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The Dire
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 19 + 1.85
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 24 + 2
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 26 + 3.3
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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 |
511 |
1062 |
1727
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| Mana |
338 |
1001 |
1625
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| Damage |
49-64 |
100-115 |
148-163
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| Armor |
5.36 |
9.84 |
14.88
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| Attacks / Second |
0.72 |
0.91 |
1.12
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| Movement Speed |
300
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| Sight Range |
1800/800
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| Attack Range |
450
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| Missile Speed |
900
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| Attack Duration |
0.46+0.54
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| Cast Duration |
0.25+0.51
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| Base Attack Time |
1.7
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Outworld Destroyer is a ranged Intelligence-based Hard Carry, relying on stacking Intelligence to crush his insignificant foes. Thus, Destroyer focuses on buying Intelligence items that will increase his power for him to unleash his full potential as a late game Hard Carry. This dark and mystical being will destroy fools who dare to combat him, throwing Mana-enhanced attacks while regaining his own energy again and again. He is also capable of sending them to an astral prison, or vanquishing them with a mind-breaking storm. Harbinger's very presence signifies impending danger and great cataclysm.
Harbinger, the Outworld Destroyer
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| "Small minds are quickly broken."
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| Role: |
Carry
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| Lore: |
One of a lordly and magisterial race, Harbinger prowls the edge of the Void, sole surviving sentry of an outpost on the world at the rim of the abyss. From this jagged crystalline Outworld, forever on guard, he has gazed for eternities into the heavens, alert for any stirring in the bottomless night beyond the stars. Imprinted deep in the shining lattices of his intellect lies a resonant pattern akin to prophecy, a dark music implying that eventually some evil will wake out there, beyond the edges of creation, and turn its attention to our world. With his whole being focused on his vigil, Outworld Destroyer paid little attention to events closer in to the sun. But at last the clamor of the Ancients, and a sense of growing threat from within as well as without, sent him winging sunward to visit the plains of war. Harbinger's place in our own prophecies is unambiguous: he must be considered an omen of worse things to come. But his arrival in itself is bad enough.
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| Voice: |
Responses
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[edit] Abilities
| Arcane Orb
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| Ability
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Affects
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Damage
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| Auto-cast
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Enemies
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Pure
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Adds extra pure damage to Harbinger's attacks, based on his remaining mana pool. Arcane Orb also does bonus damage to summoned units and illusions.
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Range: 450 Percent Mana Pool to Damage: 6%/7%/8%/9% Bonus Damage to Illusions and Summons: 100/200/300/400
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100
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| Harbinger's outworldly knowledge allows it to tap into the ebb and flow of all spiritual energy, infusing it into his being.
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Notes:
- The damage is calculated after the mana cost is spent.
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Notes:
- When cast on an ally, no intelligence is stolen.
- Imprisoned units are hidden and invulnerable.
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| Essence Aura
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| Ability
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Affects
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| Passive
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Allied Heroes
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| Whenever nearby allied Heroes or Harbinger itself casts a spell, it gains a chance to restore 25% of its mana pool. Harbinger also passively gains a bonus to its base mana pool. Several skills with no cooldown and toggled spells cannot trigger Essence Aura.
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Radius: 1000 Chance to Restore: 10%/20%/30%/40% Base Mana: 75/150/225/300
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| The crystals of the Outworld produce arcane power, and the Harbinger channels it into the world of mortals.
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Notes:
- Arcane Orb has the regular 10%/20%/30%/40% chance for mana restoration, whether autocast or cast manually.
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| Sanity's Eclipse
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| Ability
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Affects
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Damage
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| Target Point
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Enemy Heroes
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Magical
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| Deals damage to enemy Heroes in an area of effect based on the difference between Harbinger and the affected Hero's intelligence. If the intelligence difference is under a threshold, the affected Hero loses 75% of its current mana. Sanity's Eclipse can hit units trapped in Astral Imprisonment.
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Range: 600/650/700 (700/750/800*) Radius: 375/475/575 Intelligence Difference Damage Multiplier: 8/9/10 (9/10/11*) Intelligence Difference Threshold: 10/30/50
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160
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175/250/325
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Increases damage multiplier and casting range.
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| When an Outworld crystal ruptures, cataclysmic energies are released, and the reverberations of this power are felt interdimensionally.
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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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- Astral Imprisonment is a good harassment spell early game since you can steal intelligence from enemy heroes. This can be used effectively against strength based heroes since their intelligence is fairly low, lowering their maximum mana points or intelligence based heroes to steal damage from them while adding to your own. Additionally, the intelligence steal stacks if you cast it multiple times on the same enemy. Make your foes so stupid they can't even cast a spell!
- Another way to harass with Astral Imprisonment is whenever your lane creep is about to die and your enemy heroes want to kill it, banish him then deny that creep to completely remove the experience that hero should have gained regardless being able to kill that creep or not.
- Purchasing items that increase your maximum mana or Intelligence will greatly increase the damage of your Arcane Orb.
- You should always use Sanity's Eclipse at the start of each combat since the mana burn (75%) is significance enough to shut down any nukers or supporters like most Intelligence heroes after they use 1-2 of their spells, while dealing some damage to soften the Strength and Agility heroes.
- Unlike most auto-cast spells, Arcane Orb can be targeted by Pugna's Nether Ward. Be careful about using Arcane Orb when Pugna is around!
[edit] Trivia
- Outworld Destroyer's original title was Obsidian Destroyer, a name that is similar to two units from Blizzard's Warcraft 3. Those two units are Obsidian Statue and Destroyer.
[edit] Update History
[edit] Gallery
[edit] See also
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Voiced by Tom Chantler |
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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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