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===Summary:===
==Summary==
Incomplete
{{Hero Summary
|portrait=Temp.JPG
|Str=
|Str+=
|Agi=
|Agi+=
|Int=
|Int+=
|name=
|text=Hero history/fluff info goes in here
}}
<Character debrief>
{{-}}
==Skills==
<br>


===Skills:===
{{Innate
* '''Innate: Celestrial Restoration'''
|title= Celestrial Restoration
Heals 2% of the Heros total healthpoints per second. A very useful spell for refreshing health without moving to a fountain or the mainbase. If you get a clarity potion from one of the Goblin merchants you can move behind your ranged units and regain health and mana while still getting exp.


* '''Life Wave'''
|image=Temp.JPG
Heals allied units in a line for 1st lvl 120 + int and 6th lvl 520 + 6 x int health points. A useful spell that can keep (already with lvl 2!) your creep waves alive allowing you to siege a base with a huge army. If you target a unit instead of ground, it gets as much heal as possible and without delay, useful to keep heroes alive. Like the BPs FoD or the shamans mass heal this ability is easy counterable by AoE spells but got the advantage that it can’t be dispelled like FoD or the mass heal.
|hotkey=N/A
|school=


* '''Smite'''
|effect=% based heal.
The Scarabs nuke: Deals 30% of the targets max. health or a minimum of 1st lvl 50 + int and 6th lvl 250 + 2.25 x int damage but consumes 1 mana point per 1.2 (lvl 6 per 5.2) points of damage. The 30% make this spell useful against tanks and the minimum makes it useful against low hp heros but you will need a lot of mana to use him often.  


* '''Nightmare'''
|mana=
The Scarabs AoE spell: Puts enemy units around the hero into sleep for 1st lvl 6 (6th lvl 16) seconds (2 to 7 on heroes) and deals 14 + 0.04 x int damage per second of sleep. This is not only a good DoT + AoE spell its also possible to set the meatwall asleep and kill the ranged units and casters or set the defenders of a base asleep so your units concentrate on towers.
|cooldown=
|range=


* '''Armored Carapace'''
|description=Heals 2% of the Heros total healthpoints per second. A very useful spell for refreshing health without moving to a fountain or the mainbase. If you get a clarity potion from one of the Goblin merchants you can move behind your ranged units and regain health and mana while still getting exp. }}
Reduces all damage on the hero by 1st lvl 7 (6th lvl 37) damage cannot be reduced under 3. This ability makes the Scarab a tank you only got to spend 2 skill points at this ability and the attack of an elven footman (15 – 18 without dmg upgrade) is reduced by 13, which means that every attack of the footman is dealing 3 – 5 dmg.  
{{Clear}}


* '''Ultimate: Divine Manifestation'''
 
Increases the attack speed of all near friendly units by 1st lvl 75% (4th lvl 300%!) and their health regeneration rate by 2 (8) hitpoints per second for 16 seconds. My favorite spell, I always use him for sieging a base, leading a huge army of creeps vs an enemy base in these 16 seconds of speed increase they are easily taking a tower down with some dragons you can even kill the whole defence and the half hp of the keep when u got it on lvl 2 – 3.
{{Skill
|title=Life Wave
 
|image=Temp.JPG
|hotkey=W
|school=
 
|effect=Unit heal
 
|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=Heals allied units in a line for 1st lvl 120 + int and 6th lvl 520 + 6 x int health points. A useful spell that can keep (already with lvl 2!) your creep waves alive allowing you to siege a base with a huge army. If you target a unit instead of ground, it gets as much heal as possible and without delay, useful to keep heroes alive. Like the BPs FoD or the shamans mass heal this ability is easy counterable by AoE spells but got the advantage that it can’t be dispelled like FoD or the mass heal. }}
{{clear}}
 
 
{{Skill
|title=Smite
 
|image=Temp.JPG
|hotkey=E
|school=
 
|effect=Target 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=The Scarabs nuke: Deals 30% of the targets max. health or a minimum of 1st lvl 50 + int and 6th lvl 250 + 2.25 x int damage but consumes 1 mana point per 1.2 (lvl 6 per 5.2) points of damage. The 30% make this spell useful against tanks and the minimum makes it useful against low hp heros but you will need a lot of mana to use him often.}}
{{clear}}
 
 
{{Skill
|title=
 
|image=Temp.JPG
|hotkey=R
|school=Nightmare
 
|effect=Enemy hero sleep, 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=The Scarabs AoE spell: Puts enemy units around the hero into sleep for 1st lvl 6 (6th lvl 16) seconds (2 to 7 on heroes) and deals 14 + 0.04 x int damage per second of sleep. This is not only a good DoT + AoE spell its also possible to set the meatwall asleep and kill the ranged units and casters or set the defenders of a base asleep so your units concentrate on towers. }}
{{clear}}
 
{{Skill
|title=
 
|image=Temp.JPG
|hotkey=C
|school=Armored Carapace
 
|effect=Damage reduction
 
|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=Reduces all damage on the hero by 1st lvl 7 (6th lvl 37) damage cannot be reduced under 3. This ability makes the Scarab a tank you only got to spend 2 skill points at this ability and the attack of an elven footman (15 – 18 without dmg upgrade) is reduced by 13, which means that every attack of the footman is dealing 3 – 5 dmg.  }}
{{clear}}
 
 
{{Skill
|title=Divine Manifestation  
 
|image=Temp.JPG
|hotkey=T
|school=
 
|effect=Creep attack speed boost
 
|mana1=
|mana2=
|mana3=
|mana4=
 
|cooldown1=
|cooldown2=
|cooldown3=
|cooldown4=
 
|range1=
|range2=
|range3=
|range4=
 
|effect1=
|effect2=
|effect3=
|effect4=
 
|description=Increases the attack speed of all near friendly units by 1st lvl 75% (4th lvl 300%!) and their health regeneration rate by 2 (8) hitpoints per second for 16 seconds. My favorite spell, I always use him for sieging a base, leading a huge army of creeps vs an enemy base in these 16 seconds of speed increase they are easily taking a tower down with some dragons you can even kill the whole defence and the half hp of the keep when u got it on lvl 2 – 3. }}
 
{{-}}
<br>
<br>


[[Category:Heroes]]
[[Category:Heroes]]

Revision as of 03:25, 3 July 2008

Summary

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

Hero history/fluff info goes in here

<Character debrief>

Skills


Celestrial Restoration

Temp.JPG

Hotkey: Q
[[]]

Innate Mana cost Cooldown time s Range

% based heal.

Heals 2% of the Heros total healthpoints per second. A very useful spell for refreshing health without moving to a fountain or the mainbase. If you get a clarity potion from one of the Goblin merchants you can move behind your ranged units and regain health and mana while still getting exp.


Life Wave

Temp.JPG

Hotkey: W
[[]]

Unit heal

Heals allied units in a line for 1st lvl 120 + int and 6th lvl 520 + 6 x int health points. A useful spell that can keep (already with lvl 2!) your creep waves alive allowing you to siege a base with a huge army. If you target a unit instead of ground, it gets as much heal as possible and without delay, useful to keep heroes alive. Like the BPs FoD or the shamans mass heal this ability is easy counterable by AoE spells but got the advantage that it can’t be dispelled like FoD or the mass heal.


Smite

Temp.JPG

Hotkey: E
[[]]

Target damage

The Scarabs nuke: Deals 30% of the targets max. health or a minimum of 1st lvl 50 + int and 6th lvl 250 + 2.25 x int damage but consumes 1 mana point per 1.2 (lvl 6 per 5.2) points of damage. The 30% make this spell useful against tanks and the minimum makes it useful against low hp heros but you will need a lot of mana to use him often.


Temp.JPG

Hotkey: R
Nightmare

Enemy hero sleep, damage

The Scarabs AoE spell: Puts enemy units around the hero into sleep for 1st lvl 6 (6th lvl 16) seconds (2 to 7 on heroes) and deals 14 + 0.04 x int damage per second of sleep. This is not only a good DoT + AoE spell its also possible to set the meatwall asleep and kill the ranged units and casters or set the defenders of a base asleep so your units concentrate on towers.


Temp.JPG

Hotkey: C
Armored Carapace

Damage reduction

Reduces all damage on the hero by 1st lvl 7 (6th lvl 37) damage cannot be reduced under 3. This ability makes the Scarab a tank you only got to spend 2 skill points at this ability and the attack of an elven footman (15 – 18 without dmg upgrade) is reduced by 13, which means that every attack of the footman is dealing 3 – 5 dmg.


Divine Manifestation

Temp.JPG

Hotkey: T
[[]]

Creep attack speed boost

Increases the attack speed of all near friendly units by 1st lvl 75% (4th lvl 300%!) and their health regeneration rate by 2 (8) hitpoints per second for 16 seconds. My favorite spell, I always use him for sieging a base, leading a huge army of creeps vs an enemy base in these 16 seconds of speed increase they are easily taking a tower down with some dragons you can even kill the whole defence and the half hp of the keep when u got it on lvl 2 – 3.