Mercurial the Devastating Spectre
Created by Charlotte on 2007-01-29
Last modified: -
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The Spectre launches a deadly dagger that trails a Shadow Path. Deals damage to the targets in its path. Units hit by the dagger will also trail a Shadow Path. The Spectre becomes phased (gains zero collision) while on the path.
Level 1 - Spectre gains 5% movespeed, enemies lose 5%. Deals 50 damage, lasts 12 seconds.
Level 2 - Spectre gains 9% movespeed, enemies lose 9%. Deals 100 damage, lasts 12 seconds.
Level 3 - Spectre gains 14% movespeed, enemies lose 14%. Deals 150 damage, lasts 12 seconds.
Level 4 - Spectre gains 18% movespeed, enemies lose 18%. Deals 200 damage, lasts 12 seconds.
• Damage type: magical
• Buff lasts for 4 seconds after Mercurial leaves shadow path.
• Debuff lasts for 7 seconds after enemy leaves shadow path.
• Slows but does not damage magic immune units.
• The dagger moves at a speed of 857.14 units per second.
• Vision is granted of shadow path when Spectral dagger is cast.
• Casting range: 2000
• Area of Effect: 150
Mana Cost: 130/140/150/160
Comment: Dagger is an excellent tool to use as a final blow on an escaping enemy or as an escape tool for yourself. Note: the range on dagger is ridiculous, so use it!
Deals bonus damage that cuts through armor when attacking a hero that has no nearby allied units. Works on Illusions.
Level 1 - Deals 20 bonus damage.
Level 2 - Deals 30 bonus damage.
Level 3 - Deals 40 bonus damage.
Level 4 - Deals 50 bonus damage.
• Damage type: pure
• Damage is dealt before Spectre's actual attack.
• Works only if attacked enemy has no allies in 350 range.
• Your illusions also have the Desolate skill.
Mana Cost: N/A
Comment: Great for early game creeping. It works well as defence against harassers early game.
Causes any damage taken by Mercurial to be reflected onto all enemies in a 1000 AoE. Damage reflected decreases based on how far heroes are from you. Full damage at 300 range then decreases gradually till 1000 distance away.
Level 1 - 10% of damage.
Level 2 - 14% of damage.
Level 3 - 18% of damage.
Level 4 - 22% of damage.
• Damage type: pure
• Reflected damage is not felt by Spectre, effectively reducing the incoming damage.
• Illusions will not benefit from this ability.
• Area of Effect: 1000
Mana Cost: N/A
Comment: In my experience desolate is really only useful after you're hunting with haunt. It's better to get dispersion first because of it's defensive abilities.
Creates a haunting image beside each enemy hero. These images are uncontrollable, take 200% damage, deal 40% damage and each of them will attack only its pair. Haunting images have a 1 second delay before they become active.
Level 1 - Creates an Illusion beside each enemy hero, lasts 5 seconds.
Level 2 - Creates an Illusion beside each enemy hero, lasts 6 seconds.
Level 3 - Creates an Illusion beside each enemy hero, lasts 7 seconds.
• Illusions have Desolate ability with same level as Spectre's, and damage from Desolate on illusions isn't reduced.
• Illusions are uncontrollable.
• There is a 1 second delay before illusions start attacking the nearest hero.
Key Combo: R
Description: Target a location to replace the nearest Haunt Illusion immediately and end Haunt.
Cooldown: 10 seconds
Mana Cost: 0
Mana Cost: 150
Comment: OWNS. I'll explain later.
Skill Build:1. Spectral Dagger
3. Spectral Dagger
5. Spectral Dagger
7. Spectral Dagger
Ring of Regeneration (350)
2 HP Regeneration
Animal Courier (150)
Active: Summon Animal Courier
- Creates an Animal Courier to carry items
- 5 manacost
- Animal Courier has 45HP, 0 armor and magic immunity
**Gives 150 gold to each enemy player when killed
**Does not drop items it is holding when killed
**Respawns 3 minutes after being killed, items inaccessible during that time
Wraith Band (485)
Slippers of Agility + Circlet of Nobility + Wraith Band Recipe Scroll
Get 3 of these
Boots of Speed (450)
50 Movement Speed
Note: Movement speed bonus doesn't stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
Power Treads (1400)
60 Movement Speed
30 Attack Speed
8 Selected Attribute
Active: Switch Attribute
Switches the attribute that receives a bonus. From Strength to Intelligence, Intelligence to Agility, and Agility to Strength.
Note: Can only carry one. Movement speed bonus doesn't stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
Boots of Speed + Gloves of Haste + Boots of Elvenskin or Robe of the Magi or Belt of Giant Strength
Blade of Alacrity (1000)
Robe of the Magi (450)
Diffusal Blade (3300)
Causes your attacks to burn 20 (36 when upgraded) mana and deal bonus physical damage equal to the amount of mana burned. Orb effect.
Purges a target unit, removing buffs, slowing, and dealing 99999 damage if it is a summoned unit. Non-hero units will be paused for the first 3 seconds instead of slowed. Slow lasts 4 seconds. 8 seconds cooldown. 600 cast range.
Note: Can be upgraded once by buying the recipe again. 8 charges. Charges are refreshed to 8 when it is upgraded.
2x Blades of Alacrity + Robe of the Magi + Diffusal Blade Recipe Scroll
Blades of Attack (450)
Passive: Critical Strike
20% chance to deal 1.75x normal damage on an attack.
Blades of Attack + Broadsword + Crystalis Recipe Scroll
Buriza-do Kyanon (5800)
Passive: Critical Strike
- 25% chance to deal 2.7 times normal damage on an attack
Crystalis + Demon Edge + Buriza-do Kyanon Recipe Scroll
Vitality Booster (1100)
Manta Style (5050)
15 Attack Speed
10% Movement Speed
Active: Mirror Image
- Creates 2 images that deal 33% damage for melee; 28% for ranged
- Illusions take 350% damage for melee; 400% for ranged
- 0.1 second animation delay for which you are invulnerable
- Manacost: 165
- Duration: 20 seconds
- Cooldown: 35 seconds for melee; 50 seconds for ranged
Note: Movement speed bonus doesn't stack with Yasha, Sange and Yasha, or Manta Style
Note: Can be disassembled
Ultimate Orb + Yasha + Manta Style Recipe Scroll (900)
Passive: Burn Damage
Deals 45 damage per second. 650 AoE.
Note: Clicking Radiance will toggle Burn Damage on and off.
Sacred Relic + Radiance Recipe Scroll
The Butterfly (6000)
30 Attack Speed
Eaglehorn + Talisman of Evasion + Quarterstaff
If possible, try to solo and get the lane with the tower as far from the well as possible (Sentinal = bottom lane, Scourge = top lane). I always play with a chicken because i don't want to have to constantly go back to purchase items, and it's sort of an insurance policy because when i get the money i can buy items immediately (and not lose the money if i happen to die).
Creeping: Creep hard, deny hard, and earn as much money as possible. I usually try to harass heroes with a level 2 dagger just to get them off my tail if they're harassing hard. You can also hug the tower if being harassed. It's very important not to die early game with Spec. Money is key.
Escaping: If you don't know how to use the dagger to escape, just shoot it through something (like trees) and then run on the black path that it creates and you ran run right through the trees or other obstacle. The dagger slows so you can also shoot the dagger at an enemy and then run away if worse comes to worse.
Killing: First of all, know that when you cast Haunt you have the ability to replace your images with the Reality ability. The Reality icon is to the left of your "+" icon and allows you to swap yourself with an image. If you pay attention you might be able to get an early kill by Haunting, replacing, then daggering either an opponent that is fleeing from your teammates or that you've greatly damaged yourself. Only go for the kill early game if you're sure you can get it and won't die. This means that the hero you're killing is low on mana and you have your ult and at least 1 dagger.
Note: Make sure to continue creeping early game. It's easy to get side tracked with trying to gank opponents, but this won't level you and won't give you as much money as creeping.
Advanced Escaping: Sometimes, haunting and replacing can work as an escape plan. If you're about to die you can haunt and replace a hero on the other side of map, then just run away. The escape-hero that the replaced image is attacking will think you're just an image so usually won't go for the kill. Meanwhile you're high-tailing it back to the base and to safety!
In order:(x3 for damage/health/mana early game)