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Avraak'Saal The Avenger
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Avraak'Saal The Avenger
Posted: Mon Apr 02, 2007 2:13 amAvraak'Saal - The Avenger
Range: 128 | Move Speed: 310
Primary: STR
Str: 22 + 2.3 | Agi: 14 + 2 | Int: 19 + 1.7
Damage: 29 - 31 | HP: 568 | Mana: 247
HP Regen: 0.91 | Mana Regen: 0.77
Attack Speed: 1.42 | Armor: 3.5
Growing up in a tightly knit village, where all who dwelled within were of the closest of friends, Avraak held a great love for all he knew. However, one day the Legion swept through and killed everything that moved. As a cruel joke, the Legion did not kill Avraak and left him to mourn everyone and everything he knew. Bringing with him his love for his fallen allies, he comes to punish all who have wronged calling himself: The Avenger.
Strength of Unity (T)
Avraak calls upon the inner strength of nearby allies and deals damage equal to the number of allies around him. This attack also stuns for a short time. 600 AOE.
Level 1 - 10 damage per unit and 0.5% damage as stun
Level 2 - 20 damage per unit and 0.5% damage as stun
Level 3 - 30 damage per unit and 0.6% damage as stun
Level 4 - 40 damage per unit and 0.6% damage as stun
This skill is at melee range only.
Mana Cost: 150/160/170/180
Cooldown: 15 seconds
Framework: Avraak simply glows yellow before attacking the target.
Notes: His basic nuke but only able to be done at melee range.
Redemption (R)
Avraak gains a temporary boost in power whenever a nearby allied unit dies
Level 1 - Gains +1 to all stats. Lasts 10 seconds.
Level 2 - Gains +1 to all stats. Lasts 15 seconds.
Level 3 - Gains +2 to all stats. Lasts 15 seconds.
Level 4 - Gains +2 to all stats. Lasts 20 seconds.
400 unit AOE
Mana Cost: N/A
Cooldown: N/A
Framework: Whenever a unit dies around Avraak, it's "soul" flies to him in the same sense of having Penitence cast on him without the glowing hands.
Notes: Becomes part of his combo with his nuke and ulti.
Empowering Vengeance (V)
Whenever a hero nearby Avraak falls below a certain amount of health, they and Avraak gain increased hitpoint and mana regeneration. Avraak also gains a damage bonus of 2 per level of the hero. Lasts 20 seconds.
Level 1 - Increases hitpoint regeneration by 3 and mana regeneration by 75% in a 600 AOE when hitpoints fall below 10%
Level 2 - Increases hitpoint regeneration by 4 and mana regeneration by 100% in a 900 AOE when hitpoints fall below 20%
Level 3 - Increases hitpoint regeneration by 6 and mana regeneration by 150% in a 1200 AOE when hitpoints fall below 30%
Level 4 - Increases hitpoint regeneration by 7 and mana regeneration by 175% in a 1500 AOE when hitpoints fall below 40%
Only effects Avraak and the other hero. Does not stack i.e if 4 heroes die around Avraak, who are all level 10, he does not gain 24 HP regeneration, 700% mana regeneration and +80 damage. The damage is only increased by the highest level hero nearby.
Mana Cost: N/A
Cooldown: N/A
Framework: A beam forms between Avraak and the hero when it triggers similar to that of Mana Burn being cast, but yellow.
Notes: Makes Avraak more able as a hero killer/avenger and also aids himself when he drops below 40% health.
Judgement (D)
Avraak channels the souls of the dead to either heal his allies or damage his enemies. Damage and heal are based off the amount of kills by the target. Also either removes aggro from target if ally, or gives aggro to target if enemy. The kills are based off both heroes and creeps.
Level 1 - Heals 2.5 hitpoints per kill. Deals 5 damage per kill.
Level 2 - Heals 5 hitpoints per kill. Deals 10 damage per kill.
Level 3 - Heals 7.5 hitpoints per kill. Deals 15 damage per kill.
Level 4 - N/A
Range of 800.
Mana Cost: 250/325/400
Cooldown: 75/110/150
Framework: The target has the Guardian Angel animation fall onto him either healing him or damaging him.
Notes: This is his ulti which, while quite versatile, is really not very useful until late game. However, the more skilled the enemy this is cast on, the more damage it will do.
Discussion:
Skill Synergies
Strength of Unity + Redemption
When surrounded by creeps, this attack at max level will do approximately 240 damage, and stun for 1.2 seconds. This doesn't seem like much, but late game when inside their base leading a creep wave towards their Throne/Tree they'll try to stop you when you have 14 creeps around you. That's 520 damage, and 2.6 second stun. If they decide to kill the creeps from range before you can Strength of Unity then, then with the Redemption aura, you'll gain +28 to all stats which will make you much harder to kill.
Strength of Unity + Judgement
Starting a fight when surrounded by creeps with Judgement, will make your enemy be targeted by all your creeps besides taking between a moderate to LAAAAAARGE amount of damage late game. This followed by Strength of Unity will make even more damage as the stun will give you more chance to hit them.
Empowering Vengeance + Judgement
This combination of skills will generally be enough to keep your allies alive as once they drop below 40% health, you can heal them with Judgement. This combination of skills, can also spell doom for your enemy as if they kill your ally, you gain a boost to damage and regen, and can begin hammering them with your damage and finish them off with a Judgement.
Skill Builds
1- Strength of Unity
2- Empowering Vengeance
3- Strength of Unity
4- Empowering Vengeance
5- Strength of Unity
6- Empowering Vengeance
7- Strength of Unity
8- Empowering Vengeance
9- Redemption
10- Redemption
11- Redemption
12- Redemption
13- Stats
14- Judgement
15- Judgement
16- Judgement
17 - 25- Stats
But why?!
Judgement is an amazing ultimate but only late game. Early on, you'll be likely to have killed 20 creeps. 5x20 = 100 damage. Is that really worth 250 mana? No. However, since your enemy cannot kill creeps fast enough, Redemption is not worth getting till later game too. Strength of Unity and Empowering Vengeance will allow you to threaten your enemy with a stun and some damage, while also allowing yourself to heal if you're ganked/harassed by the enemy.
Item Builds
Early Game
Wraith Band Wraith Band
Boots of Speed Sange
But why?!
Early on you should be simply harassing and gaining experience and gold. Do NOT creep deny. With this character, you WANT your enemy to get plenty of creep kills. It's in your best interest to let them get the kills they need. You need the Wraith Bands as your agility doesn't take off until later, and it also boosts your strength and intelligence for the cheapest price. Boots of speed are a must, and Sange/Yasha are needed early on. Which one you start with is up to you.
Mid Game
Power Treads Wraith Band
Wraith Band Sange&Yasha
Mithril Hammer Perseverance
But why?!
By now you can start killing some heroes by simply ambushing with friends, or, if necessary, stunning them with SOU and just hitting them. Or even hitting them, stunning, Judgement, then killing. Entirely up to you. Judgement should be starting to gain some usefulness soon. Get ready to use it. Your items are so the damage you do is enough to worry enemies, as well as giving you the attack speed/HP bonus you need. Maim proc. pretty much means: Free kill for this guy, as it allows creeps to jump on him, make the stun more powerful, and creep blocks him to heck. Making battle fury is gonna help you later. Just so you have more regen :P
Late Game
Power Treads Wraith Band
Wraith Band Sange&Yasha
Battle Fury Vladmir`s Offering
But why?!
These items should really be enough to make sure that you don't die, and still have enough mana to cast what you need. It also makes you do ALOT of damage, plus the chance to maim and increased move speed. You should have no problem catching who you need to kill. However, should the game not be over by now, and goes to EXTREME Late Game, then your items should look something like this:
EXTREME Late Game
Power Treads Battle Fury
Sange&Yasha Eye of Skadi
Cranium Basher Vladmir`s Offering
But why?!
Freeze attack. Chance to maim. Chance to stun. Really, is there anything else any strength hero needs? That plus the lifesteal? Honestly, by EXTREME Late Game you should be insane as the damage that Judgement will do will be obscene. Most of their team should have more than 100 creep kills at least. That's 1500 damage. From a strength hero. You're set really.
Good Hero Combinations
Stunners/Disablers
Sven - The Rogueknight
Shendelzare Silkwood - The Vengeful Spirit
Rylai Crestfall - The Crystal Maiden
Lina Inverse - The Slayer
Aggron Stonebreaker - The Ogre Magi
Tiny - The Stone Giant
Etc.
There's alot of stunners and disablers. But we all know why we need them. To chase!
Tanks
Bradwarden - The Centaur Warchief
Tiny - The Stone Giant
Rooftrellen - The Treant Protector
Sven - The Rogueknight
Raigor Stonehoof - The Earthshaker
If you and another tank can get a lane together, you should be fine as the bonus regen on top of what they already have, plus the heal from Judgement if necessary should make you both quite unstoppable. Especially since they all have a stun.
Bad Enemies Combinations
Ezalor - The Keeper of the Light
Magina - The Anti-Mage
Lion - The Demon Witch
Anub`arak - The Nerubian Assassin
Without Mana, you're pretty useless. Try to avoid these guys.
Another bad enemy combination is really, anyone who hasn't been farming. Your ultimate will do very little to them, and they may be able to best you quite easily.
This concludes my hero, I hope you all enjoy him.
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I like this one. Its like a nice combo with my Dalam'hati idea. ^_^ She damages depedent on hero kills, and your Avanger can heal. ^^
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Fair wish this guy got a little more press. I thought he would be really popular XD
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