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Has an arsenal of disables at her disposal. | |
A slight flutter from the shadows may be all an enemy sees of Dark Willow, as she eludes pursuit and controls her foe's movements with devious and cunning fae tricks. Her heritage lets her slip into the Shadow Realm, avoiding attacks while entrapping victims in thorny Brambles. She lays a Cursed Crown on her foes, stunning them no matter they run. The Dark Willow's companion wisp is no less to fear. Jex circles its mistress, creating sheer Bedlam before tapping into primal fears, Terrorizing enemies into submission. | |
Roles: | Support Nuker Disabler Escape |
Complexity: | |
Adjectives: | Legs ( 2 )
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Bio[]
▶️ "Let's have some fun, shall we?"
Lore:
Children love telling stories about the whimsical adventures of fairies... That's because children don't know that most fairies are spiteful jerks. And in the world of spiteful fairies there are few names spoken of with more contempt than Mireska Sunbreeze.
Born to a fae merchant king, Mireska grew up in Revtel; a cutthroat nation where manipulation and murder were the norm. But while she was quite adept at navigating the etiquette, unspoken laws, and social rituals that permeated every element of her life, she found the whole thing rather boring.
So, Mireska did what most rebellious children do: burn down her family estate and set off with her pet wisp Jex to live the life of a wandering grifter.
Born to a fae merchant king, Mireska grew up in Revtel; a cutthroat nation where manipulation and murder were the norm. But while she was quite adept at navigating the etiquette, unspoken laws, and social rituals that permeated every element of her life, she found the whole thing rather boring.
So, Mireska did what most rebellious children do: burn down her family estate and set off with her pet wisp Jex to live the life of a wandering grifter.
Voice:
Abilities[]
Dark Willow creates a maze of brambles that grow in the target area after 0.5 seconds. Enemies that walk into a bramble are rooted and take damage over time.Every bramble can latch an enemy more than once before it expires.
Bramble Spawn Radius: 600
Root Search Radius: 90
Bramble Spawn Delay: 0.5
Bramble Spawn Interval: 0.075
Bramble Activation Delay: 0.1
Number of Brambles: 8
Max Latches per Bramble: 2/3/5/6
Damage per Second: 75/83.33/87.5/90
Root Duration: 1/1.5/2/2.5
Bramble Duration: 15
The fae realm exists all around you, merely waiting to draw you in…
- The projectile launched upon cast has only cosmetic purposes, and does not affect the delay.
- The brambles are always placed in the same formation.
- 4 brambles are placed 200 range away from the center of the target area, towards north, east, south, and west.
- 4 brambles are placed 500 range away from the center of the target area, towards north-east, south-east, south-west, and north-west.
- The brambles spawn in 0.075 second intervals, starting 0.5 seconds after cast, so it takes 1.025 seconds for all brambles to spawn.
- The inner circle spawns first, starting with the east bramble, going counter-clockwise. The outer circle starts with the north-east bramble.
- Each bramble is inactive for 0.1 seconds after spawning.
- A bramble roots the first enemy unit which comes within 90 range of it. Each bramble may root an enemy 2/3/5/6 times before disappearing.
- Brambles cannot root enemies which are already rooted by brambles.
- This means if an enemy survives the first root, it may instantly get rooted again if the bramble is still there.
- Does not provide True Sight over rooted enemies.
- The brambles require no vision and can hit invisible enemies, or enemies in the Fog of War.
- Deals 37.5/41.67/43.75/45 damage in 0.5 second intervals, starting 0.5 seconds after the buff is applied, resulting in 2/3/4/5 instances.
- Each instance can deal a total of 75/124.995/175/225 damage to the target (before reductions).
- The Brambles' duration starts running after the initial creation delay. This means the last bramble disappears 16.025 seconds after cast.
- Leveling the spell up while there are still brambles on the field does not update the root duration of those brambles.
Dark Willow recedes into the shadows, becoming untargetable. Her next attack has increased attack range and deals bonus magic damage, and will end Shadow Realm. Damage scales based on how long she remains under the effects of Shadow Realm, the maximum being reached after 3 seconds. All enemies around the target are slowed and damaged. This damage is also scaled and applied in 0.5 second increments throughout the whole duration.
Radius: 250/275/300/325
Attack Range Bonus: 600
Area Max Damage per Second: 40/80/120/160
Movement Speed Slow: 70%
Max Charge Duration: 3
Debuff Duration: 2
Realm Duration: 5
What you can't see will most definitely hurt you.
- Does not interrupt channeling spells upon cast. Disjoints projectiles upon cast.
- During Shadow Realm, Dark Willow is phased, attack immune and unselectable.
- Any attack or spell targeting Dark Willow which is already in its attack or cast animation gets canceled.
- Due to this, Dark Willow cannot target herself with her own items either.
- Almost every spell treats Dark Willow as if she is invisible, except for latched Lua error in Module:VarQuery at line 21: No results found.. Beetles, which do not instanly die on cast.
- When cast while attacking an enemy, Dark Willow is ordered to stop, so that the attack out of Shadow Realm is not wasted.
- However, when given an attack order while outside attack range, casting it while she moves does not stop her from attacking immediately.
- Casting spells or items during Shadow Realm does not end it, only attacking does.
- The debuff from the area effect affects the primary target as well, while the impact damage only affects the primary target.
- The Shadow Realm buff is lost upon launching an attack, and replaced by the the attack logic buff, which is responsible for the damage.
- This buff disappears upon hitting the target, or within 3 seconds, whichever is shorter.
- This means if the projectile flies for more than 3 seconds, the damage is not applied.
- The buff responsible for the damage is lost on death, so when dying before projectile hit negates the damage.
- The buff only works for the attack that created it. Any other projectiles launched afterwards do not apply the bonus damage.
- The damage increases by 1/2/3/4 ( 4/5/6/7) on each server tick (0.03 seconds), reaching its maximum in 3 seconds.
- The damage stops growing as soon as the attack is launched. It does not continue to grow while flying towards the target.
- The damage is dealt in a separate instance and is not added to Dark Willow's attack damage.
- The area slow increases by 0.7% and the damage per second by 0.4/0.8/1.2/1.6 on each server tick, reaching their maximum in 3 seconds.
- Unlike the primary target damage, the area damage is applied on the next attack after casting Shadow Realm.
- This means if a second attack lands before the first attack out of Shadow Realm, the second attack applies the area effect instead.
- This also means when an attack launched before casting Shadow Realm lands after casting it, that attack applies the area effect.
- The debuff can deal up to 20/40/60/80 damage in 0.5 second intervals, starting 0.5 seconds after cast, resulting in 4 instances.
- The debuff can deal up to 80/160/240/320 damage to each affect enemy over its full duration.
- Multiple instances of the debuff do not stack.
Ability
Target Unit
Target Unit
Affects
Enemies
Enemies
Dark Willow casts an ancient fae curse on the target. After a delay, the target and nearby enemies are stunned.
Radius: 400
Delay: 4/3.5/3/2
Stun Duration: 1.75/2.25/2.75/3.25
Didn't anyone ever tell you? Never strike a deal with a fairy…
- The sound and visual effect during the delay on the target is audible and visible to everyone.
- The visual effect indicates the area to be affected on each second.
- Turning invulnerable or hidden does not prevent the debuff from affecting the area around the target.
Roam Radius: 300
Attack Radius: 550
Secondary Targets Search Radius: 325
Attack Interval: 0.25
Number of Secondary Targets: 2/4/6
Damage per Attack: 60/110/160
Seconds per Revolution: 1.1
Duration: 7
You'll have to excuse my friend Jex. He's really into murder.
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[[|150px]] | |||||||||
Creep | |||||||||
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- Bedlam and Terrorize are linked abilities; leveling up one automatically levels up the other as well.
- Interrupts Dark Willow's channeling spells upon cast.
- While active, Terrorize is inactive and cannot be cast.
- Bedlam is inactive during Terrorirze's cast time, and stays inactive until Jex fully returned to Dark Willow after terrorizing enemies.
- On cast, Jex always appears on the west side and rotates clockwise around Dark Willow.
- Jex rotates around Dark Willow at a speed of 1713.6, taking 1.1 seconds to finish a revolution.
- This results in 6.37 revolutions over the whole duration.
- On each attack, Jex chooses a visible random target within range. There are no priorities. Does not attack buildings or wards.
- The attack radius is centered on Jex. A light pink glow surrounds it, indicating the attack area.
- Jex continues attacking even when Dark Willow is disabled. It stops only when she dies, or when expiring.
- Jex' attacks are not regular attacks. They are treated like a spell, and thus do not interact with any on attack effects.
- This means that spell damage amplification and spell lifesteal does work with it. Dark Willow is the damage source.
- The attack projectiles traveling at a speed of 1400.
- Upon projectile impact, the attack splits up and hits the closest 2/4/6 targets around the primary target of the attack.
- With its 0.25 second attack rate, it can attack up to 28 times.
- With the current attack rate and damage, it can deal up to 240/440/640 damage per second to a single unit.
- Can deal up to 1680/3080/4480 damage to a single unit (before reductions).
- When all attacks and bounces hit, it can deal up to 5040/15400/31360 damage (before reductions).
- Recasting Bedlam before the previous cast finishes refreshes the duration.
- The spell itself provides no vision, but Jex has 600 ground vision which he provides the whole time.
Ability
Target Area
Target Area
Affects
Enemies
Enemies
Dark Willow releases her pet wisp to terrorize her enemies. After a short delay, all enemies in the target area become fearful and run toward their home fountain. Terrorize cannot be used while Bedlam is active.
Radius: 700
You think you know the first thing about fear? Jex'll show you what that word truly means…
- Terrorize and Bedlam are linked abilities; leveling up one automatically levels up the other as well.
- Terrorize is inactive during Bedlam.
- Terrorize is also inactive during its cast time, and stays inactive until Jex fully returned to Dark Willow after terrorizing enemies.
- This means Terrorize cannot be cast again until Jex returned from a previous cast.
- Jex travels to the target point at a speed of 2000, and returns to Dark Willow at a speed of 500.
- The visual effect at the target area during the cast time/effect delay is visible to allies only. The sound is audible to everyone.
- Applies fear on all hit enemies within the radius, forcing them to run towards their team's fountain, while preventing them from acting.
- When hitting neutral creeps, they retreat to their camps instead.
- Provides shared vision over all hit enemies for its duration. Affects invisible units, but does not provide True Sight.
- The spell itself provides no vision, but Jex has 600 ground vision which he provides the whole time.
Talents[]
Hero Talents | ||
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+1.5 Terrorize Duration | 25 | +200 Attack Speed |
+300 Shadow Realm Max Damage | 20 | +10% Spell Lifesteal |
+35 Movement Speed | 15 | 15% Cooldown Reduction |
+125 Cast Range | 10 | +30 Damage |
Notes:
- This attack damage talent is added as raw attack damage, so it does not benefit illusions, and is not affected by most percentage-based damage increasing or reducing effects.
- The cooldown reduction talent stacks multiplicatively with Octarine Core and additively other sources of cooldown reduction.
- The spell lifesteal talent stacks additively with other sources of spell lifesteal.
- The spell lifesteal talent heals for 2% from non-hero units. Treats creep-heroes as creeps and does not heal off of illusions.