Hero List Agility - and changes from DotA

Skill hero HoN memilki shortkey Q untuk skill di slot 1, W untuk skill di slot 2, E untuk skill di slot 3, dan R untuk skill di slot 4

note: hero comparison to DotA v6.66b
note: comparison is with the official hon website (not hon-id) so some difference may occur (example: rampage's stampede, plague rider's cursed shield)





Agility(legion)




  • Night Hound (Rikimaru)


->
Skills:
Smoke Screen Smoke Bomb
->HoN: -25 Attack Speed
Blink Strike Pounce
->
Backstab
->
Permanent Invisibility
->





  • Swiftblade (Yurnero)


->
Skills:
Blade Fury Blade Frenzy
->
Counter Attack - passive (changed from healing wards)

Extensive training in melee combat has allowed Swiftblade to perfect the art of countering enemy attacks, granting a chance that he will retaliate every time an enemy hero attacks him.
15 / 20 / 25 / 30% chance to counter-attack if attacker is an enemy hero.

Blade Dance Way of the Sword
->
Omnislash Swift Slashes
->





  • Moon Queen (luna)


->
Skills:
Lucent Moon Beam
->HoN: 0.6 ministun all level (DotA: 0.01/0.1/0.3/0.6)
Moon Glaive Multi-Strike
->
Lunar Blessing Lunar Glow
->
Eclipse Moon Finale
->HoN: 160 cooldown all level (DotA: 160/150/140)






  • Wildsoul (syllabear)


->
Skills:
Summon Spirit Bear Summon Beardulon
->
Rabid Wild
->
Synergy Natural Attunement
->
True Bear Form
->HoN: +4/6/8 armor (DotA:2/4/6)






  • Zephyr (new hero)



Primary Attribute:Agility
Str:17+2.5
Agi:18+2.7
Intl:19+1.9
Attack Type:Melee(125)
Damage:48 - 58
MS:295

Skills:
Leap - active

Leaps to target location, dealing 75 / 125 / 175 / 250 Magic damage to enemies in radius of self and pushing them aside.
Type: Magic
Range: 550 / 700 / 850 / 1,000
Radius: 175
Cast Time: 0.1 Seconds
Mana Cost: 100 / 120 / 140 / 160
Cooldown: 20.0 / 19.0 / 18.0 / 17.0 Seconds

Cyclones - active+passive effect

Zephyr spawns a small cyclone on every kill he makes. Spawned cyclones automatically patrol around Zephyr and damage enemies they touch. Zephyr can then call all active cyclones to himself, restoring some Health and Mana.
Cyclone lasts 50 seconds and deals 15 / 20 / 25 / 30 Magic damage per second to enemies it touches.
Activation: Recalls all active cyclones to Zephyr, restoring 50 Health and 25 Mana per cyclone.
Can have a maximum of 2 / 4 / 6 / 8 cyclones active at any one time.
Mana Cost: 75
Cooldown: 25.0 / 22.5 / 20.0 / 17.5 Seconds

Wind Shield - active

Applies Wind Shield to self for 10 / 15 / 20 / 25 seconds.
8 / 12 / 16 / 20% Melee Evasion
8 / 12 / 16 / 20% chance to redirect projectile based attacks back at the attacker.
Type: Magic
Cast Time: 0.5 Seconds
Mana Cost: 75 / 95 / 115 / 125
Cooldown: 45.0 / 40.0 / 35.0 / 30.0 Seconds

Wind Control - active

Applies Uplifting Winds to allies or Harsh Winds to enemies who remain in radius at target location.
Uplifting Winds Effects: 20 / 30 / 40 Attack Speed, 30 / 40 / 50% Movement Speed
Harsh Winds Effects: 20 / 30 / 40% Movement Slow, -20 / -30 / -40 Attack Speed
Type: SuperiorMagic
Range: 600 / 800 / 1,000
Radius: 550
Cast Time: 1.0 Seconds
Mana Cost: 100 / 150 / 200
Cooldown: 120.0 Seconds
Required Level: 6 / 11 / 16






  • Magebane (magina)


->
Skills:
Mana Break Mana Combustion
->
Blink Flash
->
Applies Flash Armor to self for 10 seconds and allies within 500 units of target position for 7 seconds
Flash Armor (Self)
Armor: 3 / 6 / 10 / 15
Flash Armor
Armor: 2 / 3 / 4 / 5

Master of the Mantra - passive (changed from Spell Shield)

Magebane proves he is the master of the flow of Magic around him, limiting the speed enemies can control it while damaging them if they cast.
Radius: 600
Target: Enemy Heroes

Mana Void Mana Rift
->





  • Scout (gondar)


->
Skills:
Wind walk Vanish
->
Attacking a unit with Vanish active will toggle Vanish off and apply Flurry to self for 4 seconds.
Vanish Effects: 25% Movement Speed
Flurry Effects: 300 Attack Speed, Expires after 1 / 2 / 3 / 4 attacks
Mana Cost: 30
Cooldown: 24.0 / 18.0 / 12.0 / 6.0 Seconds

Electric Eye - active (changed from shuriken toss)

Places an Electric Eye at target location. Can be placed without breaking Vanish's stealth.
The eye reveals invisible units and has an unlimited lifetime. If enemy units get within a 150 radius of the Eye, it will be revealed to them. You may have 2 / 3 / 4 / 5 Electric Eyes active at any one time.
Each Electric Eye has an ability that will allow you to destroy it, as well as an ability to detonate, silencing nearby enemies.
Range: 150
Radius: 450
Cast Time: 0.8 Seconds
Mana Cost: 50
Cooldown: 30.0 Seconds

Jinada Disarm
->
10 / 15 / 20 / 25% chance to disarm opponent for 1 seconds and deal a 1.25 / 1.5 / 1.75 / 2.0x critical strike.
Once disarmed, opponents cannot be disarmed again by the scout for 2 seconds.

Marksman Shot - active (changed from track)

After channel time, fires projectile at target that deals 250 plus 10 / 20 / 30% of target's maximum health in Magic damage. Applies Wounded to target unit for 4 seconds.
Vision must be maintained on the target during channel time, or the cast is cancelled.
Wounded Effects: 20 / 30 / 40% Movement Slow
Type: SuperiorMagic
Range: 1,500 / 2,000 / 2,500
Channeling Time: 0.3 Seconds
Mana Cost: 125 / 175 / 250
Cooldown: 50.0 / 40.0 / 30.0 Seconds






  • Andromeda (venge)


->
Skills:
Magic Missile Comet
->
Wave of Terror Aurora
->
Command Aura Dimensional Link
->
Nether Swap Void Rip
->





  • Valkyrie (mirana)


->
Skills:
Starfall Call of the Valkyrie
->
Elune's Arrow Javelin of Light
->
Courageous Leap
->HoN: 630/690/780/840 range (DotA:400/450/500/550)
Moonlight Shadow Valkyrie's Prism
->




  • Engineer (new hero)



Primary Attribute:Agility
Str:22+2.3
Agi:20+2.3
Intl:19+1.8
Attack Type:Ranged(500)
Damage:37-50
MS:295

Skills:
The Keg - active

Throws a keg at target locatoin, impacting after a 1 second delay. Enemy units in radius take 100 / 150 / 200 / 250 Magic damage, are stunned for 1.25 / 1.5 / 1.75 / 2 seconds, and are pushed 250 units away from the impact point.
If the Engineer is in the blast radius, he too will be knocked back, but won't be stunned.
Type: Magic
Range: 1,000
Radius: 200
Cast Time: 1.0 Seconds
Mana Cost: 80 / 100 / 120 / 140
Cooldown: 11.0 Seconds

Steam Turret - active

Creates a Steam Turret at the target position that does 12 / 18 / 27 / 37 to 14 / 22 / 33 / 43 Physical Damage each shot in a three shot burst. Only the first attack in the burst may trigger on-attack events.
The turret has 500 / 550 / 600 / 650 range and has 7 / 10 / 13 / 16 mana. The turret takes 1 mana per attack. It takes 4 hits for Heroes and Bosses to kill the Turret, 8 hits from creeps.
All of the Engineer's modifiers apply to the turret except for Life Steal. Damage from items is reduced by 80% and then added to the turret's base damage. The turret is immune to all health and mana regen and cannot be placed within 100 units of a tree.
Range: 400
Cast Time: 1.0 Seconds
Mana Cost: 100
Cooldown: 30.0 Seconds

Tinker - active

While channeling, the Engineer boosts mechanical units in the following ways depending if he targets allies or enemies:
Towers:
±12.5 / 25 / 37.5 / 50 Attack Speed
±3 / 5.33 / 7.66 / 10 Armor
Siege:
+12.5 / 25 / 37.5 / 50 Attack Speed (if allied)
+25 / 50 / 75 / 100% damage (if allied)
-66% damage taken (if allied)
If used on enemy siege, destroys it after 2 seconds of channel time, dealing 50 / 75 / 100 / 125 Magic damage in a 600 radius around the target.
Steam Turret:
+25 / 50 / 75 / 100 Attack Speed
+25% Health healed every second. Cannot heal within 2 seconds of having taken damage from a Hero or Boss.
Energy Field
Increases the damage over time effect by 15 / 30 / 45 / 60%
Type: Physical
Range: 100 / 200 / 300 / 400
Channeling Time: 1.0 Seconds
Mana Cost: 25
Cooldown: 15.0 Seconds

Energy Field - active

Places a gadget at the Engineer's location that lasts 6 / 9 / 12 seconds, takes 5 hits to kill, and creates an Energy Field in a 475 radius around itself.
Any enemy who enters or exits the Energy Field is dispelled, takes 100 damage, and Energy Field is applied to them for 2 seconds. While inside the bounds of the Energy Field, they take 3 / 5 / 7% of their max health per second in Magic damage.
Energy Field Effects: Perplexed, Silenced
Type: Magic
Radius: 475
Cast Time: 1.0 Seconds
Mana Cost: 200
Cooldown: 90.0 / 75.0 / 60.0 Seconds




Agility(hellbourne)






  • Chronos (DT)


->
Skills:
Time Walk Time Leap
->
Backtrack Rewind
->
The cool down time on this skill only prevents the visual effects from replaying. This skill may block damage even while in cool down.
Time Lock Time Freeze
->HoN: 40/50/60/70 bonus dmg, 1.5s cooldown
Chronospehere Chronofield
->





  • Slither (veno)


->
Skills:
Venomous Gale Poison Spray
->
Poison Sting Toxicity
->
Plague Ward Toxin Ward
->
Poison Nova Poison Burst
->





  • Blood Hunter (bloodseeker)


->
Skills:
Bloodrage Blood Crazy
->20/15/10/5 Magic damage per second, lasts 6/9/12/15 seconds
Blood Bath Feast
->
Strygwyr's Thirst Blood Sense
->
Rupture Hemorrhage
->





  • Soulstealer (shadow fiend)


->
Skills:
Shadowraze Demon Hand
->
Necromastery Soul Steal
->
Presence of the Dark Lord Dread
->
Requiem of Souls Soul Burst
->





  • The Dark Lady (new hero)



Primary Attribute:Agility
Str:22+2.0
Agi:23+3.1
Intl:16+1.9
Attack Type:Melee(100)
Damage:46-48
MS:305

Skills:
Dark Blades - active

Applies Dark Blades to self for 3 / 4 / 5 / 6 seconds.
Dark Blades Effects: 50 / 70 / 90 / 110% Base Damage, Attacks silence target for 2.5 seconds
Cast Time: 0.5 Seconds
Mana Cost: 75 / 85 / 95 / 105
Cooldown: 22.0 / 18.0 / 14.0 / 10.0 Seconds

Taint Soul - active

Deals 60 / 90 / 120 / 150 Magic damage and reduces movement speed by 60% initially, recovering to full speed over 2 / 3 / 4 / 5 seconds
Type: Magic
Range: 1,200
Cast Time: 0.5 Seconds
Mana Cost: 35 / 45 / 55 / 65
Cooldown: 12.0 Seconds

Charging Strikes - active

Charges toward target location, dealing one attack to each enemy that passes within radius of self. Each consecutive attack during the charge will deal 15% less damage than the previous.
When the charge completes, applies Zeal to self for 6 seconds.
Zeal Effects: 30 / 45 / 60 / 75 Attack Speed
Type: Magic
Range: 600 / 700 / 800 / 900
Radius: 200
Cast Time: 0.1 Seconds
Mana Cost: 75
Cooldown: 21.0 / 17.0 / 13.0 / 9.0 Seconds

Cover of Darkness - active

Applies Darkness to targets in radius for 4 / 6 / 8 seconds.
Darkness Effects: 5 / 10 / 15% Movement Slow, Shrinks vision radius to 400. Unlinks shared vision with allies.
Type: Magic
Range: 99,999
Radius: 1,000
Cast Time: 0.8 Seconds
Mana Cost: 75
Cooldown: 120.0 Seconds






  • The Madman (new hero)



Primary Attribute:Agility
Str:17+2.1
Agi:23+2.75
Intl:14+1.5
Attack Type:Melee(100)
Damage:47-51
MS:300

Skills:
Stalk - active

Applies Stalk to self for 4 seconds. Deals 90 / 100 / 110 / 120 Magic damage to enemies who pass within radius of self.
Stalk Effects: 50% Movement Speed
Radius: 175
Mana Cost: 60
Cooldown: 12.0 / 10.0 / 8.0 / 6.0 Seconds

Barrel Roll - active

Quickly transports self to target position, then back to original position. Enemies who pass within radius of self are damaged for 100 / 150 / 200 / 250 Magic damage and stunned for 1 / 1.25 / 1.5 / 1.75 seconds.
Type: Magic
Range: 400 / 465 / 530 / 600
Radius: 175
Cast Time: 0.1 Seconds
Mana Cost: 130
Cooldown: 11.0 Seconds

Gash - Passive

The Madman becomes increasingly proficient at gutting his enemies, giving him a higher chance to critically strike them.
Berserk - active

Applies Berserk to self for 30 seconds.
Berserk Effects: 40 / 80 / 120 Attack Speed, 5 / 7 / 9% Movement Speed
Type: Magic
Mana Cost: 100 / 150 / 205
Cooldown: 55.0 Seconds
Required Level: 6 / 11 / 16






  • Arachna (Traxex)


->
Skills:
Frost Arrows Webbed Shot
->
Harden Carapace - active(changed from silence)

Arachna hardens her carapace for a short duration, increasing her resistance to magical attacks.
Hardened Carapace Effects: Armor: 5 / 10 / 18 / 35
Cast Time: 1.0 Seconds
Mana Cost: 90
Cooldown: 22.0 / 20.0 / 18.0 / 16.0 Seconds

Trueshot Aura Precision
->
Spider Sting - active(changed from marksmanship-similar to viper strike)

Hurls a Spiderling toward target unit. Upon impacting it, applies Spider Sting for 1.5 seconds. Each of the Spiderling's attacks on the target unit renew Spider Sting for 1.5 seconds and deal 75 / 150 / 225 Physical damage.
The Spiderling will die if it is attacked three times.
The Spiderling has an attack time of 1.0 seconds. The Spiderling will expire after 5 attacks, with a maximum life time of 15 seconds. While the Spiderling lives, its target will be revealed.
The Spiderling has Magic and Splash immunity.
Spider Sting Effects: 40 / 60 / 80% Movement Slow, -40 / -60 / -80 Attack Speed
Type: Physical
Range: 500
Cast Time: 0.8 Seconds
Mana Cost: 125 / 175 / 250
Cooldown: 80.0 / 50.0 / 30.0 Seconds






  • Disciple (razor)


->
Skills:
Plasma Field Electric Tide
->
Static Link Corrupted Conduit
->
Unstable Current Static Discharge
->
Eye of the Storm Overload
->





  • Wraith (Spectre)


->
Skills:
Spectral Dagger Desert's Curse
->
Desolate Deserted
->
Dispersion Dissipate
->
Haunt Mirage
->





  • Forsaken Archer (new hero)



Primary Attribute:Agility
Str:18+1.9
Agi:23+2.7
Intl:17+1.8
Attack Type:Ranged(600)
Damage:41-52
MS:305

Skills:
Crippling Voley - active

Applies Crippling Volley to all enemies in the radius for 1.75 / 2 / 2.25 / 2.5 seconds. Deals 85 / 140 / 195 / 250 Magic damage and stuns for 0.1 seconds.
Type: Magic
Range: 800
Radius: 175 / 215 / 250 / 300
Cast Time: 0.8 Seconds
Mana Cost: 95 / 110 / 125 / 140
Cooldown: 10.0 Seconds

Split Fire - toggle(dota:split shot)

Splits attack into 4 separate attacks, each dealing 35 / 45 / 55 / 65% damage.
Call of the Damned - passive

On Kill: Creates an uncontrollable Skeletal Minion that will follow and assist the Forsaken Archer.
Skeletal Minions:
- Have 60 / 90 / 120 / 150 max health
- Deal 14 / 20 / 26 / 32 to 20 / 26 / 32 / 38 Physical damage per attack
- Apply Poisoned to targets on attack for 4 seconds
- Last 30 seconds and only 3 / 4 / 5 / 6 can be alive at a time.
Poisoned: 5 / 10 / 15 / 20 Magic damage per second

Piercing Arrow - active(dota: similar to focus fire)

Shoots a Piercing Arrow every .5 seconds that travels 1300 units at 1150 speed. Any enemies hit take 75 / 150 / 225 Magic damage per arrow.
While channel is active, any skeletal minions will automatically attack enemies within a 600 radius of self.
Type: Magic
Range: 625
Radius: 175
Channeling Time: 0.0 Seconds
Mana Cost: 100 / 200 / 300
Cooldown: 120.0 Seconds

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