Rune Knight: Difference between revisions

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(New page: ==Rune Knight== ===Summary:=== The Rune Knight is a very good hero to use for pushing, While he is not much of a hero killer unless you make him, he does have the second greatest durabilit...)
 
(→‎Skills: Fixed order of Imbued Equipment and Catapult Sigil, Grand Rune has AoE scaling, general clarifications)
 
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==Rune Knight==
==Summary==
===Summary:===
{{Hero Summary
The Rune Knight is a very good hero to use for pushing, While he is not much of a hero killer unless you make him, he does have the second greatest durability throught-out the heroes of EotA. He takes alot of strategy and alertness, You must keep your Rune Shield up to stay alive through-out the whole game, Very rarely should the Rune Knight die.
|portrait=Temp.JPG
|Str=
|Str+=
|Agi=
|Agi+=
|Int=
|Int+=
|name= Alexander
|text=Hero history/fluff info goes in here
}}
<Character debrief>
{{-}}


The Rune Knight's main use is pushing the lines, He is good at supporting other heroes such as the Blazing Priest in razing bases. Although his Ultimate can do great amounts of damage to enemy heroes, going after heroes with the Rune Knight is not very wise.
==Skills==
<br>


If you get upgrades, I recommend balancing these over going straight attack or armor, but if you want to mass one, armor is the way to go as you can tank that much more damage and potentially save your life.
{{Innate
|title= Rune of Fortification


===Skills:===
|image=Temp.JPG
* '''Innate: Rune of Fortification
|hotkey=
A extremely useful spell. This spell adds 12 bonus armor and 2 hitpoints per second to any allied structure for 600 sec, The Rune Knight can be wonderful in defending bases with this spell alone.  
|school=
* '''Siphon Glyph
 
The most un-used Rune Knight spell, It removes mana from an enemy hero over time and does damage equal to the mana siphoned.  
|effect=Increased armor, Bonus regeneration (buildings only)
* '''Sigil of Stunning
|mana=
A very useful spell when casting your Ultimate on an enemy hero, stopping him from harming a teammate or from running, It stuns an enemy hero and deals minor damage, it is wise to get one level of this skill for the stun.
|cooldown=
* '''Rune Shell
|range=
By far the Rune Knights most useful spell, When casted on him it absorbs full damage until broken, And can be recasted before it breaks allowing the Rune Knight to have Infinite health as long as he is alert to cast this spell again.
 
* '''Imbued Equiptment'''
|description=This spell adds 12 bonus armor and 2 hitpoints per second to any allied structure for 600 secThe Rune Knight can excel at defending bases early on with this skill. }}
The most useful secondary skill of the Rune Knight, As a passive spell, It reduces damage taken by spells by a percent, Adds bonus damage, And reduces enemy armor when they are attacked.  
{{Clear}}
* '''Ultimate: Grand Rune'''
 
This spell is a very useful spell while pushing or razing bases, With just a small bit of casting time, The Rune Knight unleashes a circle of distruction which almost always kills every creep and sometimes heroes that are caught in its wake, This spell has a better chance at hitting heroes when paired with the Sigil of Stunning.
 
{{Skill
|title=Siphon Glyph  
 
|image=Temp.JPG
|hotkey=W
|school=
 
|effect=Mana drain, Area damage
 
|mana1=
|mana2=
|mana3=
|mana4=
|mana5=
|mana6=
 
|cooldown1=
|cooldown2=
|cooldown3=
|cooldown4=
|cooldown5=
|cooldown6=
 
|range1=
|range2=
|range3=
|range4=
|range5=
|range6=
 
|effect1=
|effect2=
|effect3=
|effect4=
|effect5=
|effect6=
 
|description=This spell summons a glyph that drains mana from an enemy unit over time and does damage to the surrounding area equal to the total mana siphoned. Note buildings are also damaged by this spell.}}
{{clear}}
 
{{Skill
|title=Imbued Equipment
 
|image=Temp.JPG
|hotkey=E
|school=
 
|effect=Bonus damage, Armor Reducing attack, Magic absorption, Small area of effect damage
 
|mana1=
|mana2=
|mana3=
|mana4=
|mana5=
|mana6=
 
|cooldown1=
|cooldown2=
|cooldown3=
|cooldown4=
|cooldown5=
|cooldown6=
 
|range1=
|range2=
|range3=
|range4=
|range5=
|range6=
 
|effect1=
|effect2=
|effect3=
|effect4=
|effect5=
|effect6=
 
|description=Imbued Equipment is an activated ability with several passive skills.  It reduces damage taken from spells by a percent, Adds bonus damage, reduces enemy armor upon attack, and can be activated to do a cone-shaped aoe in front of the hero in short range. A talent can increase the short range.}}
 
{{clear}}
 
 
{{Skill
|title=Rune Shell
 
|image=Temp.JPG
|hotkey=R
|school=
 
|effect=Damage Absorption
 
|mana1=
|mana2=
|mana3=
|mana4=
|mana5=
|mana6=
 
|cooldown1=
|cooldown2=
|cooldown3=
|cooldown4=
|cooldown5=
|cooldown6=
 
|range1=
|range2=
|range3=
|range4=
|range5=
|range6=
 
|effect1=
|effect2=
|effect3=
|effect4=
|effect5=
|effect6=
 
|description=Rune shell creates a magical barrier around a target hero that will block damage to that hero until the shell breaks.  New shells can stack 50% onto old ones, and it cannot be dispelled though certain hero skills can diminish shield health. }}
{{clear}}
 
 
{{Skill
|title=Catapulting Sigil
 
|image=Temp.JPG
|hotkey=C
|school=
 
|effect=forced movement
 
|mana1=
|mana2=
|mana3=
|mana4=
|mana5=
|mana6=
 
|cooldown1=
|cooldown2=
|cooldown3=
|cooldown4=
|cooldown5=
|cooldown6=
 
|range1=
|range2=
|range3=
|range4=
|range5=
|range6=
 
|effect1=
|effect2=
|effect3=
|effect4=
|effect5=
|effect6=
 
|description=Places a rune on the ground. Any unit on rune or walks into it are moved in direction they are facing. Higher levels move farther and have an increased channeling time. Also interrupts casting.}}
{{clear}}
 
 
{{Skill
|title=Grand Rune
 
|image=Temp.JPG
|hotkey=T
|school=
 
|effect=High area damage
 
|mana1=
|mana2=
|mana3=
|mana4=
 
|cooldown1=
|cooldown2=
|cooldown3=
|cooldown4=
 
|range1=
|range2=
|range3=
|range4=
 
|effect1=
|effect2=
|effect3=
|effect4=
 
|description=The rune knight summons a ring of destruction around himself, dealing high damage to enemies inside.  Typically is only used against creeps as the 3 second cast can leave enough time for enemy heroes to escape. Note that the area improves considerably with each level}}
 
{{-}}
<br>
<br>
 
[[Category:Heroes]]

Latest revision as of 03:39, 8 September 2014

Summary

Temp.JPG
Strength +
Agility +
Intelligence +
Primary: {{{Primary}}}
Alexander

Hero history/fluff info goes in here

<Character debrief>

Skills


Rune of Fortification

Temp.JPG

Hotkey: Q
[[]]

Innate Mana cost Cooldown time s Range

Increased armor, Bonus regeneration (buildings only)

This spell adds 12 bonus armor and 2 hitpoints per second to any allied structure for 600 sec. The Rune Knight can excel at defending bases early on with this skill.


Siphon Glyph

Temp.JPG

Hotkey: W
[[]]

Mana drain, Area damage

This spell summons a glyph that drains mana from an enemy unit over time and does damage to the surrounding area equal to the total mana siphoned. Note buildings are also damaged by this spell.


Imbued Equipment

Temp.JPG

Hotkey: E
[[]]

Bonus damage, Armor Reducing attack, Magic absorption, Small area of effect damage

Imbued Equipment is an activated ability with several passive skills. It reduces damage taken from spells by a percent, Adds bonus damage, reduces enemy armor upon attack, and can be activated to do a cone-shaped aoe in front of the hero in short range. A talent can increase the short range.


Rune Shell

Temp.JPG

Hotkey: R
[[]]

Damage Absorption

Rune shell creates a magical barrier around a target hero that will block damage to that hero until the shell breaks. New shells can stack 50% onto old ones, and it cannot be dispelled though certain hero skills can diminish shield health.


Catapulting Sigil

Temp.JPG

Hotkey: C
[[]]

forced movement

Places a rune on the ground. Any unit on rune or walks into it are moved in direction they are facing. Higher levels move farther and have an increased channeling time. Also interrupts casting.


Grand Rune

Temp.JPG

Hotkey: T
[[]]

High area damage

The rune knight summons a ring of destruction around himself, dealing high damage to enemies inside. Typically is only used against creeps as the 3 second cast can leave enough time for enemy heroes to escape. Note that the area improves considerably with each level