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Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.
Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes 40 extra damage and 0.25 extra stun duration.
Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage.
Hailing from the Borean Tundra, Ymir is one of the wisest Tuskarr warriors. Acquainted with years of warfare experience against raiding Ice Trolls and Nerubian Spiders that beset his village during his younger years, Ymir eagerly volunteered himself into the ranks of the Sentinel to help halt the notorious rise of the Lich King. A specialist in controlling the element of ice, Ymir's prowess lies in surprising enemies with frosty magics. His arsenal not only consists of propelling Snowballs and hurling shards of solidifying ice, but also conjuring massive Snowstorms that greatly impede his enemies' battle efficiency.
Ice Shards
Active
Point
E
Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
120
18 seconds
1500
200
5 seconds
Enemy units
70 damage
2
120
16 seconds
1500
200
5 seconds
Enemy units
140 damage
3
120
14 seconds
1500
200
5 seconds
Enemy units
210 damage
4
120
12 seconds
1500
200
5 seconds
Enemy units
280 damage
Notes
• Damage type : magical
• The maximum range of the shards is 1600.
• The shards create an unpassable barrier once released.
Snowball
Active
Unit
W
Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes 40 extra damage and 0.25 extra stun duration.
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
75
40
1250
200+40 per second
0.25s / 0.5s *
Enemy units
40 / 80 damage * and stun
2
75
40
1250
200+40 per second
0.5s / 0.75s *
Enemy units
80 / 120 damage * and stun
3
75
40
1250
200+40 per second
0.75s / 1s *
Enemy units
120 / 160 damage * and stun
4
75
40
1250
200+40 per second
1s / 1.25s *
Enemy units
160 / 200 damage * and stun
Notes
• (*) On secondary / main target
• Damage type : magical
• The speed of the snowball is equal to the combined speed of the heros inside.
• If Tuskarr is alone in the snowball, its speed is equal to 150% of Tuskarr's speed.
• Illusions will not roll into the snowball, but Meepo clones will.
• The snowball stops chasing its target after 3.25 seconds.
• The snowball can cross cliffs and will destroy trees.
Frozen Sigil
Active
Instant
F
Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
75
50 seconds
N/A
600
30 seconds
Enemy units
Slows movement speed by 10%, attack speed by 30%
2
75
50 seconds
N/A
600
30 seconds
Enemy units
Slows movement speed by 15%, attack speed by 40%
3
75
50 seconds
N/A
600
30 seconds
Enemy units
Slows movement speed by 20%, attack speed by 50%
4
75
50 seconds
N/A
600
30 seconds
Enemy units
Slows movement speed by 25%, attack speed by 60%
Notes
• The Sigil will automatically follow Tuskarr if no order is given to it.
• The Sigil flies, has a 310 MS, 300 HP, a 400/400 vision, and gives a 90/100/110/120 gold bounty.
Walrus Punch
Active
Instant
R
Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage.
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
50
30 seconds
N/A
N/A
1 / 2 seconds *
Enemy units
Automatic critical hit (2.25x, or 4x if the target has less than 50% HP), 75 landing damage, 40% movement speed slow
2
75
24 seconds
N/A
N/A
1 / 3 seconds *
Enemy units
Automatic critical hit (2.25x, or 4x if the target has less than 50% HP), 150 landing damage, 40% movement speed slow
3
100
18 seconds
N/A
N/A
1 / 4 seconds *
Enemy units
Automatic critical hit (2.25x, or 4x if the target has less than 50% HP), 225 landing damage, 40% movement speed slow
Notes
• (*) Air time / slow duration
• Damage type : physical (critical strike), magical (damage upon landing)
• Walrus Punch cannot miss.
• If you don't land an attack against a valid target in the next 10 seconds, Walrus Punch ends.
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage and disarming any units he comes into contact with, and then orbiting back to his original position.
Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power and can be used to damage his enemies or heal his allies.
Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam slows and damages enemies for a percentage of their life.
Ancient scriptures spoke of seven sacred emanations of light, and of their convergence in great conflict. The collision of these rays upon the mortal realm created a pyre of the highest purity, giving birth to the mythical Phoenix. As a manifestation of divine flames, Icarus can discharge either flames of death and destruction, or of life and healing. The concentrated beam of energy that he can emit can incinerate whole armies from across the battlefield. Unafraid to utilize his own life-force in order to vanquish his enemies, Icarus can also harness the direct power of the sun to create a stellar explosion.
Icarus Dive
Active
Point
D
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage and disarming any units he comes into contact with, and then orbiting back to his original position. If during the 2 second duration of this spell Phoenix casts another spell, the dive ends. Phoenix gains magic immunity for this brief dive period as well. Costs 10% of current HP to cast.
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
100
40
99999
300
2 / 2 seconds *
Enemy units
100 damage, disarm heroes
2
100
40
99999
300
2 / 2.5 seconds *
Enemy units
150 damage, disarm heroes
3
100
40
99999
300
2 / 3 seconds *
Enemy units
200 damage, disarm heroes
4
100
40
99999
300
2 / 3.5 seconds *
Enemy units
250 damage, disarm heroes
Notes
• (*) Travel duration / Disarm duration
• Damage type : magical
• The HP cost (10% of your current HP) is direct HP removal.
• Phoenix's trajectory has a 1400 length and 500 width.
• You can end the dive manually by pressing the hotkey again.
• Casting any spell or using any item will also end the dive.
• Trees are destroyed in Phoenix's trajectory.
• Phoenix is magic immune during the dive.
Fire Spirits
Active
Instant
F
Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power and can be used to damage his enemies or heal his allies. Costs 10% of your current HP to cast.
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
75
35
N/A
400
12.5 seconds
Enemy and allied units *
Min heal/damage per spirit : 10. Max heal/damage per spirit : 40.
2
75
35
N/A
400
12.5 seconds
Enemy and allied units *
Min heal/damage per spirit : 15. Max heal/damage per spirit : 60.
3
75
35
N/A
400
12.5 seconds
Enemy and allied units *
Min heal/damage per spirit : 20. Max heal/damage per spirit : 80.
4
75
35
N/A
400
12.5 seconds
Enemy and allied units *
Min heal/damage per spirit : 25. Max heal/damage per spirit : 100.
Notes
• (*) Heals allied units and damages enemy units in a 400 AoE around an exploding spirit.
• Damage type : magical
• The HP cost (10% of your current HP) is direct HP removal.
• At the end of the duration, or when Phoenix dies or casts Supernova, remaining spirits will sacrifice themselves on the spot, dealing their heal/damage.
• The spirits grow to their full power linearly during 10 seconds.
Target Fire Spirits
Active
Unit
F
Targets a fire spirit towards a unit.
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
0
0 seconds
1200
N/A
N/A
Enemy and allied units
Targets a fire spirit towards a unit
Notes
• The spirit will move at 600 ms toward the target.
Sun Ray
Active
Point
R
Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam slows and damages enemies for a percentage of their life. Costs 25% of current HP to activate.
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
10 to activate, then 4% of max mana per second
0 seconds
2000
75 / 175 *
2 seconds
Enemy units
Damage per second : 10 + 5% of target's max life. 14% movement speed slow.
2
10 to activate, then 4% of max mana per second
seconds
2000
75 / 175 *
2 seconds
Enemy units
Damage per second : 20 + 5% of target's max life. 20% movement speed slow.
3
10 to activate, then 4% of max mana per second
seconds
2000
75 / 175 *
2 seconds
Enemy units
Damage per second : 30 + 5% of target's max life. 26% movement speed slow.
4
10 to activate, then 4% of max mana per second
seconds
2000
75 / 175 *
2 seconds
Enemy units
Damage per second : 40 + 5% of target's max life. 32% movement speed slow.
Notes
• (*) Laser width / AoE around main target
• Damage type : pure
• The HP cost (25% of your current HP) is direct HP removal.
• The ray will stop at the first hero it finds and burn an area around it.
• The maximum distance of the ray is 1150.
• Upon casting, Phoenix loses the ability to move and to attack, but can use a subability to drift in the direction of the ray.
• Clicking on the ground causes Phoenix to slowly aim the ray in the direction you clicked. (turn rate : 50 degrees per second)
• This ability can be toggled off.
• It will automatically stop if Phoenix lacks mana, casts Supernova, or if he is stunned or silenced.
• Phoenix cannot drop items or use any targeted item ability during Sun Ray.
Sun Ray Movement
Toggle
Instant
E
Allows Phoenix to move in the direction of his Sun Ray.
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
0
0 seconds
N/A
N/A
N/A
N/A
Allows Phoenix to move during Sun Ray
Notes
• Phoenix moves with a fixed 250 movement speed in this state.
• Phoenix can move through cliffs and will destroy trees on his path.
• This movement cannot be impaired by slowing or immobilizing effects.
Supernova
Active
Instant
V
The Phoenix willingly ends his current life for the chance to be reborn. Transforms into a burning sun that scorches enemies within 1000 range. The sun can be attacked by enemy heroes; if it is destroyed, the Phoenix dies as well. However, if the sun survives for 6 seconds all enemies in range will be stunned and the Phoenix will return to life fully regenerated.
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
200
110
N/A
1000
6 / 1.5 seconds *
Enemy units
60 damage per second, 5 hero attacks required to kill the sun
2
200
110
N/A
1000
6 / 2 seconds *
Enemy units
80 damage per second, 7 hero attacks required to kill the sun
3
200
110
N/A
1000
6 / 2.5 seconds *
Enemy units
100 damage per second, 9 hero attacks required to kill the sun
Notes
• (*) Supernova duration / Stun duration
• Damage type : magical
• Only attacks from heroes (including illusions) can damage the sun.
• No ability can affect the sun.
• Phoenix is paused, hidden and invulnerable for the duration of Supernova.