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Harbinger, the Outworld Destroyer, is one of a great race of beings from beyond this world. He is a sentry for his people, standing alone on the crystalline Outworld at the edge of the reality. For untold eons, he has gazed out beyond existence for any signs of a disturbance that could threaten the universe, his vast mind attuned to foreboding patterns in the cosmos. While the War of the Ancients and its cosmic repercussions has drawn Harbinger to our world, his arrival is a bad sign in of itself, for he comes to warn of an even greater threat on the horizon.\\
\\
Harbinger the Outworld Destroyer is a powerful ranged carry hero dependent on having a large mana pool to destroy enemies with massive nuke damage. The crux of his kit is ''Arcane Orb'', an autocastable attack modifier which adds bonus pure damage to Harbinger's attacks based on his mana pool. As ''Arcane Orb'' forms the main bulk of his damage output, Outworld Destroyer's item choices focus on augmenting his mana pool and attack speed, leaving him rather fragile. ''Astral Imprisonment'' serves both as a defensive ability and a disable, briefly sealing the target into an extradimensional prison while making it invulnerable and dealing damage to surrounding enemies when it ends. With this ability, Harbinger can push lanes, hold enemies in place, or protect vulnerable allies. To offset his heavy mana demand, Outworld Destroyer has ''Essence Flux'', which gives him a chance to restore a percentage of his mana each time he uses an ability. This ability can also be activated to make Outworld Destroyer's spell damage slow enemies on hit. Harbinger's ultimate ability, ''Sanity's Eclipse'', brings his skillset together with both a passive and active component. The passive component, Charge Counter, gives him charges each time he damages enemy heroes with his basic abilities, with each charge increasing his maximum mana. Once he has enough mana, Harbinger can unleash ''Sanity's Eclipse'' to heavily damage enemy heroes in an area based on the difference between his mana and theirs (including foes trapped in ''Astral Imprisonment''. He may start out relatively weak, but once he builds up his mana pool, the Outworld Destroyer can quickly and easily snuff out his enemy's sanity – followed by their lives.\\
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Harbinger, the Outworld Destroyer, is one of a great race of beings from beyond this world. He is a sentry for his people, standing alone on the crystalline Outworld at the edge of the reality. For untold eons, he has gazed out beyond existence for any signs of a disturbance that could threaten the universe, his vast mind attuned to foreboding patterns in the cosmos. While the War of the Ancients and its cosmic repercussions has drawn Harbinger to our world, his arrival is a bad sign in of itself, for he comes to warn of an even greater threat on the horizon.\\
\\
horizon.

Harbinger the Outworld Destroyer is a powerful ranged carry hero dependent on having a large mana pool to destroy enemies with massive nuke damage. The crux of his kit is ''Arcane Orb'', an autocastable attack modifier which adds bonus pure damage to Harbinger's attacks based on his mana pool. As ''Arcane Orb'' forms the main bulk of his damage output, Outworld Destroyer's item choices focus on augmenting his mana pool and attack speed, leaving him rather fragile. ''Astral Imprisonment'' serves both as a defensive ability and a disable, briefly sealing the target into an extradimensional prison while making it invulnerable and dealing damage to surrounding enemies when it ends. With this ability, Harbinger can push lanes, hold enemies in place, or protect vulnerable allies. To offset his heavy mana demand, Outworld Destroyer has ''Essence Flux'', which gives him a chance to restore a percentage of his mana each time he uses an ability. This ability can also be activated to make Outworld Destroyer's spell damage slow enemies on hit. Harbinger's ultimate ability, ''Sanity's Eclipse'', brings his skillset together with both a passive and active component. The passive component, Charge Counter, gives him charges each time he damages enemy heroes with his basic abilities, with each charge increasing his maximum mana. Once he has enough mana, Harbinger can unleash ''Sanity's Eclipse'' to heavily damage enemy heroes in an area based on the difference between his mana and theirs (including foes trapped in ''Astral Imprisonment''. He may start out relatively weak, but once he builds up his mana pool, the Outworld Destroyer can quickly and easily snuff out his enemy's sanity – followed by their lives.\\
\\
lives.


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* ResourceReimbursement: "Essence Flux" gives him a 30% percent chance of restoring a certain percentage of his maximum mana (from 25% at Level 1, to 55% at Level 4) each time he casts an ability.

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* DynamicEntry: Due to his ability to globally position with his teleport ability, Nature's Prophet has the uncanny ability to turn the odds in any fight in three seconds, on a cooldown of as low as zero (by comparison, Wisp's ''Relocate'' and Underlord's ''Fiend's Gate'' take at least one or two minutes, respectively, to come off cooldown). He can turn a two-man gank into a three-man gank (augmented by ''Sprout'' and any items he's purchased), or finish off a severely weakened enemy before they can reach the fountain, or solo gank a support who thinks they're safe pushing out lanes since the rest of the other team is visible on the map, or turn a creep wave push completely around by summoning instant reinforcements.

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* DynamicEntry: Due to his ability to globally position with ''Teleportation'' (which also boosts his teleport ability, attack damage), Nature's Prophet has the uncanny ability to turn the odds in any fight in three seconds, on a cooldown of as low as zero (by comparison, Wisp's ''Relocate'' and Underlord's ''Fiend's Gate'' take at least one or two minutes, respectively, to come off cooldown). He can turn a two-man gank into a three-man gank (augmented by ''Sprout'' and any items he's purchased), or finish off a severely weakened enemy before they can reach the fountain, or solo gank a support who thinks they're safe pushing out lanes since the rest of the other team is visible on the map, or turn a creep wave push completely around by summoning instant reinforcements.



* UnstableEquilibrium: The way Harbinger's abilities work means that he needs to have a high mana count in order to sustain his mana pool. If it drops too low, he won't be able to regenerate mana as efficiently with ''Essence Flux'' as ''Arcane Orb'' costs a large amount of mana itself, and if he runs dry, he'll have to wait for it to regenerate the old fashioned way. This means he'll have to watch his mana pool carefully in the early game. This was remedied by making ''Arcane Orb'' cost a percentage of his current mana, meaning he'll always be able to use it to proc ''Essence Flux''.



* PinataEnemy: The ''Nether Ward'' has a 80 gold bounty at level 4 and is easily destroyed, so Pugna players have to place it in hard-to-spot places to avoid an early detection from the enemy focus fire. Fortunately for Pugna, the ward has a very large area of effect.

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* PinataEnemy: The ''Nether Ward'' has a 80 gold bounty at level 4 and is easily destroyed, so Pugna players have to place it in hard-to-spot places to avoid an early detection from the enemy focus fire.enemy. Fortunately for Pugna, the ward has a very large area of effect.



* AntiStructure: Because wards have a lower targeting priority for towers than other units, ''Mass Serpent Ward'' can devastate towers during a push. Even if the tower starts focusing on them, it takes a good while for the single-shot tower to put all of them down.

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* AntiStructure: Because wards have a lower targeting priority for towers than other units, Like any summoning ability in the game, ''Mass Serpent Ward'' can devastate towers during a push.push, which is not helped by how wards have a lower targeting priority for towers than other units. Even if the tower starts focusing on them, it takes a good while for the single-shot tower to put all of them down.



* OverlyLongTongue: The Lash of the Lizard Kin gives Rhasta the tongue of a frog, which is long enough for him to cast ''Shackles'' with it (by enveloping his tongue around the target).

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* OverlyLongTongue: The Lash of the Lizard Kin gives Rhasta the tongue of a frog, chameleon, which is long enough for him to cast ''Shackles'' with it (by enveloping his tongue around the target).


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* AnchoredTeleportation: ''Keen Conveyance'' allows Tinker to teleport to allied structures at level 1, non-hero units at level 2, and heroes at level 3.

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