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The Dire
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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 |
435 |
1043 |
1727
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| Mana |
234 |
650 |
1118
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| Damage |
35-41 |
80-86 |
124-130
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| Armor |
1.8 |
8.1 |
14.26
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| Attacks / Second |
0.7 |
0.97 |
1.22
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| Movement Speed |
305
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| Sight Range |
1800/800
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| Attack Range |
500
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| Missile Speed |
1200
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| Attack Duration |
0.5+0.54
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| Cast Duration |
0.67+0.4
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| Base Attack Time |
1.7
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Nevermore the Shadow Fiend is a ranged agility Hero possessing abilities that inflict superb burst damage from varying distances. Whether near or far, Shadow Fiend is able to release incredible offensive power, both physical and magical. Shadow Fiend's true power comes from the souls he takes, thus, he is more dangerous every time he kills. With enough souls, he can release all of the captured souls in a devastating burst, dealing more damage to enemies that are closer to him. Shadow Fiend is a carry who is powerful at all stages of the game, a trait something most carries don't have. He can harass and conquer early game, set out and kill unsuspecting Heroes during the mid stages, and unleash more power and dominate other Heroes late game.
Due to Nevermore's versatility as a carry Hero, he provides a comfortable setting for new players to play with which allows them to practice on destroying enemies without relying on stuns and other debuffs. He is recommended for new to intermediate players.
Nevermore, the Shadow Fiend
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| "It's now or Nevermore."
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| Role: |
Carry / Nuker
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| Lore: |
It is said that Shadow Fiend has the soul of a poet, and in fact he has thousands of them. Over the ages he has claimed the souls of poets, priests, emperors, beggars, slaves, philosophers, criminals and (naturally) heroes; no sort of soul escapes him. What he does with them is unknown. No one has ever peered into the Abysm whence Shadow Fiend reaches out like an eel from among astral rocks. Does he devour them one after another? Does he mount them along the halls of an eldritch temple, or pickle the souls in necromantic brine? Is he merely a puppet, pushed through the dimensional rift by a demonic puppeteer? Such is his evil, so intense his aura of darkness, that no rational mind may penetrate it. Of course, if you really want to know where the stolen souls go, there's one sure way to find out: Add your soul to his collection. Or just wait for Nevermore.
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| Voice: |
Responses
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[edit] Abilities
| Shadowraze
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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Instant
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Enemy units
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| Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
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Range: 200(Q)/450(W)/700(E) Radius: 250 Damage: 75/150/225/300
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10
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75
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Nevermore's trademark for harvesting souls.
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Notes:
- When Shadowraze is learned, three independent skills will be given to Shadow Fiend, each one generating a Shadowraze at a specific distance in front of him.
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| Necromastery
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| Ability Type
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Targeting Type
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Allowed Targets
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| Passive
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N/A
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Any unit
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| Shadow Fiend steals the soul from units he kills, gaining bonus damage. If the killed unit is a hero, he gains 6 souls. On death, he releases half of them from bondage.
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Maximum souls: 12/20/28/36 Bonus damage per soul: 2
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Harvested souls swirl in and out of the Abysm, empowering the Shadow Fiend to increase the size of his collection.
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Notes:
- Denies, neutral creeps, and buildings also provide bonus damage through Necromastery.
- The soul (with its 500 movement speed) must reach Nevermore before providing its bonus damage.
- The more souls Shadow Fiend has, the more powerful Requiem of Souls will be.
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| Presence of the Dark Lord
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| Ability Type
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Targeting Type
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Allowed Targets
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| Passive
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N/A
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Enemy units
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| Shadow Fiend's presence reduces the armor of nearby enemies.
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Radius: 900 Armor Reduction: 2/3/4/5
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Even being near Nevermore eats away at one's soul.
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Notes:
- Fully stacks with other armor reduction abilities and auras (like Amplify Damage, Gush, etc.).
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| Requiem of Souls
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| Ability Type
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Targeting Type
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Allowed Targets
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| Active
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Instant
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Enemy units
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| Captured souls are released to deal massive damage, as well as slowing and reducing the attack damage of nearby enemy units. Requiem of Souls creates one wave of damage for every 2 souls stored by Necromastery. The closest enemy units are hit the hardest. Requiem has a 1 second cast time before it is activated.
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Damage Radius: 1375/1425/1475 Damage Per Line: 80/120/160 Slow Radius: 700 Slow Duration: 5 Slow and Attack Damage Reduction: 15%/20%/25%
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120/110/100
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150/175/200
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The captured souls of those past slain are released to ravage their former allies.
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Notes:
- The amount of damage dealt is related to the number of souls captured with Necromastery.
- Requiem of Souls generates damaging lines around Nevermore, 1 per 2 souls stored, for a maximum of 18 lines.
- The closer the targeted unit is, the greater the number of lines hit it.
- Reduces both movement speed and attack damage of units in a 675 radius.
- This ability can give full damage if Shadow Fiend is in the very centre of the body of the enemy by using Shadow Blade or Phase Boots.
- This ability breaks invisibility a short time before it's released.
- When using Shadow Blade Shadow Fiend will not get revealed during the cast time. (Does not work with "Invisibility Rune")
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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:
Placeholder
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- Shadow Blade and Blink Dagger are sometimes built to help position your Ultimate.
- Shadow Raze and Necromastery should be maxed before skilling Requiem, as the first one is your main nuke and Requiem doesnt do much damage without full souls.
- While laning, try to use Shadow Raze to harass your opponent as well as kill creeps.
- If you get killed, you can easily restore your souls by razing jungle creep camps or razing lane creeps.
- Always fill up your souls as soon as possible and avoid dying by all means.
- In team fights, after you get Dagger, let someone else initiate and blink in and Requiem when the enemies are crumpled up.
[edit] Trivia
- Shadow Fiend's alternate/fun name in Dota Allstars was "YaphetS", name of a professional Dota player and a legendary user of Nevermore.
[edit] Update History
April 19, 2012 Patch
- Updated Nevermore's Requiem of Souls.
- Added an effect for Nevermore's Necromastery.
April 12, 2012 Patch
- Updated Nevermore's animations.
January 12, 2012 Patch
- Fixed Presence of the Dark Lord not working on siege units.
October 13, 2011 Patch
- Nevermore's Requiem of Souls will now properly break him out of invisibility 1 second after the cast has begun.
September 29, 2011 Patch
- Fixed cast fx/sounds being spammable on nevermore/zeus ultimates
September 23, 2011 Patch
September 09, 2011 Patch
- Fixed a bug where if you pressed "stop" or "hold position" while casting certain abilities (such as Nevermore's Shadow Raze), you would resume your previous movement command.
August 06, 2011 Patch
- Fixed losing charges when reincarning.
August 04, 2011 Patch
- Changed the turn rates for other heroes to fit better with the new nevermore turn rate values. This should bring the feel of turning closer to Dota1. Opened up the action windows such that timing for actions should be unaffected.
- Nevermore icon and portrait fix.
August 02, 2011 Patch
- Fixed Requiem of Souls summoning a Balrog of bad perf if nevermore created illusions.
July 22, 2011 Patch
- Fixed a bug where Requiem wouldn't hit units that were in the AOE at the start of the spell.
July 16, 2011 Patch
- Fixed Requiem of Souls opening a rift to the hell and causing the framerate demons to attack clients.
July 08, 2011 Patch
- Fixed positioning of Nevermore's Requiem projectiles.
- Armor reduction from Nevermore's Presence is not applied if you can't see Nevermore.
- Optimized Requiem's network usage. It should use 10% of the bandwidth it used before when creating all the projectiles/effects.
May 26, 2011 Patch
- 3 New Heroes! Nevermore, Enchantress. and Leshrac.
[edit] Ability Change Log
6.74
- Necromastery now gives 6 souls for killing a hero (instead of 1).
- Necromastery soul count increased from 8/16/24/32 to 12/20/28/36.
6.73
- Movement speed increased from 300 to 305.
- Agility growth increased from 2.4 to 2.9.
- Necromancy soul cap increased from 8/15/23/30 to 8/16/24/32.
[edit] See also
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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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