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The Dire
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 16 + 2.0
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 15 + 1.7
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 22 + 2.5
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| Level
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1
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16
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25
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| Hit Points |
454 |
1062 |
1746
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| Mana |
286 |
793 |
1326
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| Damage |
45-49 |
84-88 |
125-129
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| Armor |
3.22 |
7 |
11.62
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| Attacks / Second |
0.67 |
0.83 |
1.02
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| Movement Speed |
290
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| Sight Range |
1800/800
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| Attack Range |
600
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| Missile Speed |
900
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| Attack Duration |
0.4+0.77
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| Cast Duration |
0.7+0.8
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| Base Attack Time |
1.7
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Rotund'jere the Necrolyte is an item-dependent caster Hero who can take on multiple roles depending on his teams needs. His skills are most effective in team fights where he can damage enemies and heal allies simultaneously, while picking off key enemy heroes with his ultimate. Necrolyte is most dangerous when his enemy is severely injured, instantly killing them with his ultimate while recovering his Mana after killing his foe. Whenever Necrolyte walks, death follows, slowly draining the vitality of his enemies and killing them, all while enjoying the pleasure of pain and gaining life.
Rotund'jere, the Necrolyte
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| "Rot starts at the head"
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| Role: |
Support / Durable / Carry
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| Lore: |
In a time of great plague, an obscure monk of dark inclinations, one Rotund'jere, found himself promoted to the rank of Cardinal by the swift death of all his superiors. While others of the order went out to succor the ill, the newly ordained cardinal secluded himself within the Cathedral of Rumusque, busily scheming to acquire the property of dying nobles, promising them spiritual rewards if they signed over their terrestrial domains. As the plague receded to a few stubborn pockets, his behavior came to the attention of the greater order, which found him guilty of heresy and sentenced him to serve in the plague ward, ensorcelled with spells that would ensure him a slow and lingering illness. But they had not counted on his natural immunity. Rotund'jere caught the pox, but instead of dying, found it feeding his power, transforming him into a veritable plague-mage, a Pope of Pestilence. Proclaiming himself the Necrolyte, he travels the world, spreading plague wherever he goes, and growing in terrible power with every village his pestilential presence obliterates.
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| Voice: |
Responses
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[edit] Abilities
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Notes:
- Death Pulse can't be evaded by moving or blinking.
- Can heal magic immune units.
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Heartstopper Aura W T
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| Ability
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Affects
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Damage
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| Aura
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Enemies
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HP Removal
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| Necrolyte stills the hearts of his opponents, causing nearby enemy units to lose a percentage of their max health over time.
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Radius: 1000 Max Health Lost Per Second: 0.6%/0.8%/1.0%/1.2%
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| Those who come within a short distance of the Necrolyte can feel pestilence and plague in the air.
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Notes:
- Damage counts as negative regeneration, and will thus not disable abilities or items like Blink Dagger which requires player based damage.
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| Sadist
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| Ability
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Affects
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| Passive
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Self
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| Necrolyte regains mana for every unit he kills. At level 4, Necrolyte gains 600 mana for killing an enemy hero.
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Mana Regained for a Creep: 12/24/36/60 Mana Regained for a Hero: 12/24/36/600
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| Poor souls who succumb to Rotund'jere's plagues are recycled for future use.
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Notes:
- Sadist is also triggered by denies.
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Notes:
- Damage is dealt at the end of the stun.
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[edit] Recommended Items
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Recommended Items |
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| | Starting | | | | Early-game | | | | Core | | | | Situational | |
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Explanation:
Necrolyte is extremely useful to his team in pushing and team-fights as long as he survives to keep using death pulse, which is extremely powerful in extended fights, however he is very bad in being a damage dealer or disabler as he lacks strong nukes or reliable stuns. This makes Necrolyte naturally aim for survivability in items. Mekansm is usually the first core item as it is very cost effective and provides Necrolyte both survivability and the extra heal towards the team.Other extensions basically make Necrolyte as tanky as possible, Shiva's guard or Heart of Tarrasque prevents enemies from focusing down Necrolyte when initiating teamfights (The best strategy against Necrolyte), Bloodstone and Scythe of Vyse give Necrolyte additional mana regeneration as death pulse requires large amounts of mana, with Scythe providing a reliable disable, Bloodstone giving extra HP.
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- Taking one point in Heartstopper Aura in the early game allows for harassment of enemy heroes by means of simply standing near them, as you would in early-game laning.
- Only use Reaper's Scythe for a sure kill, as the idea is that it will return its mana expenditure. There are some exceptions, Reaper's Scythe can destroy enemy channeling abilities like Black Hole, Freezing Field as it's stunning effect can pierce through Black King Bar. Sometimes, Reaper's Scythe is a tool to stop an escaping hero in a gank. Therefore, depends on the situation, the damage aspect and the disable aspect of Reaper's Scythe should be used effectively.
- Necrolyte can very easily be built as a tank and in most circumstances should be; gear for strength (he does not need int owing to his two bread-and-butter offensive abilities being percentage based) and consider a vanguard instead of or in addition to your mekansm. He should be built as a tank because he needs to stay alive in violent encounters to heal his allies, and also because the longer he is alive for, the more damage his aura will do.
- Necrolyte is an extremely effective counter for invisible heroes as if they stall before they attack his aura will whittle down their hp, and his Reaper's Scythe will prevent them escaping via invisibility before they die. He is also very good against heroes with abilities that deplete their own hp, such as Pudge and Huskar, but in order to withstand their assault he must be built as a tank.
[edit] Trivia
- Necrolyte's Alternate/Fun name was "A Phoe Gyi" means "an old man" in myanmar language
[edit] Update History
December 01, 2011 Patch
- Fixed Pulse Nova not toggling off when you run out of mana
November 17, 2011 Patch
- Fixed Heartstopper Aura being blocked by magic immunity.
August 07, 2011 Patch
- Fixed Reaper's Scythe not working on magic immune.
August 02, 2011 Patch
- Death Pulse is no longer dodgeable.
- Illusions no longer have Heartstopper Aura
- Heartstopper Aura now works on magic immune enemies.
- Heartshopper Aura is no longer purgable.
- Heartstopper Aura now ignores the damage multiplier on Illusions.
- Reaper's Scythe will now work properly with Refresher Orb.
- Added stun value to Reaper's Scythe tooltip.
July 08, 2011 Patch
- Changed the tick interval of Heartstopper Aura to every half-second rather than every second.
May 13, 2011 Patch
- Fixed Reaper's Scythe on magic immune units.
- Fixed a number of abilities having incorrect interaction with Sphere: Slithereen Crush, Jinada, Wind Walk, Echo Slam, Moon Glaive, Death Pulse, Purification, Scream of Pain, Fatal Bonds.
April 20, 2011 Patch
- Temporarily disabled Axe, Necrolyte, and Sven.
April 14, 2011 Patch
- Temporarily disabled Axe, Necrolyte, and Sven.
March 22, 2011 Patch
- Fixed Death Pulse hitting out of vision units.
March 17, 2011 Patch
- Fixed Necrolyte's Death Pulse projectiles moving at 900 instead of 400.
[edit] Ability Change Log
6.74
- Heartstopper damage increased from 0.5/0.7/0.9/1.1 to 0.6/0.8/1/1.2.
- Sadist level 4 mana regen increased from 48 to 60.
6.73
- Death Pulse AoE increased from 375/425/450/475 to 475.
- Heartstopper damage increased from 0.4/0.6/0.8/1.0% to 0.5/0.7/0.9/1.1%.
- Sadist level 4 now restores 600 mana if you kill a hero.
6.72
- Reaper's Scythe reworked slightly:
- The HP difference calculation is now processed after the stun duration is over, so any damage you do in between the start of the effect and the end is included in the final damage dealt. The stun duration is now reduced from 1.5 to 1 second.
[edit] See also
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Voiced by Sam A. Mowry |
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IMDB |
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Heroes |
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Radiant Strength
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Dire Strength
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Radiant Agility
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Dire Agility
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Radiant Intelligence
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Dire Intelligence
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