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Meepo Geomancer

Originally worshipped by the pagan tribes of Germania and the black forests that encompassed it, Meepo is a mischievous spirit of the earth who enjoys burying his enemies alive in mountains of rock spikes, pinning them down into helplessness as he pummels them into submission with his mighty shovel. The most disturbing of the Geomancer's powers, however, is his ability to separate his being into multiple selves, each as powerful as the original and making him potentially four times the trouble for the unlucky who encounter him.
Earthbind

Rains earthen spikes across a target area, pinning down all enemy units in the 225 AOE. Lasts 2 seconds.

Level 1 - 500 casting range.
Level 2 - 750 casting range.
Level 3 - 1000 casting range.
Level 4 - 1250 casting range.

Cooldown: 20/16/12/8 seconds.

Level 1: 100 mana, 20 sec cooldown.
Level 2: 100 mana, 16 sec cooldown.
Level 3: 100 mana, 12 sec cooldown.
Level 4: 100 mana, 8 sec cooldown.
Poof

Drawing mystical energies from the earth, Meepo can teleport to another Geomancer, leaving destruction in his wake. After channeling for 2 seconds, Meepo instantly teleports to nearest target Geomancer, dealing damage in 400 AOE in the departure and arrival locations.

Level 1 - 40 damage.
Level 2 - 80 damage.
Level 3 - 120 damage.
Level 4 - 160 damage.

Cooldown: 20/18/16/14 seconds.

Level 1: 140 mana, 20 sec cooldown.
Level 2: 120 mana, 18 sec cooldown.
Level 3: 100 mana, 16 sec cooldown.
Level 4: 80 mana, 14 sec cooldown.
Geostrike

The Geomancer enchants his weapon with the essence of the earth, crushing the life from his enemies and numbing their legs. Slows target movement speed and deals 15 damage per second. These effects are additive with other geomancers. Lasts 2 seconds.

Level 1 - 5% slow.
Level 2 - 10% slow.
Level 3 - 15% slow.
Level 4 - 20% slow.

Passive

Divided We Stand

Meepo summons an imperfect, semi-autonomous duplicate of himself, which can gain gold and experience as he does and shares his experience and abilities. However, the clones cannot wield any items but the boots that Meepo himself wears. Clones gain 25% of any extra attributes the primary has. If one clone dies, they all die.

Level 1 - 1 Geomancer.
Level 2 - 2 Geomancers.
Level 3 - 3 Geomancers.

Passive

Demnok Lannik Warlock

Formally the chieftain of the broken Blacksun clan that fell under Mannoroth's control in days long past, Lannik has joined the Scourge in hopes of repaying his debt to the Lich King Ner'zhul, whose own Shadowmoon Clan was allied with the Blacksun many years ago. A master of demons and destructive spellwork, this warlock delights in tormenting creatures of the Light, extinguishing them like candles until none are left alive.
Fatal Bonds

Bonds up to 5 enemy units together, causing damage dealt to any of them to be partially felt by the others.
Lasts 25 seconds.

Level 1 - 5% damage to linked units.
Level 2 - 10% damage to linked units.
Level 3 - 15% damage to linked units.
Level 4 - 20% damage to linked units.

Cooldown: 30 seconds.

Level 1: 120 mana, 30 sec cooldown.
Level 2: 120 mana, 30 sec cooldown.
Level 3: 120 mana, 30 sec cooldown.
Level 4: 120 mana, 30 sec cooldown.
Shadow Word

A single word causes powerful magics to envelop the target. Creates a healing mechanism on a friendly target or damages an unfriendly one. Does not dispel on attack.
Lasts 8 seconds.

Level 1 - Heals or damages 10 hit points per second.
Level 2 - Heals or damages 20 hit points per second.
Level 3 - Heals or damages 30 hit points per second.
Level 4 - Heals or damages 40 hit points per second.

Cooldown: 24 seconds.

Level 1: 90 mana, 24 sec cooldown.
Level 2: 110 mana, 24 sec cooldown.
Level 3: 130 mana, 24 sec cooldown.
Level 4: 150 mana, 24 sec cooldown.
Upheaval

Stirs up inert magic in a target area, channeling the force into a powerful slowing current that grows more powerful with every passing second it's channeled. Can channel up to 10 seconds and up to 84% slow.

Level 1 - Slows by 7% per second.
Level 2 - Slows by 14% per second.
Level 3 - Slows by 21% per second.
Level 4 - Slows by 28% per second.

Channeling

Cooldown: 20 seconds.

Level 1: 100 mana, 20 sec cooldown.
Level 2: 110 mana, 20 sec cooldown.
Level 3: 120 mana, 20 sec cooldown.
Level 4: 130 mana, 20 sec cooldown.
Rain of Chaos

Calls an Infernal down from the sky, dealing 100 damage and stunning nearby enemies for 1 second. The Infernal lasts 60 seconds, takes reduced damage from spells, has Permanent Immolation and a chance to Pulverize an area on attack.

Level 1 - Summons an Infernal with weak Pulverize and average attack.
Level 2 - Summons an Infernal with a mighty Pulverize and powerful attack.
Level 3 - Summons an Infernal with a devastating Pulverize and deadly attack.

Cooldown: 165 seconds.

Level 1: 200 mana, 165 sec cooldown.
Level 2: 250 mana, 165 sec cooldown.
Level 3: 300 mana, 165 sec cooldown.

Harbinger Obsidian Destroyer

An obsidian construct brought to life through the ill conceived necromancy of the Lich King, Harbinger craves magic to make up for the emptiness brought on by the incomplete nature of its summoning. Ironically however, to devour the magic that it so desires, Harbinger must tap into his own pool of mana time and time again, expending to the point where it ends up with even less than it began with. Yet despite this, the Obsidian Destroyer is a proud servant of the Undead Scourge, and takes great pleasure in annihilating the foolish Sentinels it encounters through psionic exploitation.

Arcane Orb

Gives the Destroyer extra power to damage his enemies based on his remaining mana pool. Damage type is pure.

Level 1 - Deals 6% of your current remaining mana. Deals 100 bonus damage to illusions and summoned units.
Level 2 - Deals 7% of your current remaining mana. Deals 200 bonus damage to illusions and summoned units.
Level 3 - Deals 8% of your current remaining mana. Deals 300 bonus damage to illusions and summoned units.
Level 4 - Deals 9% of your current remaining mana. Deals 400 bonus damage to illusions and summoned units.

Cooldown: 6/4/2/0 seconds.

Level 1: 100 mana, 6 sec cooldown.
Level 2: 100 mana, 4 sec cooldown.
Level 3: 100 mana, 2 sec cooldown.
Level 4: 100 mana, 0 sec cooldown.
Astral Imprisonment

Teleports a target allied or enemy hero into an astral prison. The hero remains separated from the real world for the duration of the spell. If cast on an enemy, Harbinger steals intelligence from the target. Intelligence is restored to the hero after 60 seconds.

Level 1 - Banished for 1 second. 2 Int exchange.
Level 2 - Banished for 2 second. 4 Int exchange.
Level 3 - Banished for 3 second. 6 Int exchange.
Level 4 - Banished for 4 second. 8 Int exchange.

Cooldown: 20 seconds.

Level 1: 120 mana, 20 sec cooldown.
Level 2: 140 mana, 20 sec cooldown.
Level 3: 160 mana, 20 sec cooldown.
Level 4: 180 mana, 20 sec cooldown.
Essence Aura

Whenever a nearby allied hero casts a spell, it has a chance to restore a portion of its mana pool. Passively adds to the Destroyer's base mana pool.

Level 1 - 10% chance to restore 25% of maximum mana pool. 5% chance to trigger off of your autocast. Passively increases the Destroyer's base mana by 75.
Level 2 - 20% chance to restore 25% of maximum mana pool. 10% chance to trigger off of your autocast. Passively increases the Destroyer's base mana by 150.
Level 3 - 30% chance to restore 25% of maximum mana pool. 15% chance to trigger off of your autocast. Passively increases the Destroyer's base mana by 225.
Level 4 - 40% chance to restore 25% of maximum mana pool. 20% chance to trigger off of your autocast. Passively increases the Destroyer's base mana by 300.

Passive

Sanity's Eclipse

The Obsidian Destroyer unleashes his full potential; his mind unleashes a psionic storm able to penetrate lesser minds with terminal force, dealing massive damage to them. More crafty minds are able to resist most of the damage, but they expend most of their energies to do so, losing 75% of their mana. Heroes with more intelligence than the Destroyer are unaffected.

Level 1 - Deals damage equal to 8x the difference between the heroes intelligence and Destroyer's intelligence. 400 AOE.
Level 2 - Deals damage equal to 9x the difference between the heroes intelligence and Destroyer's intelligence. 500 AOE.
Level 3 - Deals damage equal to 10x the difference between the heroes intelligence and Destroyer's intelligence. 600 AOE.

Cooldown: 160

Level 1: 175 mana, 160 sec cooldown.
Level 2: 250 mana, 160 sec cooldown.
Level 3: 325 mana, 160 sec cooldown.

Vol'Jin Witch Doctor

Vol'Jin is a risk-taker. Anyone who has ever crossed paths with him can tell you that. As a voodoo priest, you need a certain degree of it. It's too bad he never learned the value of discretion. Vol'Jin's experiments in jungle magic yielded brilliant results- the ability to mend wounds, casks filled with paralyzing combinations of herbs that could scatter for miles, and even a curse capable of stripping the life force from a living being. Of course, no amount of power gained goes without notice. As Vol'Jin's experiments became more and more unstable and destructive, the Lich King made his move.

Paralyzing Cask

Vol'jin launches a cask of paralyzing powder that bounces between foes, stunning those affected for a short period of time (1 sec on Hero, 5 on creeps). Deals damage per bounce to non-hero units.

Level 1 - 2 bounces. 75 damage.
Level 2 - 4 bounces. 100 damage.
Level 3 - 6 bounces. 125 damage.
Level 4 - 8 bounces. 150 damage.

Cooldown: 20/18/16/14 seconds.

Level 1: 140 mana, 20 sec cooldown.
Level 2: 140 mana, 18 sec cooldown.
Level 3: 140 mana, 16 sec cooldown.
Level 4: 140 mana, 14 sec cooldown.
Voodoo Restoration

Vol'jin focuses his voodoo magic to heal nearby allied units.

Level 1 - Restores 6 hp/sec.
Level 2 - Restores 12 hp/sec.
Level 3 - Restores 24 hp/sec.
Level 4 - Restores 30 hp/sec.

Level 1: 15 mana, 0 sec cooldown.
Level 2: 30 mana, 0 sec cooldown.
Level 3: 75 mana, 0 sec cooldown.
Level 4: 100 mana, 0 sec cooldown.
Maledict

Targets an area with an ancient voodoo curse. Cursed heroes will not only take damage over time, but they will be dealt bonus damage every 4 seconds based on how much hp they lost since the beginning of the curse. Lasts 12 seconds

Level 1 - Enemies lose 5 hp/sec, 10 bonus damage for every 100 hp lost during curse.
Level 2 - Enemies lose 10 hp/sec, 20 bonus damage for every 100 hp lost during curse.
Level 3 - Enemies lose 15 hp/sec, 30 bonus damage for every 100 hp lost during curse.
Level 4 - Enemies lose 20 hp/sec, 40 bonus damage for every 100 hp lost during curse.

Cooldown: 35 seconds.

Level 1: 120 mana, 35 sec cooldown.
Level 2: 120 mana, 35 sec cooldown.
Level 3: 120 mana, 35 sec cooldown.
Level 4: 120 mana, 35 sec cooldown.
Death Ward

Summons a deadly ward to attack enemy heroes.

Level 1 - 60 Chaos Damage.
Level 2 - 90 Chaos Damage.
Level 3 - 120 Chaos Damage. Bounces once.
Channeling

Cooldown: 90 seconds.

Level 1: 200 mana, 90 sec cooldown.
Level 2: 200 mana, 90 sec cooldown.
Level 3: 200 mana, 90 sec cooldown.

Mercurial Spectre

A darkness who was ancient even in the early days of the world's existence, Mercurial is the embodiment of rage and vengeance in the souls of those long dead. Haunting her enemies with relentless fervor, she is able to throw a dagger-like projectile that allows her to chase her prey beyond physical boundaries, and the fear and the desolation struck in the hearts of those who have the misfortune of encountering her alone is a pain impossible to withstand. Spectre's thirst for destruction is insatiable, and the upcoming struggle seems to be just what she was waiting for.
Spectral Dagger

The Spectre launches a deadly dagger that trails a Shadow Path. Deals damage to the targets in its path. Units hit by the dagger will also trail a Shadow Path. The Spectre becomes phased (gains zero collision) while on the path.

Level 1 - Spectre gains 5% movespeed, enemies lose 5%. Deals 50 damage.
Level 2 - Spectre gains 9% movespeed, enemies lose 9%. Deals 100 damage.
Level 3 - Spectre gains 14% movespeed, enemies lose 14%. Deals 150 damage.
Level 4 - Spectre gains 18% movespeed, enemies lose 18%. Deals 200 damage.

Cooldown: 25 seconds.

Level 1: 130 mana, 25 sec cooldown.
Level 2: 140 mana, 25 sec cooldown.
Level 3: 150 mana, 25 sec cooldown.
Level 4: 160 mana, 25 sec cooldown.
Desolate

Deals bonus damage that cuts through armor when attacking a hero that has no nearby allied units. Works on Illusions.

Level 1 - 15 Bonus Damage.
Level 2 - 25 Bonus Damage.
Level 3 - 35 Bonus Damage.
Level 4 - 45 Bonus Damage.

Passive

Dispersion

Gives Mercurial a chance to avoid damage and disperse it to an area around her. Has a minor stun effect. Can only disperse for as much hp as she has. 400 AOE.

Level 1 - 4% chance.
Level 2 - 8% chance.
Level 3 - 12% chance.
Level 4 - 16% chance.

Passive

Haunt

Creates a haunting image beside each enemy hero. These images are uncontrollable, take 200% damage, deal 50% damage and each of them will attack only its pair. Cooldown goes down with level.

Level 1 - Lasts 4 seconds.
Level 2 - Lasts 5 seconds.
Level 3 - Lasts 6 seconds.

Cooldown: 150/120/90 seconds.

Level 1: 150 mana, 150 sec cooldown.
Level 2: 150 mana, 120 sec cooldown.
Level 3: 150 mana, 90 sec cooldown.

Rupture Strygwyr Bloodseeker

An unusual hybrid of Demon and Orc, Strygwyr is an outcast amongst all mortal creatures. By thriving on and bathing himself with the blood of those he slays, Strygwyr can heal his wounds - even those that could prove fatal. Beware the fool who dares venturing alone, for Strygwyr can sense his blood miles away and gain vison through his helpless prey's eyes. Having ruptured the enemy with mighty blows in his bloodthirsty frenzies, Strygwyr corners his foe into making the impossible decision - bleed to death by trying to outrun the hasty demon, or be ripped to shreds in its awesome fury.

Bloodrage

Drives a unit into a bloodthristy rage. That unit is unable to cast spells, has its attack damage increased, and loses a small amount of hit points every second.

Level 1 - 20% damage increase, loses 2 HP per second. 6 seconds.
Level 2 - 40% damage increase, loses 4 HP per second. 9 seconds.
Level 3 - 60% damage increase, loses 6 HP per second. 12 seconds.
Level 4 - 80% damage increase, loses 8 HP per second. 15 seconds.

Cooldown: 20 seconds.

Level 1: 80 mana, 20 sec cooldown.
Level 2: 100 mana, 20 sec cooldown.
Level 3: 120 mana, 20 sec cooldown.
Level 4: 140 mana, 20 sec cooldown.
Blood Bath

Whenever Strygwyr kills a unit, he bathes himself in the blood, regenerating his life source.

Level 1 - 10% of the Hero's max hp. 5% for creeps.
Level 2 - 20% of the Hero's max hp. 10% for creeps.
Level 3 - 30% of the Hero's max hp. 15% for creeps.
Level 4 - 40% of the Hero's max hp. 20% for creeps.

Passive

Strygwyr's Thirst

Enables Strygwyr to sense the bleeding of any enemy hero below 40% hp. If it finds one, Strygwyr gains vision of that unit and increases move speed.

Level 1 - 11% movement increase, small area.
Level 2 - 22% movement increase, moderate area.
Level 3 - 33% movement increase, large area.
Level 4 - 44% movement increase, huge area.

Passive

Rupture

Deals a mighty blow to the enemy causing any movement to result in bleeding and loss of life.

Level 1 - 150 damage, 20% of distance moved in damage. Lasts 5 seconds.
Level 2 - 250 damage, 40% of distance moved in damage. Lasts 7 seconds.
Level 3 - 350 damage, 60% of distance moved in damage. Lasts 9 seconds.

Cooldown: 100 seconds.

Level 1: 150 mana, 100 sec cooldown.
Level 2: 200 mana, 100 sec cooldown.
Level 3: 250 mana, 100 sec cooldown.

Rupture Strygwyr Bloodseeker

An unusual hybrid of Demon and Orc, Strygwyr is an outcast amongst all mortal creatures. By thriving on and bathing himself with the blood of those he slays, Strygwyr can heal his wounds - even those that could prove fatal. Beware the fool who dares venturing alone, for Strygwyr can sense his blood miles away and gain vison through his helpless prey's eyes. Having ruptured the enemy with mighty blows in his bloodthirsty frenzies, Strygwyr corners his foe into making the impossible decision - bleed to death by trying to outrun the hasty demon, or be ripped to shreds in its awesome fury.

Bloodrage

Drives a unit into a bloodthristy rage. That unit is unable to cast spells, has its attack damage increased, and loses a small amount of hit points every second.

Level 1 - 20% damage increase, loses 2 HP per second. 6 seconds.
Level 2 - 40% damage increase, loses 4 HP per second. 9 seconds.
Level 3 - 60% damage increase, loses 6 HP per second. 12 seconds.
Level 4 - 80% damage increase, loses 8 HP per second. 15 seconds.

Cooldown: 20 seconds.

Level 1: 80 mana, 20 sec cooldown.
Level 2: 100 mana, 20 sec cooldown.
Level 3: 120 mana, 20 sec cooldown.
Level 4: 140 mana, 20 sec cooldown.
Blood Bath

Whenever Strygwyr kills a unit, he bathes himself in the blood, regenerating his life source.

Level 1 - 10% of the Hero's max hp. 5% for creeps.
Level 2 - 20% of the Hero's max hp. 10% for creeps.
Level 3 - 30% of the Hero's max hp. 15% for creeps.
Level 4 - 40% of the Hero's max hp. 20% for creeps.

Passive

Strygwyr's Thirst

Enables Strygwyr to sense the bleeding of any enemy hero below 40% hp. If it finds one, Strygwyr gains vision of that unit and increases move speed.

Level 1 - 11% movement increase, small area.
Level 2 - 22% movement increase, moderate area.
Level 3 - 33% movement increase, large area.
Level 4 - 44% movement increase, huge area.

Passive

Rupture

Deals a mighty blow to the enemy causing any movement to result in bleeding and loss of life.

Level 1 - 150 damage, 20% of distance moved in damage. Lasts 5 seconds.
Level 2 - 250 damage, 40% of distance moved in damage. Lasts 7 seconds.
Level 3 - 350 damage, 60% of distance moved in damage. Lasts 9 seconds.

Cooldown: 100 seconds.

Level 1: 150 mana, 100 sec cooldown.
Level 2: 200 mana, 100 sec cooldown.
Level 3: 250 mana, 100 sec cooldown.

Abaddon Lord of Avernus

A former paladin of great renown, Abaddon fell into darkness during the invasion of the Burning Legion, becoming possessed by many demons, corrupting both his soul and his powers. Now a Death Knight set high in the Lich King's hierarchy of generals, he rides into battle against impossible odds, never stopping until he reaches the World Tree itself. Whether enhancing his own fortitude with a shield of dark energy, or using his life force to aid in combat, the Lord of Avernus leads the armies of the Scourge ever onward, forever locked in combat with the forces of good, and his enemies who were once his greatest comrades.
Death Coil

A coil of death that can damage an enemy unit or heal a friendly unit at the cost of his own life.

Level 1 - Heals or Damages for 100 HP. Deals 50 HP to himself.
Level 2 - Heals or Damages for 150 HP. Deals 75 HP to himself.
Level 3 - Heals or Damages for 200 HP. Deals 100 HP to himself.
Level 4 - Heals or Damages for 250 HP. Deals 125 HP to himself.

Cooldown: 11

Level 1: 75 mana, 11 sec cooldown.
Level 2: 75 mana, 11 sec cooldown.
Level 3: 75 mana, 11 sec cooldown.
Level 4: 75 mana, 11 sec cooldown.
Aphotic Shield

Summons dark energies around an ally unit, creating a shield that absorbs a set amount of damage before expiring. When the shield is destroyed it will deal damage equal to the amount it absorbed to an area around it. If cast on self while using borrowed time, the damage you take will heal you. Removes certain types of negative buffs on cast. Lasts 20 seconds.

Level 1 - 125 damage.
Level 2 - 175 damage.
Level 3 - 225 damage.
Level 4 - 275 damage.

Cooldown: 23 seconds.

Level 1: 100 mana, 23 sec cooldown.
Level 2: 100 mana, 23 sec cooldown.
Level 3: 100 mana, 23 sec cooldown.
Level 4: 100 mana, 23 sec cooldown.
Frostmourne

Abaddon strickens an enemy with Frostmourne's chilling power on each attack, causing all units who attack the slowed enemy to gain 10% increased movement speed, along with faster attack speed, for a limited time.

Level 1 - 10% increased attack speed, slows enemy by 5%.
Level 2 - 20% increased attack speed, slows enemy by 10%.
Level 3 - 30% increased attack speed, slows enemy by 15%.
Level 4 - 40% increased attack speed, slows enemy by 20%.

Passive

Borrowed Time

When activated, most negative buffs will be removed and you will no longer take damage for the duration of the ability. If the ability is not in cooldown, it will passively activate when your hitpoints drop below 400.

Level 1 - Lasts 3 seconds.
Level 2 - Lasts 4 seconds.
Level 3 - Lasts 5 seconds.

Cooldown: 45 seconds.

Level 1: 0 mana, 45 sec cooldown.
Level 2: 0 mana, 45 sec cooldown.
Level 3: 0 mana, 45 sec cooldown.

Hard to kill Mogul Kahn Axe Hero

In the war of Humans and Orcs that occured long ago many Orcish warriors were corrupted by demonic influence and became tools of blackest darkness. One such warrior was the leader of the Half-Tribe of the Bloodied Axe Clan; Mogul Kahn. Mogul was slain by human Paladins but mysteriously was seen fighting alongside the Scourge around the time Mannoroth started to command the Orcs in the war against Archimonde. The Axe has been revived by demons and uses his reflexes and powerful blows to hunt down and seek out the Sentinels' agile warriors and cut them down to size, even projecting his lust for war onto them.

Hard to kill Mogul Kahn Axe Hero can use best item Eye of Skadi for better attack, Butterfly for fast attack speed.
Berserker's Call

Mogul Kahn focuses all of his enemies' hatred on him, causing them to attack him at all costs.
300 AoE.

Level 1 - 1.5 seconds, 5 bonus armor.
Level 2 - 2 seconds, 10 bonus armor.
Level 3 - 2.5 seconds, 15 bonus armor.
Level 4 - 3 seconds, 20 bonus armor.

Cooldown: 14 seconds.

Level 1: 80 mana, 14 sec cooldown.
Level 2: 90 mana, 14 sec cooldown.
Level 3: 100 mana, 14 sec cooldown.
Level 4: 110 mana, 14 sec cooldown.
Battle Hunger

Afflicts a target with a terrible killing hunger. The target will take damage per second until it kills a unit.

Level 1 - 15 damage/second, lasts 10 seconds.
Level 2 - 15 damage/second, lasts 15 seconds.
Level 3 - 20 damage/second, lasts 20 seconds.
Level 4 - 25 damage/second, lasts 25 seconds.

Cooldown: 25/20/15/10 seconds.

Level 1: 75 mana, 25 sec cooldown.
Level 2: 85 mana, 20 sec cooldown.
Level 3: 95 mana, 15 sec cooldown.
Level 4: 105 mana, 10 sec cooldown.
Counter Helix

Mogul Kahn counters some blows made to him dealing damage to all nearby enemy units.

Level 1 - 15% chance to counter with 100 damage.
Level 2 - 15% chance to counter with 125 damage.
Level 3 - 15% chance to counter with 150 damage.
Level 4 - 15% chance to counter with 175 damage.

Passive

Culling Blade

Purges the weak from Mogul Kahn's sight. Deals moderate damage, but will kill a target that is low on life.

Level 1 - Deals 150 damage, will kill if target is below 300.
Level 2 - Deals 250 damage, will kill if target is below 450.
Level 3 - Deals 300 damage, will kill if target is below 625.

Cooldown: 75/65/55 seconds.

Level 1: 120 mana, 75 sec cooldown.
Level 2: 160 mana, 65 sec cooldown.
Level 3: 200 mana, 55 sec cooldown.

Crixalis Sand King best hero killer epicenter skill

Crixalis was a normal scorpion in Kalimdor's deserts. For unknown reasons, he evolved much faster than his brothers, growing extremely large. Because he was still susceptible to the Lich King's mind control, he was summoned and is now guarding the Frozen Throne. While much larger, Crixalis still possesses his scorpian abilities, such as the power to burrow into the ground and resurface elsewhere, impaling all in his wake. His tail contains a violent venom, which causes his enemies to explode. Scouts have discovered that he can create large tremors in the ground, killing anyone distracted enough to get near him.

Burrowstrike

The Sand King burrows into the ground and tunnels forward, impaling everything above him, then resurfaces.

Level 1 - 100 damage, 400 maximum range.
Level 2 - 160 damage, 500 maximum range.
Level 3 - 220 damage, 600 maximum range.
Level 4 - 280 damage, 700 maximum range.

Cooldown: 11 seconds.

Level 1: 140 mana, 11 sec cooldown.
Level 2: 140 mana, 11 sec cooldown.
Level 3: 140 mana, 11 sec cooldown.
Level 4: 140 mana, 11 sec cooldown.
Sand Storm

Sand King creates a fearsome Sand Storm. The storm blinds his enemies and he becomes invisible to them. The storm also causes his opponents to take damage.

Level 1- 20 damage per second, 200 AOE, invisibility lasts 20 seconds. 0.3 second delay before revealed.
Level 2- 40 damage per second, 250 AOE, invisibility lasts 40 seconds. 0.6 second delay before revealed.
Level 3- 60 damage per second, 300 AOE, invisibility lasts 60 seconds. 0.9 second delay before revealed.
Level 4- 80 damage per second, 350 AOE, invisibility lasts 80 seconds. 1.2 second delay before revealed.
Channeling

Cooldown: 40 seconds.

Level 1: 60 mana, 40 sec cooldown.
Level 2: 50 mana, 40 sec cooldown.
Level 3: 40 mana, 40 sec cooldown.
Level 4: 30 mana, 40 sec cooldown.
Caustic Finale

Each of the Sand King's attacks injects a deadly venom that causes the target to explode violently on death, dealing damage in an area.

Level 1 - 90 damage.
Level 2 - 130 damage.
Level 3 - 170 damage.
Level 4 - 220 damage.

Orb effect.

Passive

Epicenter

Sends a disturbance into the earth, causing it to shudder violently. All caught within range will take damage and become slowed. The closer to the epicenter, the more damage taken.

Level 1 - 2.0 second casting time, 6 pulses of 110 damage.
Level 2 - 2.0 second casting time, 8 pulses of 110 damage.
Level 3 - 2.0 second casting time, 10 pulses of 110 damage.

Cooldown: 140/120/100 seconds.

Level 1: 175 mana, 140 sec cooldown.
Level 2: 250 mana, 120 sec cooldown.
Level 3: 325 mana, 100 sec cooldown.

Crixalis Sand King best hero killer epicenter skill can use best item Eye of Skadi for better attack, Butterfly for fast attack speed.

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