Bucci's Bombastic Visage
Created by bucci on 2007-02-06
Last modified: -
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Visage drains the life from a target, slowing its attack and move speed. He then gets bonuses equal to those drained.
Level 1 - 32% of attack speed and move speed drained to Visage. Lasts 3 seconds.
Level 2 - 32% of attack speed and move speed drained to Visage. Lasts 4 seconds.
Level 3 - 32% of attack speed and move speed drained to Visage. Lasts 5 seconds.
Level 4 - 32% of attack speed and move speed drained to Visage. Lasts 6 seconds.
• The buff on Visage and debuff on the target can be removed seperately with dispel.
• The speed gained is independant of the amount that was reduced on the target.
• Casting range: 600
Mana Cost: 70/80/90/100
Comment: When its lv. 4 and you use it on an enemy there will be a 64% speed difference between the two of you. Yes,64%. Too good to pass up on. Max it early.
Visage sends out a surge of agony towards an enemy unit, echoing the suffering that nearby heroes (foe or allied) have taken. For each 130 damage taken around him, his soul counter increases by one for up to 6 seconds.
Level 1 - 3 max soul charges.
Level 2 - 4 max soul charges.
Level 3 - 5 max soul charges.
Level 4 - 6 max soul charges.
• Soul counter increases by 1 for each 110 damage taken by heroes within 1200 AoE of Visage.
• The soul counter only increases for damage greater than 2, and less than 3000, only counts damage from a player unit or Roshan, and does not count self-inflicted damage nor damage dealt by Soul Assumption itself.
• Each amount of damage added to the soul counter expires after 6 seconds, or when Soul Assumption is cast.
• When cast, launches a projectile at the target hero that will deal 20+60*(charges on soul counter) when it hits, the projectile moves at 1000 speed.
• Damage type: magic
• Casting range: 900
Mana Cost: 200/180/160/140
Cooldown: 4 seconds
Comment: Early on it has three purposes: 1. geting last hits on enemy creeps 2. harassing the enemy 3. Survival through life gained from fallen creeps. Later on it's basically only for the damage increase. Sadly it's an orb effect.
Visage surrounds himself with the magical energy of the dead, granting extra physical armor and magic damage resistance. However, the energy degenerates with every instance of damage taken and will require time to recover back to full strength. Has 4 layers.
Level 1 - Each layer provides 1 armor and 3% magic resistance. 10 second recovery time.
Level 2 - Each layer provides 2 armor and 6% magic resistance. 9 second recovery time.
Level 3 - Each layer provides 4 armor and 12% magic resistance. 8 second recovery time.
Level 4 - Each layer provides 5 armor and 16% magic resistance. 7 second recovery time.
• Each time the Necro'lic receives damage greater than 2 that was not self-inflicted and was from a player owned source, a layer is removed.
Mana Cost: N/A
Comment: It's like an area of effect blade mail. Super helpful to teams if you're the tank, dishes out major area of effect damage. Not useful in early game because you are not in a position to take enough damage for this skill to be effective.
Visage conjures up two blind Familiars from the realm of death. Familiars have high attack power but each attack, up to 6, drains their power and temporarily weakens them. Familiars can transform into stone, becoming invulnerable, stunning nearby enemy units upon landing and regenerating their health and attack power. Familiars give a large bounty (100 each) if killed.
Level 1 - Max 56 bonus damage, 300 HP, stun for 60 damage/1 second
Level 2 - Max 98 bonus damage, 450 HP, stun for 60 damage/1.25 seconds
Level 3 - Max 154 bonus damage, 600 HP, stun for 60 damage/1.5 seconds
• Currently existing Familiars are destroyed upon casting of Summon Familiars.
• Each Familiar starts with 7 charges of bonus damage, each charge gives 8/14/22 bonus damage. Familiars lose one charge each time they attack, and gain one charge every 15 seconds from when they were summoned.
• When a Familiar enters Stone Form, its damage charges are fully restored, and it gains 50/68.75/87.5 each second of Stone Form.
• When a Familiar enters Stone Form, it will stun in a 325 AoE (1 second delay from when Stone Form is cast), dealing 60/100/140 magic damage and stunning for 1/1.25/1.5 seconds.
• After Stone Form is cast, there is a 0.5 second delay before the Familiar becomes invulnerable, and a Familiar will automatically leave Stone Form after 8 seconds. Stone Form has a 30 second cooldown.
• Familiars have 96.25%/96.25%/96.25% magic resistance, and are targeted as heroes by abilities.
• Familiars have 160 attack range.
• Cast range: 900
Mana Cost: 150
Cooldown: 180/160/140 seconds
Comment: An amazing ulti that in my opinion is one of the best. Higer lv. revenants are immune to magic so they dont share the draw backs of other hero's underling who can be wiped out by AOE spells.
Skill Build:1. Soul Assumption
2. Grave Chill
3. Soul Assumption
4. Grave Chill
5. Grave Chill
6. Raise Revenants
7. Grave Chill
8. Soul Assumption
9. Soul Assumption
11. Raise Revenants
12. Gravekeeper`s Cloak
13. Gravekeeper`s Cloak
14. Gravekeeper`s Cloak
15. Gravekeeper`s Cloak
16. Raise Revenants
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.
Ring of Basilius (500)
Passive: Mana Aura
0.65 Mana Regeneration. 900 AoE
Passive: Armor Aura
2 armor. 900 AoE. Doesn't stack with armor auras from Assault Cuirass, Ring of Basilius, or Vladmir's Offering.
Note: Clicking the item will toggle whether Armor Aura affects heroes and units, or just heroes. Can be disassembled.
Ring of Protection + Sobi Mask
Armor for you and bats, not to mention mana regen.
Gauntlets of Ogre Strength + Circlet of Nobility + Bracer Recipe Scroll
Adds 114 hp for survivability early on.
5 All Attributes
Passive: Mekansm Aura
4 HP regeneration. 500 AoE
Heals 250 HP and gives +2 armor in 750 AoE. Armor bonus lasts 25 seconds. Doesn't affect units that have been healed by any Restore in the last 25 seconds. 150 manacost. 45 seconds cooldown.
Headdress of Rejuvenation + Netherezim Buckler + Mekansm Recipe Scroll
The main reason we buy this is to fortify necrolic and to compensate for his very low armor. Also helps to heal your bats in a desperate situation whe you have no time to replace an injured one. Also the bats have absolutely no hp regen, so the hp regen aura helps a bit.
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
No point geting boots of travel because if you teleport somewhere, your bats are left behind.
Stygian Desolator (4100)
- Causes attacks to place a buff that reduces armor by 6 (works on buildings)
- Buff lasts 15 seconds
- Orb effect
2x Mithril Hammer + Stygian Desolator Recipe Scroll (900)
Great for bats because they deal more damage due to armor reduction, after you get this, a full hp creep can be instantly killed by focus firing on him w/ you and your bats. Which means $$$. It does not stack with soul assumption but il explain later.
Active: Demonic Summoning
- Summons a Necronomicon Warrior and a Necronomicon Archer to fight for you, their strength and abilities are dependant on the Necronomicon's level
- Lasts 35 seconds
- 50 manacost
- 80 seconds cooldown
Note: Buy recipe to upgrade (3 levels).
- 400/600/800 HP
- Melee Damage: 21/41/61
- Mana Break: burns 25/50/75 mana per hit, 60% burned mana dealt as damage
- Spell Resistance: 40% against spell damage
- Last Will: 400/500/600 pure damage dealt to the killing unit on death
- 400/600/800 HP
- Ranged (350) Damage: 31/61/91
- Mana Burn: burns 125/175/225 mana on target, 20 seconds cooldown, 600 cast range
- Endurance Aura: 3%/6%/9% movement and attack speed bonus, 400 AoE
- Spell Resistance: 40% against spell damage
Belt of Giant Strength + Staff of Wizardry + Necronomicon Recipe Scroll
Upgrade fully to lv 3. Adds to your army of underlings. But the MAIN reason we get this is because the ranged necrominion has an aura which gives everyone 9% attack and movement speed aura. Great help to you and bats and when you use the necronomicon and grave chill the active speed difference between you and him is 73%. Simply AMAZING.
Heart of Tarrasque (5500)
Passive: Health Regeneration
Regenerates 2% of max health each second. Only regenerates health when the bearer has not taken damage from a player owned source or Roshan in the last 6 seconds (ranged) or 4 seconds (melee). Doesn't stack with itself.
Messerschmidt's Reaver + Vitality Booster + Heart of Tarrasque Recipe Scroll
Gives you hp. After you get this, you can front line your team and watch the enemies take huge damage from grave keepers cloak.
From lv. 1 to 9
Initial item purchases for a 5 on 5 match:
The clarity is to recover the mana lost from raising revenants so you can grave chill for the kill.
The branches are anyway going to be used for mekansm and the circlet for bracer.
The ring of protection is to make up up for pathetic armor early game. Later used for ring of basilus.
Ring of regen is not essential because of soul assumption which grants life to you. Not good at last hitting? Dont fret. Soul assumption returns life to you even if you didn't deal the last shot to the dying creep. You just need to deal one of the last shots to a dying creep for the life to be granted.
You can't assertin lane dominance till lv. 6. Any lane will do but the top lane for scourge and the bottom lane for sentinal is best suited so that your bats have plenty of running room for the kill. Till you get to lv. 6 stay back and use soul assumption to last hit as it increases the chance of you getting the creep kill as it gives you bonus damage. Occasionally harras the enemy with soul assumption, but be careful not to put yourself in a dangerous position just to take a crack at your enemy. With the bats, pushing is a breeze just focus fire creeps and watch how fast they die. Denying is extremly easy once you get your bats so dont forget to do that too.
Last hitting with soul assumption till lv. 6 should get you a decent amount of creep kills. To do this keep your index finger on 't' which is the short cut key for soul assumption and then press it and click on an enemy creep when he is on low life. Never auto-cast soul assumption in normal circumstances because you don't have mana to handle it. From lv. 6 on you get bats. Just select the bats and you all together. Wait for some creep to approach quarter health and then focus fire that creep for a guaranteed kill. The amount of money you make thanks to the bats is obscene.
With all your bats and you selected, get close to the enemy with you and the bats literally hovering over the targets head and then cast grave chill, activate auto-cast on soul assumption and then aqttack the enemy with full force. You can chase behind enemy towers since the tower tends to attack bats instead of you. After the kill, dodge into the forest and re-appear in a safe place. Remember to replace lost revenants. You might want to soften the enemy up with occasional one hit cracks from you and all your bats.
Very simple, cast grave chill on the most threatning enemy and RUN FOR YOUR LIFE. See? very simple...