Bloodrage
Drives a unit into a bloodthirsty rage during which a unit deals, and takes, increased damage. Units affected by Bloodrage will be healed for a percentage of the max health of any units they kill. Units affected by Bloodrage when killed will heal a percentage of their max health to their killer.
Cast Animation: 0.2+0.6
Cast Range: 800
Damage Amplification: 25%/30%/35%/40%
Killed Unit's Max Health as Heal: 19%/21%/23%/25%
Duration: 9/10/11/12
Modifiers
Strygwyr shares his animalistic thirst for bloodshed.
Notes:
- Bloodrage amplifies all three damage types the bloodraged unit deals and takes.
- Amplifies for half the value when the dealer and receiver are over 2200 range apart from each other.
- Does not amplify outgoing damage when it has the no-reflection flag.
- Bloodrage can be cast on enemy and allied units, as well as Bloodseeker himself.
- Bloodrage does not heal if a unit killsillusions,
Tempest Doubles, Roshan,wards or buildings.
- Denying allies does heal a unit affected by Bloodrage.
- Since the cooldown is shorter than the duration from level 3 on, it is possible to have two units bloodraged at a time.
- When a bloodraged unit attacks another bloodraged unit, the damage is overall amplified by 56.25%/69%/82.25%/96%.
- Does not amplify damage dealt by abilities that use an independent source of damage (e.g.
Land Mines,
Death Ward).
Blood Rite
Bloodseeker baptizes an area in sacred blood. After 3 seconds the ritual completes, causing any enemies caught in the area to take damage and become silenced.
Cast Animation: 0.4+0.57
Cast Range: 1500
Effect Radius: 600
Damage: 120/160/200/240
Silence Duration: 3/4/5/6
Modifiers
The Flayed Twins are ever willing to aid those who spill blood upon the field of battle.
Notes:
- The affected area is visible to enemies.
- Applies a silence within the targeted area after the delay, which consists of 0.4 seconds cast time + 2.6 seconds effect delay.
- With max level
Bloodrage on Bloodseeker, Blood Rite deals 168/224/280/336 damage.
- With max level Bloodrage applied on both Bloodseeker and the enemy unit, it deals 235.2/313.6/392/470.4 damage.
- Grants 200 radius flying vision at the center of the affected area for 6 seconds after cast.
Bloodseeker is invigorated by the wounds of his enemies, gaining bonus movement speed and attack damage whenever an enemy hero's health falls below 75%, with the bonuses increasing as their health falls further. If an enemy hero's health falls below 25%, he will also gain vision and True Sight of that hero. Bonuses stack per hero.
Radius: Global
Thirst Health Threshold: 75%
Visibility Health Threshold: 25%
Max Attack Damage Bonus per Hero: 16/24/32/40
Max Move Speed Bonus per Hero: 16%/24%/32%/40%
Modifiers
Strygwyr becomes frenzied when blood is spilled.
Notes:
- Learning Thirst removes the 522movement speed cap for Bloodseeker.
- The first stack is applied when an enemy hero is below 75% health and the last when below 26%.
- Grants 0.32%/0.48%/0.64%/0.8% movement speed and 0.32/0.48/0.64/0.8 attack damage for each percent of enemy heroes' missing health between 75% and 25%.
- However, since the HUD does not show decimals, attack damage increases by 1 and movement speed by 1% for every missing 5%/2.5%/1.66%/1.25% health.
- When an enemy hero drops below 25% health, Thirst applies True Sight and makes them visible through the Fog of War.
- When enemies are revealed by Thirst, a debuff and particle effects are placed on them, which is visible to everyone.
- Bloodseeker himself also gets a status buff and particle effects and speaks certain lines, making it clear that an enemy is currently being revealed by Thirst.
- Thirst is not triggered by enemy illusions, but is triggered by
Meepo clones and
Tempest Doubles.
- Bloodseeker does not receive any Thirst bonuses for hidden enemy heroes, but forinvulnerable ones.
- This is how much attack damage and movement speed Bloodseeker gains from Thirst with a certain amount of heroes being below 25% of their maximum health:
- 1 Hero: 16/24/32/40
- 2 Heroes: 32/48/64/80
- 3 Heroes: 48/72/96/120
- 4 Heroes: 64/96/128/160
- 5 Heroes: 80/120/160/200
Rupture
Causes an enemy unit's skin to rupture. If the unit moves, it takes a percentage of the distance traveled as damage. The damage is dealt through spell immunity.
Cast Animation: 0.4+0.53
Cast Range: 1000
Moved Distance as Damage: 30%/45%/60%
Duration: 12
Modifiers
When the Bloodseeker hunts you, injuries become fatalities.
Notes:
- Checks the distance the affected unit moved every 0.25 seconds, starting immediately upon cast, resulting in 49 checks.
- If the unit's position changed between checks, it takes damage based on the distance.
- If the unit did not move, or moved a distance greater than 1300 between a check, no damage is applied.
- This is how much damage Rupture deals (before reductions) when the affected unit travels certain distances:
- 300 Distance: 90/135/180 damage
- 600 Distance: 180/270/360 damage
- 900 Distance: 270/405/540 damage
- 1200 Distance: 360/540/720 damage
- 1500 Distance: 450/675/900 damage
- Multiple casts on the same target do not stack, but refresh the duration instead.
No comments:
Post a Comment