Rune Knight: Difference between revisions
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Revision as of 02:22, 5 November 2009
Summary
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Hero history/fluff info goes in here
<Character debrief>
Skills
Rune of Fortification
Innate | ![]() |
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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
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.
Sigil of Stunning
Stun, Minor damage
Sigil of Stunning stuns an enemy hero for a short time and deals minor damage. This spell is typically learned to at least level 1, providing an interrupt.
Rune Shell
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 except by certain hero skills.
Imbued Equipment
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.
Grand Rune
High area damage
The rune knight summons a ring of destruction in ~400 area 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.