Hero
Dark Seer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Pulls and manipulates his enemies' positions. | |
A cunning tactician, the Dark Seer excels at manipulating positions of his enemies. Vacuuming and Punching foes into the attacks of his allies, drawing them into the prismatic thorns of his Ion Shell. Armed only with his intellect, he Surges across the land to survey every point of conflict. At strategic locations Ish'Kafel places his Wall of Replica, sowing confusion amongst enemy ranks as an army of duplicates emerge to do battle against their own likenesses. | |
Roles: | Initiator Escape Disabler |
Complexity: | |
Adjectives: | Bearded, Parent, Nose Legs ( 2 )
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Bio[]
โถ๏ธ "If your enemy is equal, prepare for him. If greater, elude him. If weaker, crush him."
Lore:
Fast when he needs to be, and a cunning strategist, Ish'Kafel the Dark Seer requires no edged weapons to vanquish his enemies, relying instead on the strength of his powerful mind. His talent lies in his ability to maneuver the fight to his advantage. Hailing from a place he calls 'The Land behind the wall,' Dark Seer remains an outsider hereโa warrior from a realm beyond the veil of this reality.
Once a great general among his people, and a valiant defender of the god-king Damathryx, Dark Seer's army was wiped out by a much larger force in the final days of the Great Boundaries War. Facing certain defeat, he made one last desperate act: he led the enemy forces into the maze between the walls. At the last moment, just before capture, he crossed overโthen sealed the walls forever in an explosive release of dark energy. When the dust settled, he saw that he had saved his people but found himself blinking at the sun of a different world, with no way to return. Now he is committed to proving his worth as a military strategist, and vows to show that he's the greatest tactician this strange new world has ever seen.
Once a great general among his people, and a valiant defender of the god-king Damathryx, Dark Seer's army was wiped out by a much larger force in the final days of the Great Boundaries War. Facing certain defeat, he made one last desperate act: he led the enemy forces into the maze between the walls. At the last moment, just before capture, he crossed overโthen sealed the walls forever in an explosive release of dark energy. When the dust settled, he saw that he had saved his people but found himself blinking at the sun of a different world, with no way to return. Now he is committed to proving his worth as a military strategist, and vows to show that he's the greatest tactician this strange new world has ever seen.
Alias:
DS
Voice:
Abilities[]
Vacuum
Dark Seer creates a vacuum over the target area that sucks in enemy units, disrupting them and dealing damage.
Damage: 70/130/190/250
Pull Duration: 0.3/0.4/0.5/0.6
Ish'Kafel modifies the center of gravity to a place of his choosing.
- The pull duration always takes 0.3/0.4/0.5/0.6 seconds, no matter how far or close the units are from the center, so the pull speed varies.
- Affected units are fully disabled during the pull.
- Grants affected enemy units phased and unobstructed movement during the pull duration and can pull units over impassable terrain.
- Fully affects invisible units.
- Does not affect ancient creeps.
- Does not affect hidden units and specifically units affected by Eul's Scepter of Divinity's Cyclone.
- Vacuum removes the invulnerability buff of certain non-hidden invulnerable sources, then fully affects the units. This affects the following sources:
- Any other Cyclone source, regardless of faction.
- Activate Fire Remnant, Time Walk, Reverse Time Walk, Waveform and Ball Lightning.
- For Lua error in Module:Ability_ID at line 61: Could not find Cargo data for "Nightmare". and Song of the Siren, Vacuum pulls the affected units but does not removes the invulnerability. If the pull ends during the invulnerability, it does not deal damage.
- The damage is applied upon losing the debuff, dispelling the debuff causes the damage to be applied earlier.
- Destroys trees within 150 radius at the targeted point upon cast.
Ion Shell
Surrounds the target unit with a bristling shield that damages enemy units in an area around it.
Duration: 21/24/27/30
The Dark Seer slices holes into the 'Land Behind the Wall,' causing prismatic energy to seep forth.
- Ion Shell can be cast on both enemy and ally units, but damaging only enemy units. The affected unit with the shell itself is not damaged.
- The damage affects invisible enemies within the radius, However, the visual effects do not appear.
- Cannot be cast on Couriers.
- โโ Double-tapping automatically targets self.
- Cannot be cast on allies who have โ Disabled Help from Dark Seer.
- Successive casts on the same unit do not stack, but refresh the duration and update the damage to the current level instead.
- When two opposing heroes cast it on the same target, the modifier updates and start damaging the enemies of the latest caster.
- However, the modifier status does not update. Whether it is treated as a buff or debuff is determined upon the first cast, and is not updated on a refresh.
- Leveling up the ability does not update the current active instances.
- TALENTHowever, the damage increasing talent immediately updates all currently active instances.
- Deals 6/10/14/18 ( 16/20/24/28) damage in 0.2-second intervals, starting 0.2 seconds after the cast, resulting in 105/120/135/150 damage instances.
- Can deal up to 630/1200/1890/2700 ( 1680/2400/3240/4200) damage to a single unit (before reductions), if the enemy unit stays within range for the full duration.
- TALENTIon Shell talents do not instantly update the current active instances.
- The max health increasing talent increases the max health of the targeted ally by 250, keeping the current health percentage the same. This counts as setting health.
- The health increasing talent fully affects the Spirit Bear, but not other creep-heroes.
- Acquiring the Ion Shell charges talent instantly grants 1 extra charge.
- The max health increasing talent increases the max health of the targeted ally by 250, keeping the current health percentage the same. This counts as setting health.
Surge
Charges a target friendly unit with power, giving it a brief burst of movement speed and removes unit collisions. Allows the unit to reach maximum movement speed and cannot be slowed.
Haste Speed: 550
Duration: 3/4/5/6
Surged units leave behind a 150 radius trail that lasts 7s, slows enemies around it by -50% and deals 35 damage every 0.5s. Can be put on Alt-Cast to disable the trail.
Ish'Kafel once used his speed of mind to navigate the maze between the walls.
- โโ Double-tapping automatically targets self.
- Grants affected allies phase and haste movement, meaning they cannot be slowed below the hasted value.
- Fully affects Couriers.
- Upon acquiring the Ability Upgrade, it has Alt-cast disabled by default.
- With Alt-Cast activated, the Surged target now creates a 150 radius trail on the its current location in 0.5-second intervals.
- Deals 35 damage in 0.5-second intervals (before reductions), starting 0.5 seconds after the debuff is applied, resulting in 14 damage instances.
- Can deal up to 490 damage to a single unit when the affected unit stays in range for the full duration.
- When the Surged target dies, the already existing trail on the ground still stays for the remaining duration.
- Acquiring Aghanim's Shard does not update the current active instance.
- TALENTThe area of effect talent turns Surge into a 350 radius area-targeted ability, so that it cannot directly target units anymore.
- โโ Double-tapping now centers the radius around Dark Seer.
Passive cooldown attack. Causes Dark Seer's next attack on a hero to have True Strike, knock an illusion out of the victim, damaging and stunning them based on how far Dark Seer has moved in the past 3 seconds. Max power is reached after 1100 distance moved.
Recent Movement Time Window: 3
Distance Required for Max Values: 1100
Min Knockback Distance: 50
Max Knockback Distance: 350
Min Damage: 10
Max Damage: 450
Min Stun Duration: 0.2
Max Stun Duration: 1.5
Number of Illusions: 1
Damage Taken: 200%
Spawn Delay: 0.25
Duration: 6
Modifiers [?]
Requires drafting Wall of Replica to be unlocked.
- Requires Aghanim's Scepter to be unlocked.
- Grants Dark Seer's next attack True Strike when not on cooldown. The cooldown triggers upon successfully landing an attack on an enemy.
- The bonus damage is applied as spell damage in a separate damage instance, it is affected by spell damage amplification and works with spell lifesteal.
- Constantly checks the distance Dark Seer moves and calculates the damage, knockback distance, knockback duration, and stun duration accordingly on each server tick.
- For every 10 distance moved, the damage increases by 4, knockback distance by 2.727, knockback duration by 0.006, and stun duration by 0.012.
- Teleporting effects (e.g. Blink) may only add up to 600 range to the distance counter, no matter how big the actual teleported distance was.
- Does not consider upward movement distances.
- The distance counter never resets, so it is possible to perform multiple full power punches in a row, with cooldown resetting sources.
- These are the damage, knockback distance, and stun duration values at certain distances moved in the last 3 seconds (before reductions):
- 0 distance moved: 10 damage, 50 knockback distance, 0.1s knockback duration, 0.2s stun duration.
- 180 distance moved: 82 damage, 99.09 knockback distance, 0.206s knockback duration, 0.413s stun duration.
- 360 distance moved: 154 damage, 148.18 knockback distance, 0.313s knockback duration, 0.625s stun duration.
- 540 distance moved: 226 damage, 197.27 knockback distance, 0.419s knockback duration, 0.838s stun duration.
- 720 distance moved: 298 damage, 246.36 knockback distance, 0.525s knockback duration, 1.051s stun duration.
- 900 distance moved: 370 damage, 295.45 knockback distance, 0.632s knockback duration, 1.264s stun duration.
- Normal Punch first applies the stun, the spell damage, the knockback, then the attack damage.
- If Wall of Replica is not learned, the illusion deals 80% damage by default.
- The illusion is spawned 350 range behind the enemy's determined landing position, seconds after Normal Punch was delivered.
- The illusion can be controlled normally and is initially ordered to attack the punched target.
- Successive punches can create multiple illusions.
- The illusion has a expr
2 ร IllusionLVL
bounty.
- Treats clones, illusions and the Spirit Bear as heroes, and creep-heroes as creeps.
- Destroys trees within 100 radius enemies come in contact with during the knockback.
- The punch particle and sound effects upgrade when the distance counter is at 300, and upgrade again when at 900.
- COSMETICThe invulnerable modifier is responsible for the ability effects upon knocking back an enemy unit.
- It is only for cosmetic purposes and has no impact on gameplay.
Wall of Replica
Affects
Enemy Heroes
Enemy Heroes
Raises a wall of warping light that slows and creates replicas of any enemy hero who crosses it. Enemy replicas serve at the Dark Seer's will. Replicas last until they are destroyed, or until the wall's duration ends.
Number of Walls: 1
Wall Width: 50
Move Speed Slow: 50%/60%/70%
Slow Duration: 1
Wall Duration: 30
Damage Taken: 200%
Max Duration: 30
Grants the Normal Punch ability.
Modifiers [?]
modifier_dark_seer_wall_of_replica
Undispellable
modifier_darkseer_wallofreplica_illusion
Death
modifier_illusion
Death
modifier_invulnerable
Death
modifier_dark_seer_wall_slow
The Dark Seer, while unable to return to his natural realm, can channel part of the prismatic wall with powerful strength of mind, sowing confusion amongst enemy ranks.
- The values of the wall are set upon cast and do not update upon leveling the ability up after having placed the wall.
- A wall can only create one illusion per player. There cannot be more than one illusion per player per wall.
- This means when there are multiple walls up (with multiple casts), every valid enemy unit affected is still limited to one illusion per wall.
- For Enchanted illusions, the wall still cannot create another illusion until the previous one dies.
- When the illusion dies, Wall of Replica creates a new illusion of that hero as soon as it comes in range.
- Wall of Replica may create illusions from the following sources:
- From real heroes, it does not create illusions of illusions pathing through the wall.
- From Meepo Clones and the Tempest Double.
- From the Spirit Bear.
- From invisible units, but it does not provide vision or True Sight over them.
- From invulnerable units, but does not apply the movement speed slow on them.
- From untargetable units.
- Does not create illusions from hidden units, creep-heroes and from Wukong's Command Soldiers.
- Upon spawning, the created illusions are visually distinguishable and are automatically ordered to attack the heroes they are based on.
- The illusion spawns 108-distance from the affected enemy hero if the target's collision size is 27, and 72-distance if its collision size is 18.
- The created illusion appears either north, east, south, or west from the target.
- The movement speed slow is applied constantly within the wall's area, provided by an aura. The aura lingers for 1 second.
- The slow of multiple overlapping walls does not stack.
Talents[]
Hero Talents | ||
---|---|---|
350 AoE Surge | 25 | 2 Ion Shell Charges |
+50 Ion Shell Damage | 20 | -40s Wall of Replica Cooldown |
Ion Shell Provides +250 Max Health | 15 | +100 Vacuum AoE |
+50 Ion Shell Radius | 10 | +20% Wall of Replica Illusion Damage |
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Reduced Ion Shell mana cost from 110/120/130/140 to 100/110/120/130.
- Wall of Replica now deals 25/40/55 magical damage per enemy illusion created.
- Reduced Vacuum effect radius from 400/450/500/550 to 325/400/475/550.
- Increased Surge mana cost from 35/40/45/50 to 50 on each level.
- UWall of Replica now fully affects an enemy Spirit Bear.
- Aghanim's Scepter upgrade:
- Normal Punch
- UNow fully affects an enemy Spirit Bear.
- Increased distance required for max values from 900 to 1100.
- Normal Punch
- Aghanim's Shard upgrade:
- Surge
- ADDEDAlt-cast functionality. [?]
- Right Click on ability toggles and swaps the functionality of the ability with Surge (Aghanim's Shard), creating a trail behind affected units.
- Surge
</div> </div>
Recommended Items[]
Starting items:
- Tango sustains health in the laning stage.
- Healing Salve restores health to stay in lane.
- Clarity sustains mana to use Ion Shell.
- Iron Branch boosts Dark Seer's attributes, builds up to a Magic Wand and/or Mekansm later on and can be paired with Tango for more healing.
- Enchanted Mango gives health regeneration and can restore mana in a pinch, before Dark Seer acquires Soul Ring.
Early game:
- Regular Stick gives nothing.
- Soul Ring covers most of your mana issues and allows you to constantly use Ion Shell in order to harass your lane opponents and get some last hits.
- Boots of Speed gives mobility for chasing or running away.
- Infused Raindrops gives mana regeneration and absorbs some magical damage.
Mid game:
- Magic Wand sustains health and mana in fights.
- Helm of the Dominator allows Dark Seer to pull off Vacuum combos by yourself. Also, gives you an additional controllable unit to use Ion Shell on to fight or to push out waves.
- Arcane Boots increase your mana pool and allow you to restore your teammates' mana.
- Mekansm adds to Dark Seer's teamfight effectiveness and increases durability. Also his decent intelligence gain means he will generally have enough mana to use the heal.
- Blink Dagger can help Dark Seer's positioning to place a better vacuum wall combo or to escape from bad engagements.
Late game:
- Guardian Greaves restores both health and mana to team; the health regeneration and armor aura works better on wounded allies.
- Shiva's Guard grants Dark Seer more punch to his Vacuum and Wall of Replica initiation, and gives him armor and intelligence.
- Lotus Orb removes debuffs from Dark Seer or an ally, as well as granting Echo Shell to reflect spells.
- Scythe of Vyse grants mana regeneration and Hex to completely nullify an enemy hero from using abilities or attacking.
- Refresher Orb allows Dark Seer to use his abilities and items twice in a row if needed.
Situational items:
- Force Staff changes position of Dark Seer or any heroes.
- Pipe of Insight grants you and your allies protection from magical damage.
- Crimson Guard can protect your team from physical attacks in teamfights.
- Black King Bar guarantees Dark Seer's initiation with spell immunity to ward off almost all disables.
- Octarine Core lower cooldowns for better influence in fight.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- Dark Seer's response, "Speed is the heart of battle." is an indirect quote of Chinese military strategist Sun Tzu, who said "Quickness is the essence of war."
- Dark Seer's response, โถ๏ธ "No, I will not calm my beard." is a response to Beastmaster's and Clockwerk's rival hero taunts, both voiced by Sam A. Mowry.
- Dark Seer's Vacuum's lore is based on the military term, center of gravity, which is a concept developed by Carl Von Clausewitz, a Prussian military theorist, in his work On War.
- Normal Punch makes numerous references to the anime "One Punch Man".
- The name of the ability references the protagonist's move "Consecutive Normal Punches".
- The particle effects include a giant red fist striking the enemy, which looks like the fists of the protagonist.
- The particle effect generally has an anime-style theme to it, with the static lines and whirls, the haloes, and the Japanese floating texts, which are the Japanese equivalents of "Pow!".
- ใใดใณ (do-go-n), the text upon knocking back an enemy unit, with ใ (do) usually representing a really normal soft bang sound like lightly dropping something on a table, and ใใณใใณ (ton ton) akin to a knocking sound.
- dogo-, dogon, dogoo- ( ใใดใชใ ):
- Big punch, chop (karate), or kick, big impact; quick punch, impact, or emphasis [do] + hard impact [go].
- It is also used as a dramatic impact. (SFX: Kapow! Whomp! Wop! Chop!)
- dogo-, dogon, dogoo- ( ใใดใชใ ):
- The effect of Normal Punch punching an illusion out of the body may be a reference to the scene in "Doctor Strange"" in which Doctor Strange's "astral form" is getting separated from his physical form.[1]