Weakens an enemy unit, reducing its physical damage. Lasts 20 seconds.
Notes:
- Successive casts of Enfeeble on the same target do not stack, only the debuff gets refreshed.
- Cannot be cast on ancient creeps, Roshan and creep-heroes.
Feasts on the vital energies of an enemy unit, healing Bane and dealing damage.
Notes:
- Deals damage before it heals.
- Always heals for the full amount of health, regardless of the amount of damage dealt.
- Despite the visual effects, the heal and damage happen simultaneously.
Puts the target enemy or friendly Hero to sleep and deals damage per second. Sleeping units are awakened when attacked, but the Nightmare passes to the attacking unit. The nightmared unit instantly wakes up if it takes damage.
Cast Animation: 0.5+0.43
Cast Range: 500/550/600/650
Damage per Second: 20
Sleep Duration: 4/5/6/7
Modifiers
A stolen prowess from the goddess Nyctasha is to put his prey into forever sleep.
Notes:
- Applies a sleep on affected units, preventing them from acting.
- Nightmare turns affected targets invulnerable for 1 second, preventing affected units from waking up.
- Nightmare reduces affected enemy unit's vision to 0. Only their model remains visible.
- The target wakes up when a unit starts attacking it, or when the target takes damage.
- The target does not wake up when taking damage from certain sources and under a few rare conditions:
- Nightmare's own damage.
- Damage dealt by
Sleight of Fist or
Stifling Dagger. - Any damage from active attack modifiers, be it a debuff (e.g.
Burning Spear), or direct damage (e.g.
Tidebringer). - Any damage from already launched ranged attacks if the projectiles hit after the invulnerability period.
- When waking up with an attack, the Nightmare is transferred to the attacking unit at the start of an attack, not when the attack hits.
- When Nightmare is transferred, its duration is refreshed, including the 1 second invulnerability.
- The Nightmare cannot be transferred to spell immune units, or to wards and buildings. So their attacks only wake up nightmared units.
- Nightmared units are never automatically attacked, regardless of settings. A forced attack order is required to attack them.
- This prevents enemies from accidentally afflicting themselves with Nightmare by auto-attacking a nightmared unit.
- This also means that nightmared units are never attacked by lane creeps, neutral creeps, towers and fountains.
- Units can force an attack on an allied nightmared unit to transfer the Nightmare to themselves.
- Deals damage in 1 second intervals, starting 1 second after the debuff is placed, resulting in 4/5/6/7 damage instances.
- Can deal up to 80/100/120/140 damage (before reductions). The damage of Nightmare is lethal and can deny allied units.
- Whenever units are affected Nightmare, Bane gains a sub-ability which allows him to wake the units up.
Notes:
- Replaces
Nightmare until there is no Nightmare debuff from Bane active.
- The toggling of Nightmare End is not registered as a spell cast and thus does not proc any on-cast effects.
- Can wake a unit up at any time during a Nightmare, even during the 1 secondinvulnerability.
- Wakes up all units which were put asleep by Bane.
Grips an enemy unit, disabling it and causing heavy damage over time, while stealing mana every second based on the unit's maximum mana.
Cast Animation: 0.53+0
Cast Range: 625
Modifiers
Victims of Atropos are frequently torn apart by vivid conjurations of their own nightmares.
Notes:
- Provides True Sight over the target until the channeling ends.
- When upgraded Bane is treated like a nightmared unit while channeling Fiend's Grip.
- This means units never automatically attack Bane while channeling, regardless of settings. A forced attack order is required.
- This prevents enemies from accidentally afflicting themselves with
Nightmare by auto-attacking Bane during the channel. - This also means that Bane is never attacked by lane creeps, neutral creeps, towersand fountains while channeling.
- Deals damage and drains mana in 1 second intervals, starting immediately as the channeling begins, resulting in 5 (
7) instances.
- Can deal up to 500/775/1075 (
1085/1505/1890) damage (before reductions).
- Can drain up to 25% (
70%) of the target's maximum mana.
- Applies the damage first on each tick, and then the mana loss.
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