
{{ hp }}
+ {{ hp_regen }}
{{ mana }}
+ {{ mana_regen }}
Strength
Agility
Intelligence
Melee
Ranged
Easy
Medium
Hard
+ {{ hero.lvlup_strength }}
+ {{ hero.lvlup_agility }}
+ {{ hero.lvlup_intelligence }}
Attack Damage
{{ min_damage }}-{{ max_damage }}
BASE {{ hero.attack_damage_min }} - {{ hero.attack_damage_max }}
+ {{ current_strength }} STR
+ {{ current_agility }} AGI
+ {{ current_intelligence }} INT
Attack Speed
{{ attack_per_second || 0 }} sec
between attacks
BAT {{ hero.attack_time }} + {{ current_agility }} IAS
Attack Range
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Armor
{{ armor }}
BASE {{ hero.defense_armor }}
+ {{ armor_added }}
Magic Resistance
{{ hero.defense_magic_resistance || 0 }}%
Status Resistance
0%
Movement Speed
{{ hero.mobility_speed || 0 }}
Turn Rate
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Vision
DAY
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NIGHT
{{ hero.mobility_vision_night || 0 }}
Roles
Carry
Support
Nuker
Disabler
Jungler
Durable
Escape
Pusher
Initiator
Strengths
Team-fight
Farm
Split-push
Siege
Base-Def.
Roshan
Damage output
Pure
Physical
Magical
ABILITIES
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{{ current_spell.spell_target_name }}
DAMAGE
{{ current_spell.spell_damage_type_name }}
{{ attribute.name }}
{{ attribute.value }}
Aghanim's Scepter Upgrade
{{ current_spell.mod_by_aghanims_scepter_desc }}
Aghanim's Shard Upgrade
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TALENT TREE
Vivid Imagination Double Summons
25
Ward CD -3
Inhibit Silences
20
Fantasy +10% movement speed
Magic Bolt CD -1 (same total damage)
15
Magic resistance +15%
Vivid Imagination grants +10 MS
10
+100 HP
DESCRIPTION & LORE
Description
Lore
This hero has no lore added.
ITEM BUILDS
BUILD #1 - General Build
INTENDED ROLES
1
2
3
4
5
This is approximately the build to opt for. The hero, in itself, is very self-sustainable and does not need to overly rely on items. Items to offset the poor movement speed or HP are to be considered, but also items to further the magic damage output might be valid. Tranquils will be what to opt for, unless going very aggressive with Arcanes. Stick is a must. Basic HP and mana regen will be very useful, and cheap. Mid-game, drums will be great for the mobility and to help the team, force staff as well. Euls in combination with R will make enemies hesitate to attack you as they will be pummelted while you are in the air. Veil might be of use with Q and shades to deal massive magical damage. Also helps the team. Boots of bearing more or less offsets the worst part of the hero. Octarine core CD reduction further pushes the already low cooldowns to a state where Ward will be really strong even in big teamfights. Sheepstick is always good if the gold is available. Soul Ring is a risky move as it might disable R but will provide that burst of mana for both heroes. Aghs is not always necessary but will increase the annoyance output of being able to R and use skillset of Seal simultaneously. Might open up for refresher shard shenanigance. Shard is good in to further push cooldown to a ridiculus low in team battles. If Arcanes was the boots of choice, upgrading them to Guardians will offset some weaknesses and provide health for the team. Glimmer cape is always a good alternative for supports. Ethereal Blade+Q+dagon will deal a lot of damage, if timed correctly. Wind Waker might prove useful in certain se











SITUATIONALS










VOICE LINES
1

I'm bored.

He, he!
6

Child's play!

Mommy! Mommy!
12

Let me think of something else.

Sweet dreams!
18

Boogie, boogie, boogie!
25

Was that just me...?
30

Imagine a world where you'd pose a threat!
ART GALLERY
CREDITS
Created 481 days ago
Last edit today
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