Elite stay (talk | contribs) m (→A Rising Tide Lifts All Boats: hope all fixed) |
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{{Tabber |
{{Tabber |
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− | | this = 3 |
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| name1 = Event |
| name1 = Event |
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| link1 = Dark Moon |
| link1 = Dark Moon |
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Line 21: | Line 20: | ||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Worg |
| title = Worg |
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Line 57: | Line 56: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| name = Critical Strike |
| name = Critical Strike |
||
| image = File:Critical Strike (Giant Wolf) icon.png |
| image = File:Critical Strike (Giant Wolf) icon.png |
||
Line 68: | Line 67: | ||
| breakable = Yes |
| breakable = Yes |
||
| illusionuse = Yes |
| illusionuse = Yes |
||
− | | uam = No |
||
| trait1 = Proc Chance |
| trait1 = Proc Chance |
||
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{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Alpha Worg |
| title = Alpha Worg |
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Line 119: | Line 117: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| name = Critical Strike |
| name = Critical Strike |
||
Line 131: | Line 129: | ||
| breakable = Yes |
| breakable = Yes |
||
| illusionuse = Yes |
| illusionuse = Yes |
||
− | | uam = No |
||
| trait1 = Proc Chance |
| trait1 = Proc Chance |
||
Line 146: | Line 143: | ||
{{Ability |
{{Ability |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| name = Packleader's Aura |
| name = Packleader's Aura |
||
| image = File:Packleader's Aura (Alpha Wolf) icon.png |
| image = File:Packleader's Aura (Alpha Wolf) icon.png |
||
Line 158: | Line 155: | ||
| illusionuse = Yes |
| illusionuse = Yes |
||
| buff1 = Alpha Wolf Command Aura Bonus |
| buff1 = Alpha Wolf Command Aura Bonus |
||
− | | buff1dispel = |
+ | | buff1dispel = Death |
| trait1 = Radius |
| trait1 = Radius |
||
Line 180: | Line 177: | ||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Tamed Wildwing |
| title = Tamed Wildwing |
||
Line 191: | Line 188: | ||
| mana regen = 0 |
| mana regen = 0 |
||
| armor = 0 |
| armor = 0 |
||
− | | armor type = |
+ | | armor type = Strong |
| magic resistance = 0% |
| magic resistance = 0% |
||
| attack damage min = 25 |
| attack damage min = 25 |
||
Line 217: | Line 214: | ||
{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Acolyte of Dezun |
| title = Acolyte of Dezun |
||
Line 228: | Line 225: | ||
| mana regen = 0 |
| mana regen = 0 |
||
| armor = 2 |
| armor = 2 |
||
− | | armor type = |
+ | | armor type = Strong |
| magic resistance = 0% |
| magic resistance = 0% |
||
| attack damage min = 30 |
| attack damage min = 30 |
||
Line 239: | Line 236: | ||
| attack point = 0.3 |
| attack point = 0.3 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 1200 |
| movement speed = 340 |
| movement speed = 340 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 255: | Line 252: | ||
{{Ability |
{{Ability |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| name = Shadow Wave |
| name = Shadow Wave |
||
| image = File:Shadow Wave icon.png |
| image = File:Shadow Wave icon.png |
||
− | | sound = Shadow Wave |
+ | | sound = Dazzle Shadow Wave |
| type = npc |
| type = npc |
||
| description = Sends out a bolt of power that arcs between allies, healing them while damaging any units standing nearby. The Acolyte of Dezun is always healed by Shadow Wave. |
| description = Sends out a bolt of power that arcs between allies, healing them while damaging any units standing nearby. The Acolyte of Dezun is always healed by Shadow Wave. |
||
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== Nyx Nyx Nyx == |
== Nyx Nyx Nyx == |
||
− | The third round of Dark Moon consists of Hellbears and Zealot Scarabs. Every |
+ | The third round of Dark Moon consists of Hellbears and Zealot Scarabs. Every 8 seconds, starting immediately as the round begins, 3 groups of 8 Hellbears and 1 Zealot Scarab spawn randomly at the spawn locations. This means every 8 seconds, 24 Hellbears and 3 Zealot Scarabs spawn. The waves spawn 6 times, resulting in a total of 144 Hellbears and 18 Zealot Scarabs, 162 units in total. |
The Hellbears have no abilities, but deal decent damage with their attacks this early on. The Zealot Scarabs deal twice as much damage as the Hellbears and also have a slightly modified version of {{A|Impale|Dark Moon/Units}}, which they only cast when 2 or more enemies are within its range. They always choose the closer target. |
The Hellbears have no abilities, but deal decent damage with their attacks this early on. The Zealot Scarabs deal twice as much damage as the Hellbears and also have a slightly modified version of {{A|Impale|Dark Moon/Units}}, which they only cast when 2 or more enemies are within its range. They always choose the closer target. |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Hellbear |
| title = Hellbear |
||
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{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Zealot Scarab |
| title = Zealot Scarab |
||
Line 384: | Line 381: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Impale |
| name = Impale |
||
| image = File:Latticean Shards Impale icon.png |
| image = File:Latticean Shards Impale icon.png |
||
− | | sound = Impale |
+ | | sound = Nyx Assassin Impale |
| type = npc |
| type = npc |
||
| description = Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall. |
| description = Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall. |
||
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The Lesser Elementals have no abilities, but have a short-ranged quick attack. The Greater Elementals deal twice as much damage as the Lesser Elementals and also have a slightly modified version of {{A|Waveform|Dark Moon/Units}}, which they only cast when 2 or more enemies are within their range. |
The Lesser Elementals have no abilities, but have a short-ranged quick attack. The Greater Elementals deal twice as much damage as the Lesser Elementals and also have a slightly modified version of {{A|Waveform|Dark Moon/Units}}, which they only cast when 2 or more enemies are within their range. |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Lesser Elemental |
| title = Lesser Elemental |
||
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| attack point = 0.3 |
| attack point = 0.3 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 1300 |
| movement speed = 300 |
| movement speed = 300 |
||
| movement type = Walking |
| movement type = Walking |
||
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{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Greater Elemental |
| title = Greater Elemental |
||
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| attack point = 0.3 |
| attack point = 0.3 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 800 |
| movement speed = 300 |
| movement speed = 300 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 511: | Line 509: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Waveform |
| name = Waveform |
||
| image = File:Waveform icon.png |
| image = File:Waveform icon.png |
||
− | | sound = Waveform |
+ | | sound = Morphling Waveform |
| type = npc |
| type = npc |
||
| description = The Greater Elemental dissolves into liquid and surges forward, damaging enemy units in his path. The elemental is invulnerable during Waveform. |
| description = The Greater Elemental dissolves into liquid and surges forward, damaging enemy units in his path. The elemental is invulnerable during Waveform. |
||
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| bkbblock = Yes |
| bkbblock = Yes |
||
+ | | rootdisables = Yes |
||
| buff1 = Waveform |
| buff1 = Waveform |
||
− | | buff1dispel = |
+ | | buff1dispel = Death |
| cast point = 0.6 |
| cast point = 0.6 |
||
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* Surges with a speed of 900 and [[disjoint]]s projectiles upon cast. |
* Surges with a speed of 900 and [[disjoint]]s projectiles upon cast. |
||
⚫ | |||
− | * Cannot be cast while [[root]]ed. |
||
− | |||
⚫ | |||
* Can hit units up to 1200 distance away (travel distance + radius). |
* Can hit units up to 1200 distance away (travel distance + radius). |
||
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* The elemental can turn and attack during Waveform. |
* The elemental can turn and attack during Waveform. |
||
− | * Does not travel the full distance, when targeting closer than |
+ | * Does not travel the full distance, when targeting closer than the max distance. |
}} |
}} |
||
{{clr}} |
{{clr}} |
||
Line 561: | Line 559: | ||
The Rooster can drop a total of 2000 gold. It runs around the map for up to 60 seconds, or until reaching the gold drop limit. At this point, the rooster teleports out of the map using its Boots of Travel. While channeling it, it is invulnerable. |
The Rooster can drop a total of 2000 gold. It runs around the map for up to 60 seconds, or until reaching the gold drop limit. At this point, the rooster teleports out of the map using its Boots of Travel. While channeling it, it is invulnerable. |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Rooster |
| title = Rooster |
||
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The Enthralled Golems are very weak on their own, having very low health and damage. However, the accompanying Demon Charmers have {{A|Health Aura|Dark Moon/Units}}, which greatly boosts the Enthralled Golem's health and doubles their attack damage and model size. The Demon Charmers also have a slightly modified version of {{A|Upheaval|Dark Moon/Units}} and {{A|Shadow Word|Dark Moon/Units}}. They cast Upheaval only when 2 or more enemies stand close enough to each other while within cast range. The Demon Charmers are very selfish, and cast Shadow Word on no one but themselves. |
The Enthralled Golems are very weak on their own, having very low health and damage. However, the accompanying Demon Charmers have {{A|Health Aura|Dark Moon/Units}}, which greatly boosts the Enthralled Golem's health and doubles their attack damage and model size. The Demon Charmers also have a slightly modified version of {{A|Upheaval|Dark Moon/Units}} and {{A|Shadow Word|Dark Moon/Units}}. They cast Upheaval only when 2 or more enemies stand close enough to each other while within cast range. The Demon Charmers are very selfish, and cast Shadow Word on no one but themselves. |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Demon Charmer |
| title = Demon Charmer |
||
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| attack point = 0.3 |
| attack point = 0.3 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 800 |
| movement speed = 260 |
| movement speed = 260 |
||
| movement type = Walking |
| movement type = Walking |
||
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}} |
}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Enthralled Golem |
| title = Enthralled Golem |
||
Line 671: | Line 669: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Shadow Word |
| name = Shadow Word |
||
| image = File:Shadow Word icon.png |
| image = File:Shadow Word icon.png |
||
− | | sound = Shadow Word |
+ | | sound = Warlock Shadow Word 1 |
− | | sound2 = Shadow Word |
+ | | sound2 = Warlock Shadow Word 2 |
| type = npc |
| type = npc |
||
| description = The Demon Charmer whispers an incantation, healing a friendly unit or damaging an enemy unit over time. |
| description = The Demon Charmer whispers an incantation, healing a friendly unit or damaging an enemy unit over time. |
||
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{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Upheaval |
| name = Upheaval |
||
| image = File:Upheaval icon.png |
| image = File:Upheaval icon.png |
||
− | | sound = Upheaval |
+ | | sound = Warlock Upheaval |
| type = npc |
| type = npc |
||
| description = A powerful slowing current that grows stronger as it's channelled. Lasts up to 16 seconds. Enemies are slowed for 3 seconds after leaving the area or the spell ends. |
| description = A powerful slowing current that grows stronger as it's channelled. Lasts up to 16 seconds. Enemies are slowed for 3 seconds after leaving the area or the spell ends. |
||
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}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Health Aura |
| name = Health Aura |
||
| image = File:Granite Aura (Ancient Granite Golem) icon.png |
| image = File:Granite Aura (Ancient Granite Golem) icon.png |
||
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| breakable = Yes |
| breakable = Yes |
||
| buff1 = Warlock HP Aura Effect |
| buff1 = Warlock HP Aura Effect |
||
− | | buff1dispel = |
+ | | buff1dispel = Death |
| trait1 = Radius |
| trait1 = Radius |
||
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== We're Falling Apart Without You == |
== We're Falling Apart Without You == |
||
− | The seventh round of Dark Moon consists of Enraged Devourers and of Berserk Zombies, which come back as Berserk Zombie Torsos when killed once. Every 20 seconds, starting immediately as the round begins, 3 groups of 10 Berserk Zombies and 3 groups of 11 Berserk Zombies spawn randomly at the spawn locations. This means every 20 seconds, 63 Berserk Zombies spawn. The waves spawn 4 times |
+ | The seventh round of Dark Moon consists of Enraged Devourers and of Berserk Zombies, which come back as Berserk Zombie Torsos when killed once. Every 20 seconds, starting immediately as the round begins, 3 groups of 10 Berserk Zombies and 3 groups of 11 Berserk Zombies spawn randomly at the spawn locations. This means every 20 seconds, 63 Berserk Zombies spawn. The waves spawn 4 times. 20 seconds after the 4th wave, 4 lone Berserk Zombies spawn together as a last 5th zombie wave, resulting in a total of 256 Berserk Zombies. 30 seconds after round begin, 3 Enraged Devourers start spawning each at a random spawn location (i.e. not as a single group) in 20 second intervals. This means they spawn 10 seconds before the next zombie wave, and never together with them. The Enraged Devourers spawn 7 times, resulting in 21 Enraged Devourers. This brings the total unit spawn count of this round up to 273. |
The Berserk Zombies are slow units which effectively have to be killed twice. They do not die easily, and continue to attack their enemies as torsos after losing their legs. As torsos, the Zombies somehow deal more damage and gain high magic resistance, but have much lower health. Due to this, this round effectively contains 525 enemies, as the torsos count as separate units and each Berserk Zombie comes back as a torso. The Enraged Devourers are fast units which {{A|Feast|Dark Moon/Units}} on their enemies upon attacking, regaining lots of health per attack, and can fall into a {{A|Rage|Dark Moon/Units}}, becoming temporarily spell immune and attacking faster. |
The Berserk Zombies are slow units which effectively have to be killed twice. They do not die easily, and continue to attack their enemies as torsos after losing their legs. As torsos, the Zombies somehow deal more damage and gain high magic resistance, but have much lower health. Due to this, this round effectively contains 525 enemies, as the torsos count as separate units and each Berserk Zombie comes back as a torso. The Enraged Devourers are fast units which {{A|Feast|Dark Moon/Units}} on their enemies upon attacking, regaining lots of health per attack, and can fall into a {{A|Rage|Dark Moon/Units}}, becoming temporarily spell immune and attacking faster. |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Enraged Devourer |
| title = Enraged Devourer |
||
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| mana regen = 5 |
| mana regen = 5 |
||
| armor = 5 |
| armor = 5 |
||
− | | armor type = |
+ | | armor type = Strong |
| magic resistance = 25% |
| magic resistance = 25% |
||
| attack damage min = 175 |
| attack damage min = 175 |
||
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}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Rage |
| name = Rage |
||
| image = File:Rage icon.png |
| image = File:Rage icon.png |
||
− | | sound = Rage |
+ | | sound = Lifestealer Rage |
| type = npc |
| type = npc |
||
| description = Launch into a maddened rage, becoming Spell Immune, 100% resistant to magic damage, and gaining increased attack speed. |
| description = Launch into a maddened rage, becoming Spell Immune, 100% resistant to magic damage, and gaining increased attack speed. |
||
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| buff1 = Rage |
| buff1 = Rage |
||
− | | buff1dispel = |
+ | | buff1dispel = Death |
| cast point = 0 |
| cast point = 0 |
||
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{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Feast |
| name = Feast |
||
| image = File:Feast icon.png |
| image = File:Feast icon.png |
||
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| illusionuse = No |
| illusionuse = No |
||
| breakable = Yes |
| breakable = Yes |
||
− | | uam = No |
||
| trait1 = Enemy Current Health as Damage/Lifesteal |
| trait1 = Enemy Current Health as Damage/Lifesteal |
||
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{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Berserk Zombie |
| title = Berserk Zombie |
||
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}} |
}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Berserk Zombie Torso |
| title = Berserk Zombie Torso |
||
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}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Zombie Torso |
| name = Zombie Torso |
||
| image = File:Wall of Replica icon.png |
| image = File:Wall of Replica icon.png |
||
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The eighth round of Dark Moon consists of Recruits, Captains, Fleet Admirals, Krill-eaters, Shark-eaters and Whale-eaters. Every 10 seconds, starting immediately as the round begins, 2 groups of 4 Recruits, 4 Krill-eaters, 1 Captain and 1 Shark-eater spawn randomly at the spawn locations. This means every 10 seconds, 8 Recruits, 8 Krill-eaters, 2 Captains and 2 Shark-eaters spawn. The waves spawn 6 times, resulting in a total of 48 Recruits, 48 Krill-eaters, 12 Captains and 12 Shark-eaters. 20 seconds after round begin and then every 12 seconds, a Fleet Admiral and a Whale-eater spawn randomly at the spawn locations. They spawn a total of 3 times each. |
The eighth round of Dark Moon consists of Recruits, Captains, Fleet Admirals, Krill-eaters, Shark-eaters and Whale-eaters. Every 10 seconds, starting immediately as the round begins, 2 groups of 4 Recruits, 4 Krill-eaters, 1 Captain and 1 Shark-eater spawn randomly at the spawn locations. This means every 10 seconds, 8 Recruits, 8 Krill-eaters, 2 Captains and 2 Shark-eaters spawn. The waves spawn 6 times, resulting in a total of 48 Recruits, 48 Krill-eaters, 12 Captains and 12 Shark-eaters. 20 seconds after round begin and then every 12 seconds, a Fleet Admiral and a Whale-eater spawn randomly at the spawn locations. They spawn a total of 3 times each. |
||
− | The Recruits and Krill-eaters are small units without any specialties. The Captains and Shark-eaters are bigger and stronger and have a very slightly modified version of {{A|Torrent|Dark Moon/Units}} and {{I|Aghanim's Scepter}} upgraded {{A|Gush|Dark Moon/Units}} respectively. The Fleet Admirals are even bigger and stronger, hitting harder and being tankier. On top of the same Torrent as the Captains, the Admirals also have an unmodified {{A|X Marks the Spot|Dark Moon/Units}} and {{A|Ghostship|Dark Moon/Units}}. But the strongest units of the wave by far |
+ | The Recruits and Krill-eaters are small units without any specialties. The Captains and Shark-eaters are bigger and stronger and have a very slightly modified version of {{A|Torrent|Dark Moon/Units}} and {{I|Aghanim's Scepter}} upgraded {{A|Gush|Dark Moon/Units}} respectively. The Fleet Admirals are even bigger and stronger, hitting harder and being tankier. On top of the same Torrent as the Captains, the Admirals also have an unmodified {{A|X Marks the Spot|Dark Moon/Units}} and {{A|Ghostship|Dark Moon/Units}}. But the strongest units of the wave by far are the Whale-eaters. Not only are they hitting very hard and are extremely tanky, they also have very disruptive abilities with the same Gush as the Shark-eaters and a modified version of {{A|Ravage|Dark Moon/Units}} and cannot be disabled properly, because they also have a modified version of {{A|Kraken Shell|Dark Moon/Units}}. |
As for spell usage, the Torrents and Gushes are used on single targets. They never try to hit multiple enemies at the same time with them. X Marks the Spot is used on the closest enemy whenever possible, but they never use the sub-spell. This means the admirals do not try to do the typical X Mark Torrent combo. Ghostship is only cast when 2 enemies are within its cast range, but it does not care whether they stand together or not, so even if 2 heroes are within range but far away from each other, it still casts the boat on one of them. Ravage is cast when at least 3 enemies are within its radius. |
As for spell usage, the Torrents and Gushes are used on single targets. They never try to hit multiple enemies at the same time with them. X Marks the Spot is used on the closest enemy whenever possible, but they never use the sub-spell. This means the admirals do not try to do the typical X Mark Torrent combo. Ghostship is only cast when 2 enemies are within its cast range, but it does not care whether they stand together or not, so even if 2 heroes are within range but far away from each other, it still casts the boat on one of them. Ravage is cast when at least 3 enemies are within its radius. |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Recruit |
| title = Recruit |
||
Line 1,032: | Line 1,035: | ||
{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Captain |
| title = Captain |
||
Line 1,068: | Line 1,071: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Torrent |
| name = Torrent |
||
| image = File:Torrent icon.png |
| image = File:Torrent icon.png |
||
− | | sound = Torrent |
+ | | sound = Kunkka Torrent 1 |
| type = npc |
| type = npc |
||
| description = Summons a rising torrent that, after a short delay, hurls enemy units into the sky, stunning, dealing damage and slowing movement speed. |
| description = Summons a rising torrent that, after a short delay, hurls enemy units into the sky, stunning, dealing damage and slowing movement speed. |
||
Line 1,130: | Line 1,134: | ||
{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Fleet Admiral |
| title = Fleet Admiral |
||
Line 1,168: | Line 1,172: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = X Marks the Spot |
| name = X Marks the Spot |
||
| image = File:X Marks the Spot icon.png |
| image = File:X Marks the Spot icon.png |
||
− | | sound = X Marks the Spot |
+ | | sound = Kunkka X Marks the Spot |
| type = npc |
| type = npc |
||
| description = Targets an enemy Hero, marks their position with an X, and returns them to it after several seconds. |
| description = Targets an enemy Hero, marks their position with an X, and returns them to it after several seconds. |
||
Line 1,181: | Line 1,186: | ||
| linkentext = Blocked upon cast. Not blocked upon returning. |
| linkentext = Blocked upon cast. Not blocked upon returning. |
||
| debuff1 = X Marks The Spot |
| debuff1 = X Marks The Spot |
||
− | | debuff1dispel = |
+ | | debuff1dispel = Death |
| cast point = 0.4 |
| cast point = 0.4 |
||
Line 1,193: | Line 1,198: | ||
| cooldown = 26 |
| cooldown = 26 |
||
− | | notes = * Modified values: None. The |
+ | | notes = * Modified values: None. The X Marks the Spot is on level 1. |
* Interrupts [[channeling]] spells upon returning. |
* Interrupts [[channeling]] spells upon returning. |
||
Line 1,214: | Line 1,219: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Ghostship |
| name = Ghostship |
||
| image = File:Ghostship icon.png |
| image = File:Ghostship icon.png |
||
− | | sound = |
+ | | sound = Kunkka Ghostship |
| type = npc |
| type = npc |
||
| description = Summons a ghostly ship that sails through the battle before smashing apart, damaging and stunning all enemies caught near the wreckage. |
| description = Summons a ghostly ship that sails through the battle before smashing apart, damaging and stunning all enemies caught near the wreckage. |
||
Line 1,246: | Line 1,252: | ||
| cooldown = 60 |
| cooldown = 60 |
||
− | | notes = * Modified values: None. The |
+ | | notes = * Modified values: None. The Ghostship is on level 1. |
* Since the spawning creeps are not heroes, the Rum is not applied. |
* Since the spawning creeps are not heroes, the Rum is not applied. |
||
Line 1,260: | Line 1,266: | ||
{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Krill-eater |
| title = Krill-eater |
||
Line 1,297: | Line 1,303: | ||
{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Shark-eater |
| title = Shark-eater |
||
Line 1,334: | Line 1,340: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Gush |
| name = Gush |
||
| image = File:Gush icon.png |
| image = File:Gush icon.png |
||
− | | sound = |
+ | | sound = Tidehunter Gush 2 |
+ | | sound2 = Tidehunter Gush 3 |
||
| type = npc |
| type = npc |
||
| description = Summons a gush of water to damage enemy units, reducing their movement speed and armor. |
| description = Summons a gush of water to damage enemy units, reducing their movement speed and armor. |
||
Line 1,390: | Line 1,398: | ||
{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Whale-eater |
| title = Whale-eater |
||
Line 1,428: | Line 1,436: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Kraken Shell |
| name = Kraken Shell |
||
| image = File:Kraken Shell icon.png |
| image = File:Kraken Shell icon.png |
||
− | | sound = Kraken Shell |
+ | | sound = Tidehunter Kraken Shell |
| type = npc |
| type = npc |
||
| description = Thickens the Whale-eater's hide to passively block a portion of any incoming physical attack damage. The hide also removes negative status effects if the damage taken crosses a threshold. |
| description = Thickens the Whale-eater's hide to passively block a portion of any incoming physical attack damage. The hide also removes negative status effects if the damage taken crosses a threshold. |
||
Line 1,451: | Line 1,460: | ||
* The damage reduction is always on and is not connected to the damage threshold for debuff removal. |
* The damage reduction is always on and is not connected to the damage threshold for debuff removal. |
||
− | * Damage counter for debuff removal resets when |
+ | * Damage counter for debuff removal resets when Whale-eater does not take player based damage for 6 seconds. |
− | * A debuff removal proc is indicated by a sound effect and water particles on |
+ | * A debuff removal proc is indicated by a sound effect and water particles on Whale-eater's skin. |
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Ravage |
| name = Ravage |
||
| image = File:Ravage icon.png |
| image = File:Ravage icon.png |
||
− | | sound = Ravage |
+ | | sound = Tidehunter Ravage 1 |
+ | | sound2 = Tidehunter Ravage 2 |
||
| type = npc |
| type = npc |
||
| description = Slams the ground, causing tentacles to erupt in all directions, damaging and stunning all nearby enemy units. |
| description = Slams the ground, causing tentacles to erupt in all directions, damaging and stunning all nearby enemy units. |
||
Line 1,507: | Line 1,518: | ||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
− | | title = I'm |
+ | | title = I'm a Creep |
| image = File:Melee Creep Dire model.png |
| image = File:Melee Creep Dire model.png |
||
| type = Jungle Creep |
| type = Jungle Creep |
||
Line 1,544: | Line 1,555: | ||
{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Chaotic Hurler |
| title = Chaotic Hurler |
||
Line 1,567: | Line 1,578: | ||
| attack point = 0.7 |
| attack point = 0.7 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 1100 |
| movement speed = 260 |
| movement speed = 260 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 1,582: | Line 1,593: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| name = Attack |
| name = Attack |
||
| image = File:Flamebreak icon.png |
| image = File:Flamebreak icon.png |
||
− | | sound = |
+ | | sound = Chaotic Hurler Attack 1 |
+ | | sound2 = Chaotic Hurler Attack 2 |
||
| type = npc |
| type = npc |
||
| description = The Chaotic Hurler can attack the ground, dealing heavy AoE damage and knocking enemies aside upon projectile impact. |
| description = The Chaotic Hurler can attack the ground, dealing heavy AoE damage and knocking enemies aside upon projectile impact. |
||
Line 1,641: | Line 1,653: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| name = Disembark |
| name = Disembark |
||
| image = File:Soul Rip icon.png |
| image = File:Soul Rip icon.png |
||
− | | sound = |
||
| type = npc |
| type = npc |
||
| description = Summons Creeps and Trappers. |
| description = Summons Creeps and Trappers. |
||
Line 1,671: | Line 1,682: | ||
{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Trapper |
| title = Trapper |
||
Line 1,707: | Line 1,718: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| name = Earthbind |
| name = Earthbind |
||
| image = File:Earthbind icon.png |
| image = File:Earthbind icon.png |
||
− | | sound = Earthbind |
+ | | sound = Meepo Earthbind 1 |
+ | | sound2 = Meepo Earthbind 2 |
||
| type = npc |
| type = npc |
||
| description = Tosses a net at the target point, pinning down all enemy units. Earthbind prevents invisibility and blink. |
| description = Tosses a net at the target point, pinning down all enemy units. Earthbind prevents invisibility and blink. |
||
Line 1,738: | Line 1,750: | ||
* The net travels at a speed of 857. |
* The net travels at a speed of 857. |
||
− | * Earthbind can hit units up to |
+ | * Earthbind can hit units up to 970 range away (maximum cast range + radius). |
* [[Root]]s the targets, preventing them from moving and casting certain mobility spells. |
* [[Root]]s the targets, preventing them from moving and casting certain mobility spells. |
||
Line 1,756: | Line 1,768: | ||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Baby Roshan |
| title = Baby Roshan |
||
Line 1,790: | Line 1,802: | ||
The Soulstealers are strong, skill-less units with decent damage and fast movement speed. The Hunters have {{A|Blinding Gloom|Dark Moon/Units}}, a cone-shaped nuke which slows hit enemies and also greatly reduces their vision range. They also have unmodified {{A|Hunter in the Night|Dark Moon/Units}}. The Abyss entities are tanky, hard hitting units which have a slightly modified {{A|Black Hole|Dark Moon/Units}}. |
The Soulstealers are strong, skill-less units with decent damage and fast movement speed. The Hunters have {{A|Blinding Gloom|Dark Moon/Units}}, a cone-shaped nuke which slows hit enemies and also greatly reduces their vision range. They also have unmodified {{A|Hunter in the Night|Dark Moon/Units}}. The Abyss entities are tanky, hard hitting units which have a slightly modified {{A|Black Hole|Dark Moon/Units}}. |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Soulstealer |
| title = Soulstealer |
||
Line 1,827: | Line 1,839: | ||
{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Hunter |
| title = Hunter |
||
Line 1,864: | Line 1,876: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Blinding Gloom |
| name = Blinding Gloom |
||
| image = File:Void icon.png |
| image = File:Void icon.png |
||
− | | sound = Void |
+ | | sound = Night Stalker Void |
| type = npc |
| type = npc |
||
| description = Sends a wave of blinding gloom to cripple enemy units in front of the Hunter, dealing damage, slowing movement speed and heavily impede vision of hit enemies. |
| description = Sends a wave of blinding gloom to cripple enemy units in front of the Hunter, dealing damage, slowing movement speed and heavily impede vision of hit enemies. |
||
Line 1,877: | Line 1,890: | ||
| bkbblock = Yes |
| bkbblock = Yes |
||
| debuff1 = Blinding Gloom |
| debuff1 = Blinding Gloom |
||
− | | debuff1dispel = |
+ | | debuff1dispel = Death |
| cast point = 0.5 |
| cast point = 0.5 |
||
Line 1,912: | Line 1,925: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Hunter in the Night |
| name = Hunter in the Night |
||
| image = File:Hunter in the Night icon.png |
| image = File:Hunter in the Night icon.png |
||
Line 1,934: | Line 1,948: | ||
{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = The Abyss |
| title = The Abyss |
||
Line 1,957: | Line 1,971: | ||
| attack point = 0.4 |
| attack point = 0.4 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 900 |
| movement speed = 440 |
| movement speed = 440 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 1,973: | Line 1,987: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Black Hole |
| name = Black Hole |
||
| image = File:Black Hole icon.png |
| image = File:Black Hole icon.png |
||
− | | sound = Black Hole |
+ | | sound = Enigma Black Hole |
| type = npc |
| type = npc |
||
| description = Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells. |
| description = Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells. |
||
Line 1,986: | Line 2,001: | ||
| bkbblock = No |
| bkbblock = No |
||
| debuff1 = Black Hole Pull |
| debuff1 = Black Hole Pull |
||
− | | debuff1dispel = |
+ | | debuff1dispel = Death |
| cast point = 0.3 |
| cast point = 0.3 |
||
Line 2,011: | Line 2,026: | ||
* Can pull affected units over impassable terrain and through [[trees]] without destroying them. |
* Can pull affected units over impassable terrain and through [[trees]] without destroying them. |
||
− | * Caught enemies cannot be pulled out by {{I|Force Staff}} or {{A|Snowball|Tusk}}. |
+ | * Caught enemies cannot be pulled out by {{I|Force Staff}} or {{A|Snowball|Dark Moon/Tusk}}. |
* The pull and disable are provided by an [[aura]], which lingers for 0.5 seconds, or until the channeling stops, whichever is shorter. |
* The pull and disable are provided by an [[aura]], which lingers for 0.5 seconds, or until the channeling stops, whichever is shorter. |
||
Line 2,017: | Line 2,032: | ||
* Deals damage in 1 second intervals, starting 1 second after cast, resulting in 4 instances. |
* Deals damage in 1 second intervals, starting 1 second after cast, resulting in 4 instances. |
||
− | * Can deal up to 600 |
+ | * Can deal up to 600 damage ([[Damage manipulation|before reductions]]). |
* Does not affect [[wards]] or [[buildings]]. Fully affects [[couriers]]. |
* Does not affect [[wards]] or [[buildings]]. Fully affects [[couriers]]. |
||
Line 2,026: | Line 2,041: | ||
== Attack Of The Cat Ladies == |
== Attack Of The Cat Ladies == |
||
− | The Twelfth round of Dark Moon consists of Tiny |
+ | The Twelfth round of Dark Moon consists of Tiny Moon Riders and Nightsilver Prowlers. Every 10 seconds, starting immediately as the round begins, 2 groups of 6 Tiny Moon Riders spawn randomly at the spawn locations. This means every 10 seconds, 12 Tiny Moon Riders spawn. The waves spawn 9 times, resulting in a total of 108 Tiny Moon Riders. Additionally, starting 6 seconds after round begin, and then every 7 seconds, 2 Nightsilver Prowlers spawn together at a random spawn location. The Prowlers spawn 13 times, resulting in a total of 26 Nightsilver Prowlers. In total this round spawns 134 units. |
− | The Tiny |
+ | The Tiny Moon Riders have modified {{A|Moon Glaives|Dark Moon/Units}}s, causing their attacks to bounce. The Nightsilver Prowlers can throw modified {{A|Sacred Arrow|Dark Moon/Units}}s, which deal a lot of damage and stun for a long time. The Prowlers also have global vision, revealing the entire map for them and the Moon Riders, making it impossible to juke them. |
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
− | | title = Tiny |
+ | | title = Tiny Moon Rider |
| image = File:Luna icon.png |
| image = File:Luna icon.png |
||
| type = Jungle Creep |
| type = Jungle Creep |
||
Line 2,041: | Line 2,056: | ||
| mana regen = 5 |
| mana regen = 5 |
||
| armor = 3 |
| armor = 3 |
||
− | | armor type = |
+ | | armor type = Soft |
| magic resistance = 10% |
| magic resistance = 10% |
||
| attack damage min = 140 |
| attack damage min = 140 |
||
Line 2,052: | Line 2,067: | ||
| attack point = 0.46 |
| attack point = 0.46 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 900 |
| movement speed = 350 |
| movement speed = 350 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 2,067: | Line 2,082: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
− | | |
+ | | game = Dark Moon |
− | | |
+ | | name = Moon Glaives |
− | | |
+ | | image = File:Moon Glaives icon.png |
+ | | sound = Luna Moon Glaives |
||
| type = npc |
| type = npc |
||
− | | description = Empowers the Tiny |
+ | | description = Empowers the Tiny Moon Rider's glaive, causing their attacks to bounce between enemy units. Deals less damage with each bounce. |
| target = Passive |
| target = Passive |
||
| affects = Enemies |
| affects = Enemies |
||
Line 2,086: | Line 2,102: | ||
| value3 = 35% |
| value3 = 35% |
||
− | | notes = * The bouncing glaive travels at a speed of 900 (the same speed as the |
+ | | notes = * The bouncing glaive travels at a speed of 900 (the same speed as the Moon Riders' attack projectile). |
− | * Moon |
+ | * Moon Glaives only procs if an attack successfully hits a target. This means a [[miss]]ed or [[disjoint]]ed attack does not proc it. |
* When disjointed, the disjointing unit is not registered as hit, meaning the glaive can immediately bounce on it again if within range. |
* When disjointed, the disjointing unit is not registered as hit, meaning the glaive can immediately bounce on it again if within range. |
||
Line 2,094: | Line 2,110: | ||
* A disjointed bounce still counts as a bounce, so it reduces the amount of bounces left and the damage of the next bounce. |
* A disjointed bounce still counts as a bounce, so it reduces the amount of bounces left and the damage of the next bounce. |
||
− | * It does not matter how much damage the initial target takes, the bounces always deal damage based on the |
+ | * It does not matter how much damage the initial target takes, the bounces always deal damage based on the Moon Rider's average main damage. |
** This means that the armor of or other [[damage manipulation|damage manipulating]] effects on the initial attack target do not influence the bounces' damage at all. |
** This means that the armor of or other [[damage manipulation|damage manipulating]] effects on the initial attack target do not influence the bounces' damage at all. |
||
Line 2,101: | Line 2,117: | ||
* Fully works against [[buildings]], but not against [[wards]]. |
* Fully works against [[buildings]], but not against [[wards]]. |
||
− | * The bounces deal 65%/42% of the Tiny |
+ | * The bounces deal 65%/42% of the Tiny Moon Rider's original attack damage. |
}} |
}} |
||
{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Nightsilver Prowler |
| title = Nightsilver Prowler |
||
Line 2,117: | Line 2,133: | ||
| mana regen = 10 |
| mana regen = 10 |
||
| armor = 1 |
| armor = 1 |
||
− | | armor type = |
+ | | armor type = Soft |
| magic resistance = 0% |
| magic resistance = 0% |
||
| attack damage min = 275 |
| attack damage min = 275 |
||
Line 2,128: | Line 2,144: | ||
| attack point = 0.3 |
| attack point = 0.3 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 900 |
| movement speed = 400 |
| movement speed = 400 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 2,144: | Line 2,160: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Sacred Arrow |
| name = Sacred Arrow |
||
| image = File:Sacred Arrow icon.png |
| image = File:Sacred Arrow icon.png |
||
− | | sound = Sacred Arrow |
+ | | sound = Mirana Sacred Arrow 2 |
| type = npc |
| type = npc |
||
| description = Fires a long-range arrow with deadly precision, which stuns and damages the first enemy unit it strikes. The stun duration ranges from 0.01 to 5 seconds, with bonus damage up to 140 added, based on the distance the arrow travels to its target. |
| description = Fires a long-range arrow with deadly precision, which stuns and damages the first enemy unit it strikes. The stun duration ranges from 0.01 to 5 seconds, with bonus damage up to 140 added, based on the distance the arrow travels to its target. |
||
Line 2,207: | Line 2,224: | ||
The chemists are very strong enemies, with very high health and attack damage. They also possess modified versions of {{A|Acid Spray|Dark Moon/Units}}, {{A|Unstable Concoction|Dark Moon/Units}} and {{A|Chemical Rage|Dark Moon/Units}}. |
The chemists are very strong enemies, with very high health and attack damage. They also possess modified versions of {{A|Acid Spray|Dark Moon/Units}}, {{A|Unstable Concoction|Dark Moon/Units}} and {{A|Chemical Rage|Dark Moon/Units}}. |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Al, the chemist |
| title = Al, the chemist |
||
Line 2,219: | Line 2,236: | ||
| mana regen = 30 |
| mana regen = 30 |
||
| armor = 30 |
| armor = 30 |
||
− | | armor type = |
+ | | armor type = Soft |
| magic resistance = 35% |
| magic resistance = 35% |
||
| attack damage min = 800 |
| attack damage min = 800 |
||
Line 2,245: | Line 2,262: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Acid Spray |
| name = Acid Spray |
||
| image = File:Acid Spray icon.png |
| image = File:Acid Spray icon.png |
||
− | | sound = Acid Spray |
+ | | sound = Alchemist Acid Spray 1 |
+ | | sound2 = Alchemist Acid Spray 2 |
||
| type = npc |
| type = npc |
||
| description = Sprays high-pressure acid across a target area. Enemy units who step across the contaminated terrain take damage per second and have their armor reduced. |
| description = Sprays high-pressure acid across a target area. Enemy units who step across the contaminated terrain take damage per second and have their armor reduced. |
||
Line 2,257: | Line 2,276: | ||
| bkbblock = No |
| bkbblock = No |
||
| debuff1 = Acid Spray |
| debuff1 = Acid Spray |
||
− | | debuff1dispel = |
+ | | debuff1dispel = Death |
| cast point = 0.2 |
| cast point = 0.2 |
||
Line 2,285: | Line 2,304: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Unstable Concoction |
| name = Unstable Concoction |
||
| image = File:Unstable Concoction icon.png |
| image = File:Unstable Concoction icon.png |
||
− | | sound = Unstable Concoction |
+ | | sound = Alchemist Unstable Concoction 1 |
+ | | sound2 = Alchemist Unstable Concoction 3 |
||
| type = npc |
| type = npc |
||
| description = Alchemist brews up an unstable concoction that he can throw at an enemy hero, to stun and deal damage in an area around the explosion. The longer the concoction brews, the more damage it deals and the longer the stun. After 5 seconds, the brew reaches its maximum damage and stun time. However, after 5.5 seconds, the concoction will explode on Alchemist himself if not thrown. |
| description = Alchemist brews up an unstable concoction that he can throw at an enemy hero, to stun and deal damage in an area around the explosion. The longer the concoction brews, the more damage it deals and the longer the stun. After 5 seconds, the brew reaches its maximum damage and stun time. However, after 5.5 seconds, the concoction will explode on Alchemist himself if not thrown. |
||
Line 2,298: | Line 2,319: | ||
| linkenblock = Yes |
| linkenblock = Yes |
||
| buff1 = Unstable Concoction |
| buff1 = Unstable Concoction |
||
− | | buff1dispel = |
+ | | buff1dispel = Death |
| debuff1 = Stunned |
| debuff1 = Stunned |
||
| debuff1dispel = Strong |
| debuff1dispel = Strong |
||
Line 2,346: | Line 2,367: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Unstable Concoction Throw |
| name = Unstable Concoction Throw |
||
| image = File:Unstable Concoction Throw icon.png |
| image = File:Unstable Concoction Throw icon.png |
||
− | | sound = |
+ | | sound = Alchemist Unstable Concoction 2 |
+ | | sound2 = Alchemist Unstable Concoction 3 |
||
| type = npc |
| type = npc |
||
| description = Throw it before it blows up! |
| description = Throw it before it blows up! |
||
Line 2,384: | Line 2,407: | ||
* As noted in Unstable Concoction's notes, the damage and stun differ based on whether the concoction blows up on the Chemist or the target enemy. |
* As noted in Unstable Concoction's notes, the damage and stun differ based on whether the concoction blows up on the Chemist or the target enemy. |
||
− | * The cast of Unstable Concoction Throw is not registered as a spell cast and thus does not proc any [[on-cast |
+ | * The cast of Unstable Concoction Throw is not registered as a spell cast and thus does not proc any [[on-cast effects]]. |
* The concoction travels at a speed of 900 and cannot be [[disjoint]]ed. |
* The concoction travels at a speed of 900 and cannot be [[disjoint]]ed. |
||
Line 2,394: | Line 2,417: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Chemical Rage |
| name = Chemical Rage |
||
| image = File:Chemical Rage icon.png |
| image = File:Chemical Rage icon.png |
||
− | | sound = Chemical Rage |
+ | | sound = Alchemist Chemical Rage |
+ | | sound2 = Alchemist Chemical Rage attack |
||
| type = npc |
| type = npc |
||
| description = Al, the Chemist causes his Ogre to enter a chemically induced rage, reducing base attack cooldown and increasing movement speed and regeneration. |
| description = Al, the Chemist causes his Ogre to enter a chemically induced rage, reducing base attack cooldown and increasing movement speed and regeneration. |
||
Line 2,405: | Line 2,430: | ||
| bkbblock = No |
| bkbblock = No |
||
| buff1 = Chemical Rage Transform |
| buff1 = Chemical Rage Transform |
||
− | | buff1dispel = |
+ | | buff1dispel = Death |
| buff2 = Chemical Rage |
| buff2 = Chemical Rage |
||
− | | buff2dispel = |
+ | | buff2dispel = Death |
| buff3 = Ultimate Scepter Consumed |
| buff3 = Ultimate Scepter Consumed |
||
− | | buff3dispel = |
+ | | buff3dispel = Death |
| cast point = 0 |
| cast point = 0 |
||
Line 2,449: | Line 2,474: | ||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Bomber |
| title = Bomber |
||
Line 2,471: | Line 2,496: | ||
| attack point = 0.5 |
| attack point = 0.5 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 900 |
| movement speed = 550 |
| movement speed = 550 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 2,486: | Line 2,511: | ||
}} |
}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Land Mine |
| title = Land Mine |
||
Line 2,507: | Line 2,532: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Land Mines |
| name = Land Mines |
||
| image = File:Proximity Mines icon.png |
| image = File:Proximity Mines icon.png |
||
− | | sound = |
+ | | sound = Techies Proximity Mines 1 |
+ | | sound2 = Techies Proximity Mines 3 |
||
| type = npc |
| type = npc |
||
| description = Plant a land mine, which detonates after a short delay, dealing full damage to every enemy within its range. |
| description = Plant a land mine, which detonates after a short delay, dealing full damage to every enemy within its range. |
||
Line 2,541: | Line 2,568: | ||
* The mines only damage enemies when they detonate on their own, not when they are destroyed by attacks. |
* The mines only damage enemies when they detonate on their own, not when they are destroyed by attacks. |
||
− | * The damage source is the mine itself, meaning certain [[on-damage effects]] react on the mine rather than on |
+ | * The damage source is the mine itself, meaning certain [[on-damage effects]] react on the mine rather than on Bomber (e.g. {{I|Blade Mail}}). |
}} |
}} |
||
{{clr}} |
{{clr}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Hurtler |
| title = Hurtler |
||
Line 2,568: | Line 2,595: | ||
| attack point = 0.5 |
| attack point = 0.5 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 900 |
| movement speed = 500 |
| movement speed = 500 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 2,583: | Line 2,610: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Blast Off |
| name = Blast Off |
||
| image = File:Blast Off! icon.png |
| image = File:Blast Off! icon.png |
||
− | | sound = Blast Off! |
+ | | sound = Techies Blast Off! 1 |
+ | | sound2 = Techies Blast Off! 2 |
||
| type = npc |
| type = npc |
||
| description = The Hurtlers hurtle themselves into the enemy's midst, detonating charges upon impact which deal massive area of effect damage. Upon landing, the assault deals damage to the Hurtlers equal to a portion of their max health. |
| description = The Hurtlers hurtle themselves into the enemy's midst, detonating charges upon impact which deal massive area of effect damage. Upon landing, the assault deals damage to the Hurtlers equal to a portion of their max health. |
||
Line 2,596: | Line 2,625: | ||
| bkbblock = Yes |
| bkbblock = Yes |
||
| buff1 = Suicide Leap |
| buff1 = Suicide Leap |
||
− | | buff1dispel = |
+ | | buff1dispel = Death |
| cast point = 0.8 |
| cast point = 0.8 |
||
Line 2,616: | Line 2,645: | ||
| notes = * Modified values: Cast time, cooldown, mana cost, radius, damage, silence duration (0) and max health as self damage. |
| notes = * Modified values: Cast time, cooldown, mana cost, radius, damage, silence duration (0) and max health as self damage. |
||
− | * The leap always takes 0. |
+ | * The leap always takes 0.5 seconds, so the speed varies between 0 and 2000. |
− | * Leaps in an arc, so that other units can |
+ | * Leaps in an arc, so that other units can pass below them. |
* The self damage is lethal, so that the Hurtler can deny themselves with this ability. |
* The self damage is lethal, so that the Hurtler can deny themselves with this ability. |
||
Line 2,633: | Line 2,662: | ||
Although all of these spells have 8 levels, for simplicity's sake, only the last level is displayed here, since they are always on max level for the bosses. |
Although all of these spells have 8 levels, for simplicity's sake, only the last level is displayed here, since they are always on max level for the bosses. |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Scholar of Koryx |
| title = Scholar of Koryx |
||
Line 2,645: | Line 2,674: | ||
| mana regen = 20 |
| mana regen = 20 |
||
| armor = 30 |
| armor = 30 |
||
− | | armor type = |
+ | | armor type = Soft |
| magic resistance = 20% |
| magic resistance = 20% |
||
| attack damage min = 500 |
| attack damage min = 500 |
||
Line 2,656: | Line 2,685: | ||
| attack point = 0.4 |
| attack point = 0.4 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 900 |
| movement speed = 300 |
| movement speed = 300 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 2,672: | Line 2,701: | ||
}} |
}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Mind of Tornarus |
| title = Mind of Tornarus |
||
Line 2,684: | Line 2,713: | ||
| mana regen = 20 |
| mana regen = 20 |
||
| armor = 25 |
| armor = 25 |
||
− | | armor type = |
+ | | armor type = Soft |
| magic resistance = 10% |
| magic resistance = 10% |
||
| attack damage min = 600 |
| attack damage min = 600 |
||
Line 2,695: | Line 2,724: | ||
| attack point = 0.4 |
| attack point = 0.4 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 900 |
| movement speed = 300 |
| movement speed = 300 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 2,711: | Line 2,740: | ||
}} |
}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Agent of Gallaron |
| title = Agent of Gallaron |
||
Line 2,723: | Line 2,752: | ||
| mana regen = 20 |
| mana regen = 20 |
||
| armor = 30 |
| armor = 30 |
||
− | | armor type = |
+ | | armor type = Soft |
| magic resistance = 15% |
| magic resistance = 15% |
||
| attack damage min = 750 |
| attack damage min = 750 |
||
Line 2,734: | Line 2,763: | ||
| attack point = 0.4 |
| attack point = 0.4 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 900 |
| movement speed = 300 |
| movement speed = 300 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 2,750: | Line 2,779: | ||
}} |
}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = The Dark Magus |
| title = The Dark Magus |
||
Line 2,762: | Line 2,791: | ||
| mana regen = 1000 |
| mana regen = 1000 |
||
| armor = 55 |
| armor = 55 |
||
− | | armor type = |
+ | | armor type = Soft |
| magic resistance = 0% |
| magic resistance = 0% |
||
| attack damage min = 1000 |
| attack damage min = 1000 |
||
Line 2,773: | Line 2,802: | ||
| attack point = 0.4 |
| attack point = 0.4 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 900 |
| movement speed = 400 |
| movement speed = 400 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 2,789: | Line 2,818: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Quas |
| name = Quas |
||
| image = File:Quas icon.png |
| image = File:Quas icon.png |
||
Line 2,799: | Line 2,829: | ||
| bkbblock = No |
| bkbblock = No |
||
| buff1 = Quas Instance |
| buff1 = Quas Instance |
||
− | | buff1dispel = |
+ | | buff1dispel = Death |
| cast point = 0 |
| cast point = 0 |
||
Line 2,812: | Line 2,842: | ||
| notes = * Modified values: Health regen bonus per Quas instance. |
| notes = * Modified values: Health regen bonus per Quas instance. |
||
− | * The cast of Quas is not registered as a spell cast and thus does not proc any [[on-cast |
+ | * The cast of Quas is not registered as a spell cast and thus does not proc any [[on-cast effects]]. |
* Quas interrupts Invoker's [[channeling]] spells upon cast. |
* Quas interrupts Invoker's [[channeling]] spells upon cast. |
||
Line 2,826: | Line 2,856: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Wex |
| name = Wex |
||
| image = File:Wex icon.png |
| image = File:Wex icon.png |
||
Line 2,836: | Line 2,867: | ||
| bkbblock = No |
| bkbblock = No |
||
| buff1 = Wex Instance |
| buff1 = Wex Instance |
||
− | | buff1dispel = |
+ | | buff1dispel = Death |
| cast point = 0 |
| cast point = 0 |
||
Line 2,851: | Line 2,882: | ||
| notes = * Modified values: Attack speed bonus per Wex instance and Movement speed bonus per Wex instance. |
| notes = * Modified values: Attack speed bonus per Wex instance and Movement speed bonus per Wex instance. |
||
− | * The cast of Wex is not registered as a spell cast and thus does not proc any [[on-cast |
+ | * The cast of Wex is not registered as a spell cast and thus does not proc any [[on-cast effects]]. |
* Wex interrupts Invoker's [[channeling]] spells upon cast. |
* Wex interrupts Invoker's [[channeling]] spells upon cast. |
||
Line 2,861: | Line 2,892: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Exort |
| name = Exort |
||
| image = File:Exort icon.png |
| image = File:Exort icon.png |
||
Line 2,871: | Line 2,903: | ||
| bkbblock = No |
| bkbblock = No |
||
| buff1 = Exort Instance |
| buff1 = Exort Instance |
||
− | | buff1dispel = |
+ | | buff1dispel = Death |
| cast point = 0 |
| cast point = 0 |
||
Line 2,882: | Line 2,914: | ||
| cooldown = 0 |
| cooldown = 0 |
||
− | | notes = * The cast of Exort is not registered as a spell cast and thus does not proc any [[on-cast |
+ | | notes = * The cast of Exort is not registered as a spell cast and thus does not proc any [[on-cast effects]]. |
* Exort interrupts Invoker's [[channeling]] spells upon cast. |
* Exort interrupts Invoker's [[channeling]] spells upon cast. |
||
Line 2,891: | Line 2,923: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Invoke |
| name = Invoke |
||
| image = File:Invoke icon.png |
| image = File:Invoke icon.png |
||
− | | sound = Invoke |
+ | | sound = Invoker Invoke |
| type = npc |
| type = npc |
||
| description = Combines the properties of the elements currently being manipulated to create a new spell for Invoker to use. Click the help button to see the list of possible spells. |
| description = Combines the properties of the elements currently being manipulated to create a new spell for Invoker to use. Click the help button to see the list of possible spells. |
||
Line 2,939: | Line 2,972: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Ghost Walk |
| name = Ghost Walk |
||
| image = File:Ghost Walk icon.png |
| image = File:Ghost Walk icon.png |
||
− | | sound = Ghost Walk |
+ | | sound = Invoker Ghost Walk |
| type = npc |
| type = npc |
||
| description = The Dark Magus emits a powerful aura. The effects vary depending on his current health. When at 66% or higher health, the aura slows movement speed and attack speed of all enemies. When at 33% or higher health, the aura slows movement speed. When below 33%, the aura deals periodic damage and blinds enemies. |
| description = The Dark Magus emits a powerful aura. The effects vary depending on his current health. When at 66% or higher health, the aura slows movement speed and attack speed of all enemies. When at 33% or higher health, the aura slows movement speed. When below 33%, the aura deals periodic damage and blinds enemies. |
||
− | Besides the aura, the Dark Magus also occasionally wreaks havoc on the entire map for 10 seconds, during which he is invulnerable and invisible. Just |
+ | Besides the aura, the Dark Magus also occasionally wreaks havoc on the entire map for 10 seconds, during which he is invulnerable and invisible. Just like the aura, the effects depend on his health. When at 66% or higher, it applies Cold Feet on all enemies. When at 33% or higher, tornadoes spawn randomly on the map, crossing it in lines. When below 33% health, Chaos Meteors and Sun Strikes are launched onto every enemy. |
| target = Passive |
| target = Passive |
||
| target2 = Aura |
| target2 = Aura |
||
Line 2,951: | Line 2,985: | ||
| affects2 = Enemies |
| affects2 = Enemies |
||
− | | bkbblock = |
+ | | bkbblock = Yes |
+ | | buff1 = Dark Moon Ghost Walk |
||
− | | bkbtext = The auras and the Cold Feet effect do not pierce spell immunity. For the rest, see abilities above. |
||
⚫ | |||
− | | buff1 = Caster effects |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | | debuff1text = Phase 1 aura debuff |
||
⚫ | |||
+ | | debuff2 = Dark Moon Ghost Walk Debuff |
||
+ | | debuff2dispel = Any |
||
+ | | debuff2text = Phase 2 aura debuff |
||
+ | | debuff3 = Radiance Debuff |
||
+ | | debuff3dispel = Death |
||
+ | | debuff3text = Phase 3 aura debuff |
||
+ | | debuff4 = Cold Feet |
||
+ | | debuff4dispel = Any |
||
+ | | debuff5 = Cold Feet Freeze |
||
+ | | debuff5dispel = Strong |
||
+ | | debuff6 = Tornado |
||
+ | | debuff6dispel = Any |
||
+ | | debuff7 = Chaos Meteor Burn |
||
+ | | debuff7dispel = Any |
||
| trait1 = Aura Radius |
| trait1 = Aura Radius |
||
Line 2,970: | Line 3,018: | ||
| trait6 = Phase 3 Aura Enemy Miss Chance |
| trait6 = Phase 3 Aura Enemy Miss Chance |
||
| value6 = 25% |
| value6 = 25% |
||
− | | trait7 = |
+ | | trait7 = Phase 3 Cooldown Reduction |
− | | value7 = |
+ | | value7 = 25% |
− | | trait8 = Cold Feet |
+ | | trait8 = Cold Feet Damage per Tick |
− | | value8 = |
+ | | value8 = 50 |
− | | trait9 = |
+ | | trait9 = Cold Feet Stun Duration |
− | | value9 = |
+ | | value9 = 2 |
− | | trait10 = Tornado |
+ | | trait10 = Tornado Cyclone Duration |
− | | value10 = |
+ | | value10 = 1.6 |
+ | | trait11 = Tornado Damage |
||
+ | | value11 = 300 |
||
| notes = * The Dark Magus cannot and does not need to invoke this ability. It always has this in its 7th ability slot. |
| notes = * The Dark Magus cannot and does not need to invoke this ability. It always has this in its 7th ability slot. |
||
* The phases happen every 40 seconds and last 10 seconds. |
* The phases happen every 40 seconds and last 10 seconds. |
||
− | ** During the phases, the Dark Magus is [[invisible]], [[hidden]], [[invulnerable]], [[ |
+ | ** During the phases, the Dark Magus is [[invisible]], [[hidden]], [[invulnerable]], [[phased]], [[disarm]]ed, [[silence]]d, [[mute]]d, [[root]]ed, immune to [[True Sight]] and has no [[vision]]. |
* The phases are split up into Quas phase, Wex phase and Exort phase, in this order. |
* The phases are split up into Quas phase, Wex phase and Exort phase, in this order. |
||
* {{Quas}} phase: |
* {{Quas}} phase: |
||
− | ** The |
+ | ** The aura starts emitting, applying {{A|Crystal Nova|Crystal Maiden}}'s debuff on enemies, slowing their movement and attack speed. |
− | ** Applies the Cold Feet debuff on all |
+ | ** Applies the Cold Feet debuff on all enemy heroes, working like {{H|Ancient Apparition}}'s Cold Feet. |
+ | ** The debuff is not applied on heroes which already have the debuff, or have its following freeze debuff. |
||
− | ** When breaking the debuff by getting out of the break distance (740 range) of it, it gets immediately re-applied a second time. |
||
+ | ** Cold Snaps have a 50% chance to apply every second. If they do not get applied, 3 Forged Spirits spawn within 500 radius around the Magus. |
||
− | ** Does not get re-applied if it stunned the hero, or if it got broken a second time. |
||
* {{Wex}} phase: |
* {{Wex}} phase: |
||
− | ** The |
+ | ** The aura switches from the Crystal Nova debuff to a custom debuff. This debuff only slows movement speed, and that by a lower value. |
− | ** Tornadoes spawn |
+ | ** Tornadoes spawn within a 2500 radius around the Dark Magus for each enemy. |
+ | ** The tornadoes travel in straight lines, towards the enemy hero's location they spawned for. |
||
− | ** The Tornadoes use the given lift and damage values, instead of calling them from {{A|Tornado|Dark Moon/Units}}. |
||
+ | ** These tornadoes are independent from the {{A|Tornado|Dark Moon/Units}} ability. |
||
+ | ** The tornadoes have an effect radius of 180, travel for up to 4500 range, and travel at a speed of 500. |
||
+ | ** Tornadoes have a 50% chance to spawn every second. If they do not spawn, 4 Forged Spirits spawn within 500 radius around the Magus. |
||
* {{Exort}} phase: |
* {{Exort}} phase: |
||
− | ** The |
+ | ** The aura switches from the custom debuff to {{I|Radiance}}'s debuff. It now deals damage per second and [[blind]]s, instead of slowing. |
+ | ** In this phase, the Magus' cooldowns are reduced by 25%. |
||
− | ** Chaos Meteors and Sun Strikes are cast onto all enemy heroes in short intervals |
+ | ** Chaos Meteors and Sun Strikes are cast onto all enemy heroes in short intervals. |
⚫ | |||
+ | ** The meteors spawn onto the heroes' locations, up to 3 per hero. They roll into random directions, up to a distance of 700. |
||
+ | ** Sun Strikes are created based on enemy movement, placed in front of them so that they would hit if the hero continues walking that direction. |
||
⚫ | |||
+ | ** Meteors and Sun Strikes have each a 33% chance to spawn every second. If they do not spawn, 4 Forged Spirits spawn within 500 radius around the Magus. |
||
− | * Independent form the phases, Forged Spirits spawn |
+ | * Independent form the phases, Forged Spirits spawn at fixed locations every 30 seconds. |
− | ** |
+ | ** All spirits spawned by this ability use the base values, and not the {{A|Forge Spirit|Dark Moon/Units}} values. |
** The spirits are ordered to attack-move towards the Temple. This means they move towards the temple and attack everything on their way there. |
** The spirits are ordered to attack-move towards the Temple. This means they move towards the temple and attack everything on their way there. |
||
− | ** Has a spawn limit of 40 spirits. |
+ | ** Has a spawn limit of 40 spirits. All spirits despawn when the Magus dies. |
− | |||
− | * '''Help needed.''' The ability scripts and datas can be found '''[[Dark Moon/Ghost Walk scripts|here]]'''. |
||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Cold Snap |
| name = Cold Snap |
||
| image = File:Cold Snap icon.png |
| image = File:Cold Snap icon.png |
||
− | | sound = Cold Snap |
+ | | sound = Invoker Cold Snap 1 |
+ | | sound2 = Invoker Cold Snap 2 |
||
| type = npc |
| type = npc |
||
| description = Invoker draws the heat from an enemy, chilling them to their very core for a duration based on the level of {{Quas}}. The enemy will take damage and be briefly frozen. Further damage taken in this state will freeze the enemy again, dealing bonus damage. The enemy can only be frozen so often, but the freeze cooldown decreases based on the level of {{Quas}}. |
| description = Invoker draws the heat from an enemy, chilling them to their very core for a duration based on the level of {{Quas}}. The enemy will take damage and be briefly frozen. Further damage taken in this state will freeze the enemy again, dealing bonus damage. The enemy can only be frozen so often, but the freeze cooldown decreases based on the level of {{Quas}}. |
||
Line 3,069: | Line 3,126: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Ice Wall |
| name = Ice Wall |
||
| image = File:Ice Wall icon.png |
| image = File:Ice Wall icon.png |
||
− | | sound = Ice Wall |
+ | | sound = Invoker Ice Wall 1 |
+ | | sound2 = Invoker Ice Wall 2 |
||
| type = npc |
| type = npc |
||
| description = Generates a wall of solid ice directly in front of Invoker for a duration based on the level of {{Quas}}. The bitter cold emanating from it greatly slows nearby enemies based on the level of {{Quas}} and deals damage each second based on the level of {{Exort}}. |
| description = Generates a wall of solid ice directly in front of Invoker for a duration based on the level of {{Quas}}. The bitter cold emanating from it greatly slows nearby enemies based on the level of {{Quas}} and deals damage each second based on the level of {{Exort}}. |
||
Line 3,083: | Line 3,142: | ||
| bkbtext = Debuff is immediately removed when enemy turns spell immune. |
| bkbtext = Debuff is immediately removed when enemy turns spell immune. |
||
| debuff1 = Ice Wall Slow Debuff |
| debuff1 = Ice Wall Slow Debuff |
||
− | | debuff1dispel = |
+ | | debuff1dispel = Death |
| cast point = 0.05 |
| cast point = 0.05 |
||
Line 3,127: | Line 3,186: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = EMP |
| name = EMP |
||
| image = File:EMP icon.png |
| image = File:EMP icon.png |
||
− | | sound = EMP |
+ | | sound = Invoker EMP |
| type = npc |
| type = npc |
||
| description = Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after 2.9 seconds. The detonation covers an area, draining mana based on the level of {{Wex}}. Deals damage for each point of mana drained. If EMP drains mana from an enemy hero, Invoker gains 50% of the mana drained. |
| description = Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after 2.9 seconds. The detonation covers an area, draining mana based on the level of {{Wex}}. Deals damage for each point of mana drained. If EMP drains mana from an enemy hero, Invoker gains 50% of the mana drained. |
||
Line 3,179: | Line 3,239: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Tornado |
| name = Tornado |
||
| image = File:Tornado icon.png |
| image = File:Tornado icon.png |
||
− | | sound = Tornado |
+ | | sound = Invoker Tornado 1 |
+ | | sound2 = Invoker Tornado 2 |
||
| type = npc |
| type = npc |
||
| description = Unleashes a fast moving tornado that picks up enemy units in its path, suspending them helplessly in the air shortly before allowing them to plummet to their doom. Travels further based on the level of {{Wex}}. Holds enemies in the air for a duration based on the level of {{Quas}}. Deals base damage plus added damage based on levels in {{Wex}}. |
| description = Unleashes a fast moving tornado that picks up enemy units in its path, suspending them helplessly in the air shortly before allowing them to plummet to their doom. Travels further based on the level of {{Wex}}. Holds enemies in the air for a duration based on the level of {{Quas}}. Deals base damage plus added damage based on levels in {{Wex}}. |
||
Line 3,232: | Line 3,294: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Alacrity |
| name = Alacrity |
||
| image = File:Alacrity icon.png |
| image = File:Alacrity icon.png |
||
− | | sound = Alacrity |
+ | | sound = Invoker Alacrity |
| type = npc |
| type = npc |
||
| description = Invoker infuses an ally with an immense surge of energy, increasing their attack speed based on the level of {{Wex}} and their damage based on the level of {{Exort}}. |
| description = Invoker infuses an ally with an immense surge of energy, increasing their attack speed based on the level of {{Wex}} and their damage based on the level of {{Exort}}. |
||
Line 3,266: | Line 3,329: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Sun Strike |
| name = Sun Strike |
||
| image = File:Sun Strike icon.png |
| image = File:Sun Strike icon.png |
||
− | | sound = Sun Strike |
+ | | sound = Invoker Sun Strike 1 |
| type = npc |
| type = npc |
||
| description = Sends a catastrophic ray of fierce energy from the sun at any targeted location, incinerating all enemies standing beneath it once it reaches the earth. Deals damage based on the level of {{Exort}}, however this damage is spread evenly over all enemies hit. |
| description = Sends a catastrophic ray of fierce energy from the sun at any targeted location, incinerating all enemies standing beneath it once it reaches the earth. Deals damage based on the level of {{Exort}}, however this damage is spread evenly over all enemies hit. |
||
Line 3,309: | Line 3,373: | ||
}} |
}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Forged Spirit |
| title = Forged Spirit |
||
Line 3,332: | Line 3,396: | ||
| attack point = 0.2 |
| attack point = 0.2 |
||
| attack backswing = 0.4 |
| attack backswing = 0.4 |
||
− | | |
+ | | projectile speed = 1000 |
| movement speed = 320 |
| movement speed = 320 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 3,348: | Line 3,412: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Forge Spirit |
| name = Forge Spirit |
||
| image = File:Forge Spirit icon.png |
| image = File:Forge Spirit icon.png |
||
− | | sound = Forge Spirit |
+ | | sound = Invoker Forge Spirit |
| type = npc |
| type = npc |
||
| description = Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage, mana, and armor are based on the level of {{Exort}} while attack range, health, and duration are based on the level of {{Quas}}. The elemental's scorching attack is capable of melting the armor of enemy heroes. |
| description = Invoker forges a spirit embodying the strength of fire and fortitude of ice. Damage, mana, and armor are based on the level of {{Exort}} while attack range, health, and duration are based on the level of {{Quas}}. The elemental's scorching attack is capable of melting the armor of enemy heroes. |
||
Line 3,390: | Line 3,455: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Chaos Meteor |
| name = Chaos Meteor |
||
| image = File:Chaos Meteor icon.png |
| image = File:Chaos Meteor icon.png |
||
− | | sound = Chaos Meteor |
+ | | sound = Invoker Chaos Meteor 1 |
+ | | sound2 = Invoker Chaos Meteor 2 |
||
| type = npc |
| type = npc |
||
| description = Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward, constantly dealing damage based on the level of {{Exort}}, and rolling further based on the level of {{Wex}}. Units hit by the meteor will also be set on fire for a short time, receiving additional damage based on the level of {{Exort}}. |
| description = Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward, constantly dealing damage based on the level of {{Exort}}, and rolling further based on the level of {{Wex}}. Units hit by the meteor will also be set on fire for a short time, receiving additional damage based on the level of {{Exort}}. |
||
Line 3,443: | Line 3,510: | ||
* The main damage can hit a unit up to 11 times and thus can deal up to 1650 damage ([[Damage manipulation|before reductions]]). |
* The main damage can hit a unit up to 11 times and thus can deal up to 1650 damage ([[Damage manipulation|before reductions]]). |
||
− | * The burn debuff deals damage in 1 second intervals, starting 1 |
+ | * The burn debuff deals damage in 1 second intervals, starting 1 second after the debuff is placed, resulting in 3 instances for each debuff. |
* The debuffs from each interval fully stack and do not refresh each other. So a unit can be affected by 11 instances of the burn debuff per cast. |
* The debuffs from each interval fully stack and do not refresh each other. So a unit can be affected by 11 instances of the burn debuff per cast. |
||
Line 3,459: | Line 3,526: | ||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Deafening Blast |
| name = Deafening Blast |
||
| image = File:Deafening Blast icon.png |
| image = File:Deafening Blast icon.png |
||
− | | sound = Deafening Blast |
+ | | sound = Invoker Deafening Blast |
| type = npc |
| type = npc |
||
| description = Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides with based on the level of {{Exort}}. The sheer impact from the blast is enough to knock those enemy units back for a duration based on the level of {{Quas}}, then disarm their attacks for a duration based on the level of {{Wex}}. |
| description = Invoker unleashes a mighty sonic wave in front of him, dealing damage to any enemy unit it collides with based on the level of {{Exort}}. The sheer impact from the blast is enough to knock those enemy units back for a duration based on the level of {{Quas}}, then disarm their attacks for a duration based on the level of {{Wex}}. |
||
Line 3,473: | Line 3,541: | ||
| bkbtext = Knockback and disarm persist if debuffs were placed before spell immunity. Disarm can be dispelled by spell immunity only. |
| bkbtext = Knockback and disarm persist if debuffs were placed before spell immunity. Disarm can be dispelled by spell immunity only. |
||
| debuff1 = Deafening Blast Knockback |
| debuff1 = Deafening Blast Knockback |
||
− | | debuff1dispel = |
+ | | debuff1dispel = Death |
| debuff2 = Deafening Blast Disarm |
| debuff2 = Deafening Blast Disarm |
||
− | | debuff2dispel = |
+ | | debuff2dispel = Death |
| cast point = 0.05 |
| cast point = 0.05 |
||
Line 3,529: | Line 3,597: | ||
}} |
}} |
||
{{Unit infobox |
{{Unit infobox |
||
− | | game = Dark Moon |
+ | | game = Dark Moon |
| structure = hidden |
| structure = hidden |
||
| title = Forged Spirit (Ghost Walk) |
| title = Forged Spirit (Ghost Walk) |
||
Line 3,541: | Line 3,609: | ||
| mana regen = 4 |
| mana regen = 4 |
||
| armor = 5 |
| armor = 5 |
||
− | | armor type = |
+ | | armor type = Soft |
| magic resistance = 0% |
| magic resistance = 0% |
||
| attack damage min = 150 |
| attack damage min = 150 |
||
Line 3,552: | Line 3,620: | ||
| attack point = 0.2 |
| attack point = 0.2 |
||
| attack backswing = ? |
| attack backswing = ? |
||
− | | |
+ | | projectile speed = 1000 |
| movement speed = 320 |
| movement speed = 320 |
||
| movement type = Walking |
| movement type = Walking |
||
Line 3,568: | Line 3,636: | ||
}} |
}} |
||
{{Ability |
{{Ability |
||
+ | | game = Dark Moon |
||
| name = Melting Strike |
| name = Melting Strike |
||
| image = File:Melting Strike (Forged Spirit) icon.png |
| image = File:Melting Strike (Forged Spirit) icon.png |
||
Line 3,578: | Line 3,647: | ||
| breakable = No |
| breakable = No |
||
| debuff1 = Melting Strike Debuff |
| debuff1 = Melting Strike Debuff |
||
− | | debuff1dispel = |
+ | | debuff1dispel = Death |
| trait1 = Armor Reduction per Attack |
| trait1 = Armor Reduction per Attack |
||
Line 3,602: | Line 3,671: | ||
}} |
}} |
||
{{clr}} |
{{clr}} |
||
+ | |||
[[Category:Dark Moon]] |
[[Category:Dark Moon]] |
||
+ | [[pt:Lua Negra/Unidades]] |
||
[[zh:暗月来袭/单位]] |
[[zh:暗月来袭/单位]] |
Revision as of 15:06, 9 October 2020
A Way With Worgs
The first round of Dark Moon consists of Worgs and Alpha Worgs. This round is split up into 2 phases:
- Initially, 3 packs of 12 Worgs spawn randomly at the spawn locations. They spawn in 8 second intervals, starting immediately as the round begins. They spawn a total of 4 times, resulting in 144 Worgs.
- In the second phase, which begins 45 seconds after the round began, which is 21 seconds after the previous phase's last wave spawned, 3 packs of 7 Worgs and 2 Alpha Worgs spawn. These spawn in 5 second intervals, starting immediately as this phase begins. These spawn a total of 6 times, resulting in 126 Worgs and 36 Alpha Worgs
- Altogether, this round spawns 270 Worgs and 36 Alpha Worgs, 306 units in total.
The Worgs have a passive Critical Strike. The Alpha Worgs have the same Critical Strike, and also have Packleader's Aura, an attack damage boosting aura.
Worg | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Passive
Enemies
- Modified values: None, uses the default Giant Wolf Critical Strike.
- Increases attack damage by an average of 20%.
- Critical Strike uses pseudo-random distribution.
Alpha Worg | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Passive
Enemies
- Modified values: None, uses the default Alpha Wolf Critical Strike.
- Increases attack damage by an average of 20%.
- Critical Strike uses pseudo-random distribution.
Aura
Allies
- Modified values: None, uses the default Alpha Wolf Packleader's Aura.
- Only increases base damage and that given by the primary attribute of affected units. Raw bonus damage is not increased.
- The aura's buff lingers for 0.5 seconds.
- Fully stacks with other attack damage increasing auras.
Don't Count Your Chickens
The second round of Dark Moon consists of Tamed Wildwings and Acolytes of Dezun. Every 10 seconds, starting immediately as the round begins, 3 groups of 5 Tamed Wildwings and 1 Acolyte of Dezun spawn randomly at the spawn locations. This means every 10 seconds, 15 Tamed Wildwings and 3 Acolytes of Dezun spawn. The waves spawn 6 times, resulting in a total of 180 Wildwings and 36 Acolytes of Dezun, 216 units in total.
The Tamed Wildwings do not have any abilities, but come in greater numbers. The Acolytes of Dezun have a slightly modified version Shadow Wave, which they use whenever 2 allied units are at low health. They directly target the wounded ally, so quickly killing that target cancels the cast, delaying it further.
Tamed Wildwing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Acolyte of Dezun | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creep-Hero | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
- Modified values: Cast time, number of bounces, heal, damage, mana cost, cooldown.
- During the cast time, pink paritcle effect appear around the Acolyte, indicating that it is about to be cast.
- Shadow Wave has no bounce delay, so all targets are healed at the same time.
- Regardless of the target, the Acolyte of Dezun is always healed without counting towards the number of bounces, effectively healing 4 units.
- Can heal up to 400 health when all bounces hit.
- The damage radius is centered around each healed unit. An enemy unit can get damaged by all healed units per cast.
- Can deal up to 400 damage to a single unit (before reductions).
Nyx Nyx Nyx
The third round of Dark Moon consists of Hellbears and Zealot Scarabs. Every 8 seconds, starting immediately as the round begins, 3 groups of 8 Hellbears and 1 Zealot Scarab spawn randomly at the spawn locations. This means every 8 seconds, 24 Hellbears and 3 Zealot Scarabs spawn. The waves spawn 6 times, resulting in a total of 144 Hellbears and 18 Zealot Scarabs, 162 units in total.
The Hellbears have no abilities, but deal decent damage with their attacks this early on. The Zealot Scarabs deal twice as much damage as the Hellbears and also have a slightly modified version of Impale, which they only cast when 2 or more enemies are within its range. They always choose the closer target.
Hellbear | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Zealot Scarab | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creep-Hero | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
- Modified values: Cast time, mana cost, damage and travel speed.
- The spikes travel at a speed of 600.
- Hit units are knocked up 350 range for the initial 0.5 seconds of the stun.
- While in the air, other units may pass below hit airborne units.
- The damage is applied upon landing, not upon getting hit.
- Impale can hit units up to 825 range away (travel distance + width).
- When Impale hits invisible units, the visual effects below the hit unit are still visible.
It's Morphlin' Time
The fourth round of Dark Moon consists of Lesser Elementals and Greater Elementals. Every 10 seconds, starting immediately as the round begins, 3 groups of 7 Lesser Elementals and 1 Greater Elemental spawn randomly at the spawn locations. This means every 10 seconds, 21 Lesser Elementals and 3 Greater Elementals spawn. The waves spawn 7 times, resulting in a total of 147 Lesser Elementals and 21 Greater Elementals, 294 units in total.
The Lesser Elementals have no abilities, but have a short-ranged quick attack. The Greater Elementals deal twice as much damage as the Lesser Elementals and also have a slightly modified version of Waveform, which they only cast when 2 or more enemies are within their range.
Lesser Elemental | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Greater Elemental | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creep-Hero | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
- Modified values: Cast time, cooldown, damage, mana cost, travel speed
- Surges with a speed of 900 and disjoints projectiles upon cast.
- The elemental is invulnerable, and his model cannot be selected with the mouse during Waveform.
- Can hit units up to 1200 distance away (travel distance + radius).
- The elemental can turn and attack during Waveform.
- Does not travel the full distance, when targeting closer than the max distance.
Party Fowl
The fifth round of Dark Moon is a bonus round. It consists of a single Rooster, which runs around the map at high speed. It cannot be killed, but damaging it makes it drop gold bags. The rooster is 100% immune to disables and is hasted, so it cannot be slowed.
The Rooster can drop a total of 2000 gold. It runs around the map for up to 60 seconds, or until reaching the gold drop limit. At this point, the rooster teleports out of the map using its Boots of Travel. While channeling it, it is invulnerable.
Rooster | ||||||||||||||||||||||||||||||||||||||||||
Ancient Creep-Hero | ||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
From My Black Grimoire
The sixth round of Dark Moon consists of Enthralled Golems and Demon Charmers. Every 16 seconds, starting immediately as the round begins, 2 groups of 6 Enthralled Golems and 2 Demon Charmers spawn randomly at the spawn locations. This means every 16 seconds, 12 Enthralled Golems and 4 Demon Charmers spawn. The waves spawn 7 times, resulting in a total of 84 Enthralled Golems and 28 Demon Charmers, 112 units in total.
The Enthralled Golems are very weak on their own, having very low health and damage. However, the accompanying Demon Charmers have Health Aura, which greatly boosts the Enthralled Golem's health and doubles their attack damage and model size. The Demon Charmers also have a slightly modified version of Upheaval and Shadow Word. They cast Upheaval only when 2 or more enemies stand close enough to each other while within cast range. The Demon Charmers are very selfish, and cast Shadow Word on no one but themselves.
Demon Charmer | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Ancient Creep-Hero | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Enthralled Golem | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
- Modified values: cooldown, damage, heal, mana cost, cast range and duration.
- Deals damage or heals in 1 second intervals, starting 1 second after cast, resulting in 8 instances.
- Can deal up to 240 damage to the target (before reductions), or heal for the same amount if cast on an ally.
- Successive casts of Shadow Word fully stack and work independently from each other.
- The first sound is played when the target is an ally, the second sound when it is an enemy.
- Although castable on any ally or enemy, the Demon Charmer is selfish and only casts it on self.
Enemies
- Modified values: Channel time, cooldown, mana cost, duration and slow per second.
- The longer the spell gets channeled, the stronger units get slowed when standing inside the area.
- The strength of the slow is based on the channel duration, not on how long a unit stands in the affected area.
- The slow percentage increases by 3% in 0.5 second intervals, starting 0.5 seconds after spell cast.
- Can slow units for up to 45% when channeled for the full duration. The limited channel time prevents reaching the slow cap.
- The slow debuff is applied or refreshed in the same intervals.
Aura
Allies
- Fully stacks with other health increasing effects.
- The aura's buff lingers for 0.5 seconds.
- Multiple instances of the Health Aura do not stack.
- The unit's current health percentage is stays the same upon gaining or losing the aura buff.
- Does not affect ancient creeps. Therefore, it does not affect the Demon Charmers themselves.
- Effectively increases the Enthralled Golem's health to 3150 and attack damage to 110-115.
- Increases the golem's model size by 100%, doubling their size.
We're Falling Apart Without You
The seventh round of Dark Moon consists of Enraged Devourers and of Berserk Zombies, which come back as Berserk Zombie Torsos when killed once. Every 20 seconds, starting immediately as the round begins, 3 groups of 10 Berserk Zombies and 3 groups of 11 Berserk Zombies spawn randomly at the spawn locations. This means every 20 seconds, 63 Berserk Zombies spawn. The waves spawn 4 times. 20 seconds after the 4th wave, 4 lone Berserk Zombies spawn together as a last 5th zombie wave, resulting in a total of 256 Berserk Zombies. 30 seconds after round begin, 3 Enraged Devourers start spawning each at a random spawn location (i.e. not as a single group) in 20 second intervals. This means they spawn 10 seconds before the next zombie wave, and never together with them. The Enraged Devourers spawn 7 times, resulting in 21 Enraged Devourers. This brings the total unit spawn count of this round up to 273.
The Berserk Zombies are slow units which effectively have to be killed twice. They do not die easily, and continue to attack their enemies as torsos after losing their legs. As torsos, the Zombies somehow deal more damage and gain high magic resistance, but have much lower health. Due to this, this round effectively contains 525 enemies, as the torsos count as separate units and each Berserk Zombie comes back as a torso. The Enraged Devourers are fast units which Feast on their enemies upon attacking, regaining lots of health per attack, and can fall into a Rage, becoming temporarily spell immune and attacking faster.
Enraged Devourer | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creep-Hero | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Modified values: Mana cost, duration and attack speed bonus.
- Applies spell immunity for the duration and a basic dispel upon cast.
Modified values: Enemy current health as damage/lifesteal.
- The heal is fully independent from the bonus damage dealt, meaning it always heals for the full amount, regardless of how much damage Feast did to the target.
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Berserk Zombie Torso | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Passive
Self
- The Torso is spawned 0.75 seconds after the Berserk Zombie dies.
A Rising Tide Lifts All Boats
The eighth round of Dark Moon consists of Recruits, Captains, Fleet Admirals, Krill-eaters, Shark-eaters and Whale-eaters. Every 10 seconds, starting immediately as the round begins, 2 groups of 4 Recruits, 4 Krill-eaters, 1 Captain and 1 Shark-eater spawn randomly at the spawn locations. This means every 10 seconds, 8 Recruits, 8 Krill-eaters, 2 Captains and 2 Shark-eaters spawn. The waves spawn 6 times, resulting in a total of 48 Recruits, 48 Krill-eaters, 12 Captains and 12 Shark-eaters. 20 seconds after round begin and then every 12 seconds, a Fleet Admiral and a Whale-eater spawn randomly at the spawn locations. They spawn a total of 3 times each.
The Recruits and Krill-eaters are small units without any specialties. The Captains and Shark-eaters are bigger and stronger and have a very slightly modified version of Torrent and Aghanim's Scepter upgraded Gush respectively. The Fleet Admirals are even bigger and stronger, hitting harder and being tankier. On top of the same Torrent as the Captains, the Admirals also have an unmodified X Marks the Spot and Ghostship. But the strongest units of the wave by far are the Whale-eaters. Not only are they hitting very hard and are extremely tanky, they also have very disruptive abilities with the same Gush as the Shark-eaters and a modified version of Ravage and cannot be disabled properly, because they also have a modified version of Kraken Shell.
As for spell usage, the Torrents and Gushes are used on single targets. They never try to hit multiple enemies at the same time with them. X Marks the Spot is used on the closest enemy whenever possible, but they never use the sub-spell. This means the admirals do not try to do the typical X Mark Torrent combo. Ghostship is only cast when 2 enemies are within its cast range, but it does not care whether they stand together or not, so even if 2 heroes are within range but far away from each other, it still casts the boat on one of them. Ravage is cast when at least 3 enemies are within its radius.
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- Modified values: None. The Torrent is on level 1.
- The Fleet Admirals also have this ability.
- The total delay is 2 seconds at all levels (cast time + effect delay).
- Torrent can be cast without having to face towards the targeted area.
- Units tossed in the air are stunned and still able to be attacked.
- While in the air, other units may pass below hit airborne units.
- The stun and slow are applied at the same time, so overall, the slow lasts for 3.35 seconds.
- The knockup itself lasts 1.53 seconds, so hit units are on the ground for the remaining 0.07 seconds of the stun.
- After casting, a visual effect appears at the targeted area and a sound effect plays for the delay period, both visible and audible to everyone.
- Deals 9.375 damage in 0.2 second intervals, starting 0.2 seconds after the effect delay, resulting in 8 damage instances.
- Provides 350 radius ground vision over the targeted area upon cast for 3.13 seconds.
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Target Unit
Enemy Heroes
- Modified values: None. The X Marks the Spot is on level 1.
- Interrupts channeling spells upon returning.
- The affected unit receives a stop command upon returning, canceling all its current orders.
- Marks the target's current location with a red X. This X is visible to enemies only when they have vision over the unit, or the X itself.
- The affected unit leaves behind a red dotted line while walking, showing which direction it went.
- These lines stop drawing for the enemies if the unit is not visible. However, already drawn lines stay visible.
- Once the unit turns visible again, a straight line of red lines is drawn towards their last known location
- These red lines ignore the actual path the unit took. They simply draw from its current to its previously last known location.
- Despite the visual effects, the target does not return to the X after dying and respawning during it.
- When the hero is invulnerable, it does not get returned to the X, causing the spell to get wasted.
- Provides 300 radius ground vision around the X mark for 5.94 seconds.
- Modified values: None. The Ghostship is on level 1.
- Since the spawning creeps are not heroes, the Rum is not applied.
- Ghostship travels at a speed of 650, reaching the crash site in 3.1 seconds.
- The ship spawns 1000 units behind Kunkka, travels forward, and crashes 1000 units ahead of Kunkka.
- A visual indicator appears at the location, showing the ship's destination point and radius. The indicator is visible to everyone.
- The ship provides 300 radius flying vision around itself as it travels. This vision does not last.
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- Modified values: Mana cost, cooldown, damage, armor reduction, movement speed slow, cast range, wave length and projectile speed
- The Whale-eaters also have this ability.
- Functions like the default Aghanim's Scepter upgraded gush, with an added knockback.
- The Gush wave travels at a speed of 600.
- The wave can hit units up to 840 range away (travel distance + radius).
- The knockback is a fixed distance. Units are knocked back at a speed of 1200, resulting in a duration of 0.25 seconds.
- Units are disabled during the knockback.
- Provides 300 radius flying vision around the projectile.
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- Modified values: None. The Kraken Shell is on level 1.
- The damage reduction is a Damage Block and the debuff removal is a strong dispel.
- The damage reduction is always on and is not connected to the damage threshold for debuff removal.
- Damage counter for debuff removal resets when Whale-eater does not take player based damage for 6 seconds.
- A debuff removal proc is indicated by a sound effect and water particles on Whale-eater's skin.
- Modified values: Cast time, cooldown, damage, mana cost, stun duration
- The tentacles travel at a speed of 775.
- Hit units are knocked up 350 range for the initial 0.5 seconds of the stun.
- While in the air, other units may pass below hit airborne units.
- The damage is applied upon landing, not upon getting hit.
- Ravage's effect is caused by a 250 units wide ring, which expands around the cast location at the given speed.
- This means units within 250 radius upon cast are hit instantly.
- The ring takes exactly 1 second to cover the remaining distance.
- It also means that it is possible to evade the effects by blinking inside the expanding ring shortly after cast.
Numerous Launches Detected
The ninth round of Dark Moon consists of Creeps, Trappers and Chaotic Hurlers. Every 15 seconds, starting immediately as the round begins, 10 Creeps, 10 Trappers and 2 Chaotic Hurlers spawn at a random spawn location. A total of 7 waves spawn, resulting in 70 Creeps and Trappers and 14 Chaotic Hurlers.
The Creeps do not have any abilities. The Trappers have Earthbind, rooting enemies in a radius for a short duration. The Chaotic Hurlers are able to Attack the ground, dealing heavy splash damage and knocking enemies back. They never normally attack heroes. Their attack has a very high downtime of 100 seconds, so they choose to only attack the Towers and the Temple. They are also able to Disembark additional troops.
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- The projectile travels at a speed of 500.
- Creates an AoE indicator at the target area, which is visible to everyone.
- Enemies who come within 100 range of the projectile get stunned and damaged (needs verification).
- Upon reaching the target area, the projectile explodes, dealing massive area damage and knocking enemies back.
- The knockback is not a set distance. It pushes every enemy so they are 400 range away from the center of the targeted area. So the minimum knockback distance is 150.
- The knockback duration is always the same, so the speed varies between 600 (150 knockback distance) and 1600 (400 knockback distance).
- Can push units over impassable terrain. Any tree a knocked back unit collides with gets destroyed.
- Enemies are fully disabled during the knockback.
- The projectile provides 300 range flying vision around it as it travels.
- The summoned creeps and trappers last until killed.
- The summoned units are not counted in the "enemies remaining" display at the top, but must be killed for the round to end.
- Does not spawn Creeps when there are 64 or more already on the map. Same applies to Trappers when there are 32 or more on the map.
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Target Area
Enemies
- Modified values: Cast time, cast range, mana cost, cooldown.
- The net travels at a speed of 857.
- Earthbind can hit units up to 970 range away (maximum cast range + radius).
- Roots the targets, preventing them from moving and casting certain mobility spells.
- Does not interrupt the targets' channeling spells.
- Provides True Sight over the targets.
- Does not target invisible units, but does target units inside the Fog of War.
- The net provides 300 radius flying vision around itself as it travels. This vision does not last.
Flock-a-doodle-doo
The tenth round of Dark Moon is a bonus round. Every second, starting immediately as the round begins, 5 individual Baby Roshans (although they are small chickens, they are named Baby Roshan) spawn randomly at the spawn locations. The waves spawn 12 times, resulting in a total of 60 Baby Roshans.
Just like the Rooster from round five, these units randomly run accross the map at high speed, and are just as immune to disables and slows. They drop gold bags upon taking damage and cannot be killed. Baby Roshans last for 60 seconds each, so they do not disappear at the same time. Unlike the Rooster, these ones just die, instead of teleporting away. Each chicken can drop 100 gold bags, resulting in 6000 possible bags, which can potentialy result in a lot of gold. However, getting all bags from them is impossible due to how they are spread around the entire map and the gold bags lasting only for 15 seconds after dropping.
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On The Hunt
The eleventh round of Dark Moon consists of Soulstealers, Hunters and entities known as The Abyss. Every 13 seconds, starting immediately as the round begins, 4 groups of 12 Soulstealers and 1 Hunter spawn randomly at the spawn locations. This means every 13 seconds, 48 Soulstealers and 4 Hunters spawn. The waves spawn 5 times, resulting in a total of 240 Soulstealers and 20 Hunters. Additionally, starting 10 seconds after round begin, and then every 8 seconds, entities known as "The Abyss" spawn, for a total of 6 times, resulting in a total unit count of 266.
The Soulstealers are strong, skill-less units with decent damage and fast movement speed. The Hunters have Blinding Gloom, a cone-shaped nuke which slows hit enemies and also greatly reduces their vision range. They also have unmodified Hunter in the Night. The Abyss entities are tanky, hard hitting units which have a slightly modified Black Hole.
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- When targeting a unit, the wave is released towards its current location upon cast.
- The gloom travels at a speed of 400.
- Can hit units up to 910 range away (travel distance + end radius).
- The complete area is shaped like a cone.
- Sets hit enemies' day and night vision to a certain value, it does not reduce by the given value.
Passive
Self
- Modified values: None. Hunter in the Night is on level 1.
- In the event, it is night all the time, so this ability is permanently active for the Hunters.
- Effectively increases the Hunter's movement speed to 480.
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- Modified values: Cooldown, mana cost and damage.
- Spirals affected units counterclockwise towards the center at a speed of 30, resulting in a maximum possible distance of 120.
- The closer the units are to the center, the stronger they get pulled to the center, with almost no pull, but only rotation at max distance.
- Can pull affected units over impassable terrain and through trees without destroying them.
- Caught enemies cannot be pulled out by Force Staff or Snowball.
- The pull and disable are provided by an aura, which lingers for 0.5 seconds, or until the channeling stops, whichever is shorter.
- Deals damage in 1 second intervals, starting 1 second after cast, resulting in 4 instances.
- Can deal up to 600 damage (before reductions).
- Provides 800 range ground vision at the targeted point for 4 seconds upon cast.
Attack Of The Cat Ladies
The Twelfth round of Dark Moon consists of Tiny Moon Riders and Nightsilver Prowlers. Every 10 seconds, starting immediately as the round begins, 2 groups of 6 Tiny Moon Riders spawn randomly at the spawn locations. This means every 10 seconds, 12 Tiny Moon Riders spawn. The waves spawn 9 times, resulting in a total of 108 Tiny Moon Riders. Additionally, starting 6 seconds after round begin, and then every 7 seconds, 2 Nightsilver Prowlers spawn together at a random spawn location. The Prowlers spawn 13 times, resulting in a total of 26 Nightsilver Prowlers. In total this round spawns 134 units.
The Tiny Moon Riders have modified Moon Glaivess, causing their attacks to bounce. The Nightsilver Prowlers can throw modified Sacred Arrows, which deal a lot of damage and stun for a long time. The Prowlers also have global vision, revealing the entire map for them and the Moon Riders, making it impossible to juke them.
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- The bouncing glaive travels at a speed of 900 (the same speed as the Moon Riders' attack projectile).
- Moon Glaives only procs if an attack successfully hits a target. This means a missed or disjointed attack does not proc it.
- When disjointed, the disjointing unit is not registered as hit, meaning the glaive can immediately bounce on it again if within range.
- A disjointed bounce still counts as a bounce, so it reduces the amount of bounces left and the damage of the next bounce.
- It does not matter how much damage the initial target takes, the bounces always deal damage based on the Moon Rider's average main damage.
- This means that the armor of or other damage manipulating effects on the initial attack target do not influence the bounces' damage at all.
- Can bounce back to the same units if it already hit all other nearby units. If no other units are nearby, the ability does nothing.
- The bounces deal 65%/42% of the Tiny Moon Rider's original attack damage.
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- Modified values: None. Sacred Arrow is on level 4.
- The Sacred Arrow travels at a speed of 857.
- The arrow starts traveling 51 range in front of the Nightsilver Prowler, and travels forward up to 3067 range.
- This means units within 50 range in front of the Prowler cannot be hit, as it does not search for units right behind the arrow.
- Can hit units up to 3161 units away (travel distance + radius).
- The stun increases by 0.1 seconds and the damage by 2.8 for each 30 distance traveled, resulting in the following values at certain distances (before reductions):
- 300 Distance: 1 second stun, 28 (78/168/258/348) damage
- 600 Distance: 2 seconds stun, 56 (106/196/286/376) damage
- 900 Distance: 3 seconds stun, 84 (134/224/314/404) damage
- 1200 Distance: 4 seconds stun, 112 (162/252/342/432) damage
- 1500 Distance: 5 seconds stun, 140 (190/280/370/460) damage
- The arrow reaches its full potential after traveling for 1500 distance, which takes 1.75 seconds.
- The arrow cannot collide with invulnerable or hidden units, it simply flies through them.
- The Sacred Arrow has 500 flying vision, which stays for 3 seconds at the point the arrow hits a target.
Albert Was A Chemist
The thirteenth round of Dark Moon consists of multiple Al, the chemists. Every 13 seconds, starting immediately as the round begins, 1 chemist spawns randomly at the spawn locations. The chemists spawn 6 times.
The chemists are very strong enemies, with very high health and attack damage. They also possess modified versions of Acid Spray, Unstable Concoction and Chemical Rage.
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- Modified values: Cooldown, mana cost, radius, duration, damage per second and armor reduction.
- Deals damage in 1-second intervals, starting 1 second after receiving the debuff, resulting in up to 9 instances.
- Can deal up to 1800 damage to a single unit (before reductions).
- Modified values: Damage type, cooldown, mana cost, minimum damage, maximum damage, minimum stun duration and maximum stun duration.
- Interrupts the Chemist's channeling spells upon cast.
- A timer above the Chemist's head shows how much time is left before the Concoction blows up. This timer is visible to everyone.
- The brewing animation and particles are visible to everyone. The Unstable Concoction buff is hidden.
- The sound can be heard by enemies only when the spell was cast within their vision range.
- The damage and stun duration differ based on whether the concoction blows up on the Chemist, or on the targeted unit.
- When blowing up on the self, the damage starts at 750, increases by 15 for each 0.1 seconds brewed, reaching 1500 in 5 seconds.
- When blowing up on the target, the damage starts at 800, increases by 16 for each 0.1 seconds brewed, reaching 1600 in 5 seconds.
- When blowing up on the self, the stun starts at 1.25 and increases by 0.01 for each 0.1 seconds brewed, reaching 1.75 in 5 seconds.
- When blowing up on the target, the stun starts at 1.25 and increases by 0.055 for each 0.1 seconds brewed, reaching 4 in 5 seconds.
- Unstable Concoction always affects a 175 area around where it explodes, including when it explodes on the Chemist.
- When the Chemist dies while brewing, it instantly blows up, hitting units around him based on how long it was brewed.
- While brewing the concoction, the Chemist can still move around and act freely.
- The Chemist can deny himself with this ability.
- Modified values: Damage type, cast range, minimum damage, maximum damage, minimum stun duration and maximum stun duration.
- Replaces Unstable Concoction until the concoction is thrown or blows up.
- As noted in Unstable Concoction's notes, the damage and stun differ based on whether the concoction blows up on the Chemist or the target enemy.
- The cast of Unstable Concoction Throw is not registered as a spell cast and thus does not proc any on-cast effects.
- The concoction travels at a speed of 900 and cannot be disjointed.
- Once thrown, Unstable Concoction stops brewing.
- When connecting with an invulnerable or hidden target, it still applies its area effect, hitting nearby units.
No Target
Self
- Modified values: Cooldown, mana cost, duration, base attack time, health bonus, health regen bonus, mana regen bonus and movement speed bonus.
- The default Chemical Rage has the health bonus set to 0. It still has that trait in the codes though.
- Disjoints projectiles upon cast.
- Increases the Chemist's total movement speed to 480, health to 13000, health regen to 500 and mana regen to 130.
- Regenerates a total of 5400 health and 1150 mana (before factoring in the mana cost of the ability).
It's A Techies Convention
The fourteenth round of Dark Moon consists of Bombers and Hurtlers. Every 4 seconds, starting immediately as the round begins, 4 groups of 1 Bomber spawn randomly at the spawn locations, up to 16 times. 20 seconds after round begin, and then every 4 seconds 2 additional groups of 2 Bombers start spawning, up to 10 times. Also 20 seconds after round begin, and then every 12 seconds, 2 groups of 1 Hurtler start spawning, up to 8 times. 30 seconds after round begin, and then every 8 seconds, 2 additional groups of 2 Hurtlers start spawning, up to 8 times. In total, 104 Bombers and 48 Hurtlers spawn, resulting in 162 units in this round.
The Bombers are weak units on their own, but walk at full movement speed and plant very potent Land Mines, which deal massive damage and explode quickly. The Hurtlers are bigger units with twice as much damage as the Bombers, but still relatively low. Their goal is it to Blast Off into the heroes, attempting to kill them with a heavy AoE nuke which also damages the Hurtlers themselves. The sheer amount of Bombers and Hurtlers which spawn makes it very easy for them to quickly kill uncareful heroes, or even destroy towers with their attacks if left alone for too long, despite their weak regular attacks.
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- Modified values: Cast range, cooldown, mana cost, radius and damage
- Unused values: Activation delay and building damage. They do not damage buildings.
- The mines always explode 1.6 seconds after being planted, regardless of whether an enemy is nearby or not.
- The mines only damage enemies when they detonate on their own, not when they are destroyed by attacks.
- The damage source is the mine itself, meaning certain on-damage effects react on the mine rather than on Bomber (e.g. Blade Mail).
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- Modified values: Cast time, cooldown, mana cost, radius, damage, silence duration (0) and max health as self damage.
- The leap always takes 0.5 seconds, so the speed varies between 0 and 2000.
- Leaps in an arc, so that other units can pass below them.
- The self damage is lethal, so that the Hurtler can deny themselves with this ability.
- The self damage is flagged as HP Removal and therefore cannot be blocked or altered by most sources of damage manipulation.
Who Threatens Our Concentration?
The fifteenth wave of Dark Moon is the last and the boss round. Upon round start, Scholar of Koryx spawns at a random spawn location. 10 seconds later, Mind of Tornarus spawns. 20 seconds after round starts, Agent of Gallaron. Once all 3 of them die, the Dark Magus is summoned at the map center.
Although all 3 of the maguses have all spells (except for Ghost Walk), they only use a set of spells based on Quas, Wex and Exort respectively. The final boss, the Dark Magus, also has them all and uses them all.
Although all of these spells have 8 levels, for simplicity's sake, only the last level is displayed here, since they are always on max level for the bosses.
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The Dark Magus | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- Modified values: Health regen bonus per Quas instance.
- The cast of Quas is not registered as a spell cast and thus does not proc any on-cast effects.
- Quas interrupts Invoker's channeling spells upon cast.
- Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
- Restores health in the form of health regeneration, so it regenerates 2.6 health per Quas instance in 0.1 second intervals.
- Can restore up to 1560 health in one minute per Quas instance.
- Grants a total of 26/52/78 health regen with 1/2/3 instances.
- Modified values: Attack speed bonus per Wex instance and Movement speed bonus per Wex instance.
- The cast of Wex is not registered as a spell cast and thus does not proc any on-cast effects.
- Wex interrupts Invoker's channeling spells upon cast.
- Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
- Grants a total of 28/56/84 attack speed and 14%/28%/42% movement speed 1/2/3 instances.
- The cast of Exort is not registered as a spell cast and thus does not proc any on-cast effects.
- Exort interrupts Invoker's channeling spells upon cast.
- Invoker can only have up to 3 instances up at any time. The orbs floating above Invoker are visible to everyone.
- Grants a total of 56/112/168 attack damage with 1/2/3 instances.
No Target
Self
- Modified values: None. This is the default Invoke.
- This is an innate ability and does not need to be learned.
- A button is located right above the ability icon. It opens a list which shows the required combination for every invoked ability.
- Invoke interrupts Invoker's channeling spells upon cast.
- The arrangement of element instances does not matter.
- When already having two spells invoked, invoking a new spell replaces the older spell.
- New invoked spells are always placed in the 4th ability slot.
- The previously invoked spell is moved to the 5th slot in the process, while the previous spell in the 5th slot is lost.
- When invoking a spell which is already invoked, Invoke neither costs mana, nor goes on cooldown.
- If the re-invoked ability was in the 5th ability slot, it moves into the 4th, swapping position with the other invoked ability.
- The Aghanim's Scepter upgrade does not improve the passive bonuses granted by Quas, Wex and Exort. It makes invoked spells consider them 1 level higher than what they are.
- This means that it does not grant Invoker any of the abilities Quas, Wex and Exort when they are not learned yet.
- The Dark Magus cannot and does not need to invoke this ability. It always has this in its 7th ability slot.
- The phases happen every 40 seconds and last 10 seconds.
- During the phases, the Dark Magus is invisible, hidden, invulnerable, phased, disarmed, silenced, muted, rooted, immune to True Sight and has no vision.
- The phases are split up into Quas phase, Wex phase and Exort phase, in this order.
- Quas phase:
- The aura starts emitting, applying Crystal Nova's debuff on enemies, slowing their movement and attack speed.
- Applies the Cold Feet debuff on all enemy heroes, working like Ancient Apparition's Cold Feet.
- The debuff is not applied on heroes which already have the debuff, or have its following freeze debuff.
- Cold Snaps have a 50% chance to apply every second. If they do not get applied, 3 Forged Spirits spawn within 500 radius around the Magus.
- Wex phase:
- The aura switches from the Crystal Nova debuff to a custom debuff. This debuff only slows movement speed, and that by a lower value.
- Tornadoes spawn within a 2500 radius around the Dark Magus for each enemy.
- The tornadoes travel in straight lines, towards the enemy hero's location they spawned for.
- These tornadoes are independent from the Tornado ability.
- The tornadoes have an effect radius of 180, travel for up to 4500 range, and travel at a speed of 500.
- Tornadoes have a 50% chance to spawn every second. If they do not spawn, 4 Forged Spirits spawn within 500 radius around the Magus.
- Exort phase:
- The aura switches from the custom debuff to Radiance's debuff. It now deals damage per second and blinds, instead of slowing.
- In this phase, the Magus' cooldowns are reduced by 25%.
- Chaos Meteors and Sun Strikes are cast onto all enemy heroes in short intervals.
- The meteors spawn onto the heroes' locations, up to 3 per hero. They roll into random directions, up to a distance of 700.
- Sun Strikes are created based on enemy movement, placed in front of them so that they would hit if the hero continues walking that direction.
- The meteors and strikes are the same as the ones created by the Chaos Meteor and Sun Strike abilities listed below.
- Meteors and Sun Strikes have each a 33% chance to spawn every second. If they do not spawn, 4 Forged Spirits spawn within 500 radius around the Magus.
- Independent form the phases, Forged Spirits spawn at fixed locations every 30 seconds.
- All spirits spawned by this ability use the base values, and not the Forge Spirit values.
- The spirits are ordered to attack-move towards the Temple. This means they move towards the temple and attack everything on their way there.
- Has a spawn limit of 40 spirits. All spirits despawn when the Magus dies.
- Modified values: None.
- Ability invokes when Invoker has 3 Quas instances.
- Cold Snap immediately triggers on the target upon cast, so the next proc can only happen after the trigger cooldown.
- Every time the effect triggers, the target is stunned and damaged.
- Only triggers on damage equal to or greater than 10 (after reductions).
- Cold Snap does not trigger on self-inflicted damage, and on damage flagged as HP Removal.
- With its current trigger cooldown and debuff duration, it can trigger up to 11 times (including the initial trigger upon cast).
- Can deal up to 616 damage (before reductions) when triggering as often as possible.
- Ability formulas:
- Damage per proc: 0 + (7 * Quas)
- Trigger cooldown: 0.8 - (0.03 * Quas)
- Debuff duration: 2.5 + (0.5 * Quas)
- Modified values: Wall duration, movement speed slow and damage per second.
- The Ice Wall is always created in front of Invoker, perpendicular to the line between Invoker and a point 200 range right in front of him.
- Creates 15 wall segments, with a spacing of 80 between each, resulting in a total length of 1120. Each segment affects a 105 radius around itself.
- The wall's effective length is 1330 (1120 wall length + 105 radius from both sides).
- Each segment possesses a movement speed slowing aura. Its debuff lingers for 2 seconds.
- The damage is independent from the slow, so getting further than 105 radius away from a segment immediately stops the damage, while the slow still lingers.
- Deals damage in 1 second intervals, starting 1 second after cast, resulting in up to 13 possible instances.
- Can deal up to 1248 damage to a single unit (before reductions), when it stays in range for its full duration.
- Ice Wall is not a pathing blocker. Any unit can pass through it.
- Modified values: Cooldown, mana cost, effect delay and mana burned.
- Ability invokes when Invoker has 3 Wex instances.
- Applies the mana loss first, and then the damage.
- Invoker only gains the mana when it burns mana from heroes. Mana burned on illusions and other units does not restore mana.
- The damage and the restored mana are dependent on the amount of mana burned on the enemies.
- This means if the enemy had no mana left to burn, it deals no damage to it and does not restore Invoker's mana.
- Fully affects invisible units, but not invulnerable or hidden units.
- Can deal up to 180 damage to each affected unit (before reductions).
- Can restore up to 150 mana for Invoker from each affected hero.
- The visual effects and the sound during the effect delay are visible and audible to everyone.
- Modified values: Travel distance, cyclone duration and bonus damage per Wex instance.
- The Tornado travels at a speed of 1000 and always travels the full distance, so it takes 4 seconds to reach the max distance.
- The Tornado can hit units up to 4200 range away (travel distance + effect radius).
- Applies a Cyclone effect on the affected units, so it applies a basic dispel on them, turns them invulnerable and fully disables them for its duration.
- The damage is applied upon losing the Tornado debuff. Can deal up to 790 damage to each affected unit (before reductions).
- While in the air, other units may pass below the cycloned units.
- The Tornado provides 200 radius flying vision as it travels. This vision does not last.
- Also provides the same vision for 1.75 seconds after reaching its final destination.
Target Unit
Allies
- Modified values: Cooldown, mana cost and damage.
- Ability invokes when Invoker has 3 Exort instances.
- The damage is spread evenly among all affected units within the targeted area.
- Therefore, it deals 1075/537.5/358.33/268.75/215 damage when hitting 1/2/3/4/5 enemies.
- Damage is only spread among units which are damaged by Sun Strike. All unaffected units do not soak up any damage.
- Does not affect wards, buildings, invulnerable or hidden units.
- Provides 300 radius flying vision at the targeted point for 5.5 seconds upon cast.
- The visual effects and the sound during the 1.7 seconds effect delay are visible and audible to everyone.
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- Modified values: Spirit attack damage, spirit mana, spirit armor, spirit attack range, spirit health and spirit duration.
- Casting Forge Spirit does not replace the spirits from the previous cast.
- The spirits are always summoned next to Invoker at a random position around him, but always facing east upon spawn.
- Forged Spirits possess the Melting Strike ability.
- Modified values: Cooldown, mana cost, travel distance, main damage per interval and burn damage per second.
- The Chaos Meteor needs 1.3 seconds to land. It lands at the targeted point, not at Invoker's position.
- Can hit units up to 2495 range away (cast range + travel distance + radius). The area between Invoker and the targeted point is unaffected.
- The visual effects and the sound during the 1.3 seconds effect delay (the meteor falling from the sky) are visible and audible to everyone.
- The Chaos Meteor rolls at a speed of 300 and always rolls the full distance, so it takes 5.06 seconds to reach the max distance.
- After landing, the meteor deals its main damage and places the burn debuff to units within its effect radius in 0.5 second intervals, starting immediately upon landing.
- The main damage can hit a unit up to 11 times and thus can deal up to 1650 damage (before reductions).
- The burn debuff deals damage in 1 second intervals, starting 1 second after the debuff is placed, resulting in 3 instances for each debuff.
- The debuffs from each interval fully stack and do not refresh each other. So a unit can be affected by 11 instances of the burn debuff per cast.
- One instance of the burn debuff can deal up to 300 damage (before reductions).
- All possible instances of burn damage per unit together can deal up to 3300 damage (before reductions).
- The whole Chaos Meteor, main and burn damage, can deal up to 4950 damage (before reductions) when a unit is hit by all possible instances.
- The Meteor provides 400 radius flying vision while it is rolling. This vision does not last.
- Also provides the same vision for 3 seconds after reaching its final destination.
- Modified values: Damage, knockback duration and disarm duration.
- Deafening Blast travels at a speed of 1100 and always travels the full distance, which takes 0.91 seconds.
- The blast can hit units up to 1225 range away (1000 travel distance + 225 end radius).
- The complete area is shaped like a cone.
- Applies a non-disabling Forced Movement, so affected enemies can still use spells and items during it and their channeling spells are not interrupted.
- The knockback and disarm are applied at the same time.
- This is how the knockback works:
- Affected units are moved in 0.03 second intervals.
- They are moved 66 times.
- The first 1/3 times, units are moved linearly, by a distance of 6 per interval. 1/3 of the intervals is 22 times, which results in a distance of 132.
- For the remaining 44 intervals, the units are moved exponentially with 0.98 times the speed of the previous interval.
- So the remaining intervals together move the units by a distance of (sum 6 * 0.98 ^ 1 to 6 * 0.98 ^ 44 =) 170.67.
- Summed up, the total knockbackc distance 302.67.
- As conclusion, the knockback starts at a speed of 200 and decreases exponentially.
- Can knock units over impassable terrain. During the knockback, all trees the units collide with get destroyed.
- For the Dark Magus, Deafening Blast releases its blasts towards every direction around the Dark Magus, no matter what point is targeted.
- A total of 12 blasts are released. One blast is released towards the targeted point, while the other eleven are adapted to it, with 30 degree angles between them.
- A unit can only be hit by one blast per cast, so when a unit stands between two, only one hits it.
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Passive
Enemy Heroes
- Modified values: None.
- Successive attacks fully refresh the whole stack's duration.
- The armor reduction is applied or increased after the attack damage is applied.
- Only affects heroes and illusion, and nothing else.
- The mana is used when the attack successfully hits the target, not upon projectile launch.
- This means that missed or disjointed attacks do not cost any mana.