Visage

Visage, the bound form of Necro'lic, is a ranged intelligence Hero whose traits are unusual when compared to most Intelligence heroes; he can be a Ganker, Tank,  or Nuker. Resilient and ruthless, Visage is a highly aggressive hero thanks to his great Strength and Gravekeeper's Cloak which allow him to soak up surprising amounts of damage. This is especially true from attacks mounted by Heroes who try to chip at his health with spells and burst damage without committing to a protracted engagement. This unholy gargoyle thrives in the midst of large battles, where the abundant pain and suffering in the air charges his Soul Assumption: allowing him to fire off huge bursts of magical damage in rapid succession. Additionally, Visage's proficiency with auto-attacks is augmented by his ability to absorb the attack and movement speed of his foes with Grave Chill. Finally, his versatile ultimate, Familiars, is arguably the best scouting utility in the game while also being excellent sources of damage and AOE disables. Utilizing his Familiars to their fullest requires constant split attention and good positioning to avoid feeding their large bounties to an enemy Hero. With a legion of ghostly gargoyles, incredible toughness and fast attacks, Visage sows terror and agony; relentlessly hunting poor souls and leading them in the shackles of death to the gates of the Underscape.

Familiars
Each Familiar starts with 7 charges of bonus damage, each charge gives 8/14/22 bonus damage. Familiars lose one charge each time they attack, and gain one charge every 15 seconds from when they were summoned.

Familiars have 96.25% magic resistance, and are generally targeted as heroes by abilities (though exceptions may apply). For a breakdown of such cases, see Familiar Spell Interaction.

Familiars have the attack type "Hero".

Tips

 * Take Grave Chill at level 1 if you intend to first blood. If not, take Gravekeeper's Cloak instead at the beginning.
 * You should max out Soul Assumption as soon as possible as it is a very potent nuke with very low cooldown allowing you to spam provided you or your allies are taking damage and have sufficient mana.
 * Summon Familiars should be taken at level 6, as their damage is of great assistance.
 * Familiars deal significant damage early game and it can be used to stun opponents or interrupt channeling spells like teleportation. Be warned, the familiars have a very small line of sight but still enough for you to scout ahead or keep track of an enemy that is attempting to juke you.
 * Familiars damage reduces after each attack and will reach to a pathetic 10 damage after 7 attacks. You should start using them to stun your opponents once they run out of charges.
 * Stone form takes 1 second to form, this is quite significant especially when chasing a moving hero. Stone form can also be used to stun your opponents to help you escape sticky situations.
 * Stone Form can be cast in succession allowing you to 'chain-stun' your opponents. Depending on your skills in micromanagement, you can AoE stun for a lengthy 6 seconds by re-summoning familiars in the middle of the battle.
 * Take great care not to let your familiars be killed, as they grant a large bounty.

Trivia

 * Visage has one of the most numerous skill remakes in the game, with Grave Chill being his only mainstay:
 * Soul Assumption, in an earlier version, was an auto-cast enabled attack modifier where he will deal bonus damage and steal the life of his enemies upon death, healing him and leaving no corpse.
 * Gravekeeper's Cloak used to be a passive aura where enemies in the area will be damaged after attacking Visage, physical or magical, similar to Centaur Warrunner's Return or  Spectre's Dispersion.
 * Raise Revenants, his former ultimate, lets him summon up to eight pitch-black, gargoyle-shaped spirits from a corpse. It was likely changed because of it being a very effective scouting tool that makes map control easier. The Revenants had good vision range, a flying attribute, and can be resummoned easily since the skill neither cost a lot of mana nor had a long cooldown. This, along with the fact that the Revenants did not do a lot of damage on their own (attack modifier limits their damage to one-third the stated amount against heroes) and no special abilities give them very limited usage in combat situations.