Jumat, 21 September 2012

Tauren



Tauren Chieftain

Cairne Bloodhoof

  • Strength Cairne Bloodhoof Strength
    24 + 2.3
  • Agility Cairne Bloodhoof Agility
    14 + 1.5
  • IntelligenceCairne Bloodhoof Intelligence
    23 + 1.6
  • Cairne Bloodhoof

Echo Stomp

Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconscious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is separated from you, it will still perform its part of the spell. 1.4 second cast time.

Ancestral Spirit

The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While separate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck.

Natural Order

The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to its most basic level. Removes base Magic and Physical resistance.

Earth Splitter

Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds. Deals 35% of a unit's maximum HP.
  • Sentinel
  • 0.35 / 0.97
  • 47 - 57
  • 0.4 / 0.8
  • 2.96
  • 1.7
  • 315
  • Instant
  • 128 (melee)
  • 1800 / 800
The Tauren Chieftain is a strong physical damage dealer who can disable and destroy many heroes at once with his spells. Most of the Chieftain's abilities revolve around the guardian spirit which aids him in battle. Using Ancestral Spirit, Cairne can temporarily separate the guardian spirit from himself. While the spirit is separate, it causes damage to enemies it strikes and mimics the Chieftain's movement and Echo Stomp ability. When the spirit and Cairne rejoin, he gains a boost to his physical damage and move speed, the strength of which depends on how many enemies the spirit collided with. This makes him a very dangerous physical attacker, especially combined with his offensive aura, Natural Order. This ability reduces the base armor and magic resistance of all nearby units, giving the Chieftain's attacks and spells a significant boost to their damage. His final ability is called Earth Splitter, a powerful area of effect spell which can cause severe damage and disable many enemies at once. Since it takes a few seconds to have any effect and is easy to dodge on its own, it's best to combo this ability with either Echo Stomp or allied disabling spells. However, if multiple enemy heroes are hit by this ability, it generally spells their doom.
Since ancient times it has been prophesized by the Tauren elders that a Chieftain will come, strong as the mightiest warriors and wise as the eldest shamans. After many years of wandering the sacred lands, seeking wisdom from his forefathers, Cairne Bloodhoof has proven himself as the long awaited hero. Cairne carries with him the spirit of his mightiest ancestor, and now the ground shakes with the combined strength of the Chieftain and his guardian spirit. No physical nor magical barrier can reduce the power of his enchanted halberd, the weapon used by his guardian in ancient times. Such is the power of this axe that it can split the very earth itself. Seeking revenge for the ravaging of his homeland, Cairne will soon bring his wrath upon the Scourge.

Echo Stomp

  • Active
  • Instant
  • T
Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconscious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is separated from you, it will still perform its part of the spell. 1.4 second cast time.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 15
  • N/A
  • 475
  • 2 seconds
  • Enemy units
  • Knocks out units for 2 seconds
  • 2
  • 115
  • 15
  • N/A
  • 475
  • 3 seconds
  • Enemy units
  • Knocks out units for 3 seconds
  • 3
  • 130
  • 15
  • N/A
  • 475
  • 4 seconds
  • Enemy units
  • Knocks out units for 4 seconds
  • 4
  • 145
  • 15
  • N/A
  • 475
  • 5 seconds
  • Enemy units
  • Knocks out units for 5 seconds

Notes

• Damage type: magical (spirit), physical (tauren)



Ancestral Spirit

  • Active
  • Point
  • C
The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While separate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 110
  • 16
  • 1200
  • 275
  • 8 seconds
  • Enemy units
  • Deals 120 damage. Gives 3 attack damage and 1% speed per creep, and 10 attack damage and 5% speed per hero.
  • 2
  • 110
  • 16
  • 1200
  • 275
  • 8 seconds
  • Enemy units
  • Deals 160 damage. Gives 6 attack damage and 1% speed per creep, and 20 attack damage and 5% speed per hero.
  • 3
  • 110
  • 16
  • 1200
  • 275
  • 8 seconds
  • Enemy units
  • Deals 200 damage. Gives 9 attack damage and 1% speed per creep, and 30 attack damage and 5% speed per hero.
  • 4
  • 110
  • 16
  • 1200
  • 275
  • 8 seconds
  • Enemy units
  • Deals 240 damage. Gives 12 attack damage and 1% speed per creep, and 40 attack damage and 5% speed per hero.

Notes

• The spirits movements are Tauren Chieftain's own but mirrored.
• Using the ability again returns the spirit to you.



Natural Order

  • Passive
  • N/A
  • N
The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to its most basic level. Removes base Magic and Physical resistance.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • N/A
  • N/A
  • N/A
  • 275
  • N/A
  • Enemy units
  • 20% reduction
  • 2
  • N/A
  • N/A
  • N/A
  • 275
  • N/A
  • Enemy units
  • 40% reduction
  • 3
  • N/A
  • N/A
  • N/A
  • 275
  • N/A
  • Enemy units
  • 60% reduction
  • 4
  • N/A
  • N/A
  • N/A
  • 275
  • N/A
  • Enemy units
  • 80% reduction

Notes

• The Ancestral Spirit also has this ability.
• The magic resistance reduction is actually a 6% / 14% / 20% / 26% amplification of magical damage.



Earth Splitter

  • Active
  • Point
  • E
Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds. Deals 35% of a unit's maximum HP.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 175
  • 100
  • 1600
  • 300 (width) / 2400 (distance)
  • 3 seconds
  • Enemy units
  • Deals 35% of targets maximum hp, and slows 30% for 3 seconds.
  • 2
  • 175
  • 100
  • 1600
  • 300 (width) / 2400 (distance)
  • 4 seconds
  • Enemy units
  • Deals 35% of targets maximum hp, and slows 40% for 4 seconds.
  • 3
  • 175
  • 100
  • 1600
  • 300 (width) / 2400 (distance)
  • 5 seconds
  • Enemy units
  • Deals 35% of targets maximum hp, and slows 50% for 5 seconds.

Notes

• Damage type: magical (50%), physical (50%)
• The crack extends with a speed of 900, to maximum distance of 2400.
• The whole crack implodes 3 seconds after casting.

Clockwerk


Clock



Clockwerk Goblin

Rattletrap

  • Strength Rattletrap Strength
    24 + 2.4
  • Agility Rattletrap Agility
    13 + 1.2
  • IntelligenceRattletrap Intelligence
    17 + 1.3
  • Rattletrap

Battery Assault

Discharges high-powered shrapnel from openings in Rattletrap's clockwork upon a random nearby target dealing minor magical damage and ministun every 0.75 seconds.

Power Cogs

The Clockwerk Goblin ejects pieces of inner core to form a circular barrier around himself, trapping nearby units with him. These cogs require 3 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked for some HP and mana and is knocked back. An element powers down if it shocks a unit.

Rocket Flare

Fires a fast moving missile at a target area on the map, revealing the targeted area. Upon impact it damages enemy units at a 575 AoE explosion.

Hookshot

Fires a grappling, piston-like attachment at a unit or location. It will latch on the first, non-neutral enemy target it encounters, pulling you to it. Any enemies whom you collide with while being reeled toward the target will take damage and will be stunned.
  • Sentinel
  • 0.33 / 0.64
  • 55 - 57
  • 0.3 / 0.51
  • 1.82
  • 1.7
  • 315
  • Instant
  • 128 (melee)
  • 1800 / 800
A robotic terror, the Clockwerk Goblin is one of the most deadly ambush heroes in the game. Enemies who aren't careful will soon find themselves trapped and shredded by this tiny mechanical Goblin. The Clockwerk Goblin is at his most dangerous when he is right on top of his target. Using Battery Assault, he repeatedly damages and stuns an adjacent foe, and with proper positioning his Power Cogs can trap a single enemy nest to him, pushing others away. This combo is quite lethal to fragile heroes. To aid in finding and getting next to enemies, the Clockwerk Goblin has Rocket Flare and Hookshot. Rocket Flare sends a missile to anywhere on the battlefield, causing some damage and giving the Clockwerk Goblin vision of the targeted area for several seconds. Hookshot fires a chain which latches onto enemy units, causing damage and a stun. However, the primary purpose of Hookshot is to pull the Clockwerk Goblin to the target, putting him in perfect position to unleash his deadly Battery Assault and Power Cog combo. Good awareness is the best counter to this deceptively small mecha-Goblin.
The by-product of Goblin technological weapon research during the old War, Rattletrap the Clockwerk Goblin was shut away into storage for countless decades until the Sentinel found and reactivated him. Combat-wise, this goblin's capabilities know few bounds; his body is stocked with a huge array of armaments that destroy targets both near and far with ease. His trademark wrench can even extend itself like a grappling hook, allowing him to pick off individual targets with pin-point accuracy.

Battery Assault

  • Active
  • Instant
  • E
Discharges high-powered shrapnel from openings in Rattletrap's clockwork upon a random nearby target dealing minor magical damage and ministun every 0.75 seconds. Lasts 10.5 seconds.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 75
  • 32
  • N/A
  • 275
  • 10.5 seconds
  • Enemy unit
  • Periodically deals 15 damage and ministuns
  • 2
  • 75
  • 28
  • N/A
  • 275
  • 10.5 seconds
  • Enemy unit
  • Periodically deals 35 damage and ministuns
  • 3
  • 75
  • 24
  • N/A
  • 275
  • 10.5 seconds
  • Enemy unit
  • Periodically deals 55 damage and ministuns
  • 4
  • 75
  • 20
  • N/A
  • 275
  • 10.5 seconds
  • Enemy unit
  • Periodically deals 75 damage and ministuns

Notes

• Damage type: magical
• Remains active even if Rattletrap is disabled.
• Total damage: 225/525/825/1125.



Power Cogs

  • Active
  • Instant
  • C
The Clockwerk Goblin ejects pieces of inner core to form a circular barrier around himself, trapping nearby units with him. These cogs require 3 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked for some HP and mana and is knocked back. An element powers down if it shocks a unit.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 50
  • 15
  • N/A
  • 210
  • 3 seconds
  • Enemy unit with mana
  • Drains 60 life and mana
  • 2
  • 60
  • 15
  • N/A
  • 210
  • 4 seconds
  • Enemy unit with mana
  • Drains 90 life and mana
  • 3
  • 70
  • 15
  • N/A
  • 210
  • 5 seconds
  • Enemy unit with mana
  • Drains 120 life and mana
  • 4
  • 80
  • 15
  • N/A
  • 210
  • 6 seconds
  • Enemy unit with mana
  • Drains 150 life and mana

Notes

• Damage type: magical
• Cogs can shock magic immune and invisible units.



Rocket Flare

  • Active
  • Point
  • R
Fires a fast moving missile at a target area on the map, revealing the targeted area. Upon impact it damages enemy units at a 575 AoE explosion.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 50
  • 20
  • Global
  • 575
  • 10 seconds
  • Enemy unit
  • Deals 80 damage. Reveals for 10 seconds.
  • 2
  • 50
  • 18
  • Global
  • 575
  • 10 seconds
  • Enemy unit
  • Deals 120 damage. Reveals for 10 seconds.
  • 3
  • 50
  • 16
  • Global
  • 575
  • 10 seconds
  • Enemy unit
  • Deals 160 damage. Reveals for 10 seconds.
  • 4
  • 50
  • 14
  • Global
  • 575
  • 10 seconds
  • Enemy unit
  • Deals 200 damage. Reveals for 10 seconds.

Notes

• Damage type: magical
• Does not kill enemy animal couriers.



Hookshot

  • Active
  • Point
  • T
Fires a grappling, piston-like attachment at a unit or location. It will latch on the first, non-neutral enemy target it encounters, pulling you to it. Any enemies whom you collide with while being reeled toward the target will take damage and will be stunned.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 150
  • 70 (15*)
  • 2000
  • 125/175 **
  • 1 second
  • Non-neutral, Enemy (Friend*)
  • 100 damage and stun on collision
  • 2
  • 150
  • 55 (15*)
  • 2500
  • 125/175 **
  • 1.5 seconds
  • Non-neutral, Enemy (Friend*)
  • 200 damage and stun on collision
  • 3
  • 150
  • 40 (15*)
  • 3000
  • 125/175 **
  • 2 seconds
  • Non-neutral, Enemy (Friend*)
  • 300 damage and stun on collision

Notes

• Damage type: magical
• Can be improved by Aghanim's Scepter (* shows the improved values).
• Improved version can latch onto allies. The allied unit will not get disabled or damaged, and enemy units will still get damaged and disabled.
• (**) Latch/stun AoE
• The affected enemy will be paused until the hook retreats.
• Colliding with a neutral creep, or with an allied unit (without Aghanim's Scepter) will stop the hook for no effect.