 |
Kel`Thuzad - Lich
Range: 550 | Move Speed: 305
Primary: INT
Str: 18 + 1.55 | Agi:
15 + 2.0 | Int: 18
+ 3.25
Damage: 37 - 56 | HP: 492
| Mana: 234
HP Regen: 0.79 | Mana Regen:
0.73
Attack Speed: 0.68 | Armor:
1 |
|
Frost Nova (V)
Blasts enemy units around a target enemy unit with a wave of damaging frost that slows movement and attack rates for 4 seconds.
Level 1 - Deals 50 to the target damage and 75 AoE damage.
Level 2 - Deals 100 to the target damage and 100 AoE damage.
Level 3 - Deals 125 to the target damage and 125 AoE damage. Level 4 - Deals 175 to the target damage and 150 AoE damage. • Damage type: magical • Frost slows movement speed by 30% and attack speed by 20%. • Casting range: 600 • Area of Effect: 200
Mana Cost: 125/150/170/190
Cooldown: 9.25
Comment: The Lich's primary Nuking ability. This, in conjunction with Dark Ritual is a deadly combination in battle. The aim is to power this up at every given opportunity to damage and harass the opposition as much as possible. This will therefore give you a greater advantage in leveling due to the constant replenishing of MANA with Dark Ritual. It is logical to harass the lower HP heroes (usually they become late game dominators) just to suppress their leveling capabilities.
|
|
Frost Armor (F)
Creates a shield of frost around a target friendly unit. The shield adds armor and slows attacking melee units for 2 seconds. Lasts 40 seconds.
Level 1 - Adds 3 armor.
Level 2 - Adds 6 armor.
Level 3 - Adds 9 armor. Level 4 - Adds 12 armor. • Frost slows movement speed by 30% and attack speed by 20%. • If autocast is activated, the Lich will cast this spell on nearby allies who are attacked. • Casting range: 800
Mana Cost: 25
Cooldown: 5
Comment: Possibly the least prioritized ability in the Lich Arsenal. This effect may be used to increase an ally unit's armour and escape power for an amount of time. This skill has no part in the Lich's damage combo but can be helpful to allies in needing of a quick boost in defence such as fragile heroes who are running away or the TANK of your team who is going to walk in and take everything. NOT RECOMMENDED early on due to its non-damaging nature. |
|
Dark Ritual (D)
Sacrifices a target friendly unit to convert its hit points into mana.
Level 1 - Converts 15% of the current HP of the creep to mana.
Level 2 - Converts 30% of the current HP of the creep to mana.
Level 3 - Converts 45% of the current HP of the creep to mana. Level 4 - Converts 60% of the current HP of the creep to mana. • Enemy heroes get no experience from creeps killed with Dark Ritual. Casting range: 400
Mana Cost: 25
Cooldown: 55/50/45/40
Comment: The driving force behind the Lich. This skill is a handy deny when you need the opposition creeps to come deeper into your side AND to give the Lich unrivaled lane staying power. This effectively negates the requirement of MANA potion purchases and if you keep safe away from damage, the reason to return to your base at all for an extended period of time. This is one of the KEY moves in the Lich Combo because the idea is to stay in the lane and level as fast as possible and to deal constant damage through endless MANA. |
|
Chain Frost (C)
Releases a jumping breath of frost that jumps 7 times.
Level 1 - Deals 280 damage per jump, 370 damage with Aghanim's Scepter.
Level 2 - Deals 370 damage per jump, 460 damage with Aghanim's Scepter.
Level 3 - Deals 460 damage per jump, 550 damage with Aghanim's Scepter. • Damage type: magical • Frost slows movement speed by 30% and attack speed by 20%. • The first target of this skill is ministuned. • Casting range: 750 • Area of Effect: 600
Mana Cost: 200/325/500
Cooldown: 145/115/60
Comment: The reason why the Lich is feared. It bounces several times among enemies (creep, illusion, neutral and hero alike) and has the potential to kill at least 2 heroes when done right. The very low cooldown as well as its bouncing nature makes this move a nightmare for gankers. |