Wednesday, July 13, 2011

Rasor Strategy

As our followers looking for the latest remake hero Razor The Lightning Revenent Strategy Guide. But your wait is over we are presenting you the latest guide of this hero. We can not say that this guide is 100% perfect because we will present you one more Razor Guide but after some time. But this guide is used as for the time being. Razor all abilities has been changed and those who use this hero as a farmer they have play sensible. So keep visiting DotA-Utilities and get the latest Guides Of new heros.

Plasma Field


Razor releases a wave energetic plasma which grows in power as it extends outwards. Deals damage to units both on expansion and on contraction. The further the plasma is from razor the more energy it has.

Static Link


Taps into the energy of a target hero, creating a charged link between Razor and his foe. As long as this link is maintained, Razor will continue to steal damage from the target and adds it to his own. Drains up to 10 seconds. Bonus lasts 13 seconds after that.

Unstable Current


Razor's very body is a constantly shifting miasma of dark energy. This unnatural state allows him to move with supernatural speed, and any foe foolish enough to launch a direct magical assault against him will have their boldness rewarded with a shock of purging electricity.

Eye of the Storm


The Lightning Revenant calls upon a powerful storm of crackling energy, which strikes weakened enemies with deadly bolts of lightning. The storm is charged with Razor's malevolent will, and will seek out only the most injured targets for its armor shattering blasts.
Advance Statictics:-
  • Scourge
  • 0.3 / 0.7
  • 45 - 47
  • 0.5 / 0.125
  • 2.1
  • 1.7
  • 295
  • 2000
  • 475
  • 1800 / 800

Plasma Field


  • Active
  • Instant
  • F
Razor releases a wave energetic plasma which grows in power as it extends outwards. Deals damage to units both on expansion and on contraction. The further the plasma is from razor the more energy it has.
  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 125
  • 16 seconds
  • N/A
  • 700
  • N/A
  • Enemy Units
  • Min damage 80. Max 140
  • 2
  • 125
  • 16 seconds
  • N/A
  • 700
  • N/A
  • Enemy Units
  • Min damage 120. Max 210
  • 3
  • 125
  • 16 seconds
  • N/A
  • 700
  • N/A
  • Enemy Units
  • Min damage 160. Max 280
  • 4
  • 125
  • 16 seconds
  • N/A
  • 700
  • N/A
  • Enemy Units
  • Min damage 200. Max 350

Notes

• Damage type: magic

Static Link


  • Active
  • Unit
  • C
Taps into the energy of a target hero, creating a charged link between Razor and his foe. As long as this link is maintained, Razor will continue to steal damage from the target and adds it to his own. Drains up to 10 seconds. Bonus lasts 13 seconds after that.
  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 20
  • 45 seconds
  • 600
  • N/A
  • 13-23 seconds
  • Enemy heroes
  • 5 attack damage per second
  • 2
  • 30
  • 40 seconds
  • 600
  • N/A
  • 13-23 seconds
  • Enemy heroes
  • 10 attack damage per second
  • 3
  • 40
  • 35 seconds
  • 600
  • N/A
  • 13-23 seconds
  • Enemy heroes
  • 15 attack damage per second
  • 4
  • 50
  • 30 seconds
  • 600
  • N/A
  • 13-23 seconds
  • Enemy heroes
  • 20 attack damage per second

Notes

The link is broken when either unit dies, the distance between them becomes greater than 700, or when Razor loses sight of the targeted unit.
• If targeted on the ground, the link will travel in that direction, if an enemy hero comes within 225 range of it during this time, will be linked to Razor.

Unstable Current


  • Passive
  • N/A
  • N
Razor's very body is a constantly shifting miasma of dark energy. This unnatural state allows him to move with supernatural speed, and any foe foolish enough to launch a direct magical assault against him will have their boldness rewarded with a shock of purging electricity.
Skill Table
  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • N/A
  • N/A
  • N/A
  • N/A
  • 0.3 seconds
  • Enemy heroes
  • 3% movement, 40 damage
  • 2
  • N/A
  • N/A
  • N/A
  • N/A
  • 0.6 seconds
  • Enemy heroes
  • 6% movement, 60 damage
  • 3
  • N/A
  • N/A
  • N/A
  • N/A
  • 0.9 seconds
  • Enemy heroes
  • 9% movement, 80 damage
  • 4
  • N/A
  • N/A
  • N/A
  • N/A
  • 1.2 seconds
  • Enemy heroes
  • 12% movement, 100 damage

Notes

• Damage type: magic
• Damage activates when the spell cast on Razor begins its effect.

Eye of the Storm


  • Active
  • Instant
  • E
The Lightning Revenant calls upon a powerful storm of crackling energy, which strikes weakened enemies with deadly bolts of lightning. The storm is charged with Razor's malevolent will, and will seek out only the most injured targets for its armor shattering blasts.
Skill Table
  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 80 seconds
  • N/A
  • 500
  • 20 seconds
  • Enemy Units
  • Deals 37.5 damage and reduces armor by 1 each strike. One strike each 0.85 seconds.
  • 2
  • 100
  • 70 seconds
  • N/A
  • 500
  • 25 seconds
  • Enemy Units
  • Deals 50 damage and reduces armor by 1 each strike. One strike each 0.75 seconds.
  • 3
  • 100
  • 60 seconds
  • N/A
  • 500
  • 30 seconds
  • Enemy Units
  • Deals 62.5 damage and reduces armor by 1 each strike. One strike each 0.6 seconds.

Slark Strategy

In the deepest, blackest pits of the ocean a fearsome and terrifying creature lurks.
Bending the shadows to his will, few have seen his true form and none have lived to speak
of it. For the shadows are his sanctuary, a place of empowerment and revitalization. Bathed
in this impenetrable darkness he strikes unseen, every attack making him swifter and more
powerful whilst weakening his enemy. A unbreakable leash awaits all who try to escape,
leaving them at mercy of this horrifying phantom. By sacrificing a fraction of his soul,
his pact with darkness allows him break even the most powerful bonds and curses. With
echoes of the Great War reaching every corner of the earth, this creature, known only as
Slark, has emerged from the depths to search for an ancient relic...

Range: 128 (melee)
Movement Speed: 305 (fast)
Hero Type: Agility
Agility: 21 + 2.0
Strength: 21 + 1.0
Intelligence: 16 + 1.6
Dark Pact:
Active
Slark calls upon deities of the swamps to seal a dark pact. Sacrificing some of his
lifeblood, Slark is redeemed of all negative effects. After 2 seconds, a dark wave of
destruction emits from the Nightcrawler, dealing damage to himself as well as all nearby
enemies.
Damage: 75/150/225/300
AoE: 325
Manacost: 55/50/45/40
Cooldown: 10
Note: Deals half the damage to you immediately as part of the cost.

Pounce:
Active
Surges directly forward and latches on to the first enemy he hits, binding it with chains
of darkness. The enemy is unable to move more than 275 distance away from the point of
impact for 3.5 seconds.
Pounce Range: 400/500/600/700
Pounce Damage: 50/75/100/125
Leash Range: 275
Leash Duration: 3.5
Cooldown: 16
Manacost: 75
Note: Moves forward in the direction it is looking, this is not a target position cast.

Essence Shift:
Passive
Reciting ancient Nightcrawler incantations, Slark enchants his blade to steal the power and
courage from his enemies. Every time Slark hits an enemy hero, he steals 1 point from all
attributes and 1 additional from the main attribute of that enemy hero while Slark gains 4
points of Agility.
Duration: 15/30/45/60

Shadow Dance:
Has an active and a passive portion.
Covers himself with a dark smoke, he becomes invisible and does not reveal himself while
attacking or casting spells for 5.5 seconds.
Passively increases Nightcrawler's movement speed and regeneration when he is out of sight
of hostile units. Has a 0.7 delay when activated or deactivated.
Movement Speed: 30/35/40%
Health Regeneration: 2/3/4%
Active duration: 5.5 seconds
Cooldown: 25
Manacost: 120 e of 200, but increases by a small amount the further it travels.

Kaldr strategy

Defeated in a battle long forgotten, this once great mage was banished to a tomb of ice for all eternity. For countless ages he lay in unbearable anguish until he was discovered by minions of the Lich King. In a vain attempt to gain favor with this ancient soul for his own purposes, the Lich King released him. But this soul no longer knew gratitude, it no longer knew friend from foe, it knew only pain. With it's body long since decayed, the soul took up the only form it knew. Consumed with hatred, even a touch from this monstrosity causes agony. Able to conjure devastating ice storms with a mere thought and hurl soul-shattering bolts of frost seemingly impossible distances, this creature punishes all who dare to stand their ground against it.

Range: 600
Movement Speed: 295
Hero Type: Intelligence
Hero Model: Custom

Agility: 20 + 2.2
Strength: 18 + 1.4
Intelligence: 25 + 2.6


Cold Feet:
Active

The Apparition curses his foes with The Frozen Mark which will freeze enemies to the ground. Unless target enemy moves at least 740 away from the mark within 4 seconds he is frozen still.

Damage per second: 37.5/50/62.5/75
Stun duration if triggered: 1.25/2/2.75/3.5

Cooldown: 15/13/11/9
Manacost: 90
Target: Single

Note: Target takes damage per second until he is stunned or moves out of range.


Ice Vortex:
Active

Gathers ancient frost energy into one area to create a small, immobile ice vortex at a location. Whenever enemies are near it, their movement speed and magical resistance are reduced.

Movement Reduction: 18/22/26/30
Magic Resistance: -10/15/20/25
AOE: 275

Duration: 12
Cooldown: 6
Manacost: 80/90/100/110

Chilling Touch:
Active

Releases a gust of cold wind at a target area, enchanting allied heroes with bonus magical damage on their attacks. Lasts for a limited number of attacks up to a maximum of 40 seconds. While the enchanted heroes have this chilling touch, their attack speed is reduced by 15%.

Maximum number of attacks: 2/3/4/5
Bonus Damage: 40/50/60/70
Attack Speed Reduction: -15%
Cooldown: 50/46/42/38
Manacost: 140

Note: Damage only triggers on enemy heroes, not creeps.

Ice Blast (Ultimate)Active

Ancient Apparition projects his presence out to make way for a powerful ripple of hailstone and dark magic. Once cast, it can release the spell to strike targets within 200 area of where his presence was upon release. It will deal damage to enemy units and apply a frostbite curse on them for 7 seconds where their health regeneration will be frozen and will shatter if they fall close enough to death. This spell has global range depending on how long you wait for the projections to move. Frostbitten units will take minor damage over time.

Impact Damage: 250/350/450
Shatter Threshold: 10/11/12%

Cooldown: 44/32/20
Manacost: 100/125/150

Note: You can charge (non-channeling, time based) this as long as you want if you want it to travel further outwards. Has an initial aoe of 200, but increases by a small amount the further it travels.

Eredar Strategy

Eredar, The Shadow Demon is the Intelligence new hero that was added in DotA 6.68. It has a very nice skillset and synergy and supportive abilities which can surely help bringing success to a team. You must read Eredar, The Shadow Demon Guide & Strategy.
Eredar, The Shadow Demon Stats:


Hero Class: Shadow Demon
Hero Name: Eredar
Team: Scourge
Type: Intelligence
Range: 500
Movement Speed: 295
Hero Type: Intelligence
Starting Armor: 3
Starting Damage: 53-57
Agility: 18
Agility Per Level: + 2.2
Strength: 17
Strength Per Level: + 1.9
Intelligence: 26
Intelligence Per Level: + 2.7
Magic Damage Reduction: 25%
Damage Reduction: 17%
Eredar, Shadow Demon Spells, Skills & abilities:
1. Disruption (hotkey: 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.
Displacement duration: 2.5 seconds
Illusion Outgoing Damage: 30/40/50/60%
Illusion Incoming Damage: 150%
Illusion Duration: 6 seconds
Cast Range: 700
Manacost: 75
Cooldown: 16
Note: Can target enemy, ally or self.
2. Soul Catcher (hotkey: 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.
Damage Amplification: 20/30/40/50%
AOE: 500
Cast Range: 600
Manacost: 50
Cooldown: 13
Ability Code: A1SB

3. Shadow Poison (Hotkey: 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.
Examples:
Level 1 Per stack: 20/40/80/160 + 50 each further stacks
Level 2 Per stack: 35/70/140/280 + 50 each further stacks
Level 3 Per stack: 50/100/200/400 + 50 each further stacks
Level 4 Per stack: 65/130/260/520 + 50 each further stacks
AOE: 150
Travel Distance: 1500
Cooldown: 3
Manacost: 50
Note: This has a sub ability to let you release the poison at any time.
4. Ultimate: Demonic Purge (Hotkey: 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.
Damage: 200/300/400
Cooldown: 50
Manacost: 200

Gyrocopter Strategy

Aurel Vlaicu, Gyrocopter is the new agility hero added in DotA 6.68 by IceFrog. You can read Gyrocopter Strategy Guide, Item builds / skill builds here. As of now you may only read it's Aurel Vlaicu, Gyrocopter short guide, detailed guide will be added later.
Gyrocopter Stats:
Range: 375
Movement Speed: 305
Hero Type: Agility
Starting Armor: 2
Starting Damage: 41-51
Agility: 24 + 2.4
Strength: 18 + 1.8
Intelligence: 23 + 2.1
Aurel Vlaicu, Gyrocopter Spells/Skills:
1. Rocket Barrage (hotkey: R):
Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds.
Damage per rocket: 10/12/14/16
Cooldown: 6.5
Manacost: 90
Note: The rockets can only hit units you have vision over.

2. Homing Missile (Hotkey: 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)
Maximum Damage: 100/200/300/400
Stun Duration: 2.5
Cooldown: 20/18/16/14
Manacost: 120/130/140/150
Cast Range: 900
Notes: Towers do half damage. Enemy has vision over the rocket once it starts moving.

3. Flak Cannon (hotkey: 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.
Your attack range is still limited to 375 range.
Attacks: 3/4/5/6
Manacost: 50
Cooldown: 20

4. Ultimate: Call Down (Hotkey: 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.
Primary Missle Damage: 250/300/350
Primary Missle Slow: 20%
Primary Missle Slow Duration: 2
Secondary Missle Damage: 100/150/200
Secondary Missle Slow: 50%
Secondary Missle Slow Duration: 3
Cast Range: 1000
AOE: 400
Cooldown: 55/50/45
Manacost: 125
Note: The visual warning indicator is visible for allies only. The enemies can see the rockets fly out of you though.

io Strategy

Io, The Guardian Wisp is a new strength ranged hero added in DotA Allstars 6.68 by IceFrog. Io, The Guardian Wisp is the one the most popular models found in Warcraft 3 and now added to it's famous custom map DotA Allstars v6.68, you can read Io, Guardian Wisp Starategy Guide here including all the DotA The Guardian Wisp Items/Skill Builds.
Io, The Guardian Wisp Stats:
Range: 525
Movement Speed: 295
Hero Type: Strength
Starting Armor: 0
Starting Damage: 33-42
Agility: 14 + 1.6
Strength: 17 + 1.9
Intelligence: 23 + 1.7
Io, The Guardian Wisp Spells:

1. Tether (hotkey: 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.
Movement Bonus: 20/25/30/35%
Stun Duration: 1.25/1.5/1.75/2.0
Cooldown: 12
Manacost: 40

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.
Note: Has a sub ability that lets you break the tether.

2. Spirits (hotkey: W):
Io summons 5 ancient Spirits over the course of 6 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 and slowing 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.
You have two sub abilities. One to move them outwards and one to call them back in. You can stop them at any distance by toggling the ability order.

Damage per Spirit: 25/50/75/100
Slow: 30%
Cooldown: 14
Manacost: 120/130/140/150

3. Overcharge (hotkey: V)
Io draws on more energy than he can safely handle, granting him bonus attack speed, 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.
This is a toggle ability.

Attack Speed: 60/80/100/120
Note: This bonus affects a tethered unit as well.

4. Ultimate: Relocate (hotkey: R)
Io temporary relocates himself, along with any tethered hero, to the target location for 12 seconds.
There is a casting delay and the enemy has visual indicators on the minimap and the world of the teleport before it happens.

Cast Delay: 2.5/2.25/2.0
Cooldown: 80/60/40
Manacost: 100
Note: 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.

Pheonix Strategy

Icarus Phoenix is the newly introduced hero in Dota 6.70 map by Icefrog. It's a strength based hero which is added in sentinel. Icarus Pheonix is added in strength pool which is an strange act by Icefrog but anyway it's a great hero with good spells and eye candy graphics. You can read Icarus Phoenix hero details, Item builds and skill builds here.
Phoenix Introduction:
Ancient scriptures spoke of seven sacred emanations of light, and of their convergence in great conflict. The collision of these rays upon the mortal realm created a pyre of the highest purity, giving birth to the mythical Phoenix. As a manifestation of divine flames, Icarus can discharge either flames of death and destruction beam of energy that he can emit can incinerate whole armies from across the battlefield. Unafraid to utilize his own life-force in order to vanquish his enemies, Icarus can also harness the direct power of the sun to create stellar explosion.

Icarus, Phoenix Stats:
Main Attribute: Strength
Alliance: Sentinel
Agility: 12 + 1.3 per level
Intelligence: 18 + 1.8 per level
Strength: 22 + 2.9 per level.
Starting Armor: 0
Movement Speed: 290
Attack Range: 500

Icarus, Phoenix Abilities/Spells:

1. Icarus Dive (Hotkey: D):
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage and disarming any units he comes into contact with, and then orbiting back to his original position. If during the

2 second duration of this spell Phoenix casts another spell, the dive ends. Phoenix gains magic immunity for this brief dive period as well. Costs 10% of current HP to cast.
Damage: 100/150/200/250
Disarm Duration: 2/2.5/3/3.5
Travel Range: 1400
Travel Width: 500
Total Travel Time: 2 seconds
Cooldown: 40
Manacost: 100
HP Cost: 10% of current HP
Note: You can also press the same hotkey anytime to end the dive
2. Fire Spirits (Hotkey: F)
Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power and can be used to damage his enemies or heal his allies. Costs 10% of your current HP to cast.
Maximum Growth Time: 10 seconds
Spirit Minimum Damage/Heal:10/15/20/25
Spirit Maximum Damage/Heal: 40/60/80/100
Spirit AOE: 400
Subability Cast Range: 1200
Manacost: 75
Cooldown: 35
HP Cost: 10% of current HP

Note: The target subability fires off each spirit one at a time. It has no cooldown. If you let them expire without ordering them, they sacrifice themselves where they are.

3. Sun Ray (Hotkey: R)
Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam slows and damages enemies for a percentage of their life. Costs 25% of current HP to activate.
Upon casting, you lose the ability to attack or move directly. Ray extends out to the first hero it finds and burns it and a very small area around it.
Can be toggled on and off.
Slow: 14/20/26/32%
Slow duration: 2 seconds
Damage per second: 10/20/30/40 + 5% of Target's Max Life
Activation Health Cost: 25% Current HP
Activation Mana Cost: 10
Overtime Mana Cost: 4% of Max

You have another sub ability that you can toggle to allow you to drift towards the direction of the ray.
Note: You control the direction of the ray using right click and the beam will move towards that angle.
Note 2: Automatically shuts off if you are silenced or stunned
4. Ultimate - Supernova (Hotkey: V)
The Phoenix willingly ends his current life for the chance to be reborn. Transforms into a burning sun that scorches enemies within 1000 range. The sun can be attacked by enemy heroes; if it is destroyed, the Phoenix dies as well. However, if the sun survives for 6 seconds all enemies in range will be stunned and the Phoenix will return to life fully regenerated.
Hero Attacks Required (to kill sun): 5/7/9
Duration: 6
Burn AOE: 1000
Damage: 60/80/100 dps
Stun: 1.5/2/2.5
Cooldown: 110
Manacost: 200

Taskar Strategy

Ymir, Tuskarr is the Christmas present from IceFrog to all Dota community along with Dota 6.70 map. Ymir, Tuskarr is basically a strength based hero which is also added in sentinel like Icarus Pheonix. The detailed guide of Ymir Tuskarr is given below. So check out the full Dota Tuskar Guide | Ymir, Tuskarr Strategy, Gameplay & Item build.
Tuskarr Introduction:
Hailing from Borean Tundra. Ymir is one of the wisest Tuskarr warriors. Acquainted with years of warfare experience against raiding Ice Trolls and Nerubian Spiders that beset his village during younger years. Ymir eagerly volunteered himself into ranks of the Sentinel to help halt the notorious rise of the Lich King. A specialist in controlling the element of ice, Ymir's prowess lies in surprising enemies with frost magics. His arsenal not only cosists of propelling Snowballs and hurling shards of solidifying ice, but also conjuring massive snowstorms that greatly impede his enemies' battle efficiency.
Tuskarr Stats:
Main Attribute: Strength
Alliance: Sentinel
Agility: 23 + 2.1
Intelligence: 18 + 1.7
Strength: 23 + 2.3
Starting Armor: 3
Movement Speed: 305
Attack Range: Melee
Tuskarr Abilities/Spells:

1. Ice Shards (Hotkey: E)
Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.
Travel AOE: 200
Cast Range: 1500
Damage: 70/140/210/280
Shards Duration: 5
Manacost: 120
Cooldown: 18/16/14/12
Note: Shards block path

2. Snowball (Hotkey: W)
Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes 40 extra damage and 0.25 extra stun duration.
The snowball moves at the combined move speed of the heroes within.
Damage: 40/80/120/160
Stun Duration: 0.25/0.5/0.75/1.0
AOE: 200 + 40 per second
Target Cast Range: 1250
Manacost: 75
Cooldown: 40
Note: Stops traveling after 4 seconds.
3. Frozen Sigil (Hotkey: F)
Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.
MS Slow: 10/15/20/25%
AS Slow: 30/40/50/60%
Movement Speed: 310 (Flying Unit)
Sigil HP: 300 (same as pugna's ward)
Bounty: 90/100/110/120
Duration: 30
Cooldown: 50
Manacost: 75
Note: Spawns infront of him
4. Ultimate - Warlus Punch (Hotkey: R)
Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage.
Critical Strike: 2.5x (4x if the target is below 50% hp)
Landing Damage: 100/200/300
Landing Slow: 40%
Landing Slow Duration: 2/3/4 seconds

Cooldown: 18/16/14
Manacost: 50/75/100

rubic strategy

Rubick, The Grand Magus Guide & Gameplay strategy. Rubick is an Sentinel intelligence hero which was introduced in the big release of DotA 6.72. Rubick hero model is based on an extinct Dota hero model, Gambler. It can steal enemy's spell with his ultimate which looks quite interesting and fun to play. Check out Rubick Item Build & detailed guide.

Rubick, The Grand Magus Story:
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.
Rubick Hero Stats:
Name: Rubick, the Grand Magus
Type: Intelligence
Alliance: Sentinel

Strength: 19 + 1.5
Intelligence: 27 + 2.4
Agility: 14 + 1.6

Movement Speed: 300
Attack Range: 600
Total starting damage: 44-54
Total starting armor: 1

Rubick Spells/Abilities Guide:

1. Telekinesis (Hotkey: 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.
Lift Duration: 1.5/1.75/2/2.25 seconds
Stun duration: 1/1.25/1.5/1.75 (in the area it lands in, all enemy units except the initial target)
Land stun AoE: 325

Cast Range: 550/575/600/625
Cooldown: 18
Manacost: 160

While the target is in the air, Rubick may use a secondary ability to control the throw the enemy in a targeted direction. Maximum of 375 units away.

Note: The directional landing happens when the lift duration is over, but you can issue the direction order anytime.

Telekinesis Ability Code: A27F
Telekinesis Sub-Ability Code: A27X

2. Fade Bolt (Hotkey: 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%.

Damage: 75/150/225/300
Attack Reduction: -14/20/26/32 Damage [-7/10/13/16 on creeps]
Duration: 10 seconds

Cast Range: 800
Cooldown: 10
Manacost: 90/95/100/105

Fade Bolt Ability Code: A27G

3. Null Field (Hotkey: N)
Rubick's mastery of the arcane protects his allies against weaker magics, granting them magic resistance.

Magic Damage Reduction: 5/10/15/20%
AoE: 900

Null Field Ability Code: A27V

4. Ultimate - Spell Steal (Hotkey: 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.
Spell is stolen for: 3/4/5 minutes

Cast Range: 1000
Manacost: 25
Cooldown: 20/18/16

Note: If you steal another spell, the old one is lost. Both teams see what spell was stolen. Items cannot be stolen, only abilities. You will get a warning message when the spell steal duration is close to expiring.
Note 2: There are a small set of spell exceptions (for technical reasons) that cannot be copied.