Night Elf Sentinels
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The mysterious wardens serve as the night elves' special police force in Kalimdor. Set apart from the militant Sentinels, wardens are usually employed as jailors, assassins, and bounty hunters. When loosed upon escaped criminals, wardens employ a number of supernatural powers that enable them to recapture their prey and meet out the night elves' justice. Wardens have a line of sight teleport ability called "blink," which they can use to outmaneuver even the quickest of foes.
Average Damage - (level 1) ground: 32 (level 10) ground: 46 |
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Allows the warden a half screen teleportation, that will effectively move the Warden in and out of combat. Bodies of water and cliffs can be crossed with this spell.
Level 1- 50 mana, 10 second cooldown Level 2- 10 mana, 10 second cooldown Level 3- 10 mana, 1 second cooldown |
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Warden sprays a barrage of knives that dammage nearby enemies. Damages invisible or burrowed units around warden, even if they are nott detected.
Level 1- 9 second cooldown, area of effect 40, 90 damage per target, 350 max damage Level 2- 9 second cooldown, area of effect 50, 140 damage per target, 675 max damage Level 3- 9 second cooldown, area of effect 60, 180 damage per target, 950 max damage |
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Hurls a poisoned dagger which deals large initial damage, and then deals damage over time. The poisoned unit has its attack and movement rate slowed for a short duration. This spell is effective against air units.
Level 1- 75 strike damage, 15 duration, Movement Slowed 50%/Attack Rate Slowed Level 2- 150 strike damage, 30 duration, Movement Slowed 50%/Attack Rate Slowed Level 3- 225 strike damage, 45 duration, Movement Slowed 50%/Attack Rate Slowed |
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Creates a powerful avatar that summons invulnerable spirits from friendly corpses to attack your enemies. When the Avatar of Vengeance dies, the spirits vanish.
Avatar of Vengeance has 1200 life and does 36 damage. It summons Spirits of Vengeance from corpses for 25 mana. The Spirits of Vengeance do 16 damage and have a ranged attack. Seems like some awesome s**t to me!!!!! |
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Small flying creature adept at harming spellcasters and avoiding damage. In other words.... The perfect counter for magic.
Average Damage - ground: 18 air: 18 |
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Causes this unit to shift out of existence whenever it takes damage. While out of existence, this creature cannot: attack, move, cast spells, be attacked, or have spells cast upon it. you cannot use phase shift while using mana flare. You can't use phase shiftwhile entangled or stunned, etc.
25 mana, 6.5 second cooldown |
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The faerie Dragon sits still for 30 seconds. If any magical damage is done to nearby friendly units, that spell's mana cost is multiplied by four and the new damage is returned to the attacker.... i think (blizzard didn't explain it very well).
150 damage per spell per unit, 50 damage per spell per hero. |
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These monstrous creatures, crafted by the Titans when the world was young, are composed of living stone and stout flora. Benevolent and solitary by nature, the mountain giants have awakened to find that the tranquil world they once helped to shape has become a hectic battlefield of fire and sorrow. Now the mountain giants have pledged their courage and strength to the night elves' cause -- and stand ready to banish the last remnants of the Burning Legion from the world. These massive melee units that can take incredible amounts of punishment from attackers. Mountain giants can take massive ammmounts of damage and make great siege.
Average Damage - ground: 46 |
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Makes all enemy units attack the mountain giant. Can be very useful distraction for a quick get away.
15 second cooldown (if he's not dead) |
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Mountain giant pulls a targeted tree out of the ground giving it siege attack and increased attack range. It lasts for 15 strikes.
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All units that attack the mountain giant do 15 less damage. The attack of a unit can not be reduced under 3 damage. you WILL NEED tier 3 units such as bears, abominations, taurens, etc. to kill the mountain giant.
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Gives Mountain Giants increased resistance to spell damage. This gives the unit hero magic resistance, similar to the resistance that level 6+ creeps have. Namely, you can't be Polymorphed, Possessed, etc, and all offensive spells have a shorter duration on the target (such as stuns, Ensnare, etc). It DOES NOT reduce damage dealt to the target, however. That�s an effect of hero armor, not hero magic resistance.vanish. |