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Thursday, September 8, 2016

Cold feet

Places a frozen hex on an enemy unit that deals damage over time, but can be dispelled by moving away from the initial cast point. If the enemy unit doesn't move out of the given range, it will be stunned and frozen in place after 4 seconds.

Cast Animation: 0.01+0

Cast Range: 700/800/900/1000

Break Distance: 740

Damage per Tick: 37.5/50/62.5/75

Damage Duration: 4

Stun Duration: 1.25/2/2.75/3.5

 13/11/9/7

 

 150

 Attempts to damage, but does not stun if debuff was placed before spell immunity and when not dispelled.

Modifiers

 Cold Feet: Dispellable with any dispel.

 Coldfeet Freeze: Dispellable with strong dispels.

Kaldr's presence draws those around him into a frozen void, threatening to lock them in an icy prison for eternity.

Notes:

  • Cold Feet places an initial debuff on the target and places an icy marker at its current position upon cast.
  • As long as the target stays within 740 radius of the mark, it takes damage from the debuff and after 4 seconds getsstunned.
  • If the target moves 740 range away from the mark at any point during the initial debuff, the spell completely stops, removing the debuff and the marker.
    • This means even when the target moves back within range, it is not frozen or damaged further.
  • Deals damage in 1 second intervals, starting immediately upon cast, resulting in 4 instances.
  • The stun is applied 1 second after the last instance.


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