Sunday 23 May 2010

Devourer – Hero Guide by Delfofthebla Part 2

III. Skills

1. Guttling Hook
Guttling Hook

The Devourer launches his Guttling Hook at a target unit or location. The first targetable unit that touches the hook will be dragged back to the Devourer.

Action:Target Position
Type:Hook Targets
Type: Physical Push
Range: 1,100
Radius: 60
Cast Time: 1.4 Seconds
Mana Cost: 140
Cooldown: 14.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation
Deals 100 / 200 / 300 / 400 Physical damage to target and interrupts channeling abilities. Drags the target to self.

Notes:

  • After the hook reaches it's maximum range, it will start returning to your current position.
  • The hook can grab someone on its' return trip.

2. Decay

Decay

The Devourer allows himself to decay, draining his Health over time and releasing poisonous gasses that both damage and slow nearby enemy units.

Action: Toggle
Radius: 250
Required Level: 1 / 3 / 5 / 7

Activation
Applies Decay to enemy targets in radius and deals 25 / 50 / 75 / 100 Magic damage per second to self.
The Movement Slow persists for 2 seconds after an enemy leaves the Decay radius.

Decay Effects
20% Movement Slow
25 / 50 / 75 / 100 Magic damage per second

Decay is amazing. It allows you to get off massive damage on disabled heroes (Such as ones you are well, devouring) and even chase down survivors. Albeit having a small AOE, you can usually catch 2-3 heroes during team fights. (Assuming you're not in the forest finishing up one of their stragglers.) When used properly, you can get off a couple melee attacks while chasing someone down, too.

Notes:

  • You can use it to help last hit during the laning phase.
  • You can use it to kill yourself and deny their team of gold and experience.
  • The slow stays for 2 seconds after they leave the radius. This means you can spam it once every 2 seconds to keep enemies slowed down. This is most useful when running away.
  • You can toggle this on and off at will, even while channeling your ultimate.

3. Cadaver Armor

cadaver armor

This grotesque armor increases the Devourer's Magic Armor and permanently adds strength for each nearby hero kill or each kill he makes.

Action: Passive
1 / 2 / 3 / 4 Magic Armor
Required Level: 1 / 3 / 5 / 7

On Kill
Permanently adds 0.9 / 1.2 / 1.5 / 1.8 Strength to self per hero kill, or 0.03 / 0.05 / 0.06 / 0.09 Strength per creep kill.

Aura Effects
Radius: 400
Target: Enemy Heroes

Cadaver Armor will provide you with a little more magic armor, and allow you to start building up a massive amount of strength. As long as you remain in team fights and gank frequently, this skill will really start to beef itself up. It's not uncommon to see this say +30 to +50 strength by the end of the game.

4. Devour

Devour

The Devourer grabs a target enemy and feasts on their flesh, dealing massive damage for every second he feeds.

Action:Target Entity
Type:Enemy Units
Type: SuperiorMagic
Range: 160
Channeling Time: 0.3 Seconds
Mana Cost: 100 / 130 / 170
Cooldown: 30.0 Seconds
Required Level: 6 / 11 / 16

Activation
Applies Devour to target enemy for 3 seconds or until channel is canceled.

This ability can be boosted by Staff of the Master.
Staff Effect: Heals self equal to the damage done. Deals additional 0.75
* Strength Magic damage per second.

Devour Effects
75 / 125 / 175 Magic damage per second

Devour synergizes well with his other skills. You can Hook an enemy hero, Devour them, and proceed to burn them down with Decay. The amount of damage you obtain from this combo is amazing during early-mid game, and is almost always a sure kill. Late game you will primarily use this ability to disable the enemies carry or initiator before a teamfight begins.

The ability is upgradable with Staff of the Master, giving it a major damage increase that will heal you for the damage it does. This is particularly useful for non-stop team pushing. With a low cooldown of 30 seconds, you can heal a good portion of your health in just about every fight you engage in.

Note that this ability is superior magic. The disable will work through magic immunity, but the target will not be damaged. If you have Staff of the master, you will still be healed while the target is magic immune.

Part 1

Part 2

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