blood (B)
Huskar feels each of his wounds and channels the pain, increasing attack speed and damage for each 7% missing health. First bonus starts at full health.
Level 1 - 2% IAS and 2 Damage.
Level 2 - 4 % IAS and 4 Damage.
Level 3 - 6 % IAS and 6 Damage.
Level 4 - 8 % IAS and 8 Damage.
• There will be a special effect when Berserker's Blood is giving a large bonus (49% missing health).
Mana Cost: N/A
Cooldown: N/A

Life Break (F)
Huskar reaches into the well of his own life force to heavily damage an enemy. The target takes damage equal to 50% of its hp. Slows target by 50% for 5 seconds. Huskar pays a certain percentage of his hp to cast this. Aghanim's Scepter improves to 65% of target's hp.
Level 1 - Huskar pays 40% of his current HP to cast.
Level 2 - Huskar pays 33% of his current HP to cast.
Level 3 - Huskar pays 25% of his current HP to cast.
Mana Cost: N/A
Cooldown: 40/30/15 (24/16/8 with Scepter)
• Damage type: magical (to both Huskar and the target)
• Slow works on magic immune units.
• Casting range: 135

Cairne Bloodhoof - Tauren Chieftain


Since ancient times it has been prophesized by the Tauren elders that a Chieftain will come, strong as the mightiest warriors and wise as the eldest shamans. After many years of wandering the sacred lands, seeking wisdom from his forefathers, Cairne Bloodhoof has proven himself as the long awaited hero. Cairne carries with him the spirit of his mightiest ancestor, and now the ground shakes with the combined strength of the Chieftain and his guardian spirit. No physical nor magical barrier can reduce the power of his enchanted halberd, the weapon used by his guardian in ancient times. Such is the power of this axe that it can split the very earth itself. Seeking revenge for the ravaging of his homeland, Cairne will soon bring his wrath upon the Scourge.

Class
Melee, STR
Damage
47-57
Armor
3
Attack Range
150
Strength
24 + 2.3
Agility
14 + 1.5
Intelligence
23 + 1.6
Base HP
606
Base MP
299
HP Regen
0.97
MP Regen
0.93
Movement Speed
310
Attack Speed
0.67

Echo Stomp (T)
Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconscious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is separated from you, it will still perform its part of the spell. 1.4 second cast time.
Level 1 - Knocks out units for 2 seconds.
Level 2 - Knocks out units for 3 seconds.
Level 3 - Knocks out units for 4 seconds.
Level 4 - Knocks out units for 5 seconds.
• Damage type: magical (spirit), physical (tauren)
• Area of Effect: 500
Mana Cost: 100/115/130/145
Cooldown: 15 seconds

Ancestral Spirit (C)
The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While separate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck. Lasts 8 seconds.
Level 1 - Deals 120 damage. Gives 3 damage and 1% speed per creep, 10 damage and 5% speed per hero.
Level 2 - Deals 160 damage. Gives 6 damage and 1% speed per creep, 20 damage and 5% speed per hero.
Level 3 - Deals 200 damage. Gives 9 damage and 1% speed per creep, 30 damage and 5% speed per hero.
Level 4 - Deals 240 damage. Gives 12 damage and 1% speed per creep, 40 damage and 5% speed per hero.
• Casting Range: 1000
• Area of Effect: 275
• The spirits movements are Tauren Chieftain's own but mirrored.
Mana Cost: 110
Cooldown: 19 seconds

Natural Order (N)
The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to its most basic level. Removes base Magic and Physical resistance.
Level 1 - 20% reduction.
Level 2 - 40% reduction.
Level 3 - 60% reduction.
Level 4 - 80% reduction.
• Area of Effect: 250
• The Ancestral Spirit also has this ability.
Mana Cost: N/A
Cooldown: N/A

Earth Splitter (E)
Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds.
Level 1 - Deals 35% of targets maximum hp, and slows 30% for 3 seconds.
Level 2 - Deals 35% of targets maximum hp, and slows 40% for 4 seconds.
Level 3 - Deals 35% of targets maximum hp, and slows 50% for 5 seconds.
Mana Cost: 175
Cooldown: 100
• Casting Range: 1600
• Area of Effect: 325 (width) / 2400 (distance)
• The whole crack implodes 3 seconds after casting.
• The crack extends with a speed of 900, to maximum distance of 2400.

Avatar (Two-Disc Blu-ray/DVD Combo) [Blu-ray]

Mangix - The Pandaren Brewmaster


Mangix originates from a deeply hidden and secret society located on the obscure island of Pandaria. He lived a sheltered life in his home within the Stonetalon Mountains, but even the far, golden reaches of Pandaria were affected by the dark hand of the Scourge. The elders heard the cries of the innocent, and saw the blood of the slain, and so, they agreed to send one elite warrior, hoping to turn the tides of battle and restore the Great Balance. What they did not know was that the local barkeep had trained for this very moment his entire life.


Class

Melee, STR

Damage

47-57

Armor

3

Attack Range

100

Strength

23 + 2.9

Agility

16 + 1.95

Intelligence

14 + 1.25

Base HP

587

Base MP

182

HP Regen

0.94

MP Regen

0.57

Movement Speed

300

Attack Speed

0.68


Thunder Clap (C)
Slams the ground, dealing damage to and slowing the movement speed and attack rate of enemy land units within 350 range for 4.25 seconds.
Level 1 - 100 damage, 25% movement and attack speeds.
Level 2 - 175 damage, 35% movement and attack speeds.
Level 3 - 250 damage, 45% movement and attack speeds.
Level 4 - 300 damage, 55% movement and attack speeds.
Mana Cost: 90/ 105/ 130/ 150
Cooldown: 12


Drunken Haze (D)
Drenches an enemy unit in alcohol, causing his movement speed to be reduced, and causing his attacks to have a chance to miss. Lasts 7 seconds.
Level 1 - 10% movement speed reduction, 45% miss chance.
Level 2 - 14% movement speed reduction, 55% miss chance.
Level 3 - 18% movement speed reduction, 65% miss chance.
Level 4 - 22% movement speed reduction, 75% miss chance.
Stacks with Evasion
Mana Cost: 50
Cooldown: 12


Drunken Brawler (B)
Gives a percent chance to avoid attacks and a percent chance to deal 2.0 critical damage.
Level 1 - 6% dodge, 5% chance to critical.
Level 2 - 12% dodge, 10% critical.
Level 3 - 18% dodge, 15% critical.
Level 4 - 24% dodge, 20% critical.
Does NOT stack with Evasion from Butterfly or Radiance
Mana Cost: N/A
Cooldown: N/A


Primal Split (R)
Splits the Pandaren Brewmaster into elements, forming 3 specialized warriors, adept at survival. If any of them survive until the end of their summoned timer, the Brewmaster is reborn.
Level 1 - Summons three mighty Pandas for 15 seconds.
Level 2 - Summons three even mightier Pandas for 17 seconds.
Level 3 - Summons three really freaking mighty Pandas for 19 seconds.
Mana Cost: 125/ 150/ 175
Cooldown: 180/ 160/ 140
• Aghanim's Scepter improves all the Pandas, improves duration to 20/ 23/ 26 seconds, and decreases cool down to 160/ 140/ 120 seconds

STORM
Damage: 37-43/75-84/159-171 piercing damage
Range: 500
HP: 1000/1500/1900
MP: 500/750/750
Movespeed: 350
Base Attack Time: 1.5 (1.35 at level 3)
Armor: 2 heavy armor

Dispel magic
Removes all buffs from units in a target area. Deals 350 damage to summoned units. Costs 75 mana and has a 5 second cooldown.

Cyclone
Tosses a target non-mechanical enemy unit into the air, rendering it unable to move, attack or cast spells and stopping others from attacking or casting on it. Lasts 20 seconds and costs 150 mana. Has a 5 second cooldown.

Wind Walk
Allows the pandaren to become invisible, and move 50% faster. If the pandaren attacks a unit to break invisibility, the attack will do 100 bonus damage. Costs 75 mana and has a 5 second cooldown. Lasts 15 seconds.

Resistant Skin
Reduces the duration of negative spells and renders this unit immune to certain spells.

EARTH
Damage: 37-43/75-84/159-171 piercing damage
Range: Melee
HP: 1500/2250/3000
MP: 400/500/600
Movespeed: 325
Base Attack Time: 1.35
Armor: 5 heavy armor

Hurl Boulder
A magical boulder that is thrown at an enemy unit, dealing 100 points of damage and stunning the target for 2 seconds. Costs 100 mana and has a 7 second cooldown.

Pulverize
Gives a 20% chance that an attack will deal 40 damage to nearby units.

Taunt
The closest 10 enemies are forced to attack this unit. Cooldown 10 seconds.

Resistant Skin
Reduces the duration of negative spells and renders this unit immune to certain spells.

Spell immunity
Renders this unit immune to all spells.

FIRE
Damage: 52-62/105-120/214-234 Hero damage
Range: Melee
HP: 900/1350/1800
Movespeed: 325
Base Attack Time: 1.35
Armor: 2 heavy armor

Permanent Immolation
Burns nearby enemy units for 15/30/45 points of damage per second.

Resistant Skin
Reduces the duration of negative spells and renders this unit immune to certain spells.

Kunkka - Admiral Proudmoore


Of all the allies in the Sentinel's ranks, only one, is known by as many names and is feared in as many lands. Called Capt. CoCo by his mates, Jack Sparrow by other, The Legendary Mariner by some, but only a select few, know his real name and what it stands for. He can harness the powers of the depths to conjure torrential geysers that blast his enemies into the air. His elegant blade is sworn to the Seas and with each mighty swing it ebbs like the tides. Using a watery form of spacial magic, he can bring you back to your original destination. The Captain now sails towards the Scourge lands, aboard his Phantom vessel boosting the spirits of his comrades with his fabled Rum, paving the way for the victory of the Sentinel. He is Kunkka, Master and Commander of the seven seas.


Class

Melee, STR

Damage

47-57

Armor

2

Attack Range

128

Strength

21 + 2.7

Agility

14 + 1.3

Intelligence

16 + 1.5

Base HP

549

Base MP

208

HP Regen

0.88

MP Regen

0.65

Movement Speed

300

Attack Speed

0.67


Torrent (E)
Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water erupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing damage and slowing movement speed by 30%.
Level 1 - 120 damage, lasts 1 seconds.
Level 2 - 180 damage, lasts 2 seconds.
Level 3 - 240 damage, lasts 3 seconds.
Level 4 - 300 damage, lasts 4 seconds.
• Damage type: magic
• The initial bubble effect is only visible to allies.
• Units tossed in the air will be paused and still able to be attacked.
• Part of the damage occurs right as the torrent erupts, the rest occurs over time as the units are in the air.
• The unit is disabled for 1.53 seconds at all levels.
• Casting range: 1500
• Area of Effect: 225
Mana Cost: 120
Cooldown: 12


Tide Bringer (D)
Kunkka's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero increased damage and large AoE cleave for a single strike every once a while.
Level 1 - +15 damage
Level 2 - +30 damage
Level 3 - +45 damage
Level 4 - +60 damage
• Cleaved damage is only reduced by armor type, not by armor value.
• Cooldown is not activated on denies, so the damage bonus is maintained.
• Area of Effect: 380/420/460/500
Mana Cost: N/A
Cooldown: 16/12/8/4


X Marks the Spot (X)
In order to make an assembly for his troops, Admiral Proudmoore targets a hero and marks its current position on the ground. After a few seconds, the hero will instantly return to the mark.
Level 1 - Returns Target after 1 second. 500 cast range.
Level 2 - Returns Target after 2 second. 650 cast range.
Level 3 - Returns Target after 3 second. 800 cast range.
Level 4 - Returns Target after 4 second. 950 cast range.
• If target becomes magic immune after this spell has been cast, target will not return to the X after the duration ends.
• It interrupts channeling spells.



Return (R)

Key Combo: R
Description: Returns the target to the X.
Cooldown: 5 seconds
Mana Cost: 50

Mana Cost: 80/90/100/110
Cooldown: 30


Ghost Ship (T)
The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 10% bonus movespeed and numbness to incoming damage, causing them to feel only half of the pain now and half after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for damage and a brief stun when the ship crashes.
Level 1 - Coco's Rum lasts 5 seconds, 1 second stun, 300 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Level 2 - Coco's Rum lasts 6 seconds, 1 second stun, 400 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Level 3 - Coco's Rum lasts 7 seconds, 1 second stun, 500 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Mana Cost: 150/200/250
Cooldown: 100
• Damage type: magic
• Actual AoE of ship's collision is larger than the boat itself.
• The boat has a movement speed of 650.
• Damage dealt after CoCo's rum wears off is non-lethal and can never kill a hero.
• Casting range: 1000
• Area of Effect: 400

Wednesday, May 19, 2010

Magnus - Magnataur


Maybe the most tremendous being on the Scourge, Magnus is a power to be reckoned with. Trained from birth to become a potent warrior, he is now at the peak of his strength. The Magnataur's giant axe can cleave paths through his enemies, and create a bone-breaking shockwave that ripples through the ground. Further strengthened by a demonic magic that enhances his attacks, he can crush enemies with shocking ease. His greatest power, though, is the ability to create an immensely strong magnetic field, sucking in helpless foes to meet their end.


Class

Melee, STR

Damage

49-61

Armor

4

Attack Range

100

Strength

21 + 2.75

Agility

15 + 1.8

Intelligence

17 + 1.65

Base HP

549

Base MP

221

HP Regen

0.88

MP Regen

0.69

Movement Speed

315

Attack Speed

0.68


Shockwave (W)
A wave of force ripples out from the Hero, causing damage to land units in a line.
Level 1 - 75 damage.
Level 2 - 150 damage.
Level 3 - 225 damage.
Level 4 - 300 damage.
• Damage type: magical
• If a unit exits and enters the area of effect it will be damaged two times.
• This skill only affects ground units.
• Casting range: 500
• Area of Effect: 150 (AoE)/ 850 (Distance)
Mana Cost: 90
Cooldown: 11/10/9/8


Empower (E)
Gives an allied unit bonus damage and Cleave. Lasts for 30 seconds.
Level 1 - 15% attack damage bonus, 15% Cleave.
Level 2 - 25% attack damage bonus, 25% Cleave.
Level 3 - 35% attack damage bonus, 35% Cleave.
Level 4 - 45% attack damage bonus, 45% Cleave.
• Only increases base damage and that given by the primary attribute of the units. Raw bonus damage is not increased.
• Casting range: 500
Mana Cost: 40
Cooldown: 12


Skewer (D)
Magnataur rushes forward, goring enemies on his massive tusks. Hits up to two units max. Charges up to 800 range max. Units hit will be stuck with you until you reach your targeted point, at which point they will be slowed by 40% for 2 seconds.
Level 1 - Deals 50 damage
Level 2 - Deals 100 damage
Level 3 - Deals 150 damage
Level 4 - Deals 200 damage
• Casting Range: 800
• Area of Effect: 120
• Damage type: magic
• Magnataur charges to the target location at a speed of 950.
• The first 2 enemy units hit will be pulled along with him to the destination.
• Units pulled with Magnataur will be slowed by 40% for 2 seconds after the charge, and take damage.
Mana Cost: 80
Cooldown: 45


Reverse Polarity (V)
Through some unknown property of matter, the Magnataur sucks all nearby enemies to a location in front of him and stuns them with a powerful slam, dealing damage.
Level 1 - Deals 150 damage and stuns for 2.5 seconds.
Level 2 - Deals 225 damage and stuns for 3.25 seconds.
Level 3 - Deals 300 damage and stuns for 4 seconds.
Mana Cost: 200/250/300
Cooldown: 120/110/100
• Area of Effect: 410
• Damage type: magical
• Disable works on magic immune units.
• Pulls affected units to a random location 120-170 units in front of Magnataur.

Crixalis - The Sand King


A guardian of the ancient Nerubian Kingdom of Azjol-Nerub, Crixalis fled to the deserts of Kalimdor in an attempt to escape the genocide of the Lich King. The harsh climate transformed this warrior into a master of the earth, able to tear the skin off his foes with vicious sand storms. Those unfortunate to succumb to his potent toxins are condemned to violently burst apart in a cloud of noxious fumes. Sensing his growing power, the Lich King sought out Crixalis and unable to sway him, slew him in battle. Summoned to aid the Undead Scourge, the heart of the Sentinel quivers each time the ground trembles beneath them.

Class

Melee, STR

Damage

43-59

Armor

1

Attack Range

128

Strength

18 + 2.3

Agility

19 + 2.1

Intelligence

16 + 1.8

Base HP

492

Base MP

208

HP Regen

0.79

MP Regen

0.65

Movement Speed

300

Attack Speed

0.7


Burrowstrike (E)
The Sand King burrows into the ground and tunnels forward, impaling everything above him, then resurfaces. Burrowstrike stuns enemies for 1.65 seconds.
Level 1 - Deals 100 damage, 350 casting range.
Level 2 - Deals 160 damage, 450 casting range.
Level 3 - Deals 220 damage, 550 casting range.
Level 4 - Deals 280 damage, 650 casting range.
• Damage type: magical
• Hit units will fly for 0.52 seconds before the real stun is applied.
• Area of Effect: 175
Mana Cost: 140
Cooldown: 11


Sand Storm (R)
Sand King creates a fearsome Sand Storm. The storm blinds his enemies and he becomes invisible to them. The storm also causes his opponents to take damage.
Level 1 - Deals 20 damage per second. 0.6 second delay before Sand King is revealed, lasts 20 seconds.
Level 2 - Deals 40 damage per second. 0.9 second delay before Sand King is revealed, lasts 40 seconds.
Level 3 - Deals 60 damage per second. 1.2 second delay before Sand King is revealed, lasts 60 seconds.
Level 4 - Deals 80 damage per second. 1.5 second delay before Sand King is revealed, lasts 80 seconds.
• Damage type: magical
• If the Sand King is magic immune at the moment of casting Sand Storm, it will not become invisible.
• Sand Storm is considered a channeling spell.
• Area of Effect: 300/350/400/550
Mana Cost: 60/50/40/30
Cooldown: 40/30/20/10


Caustic Finale (L)
Each of the Sand King's attacks injects a deadly venom that causes the target to explode violently on death, dealing damage in an area.
Level 1 - 90 damage.
Level 2 - 130 damage.
Level 3 - 170 damage.
Level 4 - 220 damage.
• Caustic Finale is an Orb Effect.
• Damage type: magical
• Exploding units leave no corpse.
• Caustic Finale places a buff on the attacked unit that lasts 0.25 seconds. If a unit dies with the buff on it, it will still explode, regardless if Sand King delivered the killing blow or not.
• Does not work on denies (the buff is not placed on allied units).
• Area of Effect: 400
Mana Cost: N/A
Cooldown: N/A


Epicenter (C)
Sends a disturbance into the earth, causing it to shudder violently. All caught within range will take damage and become slowed. The closer to the epicenter, the more damage taken.
Level 1 - Emits 6(7*) pulses. Each pulse deals 110 damage and slows by 30%.
Level 2 - Emits 8(9*) pulses. Each pulse deals 110 damage and slows by 30%.
Level 3 - Emits 10(11*) pulses. Each pulse deals 110 damage and slows by 30%.
Mana Cost: 175/250/325
Cooldown: 140/120/100 (120/100/80 with Scepter)
• Damage type: magical
• Sand King channels for 2 seconds before activating this skill. Stopping the channeling will waste the cooldown and mana required for the skill.
• The pulses are centered on the Sand King's current location, not where he first casted the spell.
• The AoE of the pulses is 300/350/400/450/500/550/600/675/700/725/(800*)
• Can be improved by Aghanim's Scepter (* shows the improved values).

Banehallow - Lycanthrope


Banehallow is an avatar of bestial fury created by the scourge. For years he has dwelled in the dark forests of the world, hunting innocents that wander therein. Now he is called to aid his masters. He revels in blood and battle, using his wolfish persona to draw the feral beasts to his side and imbue his allies with his flesh-shredding strength. He is also unnaturally quick and agile. Some say he can even transform into a giant wolf, giving him more durability and the speed to gouge and maim with near impunity.


Class

Melee, STR

Damage

53-57

Armor

1

Attack Range

100

Strength

22 + 2.75

Agility

16 + 1.9

Intelligence

15 + 1.55

Base HP

568

Base MP

195

HP Regen

0.91

MP Regen

0.61

Movement Speed

305

Attack Speed

0.68


Summon Wolves (V)
Summons 2 Spirit Wolves to fight the Lycanthrope's enemies. Wolves last for 55 seconds.
Level 1 - Summons 2 weak wolves.
Level 2 - Summons 2 wolves that have Critical Strike.
Level 3 - Summons 2 strong wolves that have Critical Strike.
Level 4 - Summons 2 very strong wolves that have Critical Strike and Permanent Invisibility.
• If wolves are summoned during the duration of Howl, they will receive the damage bonus until the duration is up.
Mana Cost: 125
Cooldown: 30


Howl (W)
An eerie loud howl grants an inner strength to all player controlled units. Lasts for 12 seconds.
Level 1 - Adds 20 damage to heroes; 4 damage to units
Level 2 - Adds 30 damage to heroes; 8 damage to units
Level 3 - Adds 40 damage to heroes; 12 damage to units
Level 4 - Adds 50 damage to heroes; 16 damage to units
• Affects all allied player-controlled units, not just those under Lycanthrope's control.
Mana Cost: 15/20/25/30
Cooldown: 50/45/40/35


Feral Impulse (I)
Increases the attack damage and attack speed of the Lycanthrope and his units.
Level 1 - 10% damage increase, 10% attack speed increase.
Level 2 - 15% damage increase, 15% attack speed increase.
Level 3 - 20% damage increase, 20% attack speed increase.
Level 4 - 25% damage increase, 25% attack speed increase.
• Affects all units under the Lycanthrope's control, not just himself and his wolves.
Mana Cost: N/A
Cooldown: N/A

Shapeshift (F)
A Full Moon curdles the blood of the Lycanthropy. He transforms into a Wolf with extra hit points, Critical Strike, and increased attack speed. This gives him and his units the ability to move at a constant maximum speed and not be slowed.
Level 1 - 100 bonus hit points, lasts 14 seconds.
Level 2 - 200 bonus hit points, lasts 15 seconds.
Level 3 - 300 bonus hit points, lasts 16 seconds.
Mana Cost: 100
Cooldown: 100/70/40
• Cannot be slowed by any spell, including Purge.
• If hexed, Lycanthrope continues to move at maximum movespeed.
• Lycanthrope's collision size is lowered in this state.
• While in this state, Lycanthrope will have a Base Attack Time of 1.4 seconds.



Critical Strike
Gives a 30% chance to deal 1.5 times your normal damage.