Death Prophet

Krobelus the Death Prophet is a ranged intelligence Hero who excels at pushing lanes. She is often played in the mid lane, since her Crypt Swarm gives her strong magic damage that can be spammed easily - and even more so once she learns Witchcraft to improve her spells. As she levels her ultimate, Exorcism, Death Prophet can deal a huge amount of damage to towers and heroes alike, while healing at the end of the duration. Finally, her Silence gives her a powerful tool to disable enemy casters and heroes that rely on escape abilities. Because she can deal large amounts of damage over time with her ultimate and Crypt Swarm, Death Prophet is mostly built as a tank, to ensure she can continue to stay in the fight.

Abilities
{{Ability
 * name = Crypt Swarm
 * image = Crypt Swarm
 * sound = Crypt Swarm
 * description = Sends a swarm of winged beasts to savage enemy units in front of Death Prophet.
 * lore = Krobelus' many trips to the grave gather a flock of the damned.
 * ability = Target Point / Target Unit
 * affects = Enemies
 * damagetype = Magical
 * key = Q
 * legacy key = R


 * bkbblock = Yes
 * linkenblock = No


 * cast point = 0.5
 * cast backswing = 0.77
 * trait1 = Cast Range
 * value1 = 600
 * trait2 = Starting Radius
 * value2 = 110
 * trait3 = Travel Distance
 * value3 = 810
 * trait4 = End Radius
 * value4 = 300
 * trait5 = Damage
 * value5 = 75/150/225/300


 * mana = 105/120/140/165
 * cooldown = 8


 * notes = * When targeting a unit, the Crypt Swarm will be released towards its current location upon cast.


 * {{Ability ID|Crypt Swarm|Death Prophet}} travels at a speed of 1100.


 * Can hit units up to 1110 range away (810 travel distance + 300 end radius).


 * The complete area is shaped like a cone.

}}
 * reduces the cooldown of Crypt Swarm to 7/6/5/4 seconds.
 * This is how much mana Crypt Swarm costs on each level with each level of Witchcraft:
 * Level 0 Witchcraft}: 105/120/140/165
 * Level 1 Witchcraft: 95/110/130/155
 * Level 2 Witchcraft: 90/105/125/150
 * Level 3 Witchcraft: 85/100/120/145
 * Level 4 Witchcraft: 80/95/115/140

{{Ability
 * name = Exorcism
 * image = Exorcism
 * sound = Exorcism
 * type = ultimate
 * description = Unleashes evil spirits to drain the life of nearby enemy units and structures. At the end of the spell's duration, Death Prophet is healed in proportion to the damage dealt. Lasts 30 seconds.
 * lore = Over time, the banshee remnants of her previous lives return to haunt the present.
 * ability = No Target
 * affects = Enemy units and structures
 * damagetype = Physical
 * key = R
 * legacy key = X


 * bkbblock = No
 * linkenblock = No
 * purgeable = No


 * cast point = 0.5
 * cast backswing = 0.77
 * trait1 = Spirit Acquisition Radius
 * value1 = 700
 * trait2 = Number of Spirits
 * value2 = 4/12/21
 * trait3 = Spirit Damage
 * value3 = 53-58
 * trait4 = Life Drain
 * value4 = 25%
 * trait5 = Exorcism Duration
 * value5 = 30


 * mana = 200/300/400
 * cooldown = 145


 * notes = * The spirits move at a speed of 500. They wander within 700 radius around Death Prophet. They can only turn by moving in about 150 radius arcs.


 * Spirits spawn at Death Prophet's location in 0.1 second intervals, so it takes 0.4/1.2/2.1 seconds for all spirits to be released.


 * The acquisition radius specifies the area around Death Prophet where spirits will acquire an attack target attack automatically.


 * Each spirit chooses its target at random. When acquiring a target, it sticks to that unit until it's dead or out of range.


 * Can acquire and attack units in the Fog of War, but not invisible or invulnerable units. However, if their target turns invulnerable, they still keep attacking it.


 * However, the spirits will prioritize and rather attack the target Death Prophet herself is attacking.


 * The spirits can attack every attackable enemy unit, including buildings and wards.


 * The following units are not automatically attacked, but are attacked when Death Prophet attacks them:
 * ,, beetles, , , zombies, ,  and


 * The spirits can attack beetles,,  and , but deal no damage to them.


 * The attacks of the spirits ignore evasion and damage block and do not trigger, and.


 * The spirits have to return to Death Prophet after each attack they make before being able to attack their target again.


 * When a spirit acquires a target, it chases it up to 1200 range away from Death Prophet. The spirits do not chase their targets further than that.


 * When a spirit gets 2000 range away from Death Prohpet, it will disappear and a new spirit will spawn from Death Prophet.


 * The heal happens once a spirit returns to Death Prophet at the end of the duration and is based on 25% of their attack damage multiplied by the amount of attacks the spirit did.


 * This means that it doesn't matter how much damage they actually dealt, the heal is calculated before the damage is reduced by armor or other sources.

}}
 * This is how many spirits has on each level with each level of {{Ability ID|Witchcraft|Death Prophet}}.
 * Level 1 Exorcism: 4/7/8/9/10 (0.4/0.7/0.8/0.9/1 seconds to release all spirits)
 * Level 2 Exorcism: 12/15/16/17/18 (1.2/1.5/1.6/1.7/1.8 seconds to release all spirits)
 * Level 3 Exorcism: 21/24/25/26/27 (2.1/2.4/2.5/2.6/2.7 seconds to release all spirits)

Tips

 * Exorcism is a fantastic pushing ultimate that can easily take down towers and Roshan if left unhindered. Fighting into an activated Exorcism is quite dangerous as well, which means hindering her is not easy.
 * Crypt Swarm is typically maxed first as it is a very strong AoE nuke with low cooldown, followed by Witchcraft, which greatly reduces the mana cost of Crypt Swarm as well as alleviating Krobelus' very low base movement speed. Maxing Witchcraft early also enhances Exorcism, which is a useful ability at all stages of the game.
 * Put a single point in Silence early, as 3 seconds of silence is well worth the 80 mana it will cost you.
 * Always remember Exorcism's damage is physical, and as such Armor reduction increases its damage. Focusing on targets with low armour (Int and many Str heroes) will yield the best result of Exorcism. That said, its damage is a threat even to targets with very high armour.
 * In a large clash, Krobelus should be swooping around silencing and nuking enemy supports while eroding their health with Exorcism. Carries almost unfailingly have higher armor than supports, and since Exorcism is physical damage, her damage potential is highest when she focuses on the supports.
 * Despite her abysmal base movement speed, with Witchcraft and Phase Boots Krobelus moves extremely fast and can often avoid damage simply by being faster than her aggressor. A Eul's Scepter of Divinity is also common pickup on her and will increase her movement speed to phenomenal levels. Krobelus tends to chase people around a lot with Exorcism, so high movement speed is a must and can also help the spirits damage enemies around Krobelus while she is safe.
 * Use Exorcism as early as is practically possible for clashes, as the sooner it is cast the sooner her spirits will return and heal her. Her spirits will easily harvest enough life to restore her HP entirely, and the conclusion of her ultimate can save Krobelus' life; as well as severely endanger the lives of her adversaries as she returns to battle with full health.
 * Medallion of Courage makes Exorcism do a lot more damage to a single target, as well as provide more mana regeneration and armor when not active, both of which Death Prophet needs.
 * Assault Cuirass is fairly easy for Death Prophet to farm because of Crypt Swarm being a fast farming tool, and her ability to take towers in seconds with Exorcism. Assault Cuirass gives a lot of armor and attack speed to herself and her team, as well as reducing the enemy's armor, allowing Exorcism to do even more damage in engagements and pushes.

Trivia

 * At some point, she, along with and, had her costume and ability color palettes changed. Before, Death Prophet's garments and ability icons were more purple in color.
 * Her Witchcraft ability icon shows a pentacle, a symbol that became associated with magic in the Middle Ages and traditionally used in witchcraft.