Rotund'jere, the Necrophos, is a ranged intelligence hero. His abilities are most effective in team fights where he can damage enemies and heal allies simultaneously, while picking off key enemy heroes with his ultimate. Necrophos is most dangerous when his enemy is severely injured, instantly killing them with his ultimate while recovering over time after killing his foe. Necrophos is naturally fragile, but his mechanics require him to stay in the midst of encounters; it is for this reason that he depends on items to prevent his death. Ideally, by casting Death Pulse repeatedly, he and his team are able to stay alive, while regenerating his health and mana for each life he takes, while the enemy team's health is gradually decaying by those same pulses and his Heartstopper Aura, which reduces enemy health by a small percentage each second. Because his abilities are suited to prolonged encounters, he must build items which allow him to survive for as long as possible against his enemies, as well as utilizing his Ghost Shroud to dodge physical damage and crippling the movement of his enemies, allowing his team to catch up and surround them. When the time is right, his ultimate, Reaper's Scythe, has its damage increased by how much of their maximum health the target is missing; meaning that an enemy that is close to death will be killed outright by it. Necrophos is best understood as a hero who is weak at the beginning of a fight but becomes more dangerous with each passing second.
Fully affects spell immune allies.
- Interrupts Necrophos' channeling abilities upon cast.
- Turns Necrophos ethereal, disarming him, rendering him attack immune, and granting 100% physical damage resistance.
- Reduces Necrophos' total magic resistance to -5%.
- The magic resistance reduction does not stack with other ethereal effects, the one with higher value takes priority.
- Applies heal amplification, health regen amplification, mana restore amplification, and mana regen amplification, but not lifesteal amplification or spell lifesteal amplification.
- The slow is provided by an aura. Its debuff lingers for 0.5 seconds.
Also disables the aura.
- The debuff from Heartstopper Aura lingers for 0.5 seconds.
- The health loss from Heartstopper Aura is direct HP Removal, so it does not trigger any on-damage effects.
- The damage can be increased by reducing the enemy magic resistance but is unaffected by spell damage amplification.
- Deals 0.12%/0.24%/0.36%/0.48% ( ) of the affected unit's max health as damage in 0.2-second intervals, starting 0.2 seconds after the ability was learnt.
- The talent does not upgrade the damage for already affected units until they lose the debuff and then get affected again.
- The status debuff icon on enemies only shows up when the affected unit has vision over Necrophos.
- However, the floating damage numbers are always visible.
- Does not affect ancient creeps.
- Necrophos gains a regeneration stack on every kill he makes, including denying allied units, but excluding illusions and .
- All stacks work fully independently from each other. They do not refresh each other, but share a status buff. The number of current stacks is visible on the buff.
- Each stack can regenerate up to 32/40/48/56 health and mana over their full durations.
- Hero kills grant 6 stacks at once, which can regenerate up to 192/240/288/336 health and mana over their full duration.
- The level 20 talent adds health regeneration reduction to Heartstopper Aura, but not heal reduction or lifesteal reduction.
to be unlocked.
- This ability is not available in Ability Draft, due to its reliance on a non-ultimate ability, which are limited to one ability slot.
- Cannot be cast on self.
- The projectile travels at a speed of 900.
- Death Seeker first applies its debuff, then releases the Death Pulse.
- Turns the target ethereal, disarming them, rendering them attack immune, and granting 100% physical damage resistance.
- The magic resistance reduction does not stack with other ethereal effects, the one with higher value takes priority.
- Reduces most enemy heroes' total magic resistance to 6.25%.
- The Death Pulse effectively deals 125/187.5/250/312.5 damage against the targeted enemy.
- Damage is calculated and dealt at the end of the stun duration.
- Deals enough damage to kill a hero (before reductions) when it is at maximum 41%/44%/47% of its health.
- When the targeted unit is killed by an ally, it does not count as a deny and Necrophos is still credited for the kill.
- When the targeted unit dies to shatter, Necrophos is not credited for the kill if he did not cause the shatter.
- The stun duration is not reduced by status resistance.
|+32Regen Reduction||20||+15% Magic Resistance|
|+8 Strength||10||+25 Damage|
- 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 magic resistance talent stacks multiplicatively with other sources of magic resistance.
- Increases Necrophos's magic resistance to 36.25%.
- Reduced attack point from 0.4 to 0.3.
- Increased attack projectile speed from 900 to 1200.
- Increased turn rate from 0.5 to 0.6.
- Increased movement speed slow from 6%/12%/18%/24% to 12%/16%/20%/24%.
- Increased health regeneration per stack from 3.5/4.5/5.5/6.5 to 4/5/6/7.
- Increased mana regeneration per stack from 3.5/4.5/5.5/6.5 to 4/5/6/7.
- Increased stac duration from 7 to 8.
- Reduced cast time from 0.55 to 0.45.
- No longer damages/heals the target for 150% of the Death Pulse values.
- Now turns the target ethereal for 2.5 seconds, and reduce their magic resistance by 25% if it is an enemy.
- Reduced mana cost from 150 to 100.
- Reduced cooldown from 20 to 14.
upgrade for :
- Grants the ability.
- Launches a projectile onto the target enemy or ally, releasing a Death Pulse of the current level at their location upon impact. The target gets damaged/healed for 150% of the Death Pulse values.
- Cast time: 0.2
- Cast range: 900
- Primary target damage/heal: 150%
- Mana cost: 150
- Cooldown: 20
- Notes: The projectile travels at a speed of 900. Cannot be cast on self.
- Level 25 left talent: -2s cooldown increased to -2.5s.
- improves Necrophos's early stats as well as damage and can be built into a later on.
- to keep being able to cast Death Pulse when needed.
- gives a little boost to Necrophos' mana pool and damage.
- helps Necrophos stay in the lane.
- for quick regeneration of health.
- helps Necrophos' somewhat low base damage and clutch heal if running mid.
- grants burst health and mana, which Ghost Shroud can amplify, so Necrophos can survive or have enough mana to use Death Pulse or Reaper's Scythe.
- allows Necrophos to switch between intelligence for mana, and strength for health.
- provides increased mobility, damage for last hitting, and armor for survivability.
- helps sustain Necrophos's mana in conjunction with his innate regen, and builds into Guardian Greaves.
- gives cheap attributes and a bit of extra damage output to give Necrophos an edge in lane.
- gives Necrophos a powerful burst heal and mana restoration, especially paired with Ghost Shroud, helping him stay alive for longer, and allows him to support his team.
- increases magic resistance and absorbs magical damage to protect Necrophos during Ghost Shroud.
- gives intelligence, health regeneration, and escape. Use it to save yourself and allies, or push enemy heroes into your team.
- synergizes well with Heartstopper Aura. Acquiring it will strengthen your presence during teamfights and help keep your lanes clear of enemy creeps.
- unlocks Death Seeker, a versatile ability that gives Necrophos extra damage and healing while letting him dispatch fleeing enemies.
- doubles the effectiveness of Heartstopper Aura, lowers the cooldown of Ghost Shroud, while giving nice attributes, health, and mana.
- 's aura will slow the enemy's attack, while its active ability places a slowing debuff on enemies.
- gives good attributes and mana regeneration. Its disable makes it easier to kill a powerful carry or an annoying support/initiator.
- is useful for a Necrophos that wants to initiate on enemies or chase down fleeing foes. Also upgrades into in the late game for extra teamfight impact.
- is a good early-mid game item, and will amplify your spell damage, as well as increasing armor for durability.
- root with a short cooldown. is also highly viable for Necrophos. It gives health, intelligence, and a long-range
- is also a nice item choice. It gives increased health, some extra stats, and mana regeneration; the active Soul Release has really good synergy with Necrophos's skillset since it deals damage based on current health and reduces enemy regeneration and healing, paired with death pulse and Hearthstoper Aura, you can bring down a hero to the Reaper's Scythe threshold in a few seconds. The item also can be used to heal yourself or allies.
- is good if you get focused in fights. It is better if you're ahead on farming and/or levels compared to your opponents as you're otherwise not that tanky.
- gives much more health regeneration and increases magic resistance, most especially to counter the magic vulnerability while under the effects of Ghost Shroud.
- is an alternative upgrade for Hood of Defiance if your team already has a Pipe holder or for dealing with heavy magical damage. The spell lifesteal works well with Death Pulse. If purchased with Radiance, you will be healed every second while near enemies.
- dispels. Indeed, once they've dispelled Ghost Shroud, you can then use Ghost Scepter to remain immune to physical damage. It also upgrades into an can be purchased to counter enemy
- can be used both defensively and as a disable, while giving good mana regeneration and movement speed. Can later be upgraded into , a very strong defensive item.
- shortens the cooldowns of Necrophos' abilities, allowing him to spam Death Pulse and Death Seeker to heal/damage more often.
- if Necrophos finds himself to be a high priority target for the enemy.
- makes you a lot more tanky. A very important item to obtain if the enemy has highly mobile heroes who deal high damage.
|Roles:||Carry Nuker Durable Disabler|
|Playstyle:||Sentenced to a slow death by plague, the corrupt cardinal Rotund'jere instead found himself infected, but miraculously immune. A sadist by nature, this strange circumstance gave him the opportunity to carry out his morbid ambitions. Proclaiming himself the Necrophos, he set out to spread disease far and wide. Cloaked in a Ghost Shroud, the cardinal's ethereal presence chills his surroundings, while those who wander too close are struck by waves of Death Pulse. The most afflicted are often the first to die. Marking a head for death, the Pope of Pestilence culls the infirm with a single swing of the Reaper's Scythe.|
- Necrophos's response, ▶️ "My name is lesion!" probably has to do with the Bible passage Mark 5:9, that reads in the NIV, "Then Jesus asked him, 'What is your name?' 'My name is Legion,' he replied, 'for we are many.' "
- Necrophos's response, ▶️ "You reap what you sow." might be from the Bible's passage Galatians 6:7 "Do not be deceived, God cannot be mocked. You reap what you sow."
- Necrophos's response ▶️ "Red Death." may be a reference to the Edgar Allen Poe short story of the same name.
- Necrophos' response ▶️ "Die young and leave a purulent corpse." is a reference to the James Dean quote: "Live fast, die young, leave a good looking corpse."
- Necrophos's alternate/fun name was "A Phoe Gyi", which means "an old man" in the Burmese language. It also sounds similar to 'a fogey', which is an elderly, normally grumpy individual.
- Necrophos's original title in DotA was "Necrophiliac"; his designer altered the name to "Necrolyte" (a portmanteau of nekros (νεκρός), the Greek word for corpse, and acolyte, a religious attendant) upon realizing its implied sexual connotation.
- In the November 21, 2013 Patch, Necrolyte's name was changed to Necrophos, likely to avoid copyright issues with Blizzard. As phos (φῶς) is the Greek word for light, it is a pun on the homonym of "Necrolight" of his former name.
- In the same update, extra filters were added to Necrophos' voice, along with a 10% higher pitch, to make him sound more distinct from . However, (most likely) a typo caused his voice to be played at 10% pitch, instead at the desired 110% pitch, causing his voice to be much deeper and slower than intended.