Wave 1: Kobolds, Kobolds Everywhere![]
Kobold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
227 Kobolds will spawn in the following: 24 waves of 8, and 7 waves of 5 at the beginning. Fairly weak, and should be easy to clear away without taking high damage.
Gnoll | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
After 30 seconds has passed since the first Kobolds have spawned, 40 Gnolls will spawn in 8 waves of 5. Weak, but can be a minor threat to melee heroes due to their attack range.
Troll Healer | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
4 Troll Healers will spawn with the last 4 waves of Kobolds, 1 in each wave. Focus on them as Healing Aura heals for a fair amount and also gives bonus armor to the creeps around them.
Aura
Allies
- The aura's buff lingers for 0.5 seconds.
- Multiple instances of Healing Aura stack.
Wave 2: Left 5 Dead[]
Zombie | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
120 Zombies will spawn in the following: 6 waves of 6, 9 waves of 8, 4 waves of 3, and 4 waves of 10.
Volatile Zombie | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
9 Volatile Zombies will spawn, with one in each wave. They explode when they die and leave a pool of acid on the ground. Both the explosion and pool of acid deal very high damage, and it is recommended to kill the Volatile Zombies from afar.
- Knocks enemies back at a speed of 500, resulting in a 0.5 second knockback duration.
- Enemies are stunned during the knockback.
- The armor reduction is provided by an aura. Its debuff lingers for 0.5 seconds.
- Deals damage in 1 second intervals, starting 1 second after receiving the debuff, resulting in up to 16 instances.
- Can deal up to 1888/2048/2208/2528 (2338/2698/3058/3578 with explosion) damage to a single unit (before reductions).
Corpse Lord | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
12 Corpse Lords will spawn, with one in each wave. Not threatening on its own, the Corpse Lord will spawn Berserk Zombies, which are very aggressive. Take them down as fast as possible.
- The zombies spawn all together randomly around the Corpse Lord.
Berserk Zombie | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Summoned Neutral Creep | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
8 are spawned from the Corpse Lord when it uses Summon Zombies. They will close the distance using Berserk, and can deal a lot of damage if its still in effect. Keep a distance away from them and attack once the Berserk buff runs out.
No Target
Self
- Interrupts the zombie's channeling spells on cast.
- The Berserk Zombies cast this upon taking damage.
Wave 3: The Ugly Stick[]
Ogre Grunt | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
64 Ogre Grunts will spawn in 16 waves of 4.
Ogre Shaman | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
32 Ogre Shamans will spawn in 16 waves of 2. They're less resistant than the Ogre Grunts, but they can buff other units. Focus them first before their buffs can become a threat.
Target Unit
Allies
- Despite the visual effect, the buff is applied instantly on the target upon cast. The projectile has only a visual purpose.
- Causes the target's model size to increase by 25% for its duration. This has no impact on its collision size.
Ogre Commander | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
3 Ogre Commanders will spawn, with one in each wave. Very slow, with a smaller attack range than standard melee units, they're very easy to avoid. Smash deals high damage, but is easily telegraphed due to its cast time.
Wave 4: Smashed to Slithereens[]
Shadeshore Pouncer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
120 Shadeshore Pouncers will spawn in 20 waves of 6. They can easily slip through using Pounce, and will probably attack the inner towers and ignore the outer ones.
- The Shadeshore Pouncer leaps forward at a speed of 933.33 for up to 0.75 seconds.
- Pounce disjoints projectiles upon cast.
- Always jumps for the full distance, unless an enemy hero gets within 95 radius of Pouncer during the jump.
- The Pouncer cannot act during the leap.
Slarbasher | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
14 Slarbashers will spawn, with one in each wave. They gain bonus damage when using Sprint, but will not use Bash if there's only one hero around. Don't group up, or the Slarbashers will try to chain-stun you.
No Target
Self
- Sprint does not interrupt the Slarbasher's channeling spells upon cast.
Wave 5: They Speak for the Trees[]
Forest Prophet | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
20 Forest Prophets will spawn, with one in each wave. They can only create one Treant at a time, but very frequently as the spell only has a cooldown of 2 seconds. Multiple Forest Prophets will try to chain-Sprout you, heavily restraining your movement and vision. As ranged heroes, staying close to towers will help you against the vision-blocking effect.
- The Forest Prophet only directly targets enemies. It never targets the ground.
- Creates a tree on every 45th° of a 150 radius circle, resulting in 8 trees forming a ring and trapping the targeted unit.
- Destroying one tree is enough to allow units to walk in and out of the ring of trees.
- Trees created with Sprout act exactly like the other trees on the map. They block vision, pathing and interact with spells the same way.
- Sprout grants 1000 range flying vision around the targeted point for its duration.
- Sprout trees have a different model and are smaller than other trees on the map and they do not have a dying animation.
Target Area
Physical
- Nature's Call can only create as many treants as there are trees in the target area.
- Destroys all trees in the target area, regardless of how many treants are created.
- The Treant always spawns at the center of the area.
- Must have at least 1 tree within its area to be castable. Targeting a tree-less area wastes the spell.
Treant | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Summoned Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
1 Treant is spawned by the Forest Prophets per cast. Although 1 is not much, there are 20 Forest Prophet which summon them frequently, which can overwhelm the players if not taken care of.
Aged Treant | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
5 Aged Treants will spawn, with one in each wave. They are very slow, but deal very high damage. They have relatively low HP compared to Ogre Commanders, but can use Living Armor on other units.
Target Unit
Allies
- Restores health in the form of health regeneration, so it regenerates 0.4/0.7/1/1.3 health in 0.1 second intervals.
- Can heal the target for up to 60/105/150/195 health if the armor stays for its full duration.
- Blocks damage after all kinds of reductions. Fully ignores damage lower than 5 (after reductions).
- Can block up to 80/200/360/560 damage.
Wave 6: I Lost Count[]
Broodqueen | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
Only one Broodqueen will spawn in the entire wave. She will lay webs around, and also spawn Eggs. She moves at maximum movement speed, but can use Self Haste to get rid of any slows.
Target Area
Self
- Affects the Broodqueen, and all Spiderlings under its control.
- Movement speed and health regeneration are instantly granted upon entering the web.
- Restores health in the form of regeneration, so it restores 0.2/0.4/0.6/0.8 health in 0.1 second intervals, which is 2/4/6/8 per second.
- Can restore up to 120/240/360/480 health in one minute.
- The invisibility has a fade delay of 2 seconds and instantly starts upon entering the web.
- When leaving the radius of the web, all its granted effects linger for 0.15 seconds.
No Target
Self
- Applies haste on Broodqueen, making her immune to movement speed slows.
- Also phases her, allowing her to path through units, trees and impassable terrain.
- Incapacitating Bite is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers.
- Successive hits with Incapacitating Bite on the same target do not stack, only the debuff gets refreshed.
Egg | |||||||||||||||||||||||||||||||||
Summoned Neutral Creep | |||||||||||||||||||||||||||||||||
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Strategy
6 Eggs are spawned every time Broodqueen uses Lay Eggs. They are stationary, but have high magic resistance. Broodmotherlings will spawn from them after a period of time.
No Target
Self
- Ability is on cooldown as the egg is spawned.
- Once off cooldown the ability gets instantly used.
- Using the ability kills the egg and Spawns a Broodmotherling.
Broodmotherling | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Summoned Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
Spawned from Eggs, the Broodmotherlings will spawn 2 to 4 Spiderlings every 10 seconds.
- The Broodmotherling casts this whenever it is off cooldown.
- Cannot have more than 32 Spiderlings per Broodmotherling.
Spiderling | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Summoned Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
Spawned from Broodmotherlings, the Spiderlings are quite frail, but can apply a slow when attacking a hero.
- Successive hits with Poison Sting on the same target do not stack, only the debuff gets refreshed.
- Deals damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 2 (6) damage ticks.
- Can deal up to 8 (24) damage (before reductions).
Wave 7: Burn Notice[]
Flame Ancient | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
9 Flame Ancients will spawn, with one in each wave. They are a high threat, the only recommended strategy is to keep clear from the area in front of them.
- The Flame Ancient is completely immune to disables while channeling this spell.
- The Flame Ancient starts spewing fire 45° to its right and turns 90° counterclockwise over 2 seconds.
- While turning, lines of fire are released in 0.2 second intervals, starting immediately on cast, resulting in 10 lines.
- All 10 lines together can deal 1600/2000/2400/2800 damage to a single enemy (before reductions).
Shrack | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
18 Shracks will spawn in 9 waves of 2. They can cast Split Earth, which stuns for a high duration, but has a high delay before being cast. The targeted area will turn red once they start casting it. It is recommended to not remain stationary at all time to avoid being hit by Split Earth.
- Destroys trees within the affected radius.
- Creates a red indicator at the targeted during the effect delay, visible to everyone.
Wave 8: Compound Interest[]
Crumbling Golem | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
20 Crumbling Golems will spawn in 10 waves of 2. When one dies, it splits into 3 Golem Chunks. While slow, they deal high damage. Focus on one at a time, switching to its splits until they don't split any further.
- The Golem Chunks are knocked back 200 range over 0.5 seconds as they spawn.
- The golems are disabled during the knockback.
Golem Chunk | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Summoned Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
3 Golem Chunks will spawn each time a Crumbling Golem is killed. They are faster than Crumbling Golems, and can attack faster as well. They will split into 4 Golem Splinters when killed. Focus on one at a time, and switch to its splits until they are killed.
- The Golem Splinters are knocked back 200 range over 0.5 seconds as they spawn.
- The golems are disabled during the knockback.
Golem Splinter | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Summoned Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
4 Golem Splinters will spawn each time a Golem Chunk is killed. Relatively frail compared to the other Golems, they are very fast and have the attack speed to match as well. They will easily catch up to heroes if they haven't bought upgraded boots at that point.
Wave 9: Bear Force One[]
Large Spirit Bear | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
36 Large Spirit Bears will spawn in the following: 18 waves of 1, and 9 waves of 2. They have no magic resistance at all.
Small Spirit Bear | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
36 Small Spirit Bears will spawn in the following: 10 waves of 3, 8 waves of 2, and 9 waves of 1. They have no magic resistance at all.
Bear Chieftan | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
4 Bear Chieftans will spawn, with one in each wave. They can cast Bloodlust on units. They have high armor, but no magic resistance, making magical damage more efficient.
Allies
- Causes the target's model size to increase by 25% for its duration. This has no impact on its collision size.
Enraged Bear | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
2 Enraged Bears will spawn, with one in each wave. They have all of Ursa's spells. The Enraged Bear has less armor and attack damage than the Bear Chieftan, but can reach maximum attack speed and highly increase its damage output using Enrage. It becomes less threatening as its current HP goes down.
No Target
Self
- Does not guarantee full attack speed. The provided attack speed can be negated by strong attack speed slows.
- Attacking items or missed attacks does not use up any charges.
- The number of charges left is visible on the buff icon.
- Successive casts do not stack, but refresh the whole amount of charges instead.
- On each attack Fury Swipes first adds 1 stack and then deals damage based on the stack count.
- This means that the bonus damage is applied even with the first attack.
- The damage is dealt in one instance together with the bear's attack damage.
- The damage can be reduced with e.g. Enfeeble or Static Link.
- Each successful attack refreshes the whole stack. Missed attacks neither place the buff, nor add a stack or refresh it.
- The number of stacks is visible on the debuff icon placed on attacked units.
No Target
Self
- Interrupts the bear's channeling spells upon cast.
- Checks the bear's current health periodically and adapts the bonus damage instantly.
- Enraged Bear gains 400/480/560 damage if cast at full health.
Wave 10: Chin' Choppa Chin' Choppa![]
Pudge's Offspring | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
2 Pudge's Offspring will spawn at different locations in the entire wave. The towers and altar aren't their primary objective, instead they will try to seek out the heroes. Stuns should be used to interrupt Pudge's Offsprings out of Dismember, or magic immunity onto caught allies to prevent them from taking damage as a full channeling will kill any hero.
Pudge's Offspring has Force Staff, Phase Boots, Drum of Endurance and Urn of Shadows. The latter two have 10 charges.
- The Meat Hook travels at a speed of 1600.
- Pudge's Offspring is disabled during the cast backswing of Meat Hook.
- The hook can hit units up to 2100 range away (2000 travel distance + 100 search radius).
- Fully affects invisible units. Can also hit and drag invulnerable units, but does not damage them.
- The search radius is centered around the hook's tip. Getting close to other parts of the hook has no effect.
- Can only affect units while extending. Cannot affect any unit while retracting.
- The hook flies through impassable terrain and trees. It also can drag units over them.
- Hooked enemies are fully disabled for the entire pull duration, unless the enemy is invulnerable.
- Allies, or invulnerable enemies are not disabled. They can act freely while being pulled by the hook.
No Target
Self
- Applies haste on the Pudge's Offspring, making it immune to movement speed slows.
- Provides True Sight over the target until the channeling ends.
- Dismember cancels most position changing effects upon cast.
- Deals damage in 1 second intervals, starting immediately upon cast, resulting in up to 9 damage instances.
- Can deal up to 2500/2750/3000/3250 damage to the target (before reductions).
Wave 11: Danger Zone[]
Goblin M.Launcher | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
8 Goblin M. Launchers will spawn, with one in each wave. They do minimal damage, but have high movement speed. Instead, they rely on casting Launch Missile to deal damage. These missiles deal very high damage, and can kill weaker heroes if it travels long enough. Missiles have 650 HP, take 100 damage from hero attacks, and 50 from towers. Magic immunity will block the damage and stun.
Homing Missile | ||||||||||||||||||||||||||||||||||||
Neutral Uncategorized Units | ||||||||||||||||||||||||||||||||||||
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Maximum number of loops have been performed Maximum number of loops have been performed
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- Homing Missile's initial speed is 340 and increases by 20 per second.
- Though the damage is capped, the missile's speed keeps on increasing until it hits the target or is destroyed.
- The missile is placed 150 range in front of Goblin M.Launcher and starts moving 3 seconds after cast.
- The crosshair over the target is visible to allies only.
- Although the spell grants no vision over the target, the missile follows and hits invisible units, without affecting it.
- When the missile hits its target, its 400 range flying vision stays at the location for 3.5 seconds.
- The missile's damage is based on the distance between the rocket's starting position (150 range in front of Gyrocopter upon cast).
- To deal more than minimum damage, the missile has to hit its target at least 751/951/1151/1351 range away from its starting position.
- This is how much damage the Homing Missile deals (before reductions) at certain distances:
- 300 Distance: 750/950/1150/1350 damage
- 600 Distance: 750/950/1150/1350 damage
- 900 Distance: 900/950/1150/1350 damage
- 1200 Distance: 1200/1200/1200/1350 damage
- 1500 Distance: 1500/1500/1500/1500 damage
- The damage is capped at 1500 distance.
Disassembler | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
20 Disassemblers will spawn, with one in each waves. They have high HP, and will go straight for the inner towers.
Wave 12: Stay Frosty![]
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Strategy
11 Minor Frost Liches will spawn, with one in each waves. They can cast Chain Frost when two heroes are nearby, which deals high damage. It is recommended to split up when it casts that spell.
- Chain Frost travels at a speed of 522 and cannot be disjointed.
- The projectile bounces in 0.2 second intervals.
- Can bounce on the same unit multiple times, but only when another target was between the bounces.
- Cannot bounce on invisible, invulnerable or hidden units, but can bounce on units in the Fog of War.
- A mini-stun is applied immediately upon cast and lasts for 0.1 seconds.
- Can deal up to 2850/3300/3750 damage to a single unit (before reductions), since it can hit one unit up to 6 times.
- All jumps together can deal up to 5225/6050/6875 ( infinite) damage (before reductions).
- The projectile has 1000 range flying vision. The vision is not provided during the 0.2 second jump intervals.
Snow Satyr | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Creep | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
127 Snow Satyrs will spawn in the following: 11 waves of 8, and 3 waves of 10. They are of moderate threat, but they spawn along side the Minor Frost Lich and can overwhelm you.
Ice Apparition | |||||||||||||||||||||||||||||||||||||||||||||||||||
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Strategy
6 Ice Apparitions will spawn, with one in each wave. They have flying movement, so they can move over terrain. They cast Ice Blast, which creates an ice vortex on the ground at the target location, and will explode when it comes into contact with a unit. Both the Ice Blast, and the ice vortex will slow units down.
- The projectile travels at a speed of 1100.
- The Ice Vortex is created at the targeted area upon cast. It is visible to everyone and shows the blast's destination.
- The Vortex' slow is provided by an aura. Its debuff lingers for 0.5 seconds.
Wave 13: Reborn[]
Phase 1
The Wraith King will focus on a target, and will occasionally switch. He is fairly slow, but can cast two spells. Wraithfire Blast will deal damage and stun any targets in comes in contact it. It has a cast point of 1.05 seconds, and it should be avoided by stepping out of the way when he raises his arm to cast it. Wraithfire Eruption is a high damage area-of-effect stun with a cast time of 2.5 seconds. The Wraith King will put his sword down and a glowing green ring will appear around him when he starts casting Wraithfire Eruption. Allies should step out of the ring to avoid being hit by the spell.
When the Wraith King is killed, it will trigger Reincarnation.
Phase 2
Along with his previous spells, the Wraith King also has increased stats and gains the Summon Wraiths spell to augment him further. Whenever he summons Empowering Wraiths, they should be focused as their buffs stack and give the Wraith King very high damage and attack speed.
When the Wraith King is killed, it will trigger Reincarnation.
Phase 3
Wraith King's stats are increased even further, and gains the Healing Ward spell. He will spawn a Wraith Obelisk on the map, which spawns Soul Restorers that restore his health when they reach him.
Empowering Wraith[]
8 Empowering Wraiths are spawned around the Wraith King when he uses the Summon Wraiths spell. They will immediately use Witch Buff, which grant him bonus attack speed, movement speed, and damage. The buff stacks, so the Empowering Wraiths should be killed as soon as possible.
Wraith Obelisk & Soul Restorers[]
The Wraith Obelisk is spawned by the Wraith King, and will spawn 3 Soul Restorers every 6 seconds. They will head for the Wraith King to restore his health. They will die upon using Ghost Heal.
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