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The Radiant |
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16 + 1.7 | 21 + 2.9 | 15 + 2.6 |
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Level | 1 | 16 | 25 |
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Hit Points | 454 | 967 | 1594 | Mana | 195 | 728 | 1261 | Damage | 36-42 | 81-87 | 125-131 | Armor | 1.94 | 8.31 | 14.48 | Attacks / Second | 0.71 | 0.97 | 1.23 | |
Movement Speed | 290 | Turn Rate | 0.6 | Sight Range | 1800/1000 | Attack Range | 550 | Missile Speed | 3000 | Attack Duration | 0.17+0.7 | Cast Duration | 0.3+0.51 | Base Attack Time | 1.7 |
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Kardel Sharpeye the Sniper is a ranged agility hard carry who excels at dealing heavy damage at an incredible range. His third ability, Take Aim, allows him to deal high DPS at a safe distance, and avoiding damage as he is relatively frail. He also excels at harassing enemies due to his second ability, Headshot, which gives him a chance to do extra damage and mini-stun, and his first ability, Shrapnel, which slows and deals damage over time in an area. While he can be a nuisance to lane against, he is also extremely squishy early-game and requires supports to lane effectively. He scales extremely hard into the late game, dealing a remarkable amount of dps while sitting outside of harm's reach, almost permastunning heroes with his headshot. Though he is a rather frail hero, his potential in the hands of a good player and team is high.
Contents- 1 Bio
- 2 Abilities
- 3 Recommended items
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Bio
Kardel Sharpeye, the Sniper | "Killing is the last resort, true. But the other resorts don't even have a pool." | Role: | Carry | Lore: |
Kardel Sharpeye was born deep in the mountainous valleys of Knollen where, since time immemorial, the folk have survived by hunting the strange, cliff-dwelling steepstalkers above their village—killing them from a distance and collecting their carcasses where they fell. Sharpeye was among the best of these strange folk for whom projectile weapons are but another appendage, and to shoot is as natural as to touch.
On his day of summoning, when he was to gain full standing in his village, Sharpeye took the ancient test: a single shot from the valley floor to strike a beast down from the cliffs. To miss was to be dishonored. With his entire village standing vigil, Sharpeye took his shot. A steepstalker fell; the crowd cheered. But when the carcass was collected, the village grew silent, for the elders found that the bullet had pierced its glittering central eye then fallen to be clenched in the steepstalker's mandibles. This ominous sign was the literal opening of a dark prophecy, foretelling both greatness and exile for the gunman who made such a shot. Sharpeye the Sniper was thus, by his own skill, condemned to make his way apart from his people—and unwelcome back among them until he has fulfilled the remainder of the prophecy by attaining legendary stature on a field of battle. |
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Abilities
Shrapnel | | Ability | Affects | Damage |
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Target Point | Enemies | Magical |
| Fires a ball of shrapnel that showers the target area in explosive pellets. Enemies are subject to damage and slowed movement. Deals 33% damage to buildings. | Range: 1800 Radius: 400 Duration: 9 Damage Per Second: 12/24/36/48 (4/8/12/16 to buildings) Movement Speed Slow: 15%/20%/25%/30% | 15 | 120 |
Kardel's modular rifle also fires incendiary rounds, useful for assaulting entrenched locations. Notes:- Deals a total of 120/240/360/480 (40/80/120/160 to buildings) magical damage.
- Damage will be dealt 10 times, first time at spell effect and then every second.
- Provides Vision in the Area
- Effect is delayed 0.8 seconds.
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Headshot | | Ability | Affects | Damage |
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Passive | Enemies | Physical |
| Sniper increases his accuracy, giving a chance to deal extra damage and mini-stun. | Mini-stun Duration: 0.25 Chance: 40% Damage Bonus: 15/40/65/90 | Mini-stun is blocked, damage is not. |
Taking potshots at steepstalkers in his childhood has been thoroughly refined into perfect leads on enemy combatants. Notes:- Works on allied creeps.
- Headshot cannot be evaded.
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Take Aim | | Ability | Affects | |
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Passive | Self | |
| Extends the attack range of Sniper's rifle. | Range Bonus: 75/150/225/300 | Kardel always takes it upon himself to stay as far from harm as he can while still performing his role - taking perfect aim. Notes:- Total range: 625/700/775/850
- Level 3 and 4 of this ability allow Sniper to out-range towers.
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Recommended items
| Starting | | | Early-game | | | Core | | | Situational | |
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Explanation:
- Picking up Slippers of Agility early can help to address Sniper's very low base damage, assisting him in farming creeps.
- Wraith Band can be made with Slippers of Agility and Circlet which provides some bit of health which Sniper lacks in the early game and an additional damage boost.
- Magic Stick is useful in emergencies due to Sniper's lack of health. The use of stick charges gives him better survivability.
- A common item for Sniper is Shadow Blade. This gives Sniper a much needed escape mechanism as well as enabling him to position himself in team engagements, allowing him to deal damage without being caught in the fight.
- Butterfly is one of the best high end items he can pick up. The attack speed and damage greatly boosts Sniper's combat capabilities, while the Evasion gives him more survivability.
- Maelstrom can be bought on Sniper for additional damage dealing capability. When upgraded into Mjollnir, the attack rate of Sniper is enhanced significantly, giving him more chances to proc both the Chain Lighting effect and his Headshot passive. Another little known fact about orb effects is while most don't stack, Maelstrom and Mjollnir semi-stack with other orb effects like Desolator. The constant orb effect will hit every time except when Maelstrom/Mjollnir proc. their effect.
- Manta Style is an item commonly picked up on many carries. It gives a lot of additional survivability, something that Sniper lacks. Besides giving +10 strength and +10% movespeed, it allows Sniper the ability to create confusing illusions on demand.
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