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Shadow Fiend

Written By Unknown on Minggu, 29 September 2013 | 19.09

Shadow Fiend
Shadow Fiend.png
Dire icon.png The Dire
Strength
15 + 2
Agility
20 + 2.9
Intelligence
18 + 2
Level 11625
Hit Points 435 1043 1727
Mana 234 650 1118
Damage 35-41 80-86 124-130
Armor 1.88.1714.34
Attacks / Second 0.7 0.971.22
Movement Speed 305
Turn Rate 1.0
Sight Range 1800/800
Attack Range 500
Missile Speed 1200
Attack Duration 0.5+0.54
Cast Duration0.67+0.4
Base Attack Time 1.7
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 most carries don't share. 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.

Contents

  • 1 Bio
  • 2 Abilities
  • 3 Recommended items















Bio

Shadow Fiend Nevermore, the Shadow Fiend
 "So, you're curious where I come from? There's one easy way to find out for yourself."
Role: Pip carry.png Carry / Pip ganker.png Nuker
Lore:
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.


Abilities

Shadowraze (near)
Shadowraze 3 icon.png
Ability Affects Damage
No Target Enemies Magical
Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
Range: 200
Radius: 250
Damage: 75/150/225/300
Cooldown 10 Mana 75
Nevermore's trademark for harvesting souls.
Notes:
  • When Shadowraze is learned, three independent abilities will be given to Shadow Fiend, each one casting a Shadowraze at a specific distance in front of him. The cooldowns are not shared.

Shadowraze (medium)
Shadowraze 2 icon.png
Ability Affects Damage
No Target Enemies Magical
Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
Range: 450
Radius: 250
Damage: 75/150/225/300
Cooldown 10 Mana 75
Nevermore's trademark for harvesting souls.
Notes:
  • When Shadowraze is learned, three independent abilities will be given to Shadow Fiend, each one casting a Shadowraze at a specific distance in front of him. The cooldowns are not shared.

Shadowraze (far)
Shadowraze icon.png
Ability Affects Damage
No Target Enemies Magical
Shadow Fiend razes the area in front of him, dealing damage to enemy units in an area.
Range: 700
Radius: 250
Damage: 75/150/225/300
Cooldown 10 Mana 75
Nevermore's trademark for harvesting souls.
Notes:
  • When Shadowraze is learned, three independent abilities will be given to Shadow Fiend, each one casting a Shadowraze at a specific distance in front of him. The cooldowns are not shared.

Necromastery
Necromastery icon.png
Ability Affects
Passive Self
Shadow Fiend steals the soul from units he kills, gaining bonus damage. If the killed unit is a hero, he gains 12 souls. On death, he releases half of them from bondage.
Maximum souls: 12/20/28/36
Bonus damage per soul: 2
Partially usable by illusions. Illusions will not have the souls owned by the original Shadow Fiend, but will be able to gain souls for their own. Souls obtained by illusions will not give the original Shadow Fiend souls.
Harvested souls swirl in and out of the Abysm, empowering the Shadow Fiend to increase the size of his collection.
Notes:
  • Denies, neutral creeps, wards, 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.

Presence of the Dark Lord
Presence of the Dark Lord icon.png
Ability Affects
Aura Enemies
Shadow Fiend's presence reduces the armor of nearby enemies.
Radius: 900
Armor Reduction: 3/4/5/6
Even being near Nevermore eats away at one's soul. 
Notes:
  • Fully stacks with other armor reduction abilities and auras (like Amplify Damage, Gush, etc.).

Requiem of Souls
Requiem of Souls icon.png
Ability Affects Damage
No Target Enemies Magical
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. Also, the half the souls you lose on death are released in as if the spell was cast.
Damage Radius: 1375/1425/1475
Damage Per Line: 80/120/160
Slow Radius: 700
Slow Duration: 5
Slow: 20%
Damage Reduction: 50%
Cooldown 120/110/100 Mana 150/175/200
The captured souls of those past slain are released to ravage their former allies.
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")

Recommended items




Explanation:
  • Purchasing Slippers of Agility at the start of the game help compensate for your low starting damage.
  • Getting a Magic Stick will help supplement casting Shadowraze.
  • Upgrading the Magic Stick into a Magic Wand will save inventory space and help compensate further for your low starting damage; the extra five stored charges also equate to more freedom to cast Shadowraze.
  • Ring of Aquila will give you decent early stats, but more importantly, the mana regen means you can cast Shadowraze more often.
  • Power Treads increase your damage per second and can also be used for extra survivability.
  • Blink Dagger can be used to get close enough for Shadowraze, or to position yourself for a Requiem of Souls.
  • Black King Bar provides good HP and damage, but more importantly, can be used to ensure Requiem of Souls is not interrupted.
  • Shadow Blade can be used for either extra damage or for Requiem of Souls positioning; the invisibility fade time means you won't be visible until you're close to actually casting Requiem.
  • Assault Cuirass increases your team's DPS and survivability while reducing the other team's DPS and survivability. The armor reduction aura also stacks with Presence of the Dark Lord.
  • Daedalus increases your damage by a considerable amount.
  • Desolator, in combination with a maximized Presence of the Dark Lord reduces an enemy's armor by 13, which means your physical damage goes quite a bit further.
  • Butterfly increases your DPS and makes you much more survivable against enemy carries who are reliant on their physical attacks.
  • Monkey King Bar increases your damage, counters enemies with Butterfly or Heaven's Halberd, and gives your physical attack the ability to interrupt channeling spells.
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