Corrupted Disciple

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Corrupted Disciple
Level 1 stats
Damage 44-48
Armor 2.10
Movement Speed 300
Attack Type Ranged (475)
Attack Rate 0.59
Attributes
Strength 19 (+1.9)
Agility 22 (+2.8)
Intelligence 19 (+1.8)
Team
Hellbourne
Dota Version
Razor the Lightning Revenant
More Details


Having traded Sol's sacred flame for the potent and unholy energy of the Hellbourne, the Corrupted Disciple is now little more than a battery of black magic. He unleashes this fell sorcery in many forms, some to his benefit but all to the agony of those around him.


Contents

Skills

Electric Tide

Action: Self Position
Target: Enemy Units
Type: Magic
The Corrupted Disciple unleashes an Electric Tide from his Orb, dealing damage to everyone around himself as the tide expands and contracts.

Out with the good, in with the bad.

Skills Table

Level Mana Cost Cooldown Cast Range Area of Effect Duration Effects
1 125 16 seconds N/A 700 N/A Deals 40 to 70 Magic Damage to enemies who get hit by the moving Tide. Enemies take more damage the further away they are and damage is dealt on both expansion and contraction of the Tide.
2 125 16 seconds N/A 700 N/A Deals 60 to 105 Magic damage to enemies around the Disciple who get hit by the moving Tide. Enemies take more damage the further away they are and damage is dealt on both expansion and contraction of the Tide.
3 125 16 seconds N/A 700 N/A Deals 80 to 140 Magic damage to enemies around the Disciple who get hit by the moving Tide. Enemies take more damage the further away they are and damage is dealt on both expansion and contraction of the Tide.
4 125 16 seconds N/A 700 N/A Deals 100 to 175 Magic damage to enemies around the Disciple who get hit by the moving Tide. Enemies take more damage the further away they are and damage is dealt on both expansion and contraction of the Tide.

Notes

  • Grants 700 day and night clearvision around the Corrupted Disciple for 4 seconds.


Corrupted Conduit

Action: Target Entity
Target: Enemy Heroes
Type: Magic
The Corrupted Disciple links himself with an enemy, draining their damage while enhancing his own.

What was once yours is now mine.

Skills Table

Level Mana Cost Cooldown Cast Range Area of Effect Duration Effects
1 20 45 seconds 600 N/A N/A Applies Corrupted Conduit (Enemy) to targeted enemy hero and Corrupted Conduit (Self) to the Disciple, linking both together and adding one charge per second. The link is broken if the enemy moves more than 700 units away from the Disciple, if the Disciple loses sight of him, or 50 total damage is drained.
2 30 40 seconds 600 N/A N/A Applies Corrupted Conduit (Enemy) to targeted enemy hero and Corrupted Conduit (Self) to the Disciple, linking both together and adding one charge per second. The link is broken if the enemy moves more than 700 units away from the Disciple, if the Disciple loses sight of him, or 100 total damage is drained.
3 40 35 seconds 600 N/A N/A Applies Corrupted Conduit (Enemy) to targeted enemy hero and Corrupted Conduit (Self) to the Disciple, linking both together and adding one charge per second. The link is broken if the enemy moves more than 700 units away from the Disciple, if the Disciple loses sight of him, or 150 total damage is drained.
4 50 30 seconds 600 N/A N/A Applies Corrupted Conduit (Enemy) to targeted enemy hero and Corrupted Conduit (Self) to the Disciple, linking both together and adding one charge per second. The link is broken if the enemy moves more than 700 units away from the Disciple, if the Disciple loses sight of him, or 200 total damage is drained.
Corrupted Conduit (Enemy) Effects
Level Effects
1 Reduces base damage by 5 damage per charge
2 Reduces base damage by 10 damage per charge
3 Reduces base damage by 15 damage per charge
4 Reduces base damage by 20 damage per charge
Corrupted Conduit (Self) Effects
Level Effects
1 Increases base damage by 5 damage per charge
2 Increases base damage by 10 damage per charge
3 Increases base damage by 15 damage per charge
4 Increases base damage by 20 damage per charge

Notes

  • The lost or bonus damage is retained for 13 seconds after the link is broken.
  • Grants 800 AOE Clearvision on the target while draining.


Static Discharge

Action: Passive
Target: Enemy Heroes
Type: Magic
The orb that the Corrupted Disciple carries charges his entire body with electricity, enhancing his movement speed while shocking enemies who try to cast spells on him.

Don't touch the plasma ball!

Skills Table

Level Mana Cost Cooldown Cast Range Area of Effect Duration Effects
1 N/A N/A N/A N/A N/A +3% Movement speed

Applies Static Discharge and deals 40 Magic damage to enemies who cast direct spells on the Disciple.

2 N/A N/A N/A N/A N/A +6% Movement speed

Applies Static Discharge and deals 60 Magic damage to enemies who cast direct spells on the Disciple.

3 N/A N/A N/A N/A N/A +9% Movement speed

Applies Static Discharge and deals 80 Magic damage to enemies who cast direct spells on the Disciple.

4 N/A N/A N/A N/A N/A +12% Movement speed

Applies Static Discharge and deals 100 Magic damage to enemies who cast direct spells on the Disciple.

Static Discharge Effects
Level Effects
1 80% movement speed slow, decreasing over 0.3 seconds.
2 80% movement speed slow, decreasing over 0.6 seconds.
3 80% movement speed slow, decreasing over 0.9 seconds.
4 80% movement speed slow, decreasing over 1.2 seconds.



Overload

Action: Self Position
Target: Non-boss Visible Enemy Units
Type: Phyiscal
The Corrupted Disciple overloads his armor with electricity for a short time, jolting the lowest health target around him over and over, lowering their armor in the process.

Too much power!

Skills Table

Level Mana Cost Cooldown Cast Range Area of Effect Duration Effects
1 100 80 seconds N/A 525 20 seconds Shoots a jolt every 0.85 seconds that does 37.5 Physical damage to the lowest health target in the radius around the Disciple. Applies Jolted for 3 seconds to the targeted unit. Adds a charge to Jolted each time the same unit is hit.
2 100 70 seconds N/A 525 25 seconds Shoots a jolt every 0.75 seconds that does 50 Physical damage to the lowest health target in the radius around the Disciple. Applies Jolted for 3 seconds to the targeted unit. Adds a charge to Jolted each time the same unit is hit.
3 100 60 seconds N/A 525 30 seconds Shoots a jolt every 0.6 seconds that does 62.5 Physical damage to the lowest health target in the radius around the Disciple. Applies Jolted for 3 seconds to the targeted unit. Adds a charge to Jolted each time the same unit is hit.
Jolted Effects
Level Effects
all -1 armor per charge





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