Pretty Girl Seeking Rich Husband Gets a Response from J.P. Morgan CEO
A reply from CEO of J.P. Morgan to a pretty girl seeking a rich husband
A young and pretty lady posted this on a popular forum:
Title: What should I do to marry a rich guy?
I’m going to be honest of what I’m going to say here.
I’m 25 this year. I’m very pretty, have style and good taste. I wish to marry a guy with $500k annual salary or above.
You might say that I’m greedy, but an annual salary of $1M is considered only as middle class in New York.
My requirement is not high. Is there anyone in this forum who has an income of $500k annual salary? Are you all married?
I wanted to ask: what should I do to marry rich persons like you?
Among those I’ve dated, the richest is $250k annual income, and it seems that this is my upper limit.
If someone is going to move into high cost residential area on the west of New York City Garden(?), $250k annual income is not enough.
I’m here humbly to ask a few questions:
1) Where do most rich bachelors hang out? (Please list down the names and addresses of bars, restaurant, gym)
2) Which age group should I target?
3) Why most wives of the riches are only average-looking? I’ve met a few girls who don’t have looks and are not interesting, but they are able to marry rich guys.
4) How do you decide who can be your wife, and who can only be your girlfriend? (my target now is to get married)
Ms. Pretty
A philosophical reply from CEO of J.P. Morgan:
Dear Ms. Pretty,
I have read your post with great interest. Guess there are lots of girls out there who have similar questions like yours. Please allow me to analyse your situation as a professional investor.
My annual income is more than $500k, which meets your requirement, so I hope everyone believes that I’m not wasting time here.
From the standpoint of a business person, it is a bad decision to marry you. The answer is very simple, so let me explain.
Put the details aside, what you’re trying to do is an exchange of “beauty” and “money” : Person A provides beauty, and Person B pays for it, fair and square.
However, there’s a deadly problem here, your beauty will fade, but my money will not be gone without any good reason. The fact is, my income might increase from year to year, but you can’t be prettier year after year.
Hence from the viewpoint of economics, I am an appreciation asset, and you are a depreciation asset. It’s not just normal depreciation, but exponential depreciation. If that is your only asset, your value will be much worse 10 years later.
By the terms we use in Wall Street, every trading has a position, dating with you is also a “trading position”.
If the trade value dropped we will sell it and it is not a good idea to keep it for long term – same goes with the marriage that you wanted. It might be cruel to say this, but in order to make a wiser decision any assets with great depreciation value will be sold or “leased”.
Anyone with over $500k annual income is not a fool; we would only date you, but will not marry you. I would advice that you forget looking for any clues to marry a rich guy. And by the way, you could make yourself to become a rich person with $500k annual income.This has better chance than finding a rich fool.
Hope this reply helps.
signed,
J.P. Morgan CEO
*There has been no concrete proof on whether or not this indeed took place…. but it’s a nice story nevertheless.
Pretty Girl Seeking Rich Husband Gets a Response from J.P. Morgan CEO
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Girls,never be blunt,so you'll get what you want
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Rubick – Grand Magus
Range: 600 | Move Speed: 300
Primary: INT
Str: 19 + 1.5 | Agi: 14 + 1.6 | Int: 27 + 2.4
Damage: 44 – 54 | HP: 511 | Mana: 351
HP Regen: 0.82 | Mana Regen: 1.09
Attack Speed: 0.67 | Armor: 1
Rubick, the son of Aghanim, is a force to be reckoned with. Crowds marvel in wonder at his effortless ability to hurl objects through the air, using nothing but his mind. Many wizards have challenged him yet none have surpassed his powerful and debilitating magics. The Grand Magus, with his endless talent, will stop at nothing to bewilder and outsmart his enemies, even if it means turning their own magic against them. Renowned for his unique ability to steal magics with a mere thought, he is undeniably a favorable asset to the Sentinel in their fight against the Scourge.
Telekinesis Telekinesis (Z)
Rubick uses his telekinetic powers to lift the enemy into the air briefly and then hurls them back at the ground. The unit lands on the ground with such force that it stuns nearby enemies.
Level 1 – Lifts a unit for 1.5 seconds and throws it down, stunning nearby units for 1 second.
Level 2 – Lifts a unit for 1.75 seconds and throws it down, stunning nearby units for 1.25 seconds.
Level 3 – Lifts a unit for 2 seconds and throws it down, stunning nearby units for 1.5 seconds.
Level 4 – Lifts a unit for 2.25 seconds and throws it down, stunning nearby units for 1.75 seconds.
• Casting Range: 550/575/600/625
• Area of Effect: 325
• While the target is in the air, Rubick may use a secondary ability to throw the enemy in a targeted direction.
• The landing happens only when the lift is over.
• The stun happening on landing doesn’t affect the lifted unit.
Telekinesis Land (Z)
Description: Chooses the location the target will land at after the duration is over. Maximum 375 distance away.
Mana Cost: 0
Cooldown: 0
Mana Cost: 160
Cooldown: 18 seconds
Fade Bolt Fade Bolt (X)
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage for 10 seconds. Each bounce reduces the damage dealt by 4%.
Level 1 – Deals 75 base damage, reduces attack damage by 14 (7 on creeps)
Level 2 – Deals 150 base damage, reduces attack damage by 20 (10 on creeps)
Level 3 – Deals 225 base damage, reduces attack damage by 26 (13 on creeps)
Level 4 – Deals 300 base damage, reduces attack damage by 32 (16 on creeps)
• Damage type: magical
• Casting Range: 800
• Bouncing Distance: 500
Mana Cost: 90/95/100/105
Cooldown: 10 seconds
Null Field Null Field (N)
Rubick’s mastery of the arcane protects his allies against weaker magics, granting them magic resistance.
Level 1 – Reduces magic damage by 5%
Level 2 – Reduces magic damage by 10%
Level 3 – Reduces magic damage by 15%
Level 4 – Reduces magic damage by 20%
• Area of Effect: 900
• This effect stacks with spell resistance skills and items.
Mana Cost: N/A
Cooldown: N/A
Spell Steal Spell Steal (Q)
Rubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for several minutes or until he dies.
Level 1 – Steals the last spell target hero used, lasts for 3 minutes.
Level 2 – Steals the last spell target hero used, lasts for 4 minutes.
Level 3 – Steals the last spell target hero used, lasts for 5 minutes.
Mana Cost: 25
Cooldown: 20/18/16 seconds
• Casting Range: 1000
• The spell is lost at the end of the duration, when Rubick dies, or when Rubick uses Spell Steal again.
• Cannot steal item abilities.
• There are a few spells that cannot be stolen for technical reasons.
==
Aurel Vlaicu – Gyrocopter
Range: 375 | Move Speed: 305
Primary: AGI
Str: 18 + 1.8 | Agi: 24 + 2.8 | Int: 23 + 2.1
Damage: 41-51 | HP: 492 | Mana: 299
HP Regen: 0.79 | Mana Regen: 0.93
Attack Speed: 0.73 | Armor: 2
Raised amongst the dwarven mining clan, Aurel grew up with a fascination for making things explode. Such tendencies were considered healthy in the mining society as a dwarf’s skill with explosives determined his pay, his rank, and of course, his popularity amongst the females. Unlike the rest of his clan however, Aurel sought to use his skills for more than just blowing up rocks. By combining controlled detonations with thick metal to direct their force, Aurel is able to create everything from engines to missiles. Excited to be able to put his inventions to the test, Aurel’s presence on the battlefield promises to be a blast!
Rocket Barrage Rocket Barrage (R)
Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds.
Level 1 – 10 damage per rocket.
Level 2 – 13 damage per rocket.
Level 3 – 16 damage per rocket.
Level 4 – 19 damage per rocket.
• The rockets can only hit units you have vision over.
• Damage type: magical
Mana Cost: 90
Cooldown: 7/6.5/6/5.5 seconds
Homing Missile Homing Missile (E)
The Gyrocopter launches a homing missile that will follow the target until it impacts. The missile is inactive for 3 seconds upon launch and then begins slowly accelerating towards the target. Stuns the target for 2.5 seconds and deals damage based on how much it traveled. The missle can be destroyed by 3 attacks from a hero or tower. Maximum damage is dealt at 2000 distance traveled (does not increase beyond that distance).
Level 1 – 100 max damage
Level 2 – 200 max damage
Level 3 – 300 max damage
Level 4 – 400 max damage
Cast range: 1050
Towers do half damage. Enemy has vision over the rocket once it starts moving.
Minimum damage is 50 and maximum damage is reached at 2000 units and doesn’t increase beyond that.
Mana Cost: 120/130/140/150
Cooldown: 20/17/14/11
Flak Cannon Flak Cannon (F)
The Gyrocopter enables all of its cannons, allowing its attacks to strike all enemies in a 800 aoe. Lasts for a limited number of attacks or 15 seconds. Does not work with illusions.
Level 1 – 3 attacks
Level 2 – 4 attacks
Level 3 – 5 attacks
Level 4 – 6 attacks
Attack modifies only work against the primary target.
Mana Cost: 50
Cooldown: 20
Call Down Call Down (C)
The Gyrocopter launches two missiles at the targeted area. The first missile strikes in 2 seconds, followed by the second missile at 4 seconds. Enemies in the area when a missile strikes are damaged and slowed.
Level 1 – First rocket deals 250 damage and slows by 20% for 2 seconds, second rocket deals 100 (175*) and slows by 50% for 3 seconds.
Level 2 – First rocket deals 300 damage and slows by 20% for 2 seconds, second rocket deals 150 (225*) and slows by 50% for 3 seconds.
Level 3 – First rocket deals 350 damage and slows by 20% for 2 seconds, second rocket deals 200 (275*) and slows by 50% for 3 seconds.
Mana Cost: 125
Cooldown: 55/50/45 seconds
• Cast range: 1000 (Global*)
• AOE: 400
• The visual warning indicator is visible for allies only. The enemies can see the rockets fly out of you though.
• Damage type: magical
• Can be improved by Aghanim’s Scepter (* shows the improved values)
==
Io – The Guardian Wisp
Range: 575 | Move Speed: 295
Primary: STR
Str: 17 + 1.9 | Agi: 14 + 1.6 | Int: 23 + 1.7
Damage: 43-52 | HP: 473 | Mana: 299
HP Regen: 0.76 | Mana Regen: 0.7
Attack Speed: 0.67 | Armor: 0
Originally nothing more than a lowly spirit of the trees, Io dwelt peacefully amongst his kind in the Great Forest. As the Great War spread across the land the creatures of the forest were forced to defend their home. The desire to protect his kin awoke power in Io he had not known he possessed. He discovered he was able to connect his life force to another creature to strengthen them or help them flee by instantly teleporting them out of harm. Io became known amongst his people as the Guardian Wisp, a protector of the Spirits. All other spirits swore to assist him and can be summoned to his side to aid him in his battle. Uninterested in the battle between Sentinel and Scourge, Io fights only to protect his people.
Tether Tether (T)
Io tethers himself to an allied unit, granting both units bonus movement speed. Any enemy units that contact the tether will be stunned. The tether will break if it stretches beyond 900 units. Lasts 12 seconds.
Level 1 – 20% movement bonus with 0.75 stun duration.
Level 2 – 20% movement bonus with 1.25 stun duration.
Level 3 – 20% movement bonus with 1.75 stun duration.
Level 4 – 20% movement bonus with 2.25 stun duration.
• If you try to tether a unit that is a outside its range (by up to 900) Io will latch on and pull himself closer to the unit.
• Tether transfers other states on the hero to the allied unit. This includes Overcharge, Relocate and any time you regenerate hp/mp.
• Has a sub ability that lets you break the tether.
Mana Cost: 40
Cooldown: 12 Seconds
Spirits Spirits (W)
Io summons 5 ancient Spirits over the course of 4 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, damaging all enemies in a 300 area of effect. Non hero units only take minor damage upon touching a spirit and do not cause them to explode.
Level 1 – 8 damage to creeps, 25 damage to heroes.
Level 2 – 14 damage to creeps, 50 damage to heroes.
Level 3 – 20 damage to creeps, 75 damage to heroes.
Level 4 – 26 damage to creeps, 100 damage to heroes.
• Damage type: magical
• Nonheroes won’t be slowed
• Slow duration: 3 seconds
• Min/max Oscillation range: 100/875
Mana Cost: 120/130/140/150
Cooldown: 20/18/16/14 Seconds
Overcharge Overcharge (V)
Io draws on more energy than he can safely handle, granting him bonus attack speed and damage reduction, but draining 2.5% of his current HP and MP per second. If Io is tethered to an ally the bonus attack speed is also granted to that ally.
Level 1 – 40 increased attack speed, 5% damage reduction
Level 2 – 50 increased attack speed, 10% damage reduction
Level 3 – 60 increased attack speed, 15% damage reduction
Level 4 – 70 increased attack speed, 20% damage reduction
• This bonus affects a tethered unit as well.
• The hp/mana lost can’t be reduced in any way.
• The hp/mana loss is actually 0.5% in every 0.2 seconds, resulting in 2.4751256878125% loss per second
Mana Cost: 2.5% Mana and HP per second
Cooldown: Toggleable
Relocate Relocate (R)
Io temporary relocates himself, along with any tethered hero, to the target location for 12 seconds.
Level 1 – 2.5 sec cast delay.
Level 2 – 2.25 sec cast delay.
Level 3 – 2.0 sec cast delay.
Mana Cost: 100
Cooldown: 90/75/60
There is a casting delay and the enemy has visual indicators on the minimap and the world of the teleport before it happens.
If an allied hero is Tethered, that hero will teleported along with you. You can break the tether at any time to prevent that hero from returning back with you. -disablehelp is available for this ability.
==
Eredar – The Shadow Demon
Range: 500 | Move Speed: 295
Primary: INT
Str: 17 + 1.9 | Agi: 18 + 2.2 | Int: 26 + 2.7
Damage: 53-57 | HP: 473 | Mana: 338
HP Regen: 0.76 | Mana Regen: 1.05
Attack Speed: 0.69 | Armor: 3
Long before the war of the Scourge and the Sentinel, an ancient demon named Eredar waged war on all creation. No champion of Light could match him, but he was betrayed and killed by his own underlings. However, the faintest sliver of this shadow survived; over the millenia Eredar regained a portion of this former being and grows stronger each day, but in a twist of fate his new form was that of a gnoll. Eredar’s new form is not well suited to direct confrontation, but he knows a number of objurations and tricks to deal with his foes; his skills include banishment, poison, curses, and darker demonic arts.
Disruption Disruption (D)
Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar’s control which last for 6 seconds.
Level 1 – 2.5 second banish, illusions deal 30% damage, take 150% damage, and last for 5 seconds.
Level 2 – 2.5 second banish, illusions deal 40% damage, take 150% damage, and last for 6 seconds.
Level 3 – 2.5 second banish, illusions deal 50% damage, take 150% damage, and last for 7 seconds.
Level 4 – 2.5 second banish, illusions deal 60% damage, take 150% damage, and last for 8 seconds.
• Cast range: 600
• Note: Can target enemy, ally or self.
Mana Cost: 120
Cooldown: 25/22/19/16 seconds
Soul Catcher Soul Catcher (C)
Ererdar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take increased damage for 12 seconds.
Level 1 – 20% damage amplification
Level 2 – 30% damage amplification
Level 3 – 40% damage amplification
Level 4 – 50% damage amplification
AOE: 500; Cast Range: 600
Additional damage is pure damage.
Mana Cost: 50
Cooldown: 13
Shadow Poison Shadow Poison (W)
Eredar casts forth a shadowy poison which deals 50 damage and afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. You have small vision over affected heroes. Each stack increases the damage it would deal exponentially, up to 4 stacks.
Level 1 – Deals 50 base damage and 50 + 20/40/80/160 for each further stack
Level 2 – Deals 50 base damage and 50 + 35/70/140/280 for each further stack
Level 3 – Deals 50 base damage and 50 + 50/100/200/400 for each further stack
Level 4 – Deals 50 base damage and 50 + 65/130/260/520 for each further stack
AOE: 150; Travel Distance: 1500
Release Poison
Hotkey: E
Description: Releases the shadow poison from affected units, causing the bonus damage to occur immediately.
Cooldown: 1 second
Mana Cost: None
Mana Cost: 50
Cooldown: 3
Demonic Purge Demonic Purge (G)
Eredar casts a powerful demonic purge on a target enemy, removing all positive buffs. The purged target slowly regains its movement speed over 4 seconds. At the end of the purge the target takes damage.
Level 1 – 200 damage
Level 2 – 300 damage
Level 3 – 400 damage
Mana Cost: 200
Cooldown: 50
==
Kunkka – Admiral Proudmoore
Range: 128 | Move Speed: 300
Primary: STR
Str: 21 + 2.7 | Agi: 14 + 1.3 | Int: 18 + 1.5
Damage: 47-57 | HP: 549 | Mana: 234
HP Regen: 0.88 | Mana Regen: 0.73
Attack Speed: 0.67 | Armor: 2
Of all the allies in the Sentinel’s ranks, only one, is known by as many names and is feared in as many lands. Called Capt. CoCo by his mates, Jack Sparrow by other, The Legendary Mariner by some, but only a select few, know his real name and what it stands for. He can harness the powers of the depths to conjure torrential geysers that blast his enemies into the air. His elegant blade is sworn to the Seas and with each mighty swing it ebbs like the tides. Using a watery form of spacial magic, he can bring you back to your original destination. The Captain now sails towards the Scourge lands, aboard his Phantom vessel boosting the spirits of his comrades with his fabled Rum, paving the way for the victory of the Sentinel. He is Kunkka, Master and Commander of the seven seas.
Torrent Torrent (E)
Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water erupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing damage and slowing movement speed by 30%.
Level 1 – 120 damage, lasts 1 seconds.
Level 2 – 180 damage, lasts 2 seconds.
Level 3 – 240 damage, lasts 3 seconds.
Level 4 – 300 damage, lasts 4 seconds.
• Damage type: magic
• The initial bubble effect is only visible to allies.
• Units tossed in the air will be paused and still able to be attacked.
• Part of the damage occurs right as the torrent erupts, the rest occurs over time as the units are in the air.
• The unit is disabled for 1.53 seconds at all levels.
• Casting range: 1500
• Area of Effect: 225
Mana Cost: 120
Cooldown: 12
Tide Bringer Tide Bringer (D)
Kunkka’s legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero increased damage and large AoE cleave for a single strike every once a while.
Level 1 – +15 damage
Level 2 – +30 damage
Level 3 – +45 damage
Level 4 – +60 damage
• Cleaved damage is only reduced by armor type, not by armor value.
• Cooldown is not activated on denies, so the damage bonus is maintained.
• Area of Effect: 380/420/460/500
Mana Cost: N/A
Cooldown: 13/10/7/4 seconds
X Marks the Spot X Marks the Spot (X)
In order to make an assembly for his troops, Admiral Proudmoore targets a hero and marks its current position on the ground. After a few seconds, the hero will instantly return to the mark.
Level 1 – Returns Target after 1 second. 500 cast range.
Level 2 – Returns Target after 2 second. 650 cast range.
Level 3 – Returns Target after 3 second. 800 cast range.
Level 4 – Returns Target after 4 second. 950 cast range.
• If target becomes magic immune after this spell has been cast, target will not return to the X after the duration ends.
• It interrupts channeling spells.
Return (R)
Key Combo: X
Description: Returns the target to the X.
Cooldown: 5 seconds
Mana Cost: 50
Mana Cost: 80/90/100/110
Cooldown: 30 Seconds
Ghost Ship Ghost Ship (T)
The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo’s Rum, inebriating them for 10% bonus movespeed and numbness to incoming damage, causing them to feel only half of the pain now and half after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for damage and a brief stun when the ship crashes.
Level 1 – Coco’s Rum lasts 5 seconds, 1.2 second stun, 300 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Level 2 – Coco’s Rum lasts 6 seconds, 1.2 second stun, 400 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Level 3 – Coco’s Rum lasts 7 seconds, 1.2 second stun, 500 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Mana Cost: 150/200/250
Cooldown: 90/80/70 Seconds
• Damage type: magic
• Actual AoE of ship’s collision is larger than the boat itself.
• The boat has a movement speed of 650.
• Damage dealt after CoCo’s rum wears off is non-lethal and can never kill a hero.
• Casting range: 1000
• Area of Effect: 400
==
Rexxar – The Beastmaster
Range: 128 | Move Speed: 310
Primary: STR
Str: 23 + 2.2 | Agi: 18 + 1.6 | Int: 16 + 1.9
Damage: 56 – 60 | HP: 587 | Mana: 208
HP Regen: 0.94 | Mana Regen: 0.65
Attack Speed: 0.69 | Armor: 5
A wandering vagrant of the Mok’nathal, the fabled half orc-half ogres of legend, Rexxar and his mighty blades have joined the cause of the Sentinel to better protect the natural world around him. A friend of beasts, Rexxar flails and tears at his enemies with unsettling savagery, even going as far as hurling his axes in the manner of boomerangs at his enemies to better his chances at victory. Truly a warrior of the living planet that thrives around him, the Beastmaster is an ally to be counted on when he is needed the most.
Wild Axes Wild Axes (W)
Rexxar hurls his two axes to as far as 1300 range from him, which then intersect and return to him. Each axe can only damage a unit once.
Level 1 – Each axe deals 90 damage.
Level 2 – Each axe deals 120 damage.
Level 3 – Each axe deals 150 damage.
Level 4 – Each axe deals 180 damage.
• Damage type: mixed
• This ability can hit magic immune units.
• Wild Axes destroys trees.
• This skill will not damage invisible units.
• Casting range: 1300
• Area of Effect: 100
Mana Cost: 120
Cooldown: 13
Call of the Wild Call of the Wild (D)
Rexxar calls upon wild beasts to aid him. The duration, strength and number of beasts increases per level. Previous summons are removed upon casting. Summons last for 60 seconds.
Level 1 – Summons a Scout Hawk.
Level 2 – Summons a Scout Hawk and a Quilbeast.
Level 3 – Summons a Greater Hawk and a Quilbeast.
Level 4 – Summons a Greater Hawk and a Greater Quilbeast.
• Greater Hawk has an Invisibility ability (fades out after 5 seconds without movement).
• Quilbeast has a poisonous attack which slows enemy movement speed and attack speed by 20% (35% for Greater Quilbeast).
Mana Cost: 25
Cooldown: 40 seconds
Inner Beast Inner Beast (B)
Releases the inner beast inside nearby allies, passively increasing their attack speed.
Level 1 – 18% Attack Speed.
Level 2 – 26% Attack Speed.
Level 3 – 32% Attack Speed.
Level 4 – 40% Attack Speed.
• Area of Effect: 1000
Mana Cost: N/A
Cooldown: N/A
Primal Roar Primal Roar (R)
The Beastmaster looses a deafening roar which deals damage and stuns its target. Enemy units near the roar wave take minor damage and have their movement speed and attack rate reduced. Due to the force of the roar, all units between the Beastmaster and his prey are shoved aside, creating an open path.
Level 1 – 200 primary damage, stun lasts 3 seconds, 100 side damage, slows for 50% and lasts 2 seconds.
Level 2 – 250 primary damage, stun lasts 3.5 seconds, 200 side damage, slows for 50% and lasts 3 seconds.
Level 3 – 300 primary damage, stun lasts 4 seconds, 300 side damage, slows for 50% and lasts 4 seconds.
Mana Cost: 150/175/ 200
Cooldown: 80/75/70 (45*) seconds
• Damage type: magic
• Stuns but doesn’t damage magic immune units.
• The slow won’t affect mechanical units.
• Casting range: 600 (950*)
• Area of Effect: 250
• Can be improved by Aghanim’s Scepter (*shows the improved values)
==
Bradwarden – The Centaur Warchief
Range: 128 | Move Speed: 305
Primary: STR
Str: 23 + 2.6 | Agi: 15 + 2 | Int: 15 + 1.6
Damage: 55 – 57 | HP: 587 | Mana: 195
HP Regen: 0.94 | Mana Regen: 0.61
Attack Speed: 0.68 | Armor: 3
Gifted with a tremendous body and an ever-growing fortitude, Bradwarden’s courage is only matched by the size of his heart. Prophesized as a savior by the oracles of his tribe, Bradwarden is the living token of the allegiance of the centaurs to the Sentinel. He swings his axe with massive force, sometimes even hurting himself when doing so. The ground trembles every time he slams his hoof and his reflexes are impossible to surpass; allowing him to retaliate just after being attacked. Bradwarden is decided to fulfill his destiny, and he knows that the upcoming battle will become his ultimate challenge.
Hoof Stomp Hoof Stomp (F)
Slams the ground, stunning and damaging nearby enemy land units.
Level 1 – 100 damage, 2.00 second stun.
Level 2 – 150 damage, 2.25 second stun.
Level 3 – 200 damage, 2.50 second stun.
Level 4 – 250 damage, 2.75 second stun.
• Area of Effect: 315
Mana Cost: 85/100/115/130
Cooldown: 13 Seconds
Double Edge Double Edge (D)
The Centaur summons a tremendous amount of inner strength and releases a very powerful attack. It can only be done at 200 range, and it damages both the Warchief and the enemy unit.
Level 1 – Deals 175 damage.
Level 2 – Deals 250 damage.
Level 3 – Deals 325 damage.
Level 4 – Deals 400 damage.
• The Warchief’s HP will drop to 1 if his HP before he used Double Edge is lower than the amount the he can damage himself.
• Double Edge interrupts channeling spells and items.
Mana Cost: 0
Cooldown: 10 seconds
Return Return ()
icon for syllabear’s bear
Level 1 -
Level 2 -
Level 3 -
Mana Cost:
Cooldown:
Great Fortitude Great Fortitude (G)
The Centaur Warchief`s mammoth body is capable of absorbing great amounts of punishment.
Level 1 – Adds +12 Strength.
Level 2 – Adds +24 Strength.
Level 3 – Adds +36 Strength.
Mana Cost: N/A
Cooldown: N/A
==
Raigor Stonehoof – The Earthshaker
Range: 128 | Move Speed: 300
Primary: STR
Str: 22 + 2.5 | Agi: 12 + 1.4 | Int: 16 + 1.8
Damage: 46 – 56 | HP: 568 | Mana: 208
HP Regen: 0.91 | Mana Regen: 0.65
Attack Speed: 0.66 | Armor: 3
In the barren-lands, tales spoke of tauren sages reaping the essence of dirt. Their consciousness melds with the brown beneath them. The loam becomes the conduit of their mental thought and reality. These warriors were feared for they could summon massive ruptures at their mere whim. So tremendous was their power that their magic leaks out of the earth violently with every spell. Sadly these sages mysteriously faded from the land. When the World Tree was threatened, couriers searched these mighty ones but found just one. A young adept, Raigor Stonehoof, seeks battle to weave new tales of these shamans.
Fissure Fissure (F)
Slams the ground with the Raigor`s mighty totem, causing the ground of around 1000 range to crack in half in front of him, damaging opponents and leaving an impassible trail for 8 seconds.
Level 1 – 125 damage, 1 second stun.
Level 2 – 175 damage, 1.25 second stun.
Level 3 – 225 damage, 1,5 second stun.
Level 4 – 275 damage, 1.75 second stun.
Mana Cost: 125/ 140/ 155/ 170
Cooldown: 15
Enchant Totem Enchant Totem (E)
Empowers the totem resting on Raigor`s back, causing it to deal extra damage on the next attack. Lasts for 14 seconds or 1 attack.
Level 1 – 75% increased damage.
Level 2 – 150% increased damage.
Level 3 – 225% increased damage.
Level 4 – 300% increased damage.
Mana Cost: 50
Cooldown: 7
Aftershock Aftershock (A)
The power of Raigor casting a spell causes the earth to shake below him, dealing additional damage and stunning within a 300 AOE.
Level 1 – 25 damage, .3 second stun.
Level 2 – 45 damage, .7 second stun.
Level 3 – 75 damage, 1.2 second stun.
Level 4 – 115 damage, 1.5 second stun.
Mana Cost: N/A
Cooldown: N/A
Echo Slam Echo Slam (C)
Raigor sends shockwaves shooting through the ground, dealing damage ricocheting to nearby targets for additional damage.
Level 1 – 160 initial damage, 40 echo damage.
Level 2 – 210 initial damage, 55 echo damage
Level 3 – 270 initial damage, 70 echo damage.
Mana Cost: 145/ 205/ 265
Cooldown: 150/130/110 seconds
• Damage type: magic
• Will not damage ethereal units.
• The initial damage will go through magic immunity, the additional damage will not.
• The initial damage is dealt in an AoE of 500 around Earthshaker.
• Each unit within 550 AoE of the initial blast will produce an echo wave, dealing damage to units around it.
• Can be upgraded with Aghanim’s Scepter, causes each hero hit by the initial shockwave to echo the wave twice.
==
Purist Thunderwrath – The Omniknight
Range: 128 | Move Speed: 300
Primary: STR
Str: 20 + 2.65 | Agi: 15 + 1.75 | Int: 17 + 1.8
Damage: 51 – 61 | HP: 530 | Mana: 221
HP Regen: 0.85 | Mana Regen: 0.69
Attack Speed: 0.68 | Armor: 4
A former member of the Order of the Silver Hand, Purist has joined the Sentinel to avenge the death of the Order’s leader, Uther the Lightbringer. Trained by Uther himself in the ways of the Paladin, Purist brings the power of the Holy Light to the battlefield. He can purify the souls of allies, harming any nearby Scourge in the process. Able to protect allies from harmful unholy magic, the mere presence of a man of the Holy Light atrophies any nearby enemies. In times of dire need, Purist can call upon God himself to protect him and his allies.
Purification Purification (R)
Instantly heals a friendly unit and damages all nearby enemy units within a 225 AOE.
Level 1 – Purifies 90 hit points.
Level 2 – Purifies 180 hit points.
Level 3 – Purifies 270 hit points.
Level 4 – Purifies 360 hit points.
• Casting Range: 400/500/600/700
• Damage type: pure
Mana Cost: 100/ 120/ 140/ 160
Cooldown: 12 seconds
Repel Repel (E)
Creates a powerful divine ward that blocks all magic from affecting a target unit.
Level 1 – Lasts 6 seconds.
Level 2 – Lasts 8 seconds.
Level 3 – Lasts 10 seconds.
Level 4 – Lasts 12 seconds.
• Repel removes most effects from the target when cast, including Guardian Angel.
Mana Cost: 50
Cooldown: 15
Degen Aura Degen Aura (D)
Greatly degenerates the movement and attacking capabilities of units that stray too near.
Level 1 – Reduces movement and attack speed by 7%.
Level 2 – Reduces movement and attack speed by 14%.
Level 3 – Reduces movement and attack speed by 21%.
Level 4 – Reduces movement and attack speed by 28%.
• 300 AOE
Mana Cost: N/A
Cooldown: N/A
Guardian Angel Guardian Angel (G)
Grants all nearby friendly units near physical invulnerability and increases hit point regeneration greatly.
Level 1 – Lasts 5 seconds.
Level 2 – Lasts 7 seconds.
Level 3 – Lasts 9 seconds.
Mana Cost: 125/ 175/ 250
Cooldown: 150
• Affects allies with magic immunity.
• Grants +1000 Armor and +25 hp/sec regeneration
==
Mangix – The Pandaren Brewmaster
Range: 128 | Move Speed: 300
Primary: STR
Str: 23 + 2.9 | Agi: 16 + 1.95 | Int: 14 + 1.25
Damage: 52 – 59 | HP: 587 | Mana: 182
HP Regen: 1.44 | Mana Regen: 0.57
Attack Speed: 0.68 | Armor: 3
Mangix originates from a deeply hidden and secret society located on the obscure island of Pandaria. He lived a sheltered life in his home within the Stonetalon Mountains, but even the far, golden reaches of Pandaria were affected by the dark hand of the Scourge. The elders heard the cries of the innocent, and saw the blood of the slain, and so, they agreed to send one elite warrior, hoping to turn the tides of battle and restore the Great Balance. What they did not know was that the local barkeep had trained for this very moment his entire life.
Thunder Clap Thunder Clap (C)
Slams the ground, dealing damage to and slowing the movement speed and attack rate of enemy land units within 400 range for 4.25 seconds.
Level 1 – 100 damage, 25% movement and attack speeds.
Level 2 – 175 damage, 35% movement and attack speeds.
Level 3 – 250 damage, 45% movement and attack speeds.
Level 4 – 300 damage, 55% movement and attack speeds.
Mana Cost: 90/ 105/ 130/ 150
Cooldown: 12
Drunken Haze Drunken Haze (D)
Drenches an enemy unit in alcohol, causing his movement speed to be reduced, and causing his attacks to have a chance to miss. Lasts 8 seconds.
Level 1 – 14% movement speed reduction, 45% miss chance.
Level 2 – 18% movement speed reduction, 55% miss chance.
Level 3 – 22% movement speed reduction, 65% miss chance.
Level 4 – 26% movement speed reduction, 75% miss chance.
Stacks with Evasion
Mana Cost: 50
Cooldown: 12 seconds
Drunken Brawler Drunken Brawler (B)
Gives a percent chance to avoid attacks and a percent chance to deal 2.0 critical damage.
Level 1 – 10% dodge, 10% chance to critical.
Level 2 – 15% dodge, 15% critical.
Level 3 – 20% dodge, 20% critical.
Level 4 – 25% dodge, 25% critical.
Does NOT stack with Evasion from Butterfly or Radiance
Mana Cost: N/A
Cooldown: N/A
Primal Split Primal Split (R)
Splits the Pandaren Brewmaster into elements, forming 3 specialized warriors, adept at survival. If any of them survive until the end of their summoned timer, the Brewmaster is reborn.
Level 1 – Summons three mighty Pandas for 15 seconds.
Level 2 – Summons three even mightier Pandas for 17 seconds.
Level 3 – Summons three really freaking mighty Pandas for 19 seconds.
Mana Cost: 125/150/175
Cooldown: 180/160/140 seconds
• When the spell ends, the Brewmaster takes Earth’s place. If Earth is dead he takes Storm’s place, and if Storm is dead he takes Fire’s place.
• The Earth Panda carries every aura of the Brewmaster.
• Aghanim’s Scepter improves all the Pandas, improves duration to 20/ 23/ 26 seconds, and decreases cool down to 160/ 140/ 120 seconds
STORM
Damage: 37-43/75-84/159-171 piercing damage
Range: 500
HP: 1000/1500/1900
MP: 500/750/750
Movespeed: 350
Base Attack Time: 1.5 (1.35 at level 3)
Armor: 2 heavy armor
Dispel magic
Removes all buffs from units in a target area. Deals 350 damage to summoned units. Costs 75 mana and has a 5 second cooldown.
Cyclone
Tosses a target non-mechanical enemy unit into the air, rendering it unable to move, attack or cast spells and stopping others from attacking or casting on it. Lasts 20 seconds and costs 150 mana. Has a 5 second cooldown.
Wind Walk
Allows the pandaren to become invisible, and move 50% faster. If the pandaren attacks a unit to break invisibility, the attack will do 100 bonus damage. Costs 75 mana and has a 5 second cooldown. Lasts 15 seconds.
Resistant Skin
Reduces the duration of negative spells and renders this unit immune to certain spells.
EARTH
Damage: 37-43/75-84/159-171 piercing damage
Range: Melee
HP: 1500/2250/3000
MP: 400/500/600
Movespeed: 325
Base Attack Time: 1.35
Armor: 5 heavy armor
Hurl Boulder
A magical boulder that is thrown at an enemy unit, dealing 100 points of damage and stunning the target for 2 seconds. Costs 100 mana and has a 7 second cooldown.
Pulverize
Gives a 20% chance that an attack will deal 40 damage to nearby units.
Taunt
The closest 10 enemies are forced to attack this unit. Cooldown 10 seconds.
Resistant Skin
Reduces the duration of negative spells and renders this unit immune to certain spells.
Spell immunity
Renders this unit immune to all spells.
FIRE
Damage: 52-62/105-120/214-234 Hero damage
Range: Melee
HP: 900/1350/1800
Movespeed: 325
Base Attack Time: 1.35
Armor: 2 heavy armor
Permanent Immolation
Burns nearby enemy units for 15/30/45 points of damage per second.
Resistant Skin
Reduces the duration of negative spells and renders this unit immune to certain spells.
==
Sven – The Rogueknight
Range: 128 | Move Speed: 295
Primary: STR
Str: 23 + 2.7 | Agi: 21 + 2.0 | Int: 14 + 1.3
Damage: 54 – 56 | HP: 587 | Mana: 182
HP Regen: 0.94 | Mana Regen: 0.57
Attack Speed: 0.71 | Armor: 2
A follower of the great God of Order, Paladine, Sven has sworn to uphold the rights of all. Born of a Knight and a Night Elf and ostracized since birth, Sven has lead a solitary existence of meditation and training. He has come out of his wanderings determined to guard the innocent against evil. Armed with his blessed cleaving blade Justice, and harnessing the power to strike down his enemies with the might of God’s Strength, Sven’s wrath toward the unjust is a sight to behold.
Storm Bolt Storm Bolt (T)
Targets an area around an enemy unit and releases a magical hammer dealing damage and stunning enemy units. 250 AOE
Level 1 – Deals 100 damage and stuns
Level 2 – Deals 175 damage and stuns
Level 3 – Deals 250 damage and stuns
Level 4 – Deals 325 damage and stuns
• The AoE targeting reticle must be centered over an enemy unit.
• The projectile can’t be dodged by blinking or moving away.
Mana Cost: 140
Cooldown: 15
Great Cleave Great Cleave (C)
Sven strikes with such force that all nearby enemies take damage. 200 AOE splash
Level 1 – 20% damage is splashed.
Level 2 – 30% damage is splashed.
Level 3 – 40% damage is splashed.
Level 4 – 50% damage is splashed.
Mana Cost: N/A
Cooldown: N/A
Warcry Warcry (W)
With the righteous anger of one wielding Justice, Sven lets loose a mighty Warcry, heartening his allies for battle. Sven and nearby allies gain movespeed and increased armor.
Level 1 – Gives +3 armor and 12% movespeed.
Level 2 – Gives +6 armor and 12% movespeed.
Level 3 – Gives +9 armor and 12% movespeed.
Level 4 – Gives +12 armor and 12% movespeed.
• Fully stacks with other armor-giving auras from items.
• Fully stacks with other abilities and items that give a bonus to movement speed.
• Area of Effect: 700
• Duration: 6 seconds
Mana Cost: 25
Cooldown: 36/30/24/18 seconds
God`s Strength God`s Strength (R)
Sven gets pumped up! Adds bonus damage for 25 seconds.
Level 1 – Adds 100% damage.
Level 2 – Adds 125% damage.
Level 3 – Adds 150% damage.
Mana Cost: 100 /150/ 200
Cooldown: 80 seconds
• Only increases base damage and that given by the primary attribute of Sven. Raw bonus damage is not increased.
• Can only be removed by Purge (from Diffusal, Stone Gaze, Unstable Current or the Satyr Trickster)
==
Tiny – The Stone Giant
Range: 128 | Move Speed: 285
Primary: STR
Str: 24 + 3 | Agi: 9 + 0.9 | Int: 14 + 1.6
Damage: 61 – 67 | HP: 606 | Mana: 182
HP Regen: 0.97 | Mana Regen: 0.57
Attack Speed: 0.64 | Armor: 0
Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill. With his supreme strength, he is able to launch anything into the air, including huge amounts of soil to cause avalanches around his enemies. Because of his craggy exterior, enemies have a hard time attacking him. Over time, Tiny’s body will grow bigger as the magnetic forces deep inside his granite heart pull rocks and soil to his rugged stone form.
Avalanche Avalanche (V)
Bombards an area with rocks stunning and damaging enemy land units. 2 second stun duration.
Level 1 – 100 damage.
Level 2 – 180 damage.
Level 3 – 260 damage.
Level 4 – 300 damage.
Mana Cost: 120
Cooldown: 17 seconds
Toss Toss (T)
Tiny grabs the nearest unit, friend or foe, and launches them at a location. Upon landing, the unit deals damage in an area as well as receiving 20% of that damage to themselves (this damage increases as your size increases). Cannot toss Dragon Knight in Elder Form.
Level 1 – 75 damage, 700 range.
Level 2 – 150 damage, 900 range.
Level 3 – 225 damage, 1100 range.
Level 4 – 300 damage, 1300 range.
• If a unit is hit by Avalanche and then Tossed, they can be hit a second time by Avalanche if they land back in its AoE before it ends.
• Tossed allies do not take any damage.
Mana Cost: 120
Cooldown: 10 seconds
Craggy Exterior Craggy Exterior (C)
Tiny’s body is made of solid granite, causing great pain to those who attack it. Whenever a unit within 300 range attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.
Level 1 – 2 armor, 6% chance for 25 stun damage
Level 2 – 3 armor, 12% chance for 35 stun damage
Level 3 – 4 armor, 18% chance for 45 stun damage
Level 4 – 5 armor, 24% chance for 55 stun damage
• Damage type: magical
• Works on melee and ranged units within 300 range of Tiny.
• The stun and damage occur at the beginning of the attack.
Mana Cost: N/A
Cooldown: N/A
Grow Grow (W)
Greatly increases Tiny’s power and size, but does so at the cost of his attack speed. Improves toss damage and slightly increases move speed.
Level 1 – 50 bonus damage, 20% reduced attack speed. Increases the damage taken by the tossed unit to 35%
Level 2 – 100 bonus damage, 35% reduced attack speed. Increases the damage taken by the tossed unit to 50%
Level 3 – 150 bonus damage, 50% reduced attack speed. Increases the damage taken by the tossed unit to 65%
Mana Cost: N/A
Cooldown: N/A
• Does not increase the damage from Toss on allies.
• Each level increases Tiny’s movement speed by 20.
• Improved by Aghanim’s Scepter, Tiny can target trees to pick them up as weapons, which makes his attack range longer, gives him bonus damage against buildings and 50% splash in a 400 aoe for 6 attacks. Adds an extra level of upgrade to his toss damage that his ultimate normally gives.
==
Cairne Bloodhoof – Tauren Chieftain
Range: 150 | Move Speed: 315
Primary: STR
Str: 24 + 2.3 | Agi: 14 + 1.5 | Int: 23 + 1.6
Damage: 47-57 | HP: 606 | Mana: 299
HP Regen: 0.97 | Mana Regen: 0.93
Attack Speed: 0.67 | Armor: 3
Since ancient times it has been prophesized by the Tauren elders that a Chieftain will come, strong as the mightiest warriors and wise as the eldest shamans. After many years of wandering the sacred lands, seeking wisdom from his forefathers, Cairne Bloodhoof has proven himself as the long awaited hero. Cairne carries with him the spirit of his mightiest ancestor, and now the ground shakes with the combined strength of the Chieftain and his guardian spirit. No physical nor magical barrier can reduce the power of his enchanted halberd, the weapon used by his guardian in ancient times. Such is the power of this axe that it can split the very earth itself. Seeking revenge for the ravaging of his homeland, Cairne will soon bring his wrath upon the Scourge.
Echo Stomp Echo Stomp (T)
Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconscious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is separated from you, it will still perform its part of the spell. 1.4 second cast time.
Level 1 – Knocks out units for 2 seconds.
Level 2 – Knocks out units for 3 seconds.
Level 3 – Knocks out units for 4 seconds.
Level 4 – Knocks out units for 5 seconds.
• Damage type: magical (spirit), physical (tauren)
• Area of Effect: 500
Mana Cost: 100/115/130/145
Cooldown: 15 seconds
Ancestral Spirit Ancestral Spirit (C)
The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While separate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck. Lasts for 8 seconds.
Level 1 – Deals 120 damage. Gives 3 damage and 1% speed per creep, 10 damage and 5% speed per hero.
Level 2 – Deals 160 damage. Gives 6 damage and 1% speed per creep, 20 damage and 5% speed per hero.
Level 3 – Deals 200 damage. Gives 9 damage and 1% speed per creep, 30 damage and 5% speed per hero.
Level 4 – Deals 240 damage. Gives 12 damage and 1% speed per creep, 40 damage and 5% speed per hero.
• Casting Range: 1200
• Area of Effect: 275
• The spirits movements are Tauren Chieftain’s own but mirrored.
• Using the ability again returns the spirit to you.
Mana Cost: 110
Cooldown: 16 seconds
Natural Order Natural Order (N)
The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to its most basic level. Removes base Magic and Physical resistance.
Level 1 – 20% reduction.
Level 2 – 40% reduction.
Level 3 – 60% reduction.
Level 4 – 80% reduction.
• Area of Effect: 275
• The Ancestral Spirit also has this ability.
Mana Cost: N/A
Cooldown: N/A
Earth Splitter Earth Splitter (E)
Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds.
Level 1 – Deals 35% of targets maximum hp, and slows 30% for 3 seconds.
Level 2 – Deals 35% of targets maximum hp, and slows 40% for 4 seconds.
Level 3 – Deals 35% of targets maximum hp, and slows 50% for 5 seconds.
Mana Cost: 175
Cooldown: 100
• Casting Range: 1600
• Area of Effect: 325 (width) / 2400 (distance)
• The whole crack implodes 3 seconds after casting.
• The crack extends with a speed of 900, to maximum distance of 2400.
==
Rooftrellen – The Treant Protector
Range: 128 | Move Speed: 300
Primary: STR
Str: 25 + 2.8 | Agi: 15 + 2 | Int: 17 + 1.8
Damage: 59 – 67 | HP: 625 | Mana: 221
HP Regen: 1 | Mana Regen: 0.69
Attack Speed: 0.68 | Armor: 1
A treant of immense age and wisdom, Rooftrellen was merely a sapling during the invasion of the Burning Legion. Having grown powerful over thousands of years, Rooftrellen has lent his considerable might to the Sentinel cause. An omnipresent force in the forest, he is capable using his power over the forest to hide his allies. Rooftrellen is aided by the forest itself, providing him with a thick living armor of vines and entangling nearby foes in a deadly embrace, allowing Rooftrellen to pound his victims to dust with his massive gnarled limbs.
Nature`s Guise Nature`s Guise (T)
Changes a target friendly unit’s appearance so that it blends in with the forest. It becomes invisible to enemy eyes and gains a 10% movement speed bonus, but it must remain near a tree, or the Guise is lost.
Level 1 – Lasts 15 seconds.
Level 2 – Lasts 30 seconds.
Level 3 – Lasts 45 seconds.
Level 4 – Lasts 60 seconds.
• Has an initial fade time of 2 seconds, during which the unit is still visible.
• If the unit has a distance of more than 375 to the closest tree during 1 second, the invisibility will be removed.
• Can be used on units even if they aren’t close to a tree, but the invisibility will be removed almost instantly.
• Treant Protector can cast spells without losing invisibility from Nature’s Guise.
Mana Cost: 90/80/70/60
Cooldown: 10/8/6/4 seconds
Leech Seed Leech Seed (E)
Rooftrellen plants a life-sapping seed in his enemy, causing it to be slowed by 24% and have its life force drained over the next 3 seconds. Nearby allied units are healed by the same amount. Pulses 4 times.
Level 1 – Slows by 24%, 30 damage/heal per pulse
Level 2 – Slows by 24%, 45 damage/heal per pulse
Level 3 – Slows by 24%, 60 damage/heal per pulse
Level 4 – Slows by 24%, 75 damage/heal per pulse Notes
• Damage type: magical
• Area of Effect for heal: 500
Mana Cost: 110/120/130/140
Cooldown: 18/16/14/12 seconds
Living Armor Living Armor (V)
Rooftrellen’s presence infuses allied heroes and structures with a protective healing aura, increasing armor and regeneration. During the daytime, his power of nature is increased, causing the aura to extend globally. The regen on structures is always a 900 aoe aura.
Level 1 – Gives 1 armor and 1 HP regeneration
Level 2 – Gives 2 armor and 2 HP regeneration
Level 3 – Gives 3 armor and 3 HP regeneration
Level 4 – Gives 4 armor and 4 HP regeneration
Mana Cost: N/A
Cooldown: N/A
Overgrowth Overgrowth (R)
Summons an overgrowth of damaging vines and branches. Prevents all nearby enemies from moving or attacking and deals damage to each.
Level 1 – Entangles all nearby enemy units for 3 seconds, deals 70 damage per second
Level 2 – Entangles all nearby enemy units for 3 seconds, deals 100 damage per second
Level 3 – Entangles all nearby enemy units for 3 seconds, deals 130 damage per second
Mana Cost: 150/175/200
Cooldown: 115/105/95 seconds
• Damage type: magical
• Prevents usage of the Blink spell.
• Disable works on currently magic immune units, however if a unit becomes magic immune while already affected by Overgrowth, they will break free.
• Area of Effect: 625
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