Zejety
04-11-2011, 09:59 AM
I'm in the process of testing what spells and effects can trigger :noma: Edge Counter. I've also observed a few other interesting interactions. This thread is to share my information on a general and a more detailed level.
Please be aware that I've yet to test a lot of heroes and items. Color codes and other formatting will be added after the list is complete.
General observations:
The big majority of offensive spells is counterable. DoTs do not trigger EC but the spells that apply them usually do. DoTs that get re-applied automaticaly by some effects (:devo:Decay, :balp:Regurgitate...) do not trigger it.
Summons' and gadgets' attacks do not trigger it either.
As an other general note, everything that gets blocked by a :Nullstone:Nullstone and :mora:Arcane Shield triggers EC. Interestingly, those spells can sometimes trigger it both on cast point and on the projectile's impact.
List
To celebrate me discovering practicve ++, now in alphabetical order
:accu: Accursed
Cauterize: counterable
Fire Shield (detonation): counterable
:alun: Aluna
Emerald Lightning (first hit): counterable, spell will not bounce either
Emerald Lighnting (bounces): not counterable
Power Throw: counterable
Deja Vu (green and red slows): not counterable
:andr: Andromeda
Comet: counterable
Aurora: counterable
Void Rip: counterable; neither Andromeda nor Nomad get teleported
:arac: Arachna
Webbed Shot (left-clicked): counterable
Spider Sting (spider projectile): counterable; the spider does not spawn
Spider Sting (spider's attacks): not counterable
:arma: Armadon
Snot Storm: Counterable
Spine Burst: Counterable
Armordillo Spinde Burst: Counterable
:balp: Balphagore
Regurgitate: not counterable
Demonic Pathogen (initial cast): counterable
Demonic Pathogen (spread): not counterable
Corpse Conversion (minions' attacks): not counterable
Hell on Newerth: counterable
80-charges minions' explosion: counterable; EC fired towards Balphagore
:behe: Behemoth
Fissure: counterable
Heavyweight: counterable
Shock Wave: counterable
:blac: Blacksmith
Fireball: counterable; can not multicast if countered (needs confirmation)
Flaming Hammer (target): counterable on application
Flaming Hammer (area): not counterable
:bloo: Blood Hunter
Blood Crazy: counterable on application
Hemorrhage: counterable on application
:bomb: Bombardier
Sticky Bomb: counterable on both application and detonation
Bombardment: every wave of damage is counterable
Boom Dust: counterable on both application (on Nomad) and detonation. When EC procs while Boom Dust is applied to Nomad, it will get dispelled and deal no damage.
Fire Bombing: counterable
:StaffOfTheMaster: napalm: not counterable
:bubb: Bubbles
Shell Surf: counterable
Song of the Sea: counterable
Take Cover: If Bubbles triggers EC while under the effect of Take Cover, EC will still go off but will not harm him.
Kelp Field: counterable on application but not on leaving the area
:chip: Chipper (The)
Rocket Barrage: counterable
Tar Toss: not counterable (could need confirmation here)
Tar+rocket dot ticks: not counterable
Sawblade Showdown: counterable
:chro: Chronos
Time Leap: counterable
Rewind: works against EC damage
Chronofield: can't test this ony my own (practice mode limitations)
:corr: Corrupted Disciple
Electric Tide: counterable
Corrupted Conduit: counterable on application
Overload: counterable
:dark: Dark Lady (The)
Taint Soul: counterable
Charging Strikes: counterable; TDL completes the strike but gets stunned and damaged
Cover of Darkness: not counterable
:damp: Dampeer
Terrorize: counterable
Vampiric Flight: counterable; Dampeer will not move
Consume: counterable
:dead: Deadwood
Rotten Grasp: not counterable
Oakbolt: counterable
Willowmaker: counterable
:defi: Defiler
Wave of Death: counterable
Grave Silence: not counterable
Unholy Expulsion: not counterable
:deme: Demented Shaman
Entangle: counterable
Healing Wave: counterable
Storm Cloud: not counterable
:devo: Devourer
Guttling Hook: counterable; Nomad will not get dragged
Decay: not counterable
Devour: counterable
:doct: Doctor Repulsor
Magnetic Contraption: counterable
Opposite Charges: counterable
Electric Frenzy (aoe): counterable
Ludicrous Speed: counterable; Repulsor will not get affected while invulnerable though
:elec: Electrician
Static Grip: counterable
Electric Shield: not counterable
Energy Absorption: counterable
Cleansing Shock: counterable
:empa: Empath
Essence Link: counterable on all ticks
Illusory Veil: not counterable
As One: damage dealt by a as-one'd Empath is counterable
:engi: Engineer
The Keg: counterable
Steam Turret: counterable on all attacks; EC fires towards the Engineer, not the turret
Spider Mines: counterable (but note that only one mine can be countered)
Energy Field: not counterable
:fayd: Fayde
Cull: counterable
Burning Shadows: not counterable itself (see below)
Burning Shadows' attacks: counterable; EC fires towards the illusion
Reflection: attack is counterable; Fayde stays invisible
:flin: Flint Beastwood
Explosive Flare: counterable
Money Shot: counterable once Flint fires and on impact
:fors: Forsaken Archer
Crippling Volley: counterable
Split Fire: counterable
Call of the Damned (minion attacks): not counterable
Piercing Arrows: counterable on every wave
:gaun: Gauntlet
Infernal Instability: counterable; when Gauntlet attacks an EC'ing Nomad, EC procs before II does - so no aoe damage will be dealt but Gauntlet keeps his buff
Grapple: counterable; Gauntlet moves but Nomad does not
Gauntlet Blast (on cast): counterable; Gb has no effect at all
Gauntlet Blast (on impact; main target): counterable
Gauntlet Blast (on impact; secondary target): not counterable
:glac: Glacius
Tundra Blast: counterable
Ice Imprisonment: counterable on application
Glacial Downpour: explosions are counterable
:glad: Gladiator (the)
Pitfall: counterable
Showdown: counterable
I Have no Patience/end of Showdown: not counterable
Flaggelation: counterable; if Nomad is the attack's target, Flaggelation will not proc at all (and not go on cooldown)
Call to Arms: counterable (when the chariot crashes)
:hamm: Hammerstorm
Hammer Throw: counterable on impact; other targets are still affected, even if Nomad is the main target
Mighty Swing: cleave is counterable; countered attacks targeting Nomad do not cleave
:hell: Hellbringer
Unholy Shackles: counterable
Death Boil (initial target): counterable, no bounces
Death Boil (bounces): not counterable
Life Void: not counterable
Summon Malphas: counterable
Malphas' attacks and spells: not counterable
:jera: Jeraziah
Inner Light: counterable
Righteous Aura: not counterable
:krak: Kraken
Torrent: counterable
Tsunami Charge: counterable; EC does not affect movement
Splash: counterable; if Nomad is the attack's target, Splash will not proc at all (and not go on cooldown)
Release the Kraken!: counterable on impact with the center; Nomad will not get affected by that particular whirl's center again
:legi: Legionnaire
Taunt: not counterable
Terrifying Charge: counterably on cast and on impact
Whirling Blade: counterable
Decapitate: counterable
:madm: Madman (the)
Stalk: counterable
Barrel Roll: counterable; rolling past Nomad makes the Madman dodge EC
:mage: Magebane
Mana Rift: counterable
:magm: Magmus
Lava Surge: counterable; Magmus will not get hit by EC
Steam Bath: not counterable
Volcanic Touch: counterable
Eruption: counterable on every wave
:mali: Maliken
Sword Throw: counterable
Possession (fear): not counterable; Nomad gets disabled but does not run around
Possession (attack splashs): counterable
:mart: Martyr
Retribution: counterable on impact
:moon: Moon Queen
Moon Beam: counterable
Multi-Strike: counterable; stops further bounces
Moon Finale: every hit is counterable
:mora: Moraxus
Quake: counterable
More Axes: counterable
Matraxe: counterable
:myrm: Myrmidon
Weed Field: not counterable
Magic Carp: counterable on cast point and on impact
Wave Form: not counterable
Forced Evolution (attacks): counterable
:nigh: Nighthound
[indent]Smoke Screen: not counterable
Pounce: counterable; Nighthound will not move
:noma: Nomad
Sandstorm: not counterable
True Strike: counterable on cast point and on impact
Mirage Strike: counterable on cast point and on impact; EC fires towards the illusion
Edge Counter: counterable
:nymp: Nymphora
Volatile Pod: counterable; EC fires towards Nymphora
Nymphoras Zeal: counterable, but only counter one hit
:ophe: Ophelia
Nature's Wraith: counterable on impact
Ophelia's Judgement: can't test this ony my own (practice mode limitations); most likely counterable
:plag: Plague Rider
Contagion: counterable
Plague Carrier (on cast): counterable, there will not be any bounces;
Plague Carrier (on impact): counterable, EC does not affect further bounces;
:slit: Slither
Poison Spray: counterable on application
Toxicity: ticks are not counterable
Toxin Ward: not counterable
Poison Burst: not counterable
:wret: Wretched Hag
Haunt: counterable on impact
Sonar Scream: counterable
Bat Blast: counterable on impact
Items
:BarbedArmor: Barbed Armor: counterable
:TabletOfCommand: Tablet of Command: can not target a Nomad in EC stance (because he is immobilzed)
:ShrunkenHead: Shrunken Head (and magic immunity in general): Effects that do not affect Nomad because he is temporarily immune to them do not trigger EC.
<to be continued>
Thanks to ElementUser for his input.
Please be aware that I've yet to test a lot of heroes and items. Color codes and other formatting will be added after the list is complete.
General observations:
The big majority of offensive spells is counterable. DoTs do not trigger EC but the spells that apply them usually do. DoTs that get re-applied automaticaly by some effects (:devo:Decay, :balp:Regurgitate...) do not trigger it.
Summons' and gadgets' attacks do not trigger it either.
As an other general note, everything that gets blocked by a :Nullstone:Nullstone and :mora:Arcane Shield triggers EC. Interestingly, those spells can sometimes trigger it both on cast point and on the projectile's impact.
List
To celebrate me discovering practicve ++, now in alphabetical order
:accu: Accursed
Cauterize: counterable
Fire Shield (detonation): counterable
:alun: Aluna
Emerald Lightning (first hit): counterable, spell will not bounce either
Emerald Lighnting (bounces): not counterable
Power Throw: counterable
Deja Vu (green and red slows): not counterable
:andr: Andromeda
Comet: counterable
Aurora: counterable
Void Rip: counterable; neither Andromeda nor Nomad get teleported
:arac: Arachna
Webbed Shot (left-clicked): counterable
Spider Sting (spider projectile): counterable; the spider does not spawn
Spider Sting (spider's attacks): not counterable
:arma: Armadon
Snot Storm: Counterable
Spine Burst: Counterable
Armordillo Spinde Burst: Counterable
:balp: Balphagore
Regurgitate: not counterable
Demonic Pathogen (initial cast): counterable
Demonic Pathogen (spread): not counterable
Corpse Conversion (minions' attacks): not counterable
Hell on Newerth: counterable
80-charges minions' explosion: counterable; EC fired towards Balphagore
:behe: Behemoth
Fissure: counterable
Heavyweight: counterable
Shock Wave: counterable
:blac: Blacksmith
Fireball: counterable; can not multicast if countered (needs confirmation)
Flaming Hammer (target): counterable on application
Flaming Hammer (area): not counterable
:bloo: Blood Hunter
Blood Crazy: counterable on application
Hemorrhage: counterable on application
:bomb: Bombardier
Sticky Bomb: counterable on both application and detonation
Bombardment: every wave of damage is counterable
Boom Dust: counterable on both application (on Nomad) and detonation. When EC procs while Boom Dust is applied to Nomad, it will get dispelled and deal no damage.
Fire Bombing: counterable
:StaffOfTheMaster: napalm: not counterable
:bubb: Bubbles
Shell Surf: counterable
Song of the Sea: counterable
Take Cover: If Bubbles triggers EC while under the effect of Take Cover, EC will still go off but will not harm him.
Kelp Field: counterable on application but not on leaving the area
:chip: Chipper (The)
Rocket Barrage: counterable
Tar Toss: not counterable (could need confirmation here)
Tar+rocket dot ticks: not counterable
Sawblade Showdown: counterable
:chro: Chronos
Time Leap: counterable
Rewind: works against EC damage
Chronofield: can't test this ony my own (practice mode limitations)
:corr: Corrupted Disciple
Electric Tide: counterable
Corrupted Conduit: counterable on application
Overload: counterable
:dark: Dark Lady (The)
Taint Soul: counterable
Charging Strikes: counterable; TDL completes the strike but gets stunned and damaged
Cover of Darkness: not counterable
:damp: Dampeer
Terrorize: counterable
Vampiric Flight: counterable; Dampeer will not move
Consume: counterable
:dead: Deadwood
Rotten Grasp: not counterable
Oakbolt: counterable
Willowmaker: counterable
:defi: Defiler
Wave of Death: counterable
Grave Silence: not counterable
Unholy Expulsion: not counterable
:deme: Demented Shaman
Entangle: counterable
Healing Wave: counterable
Storm Cloud: not counterable
:devo: Devourer
Guttling Hook: counterable; Nomad will not get dragged
Decay: not counterable
Devour: counterable
:doct: Doctor Repulsor
Magnetic Contraption: counterable
Opposite Charges: counterable
Electric Frenzy (aoe): counterable
Ludicrous Speed: counterable; Repulsor will not get affected while invulnerable though
:elec: Electrician
Static Grip: counterable
Electric Shield: not counterable
Energy Absorption: counterable
Cleansing Shock: counterable
:empa: Empath
Essence Link: counterable on all ticks
Illusory Veil: not counterable
As One: damage dealt by a as-one'd Empath is counterable
:engi: Engineer
The Keg: counterable
Steam Turret: counterable on all attacks; EC fires towards the Engineer, not the turret
Spider Mines: counterable (but note that only one mine can be countered)
Energy Field: not counterable
:fayd: Fayde
Cull: counterable
Burning Shadows: not counterable itself (see below)
Burning Shadows' attacks: counterable; EC fires towards the illusion
Reflection: attack is counterable; Fayde stays invisible
:flin: Flint Beastwood
Explosive Flare: counterable
Money Shot: counterable once Flint fires and on impact
:fors: Forsaken Archer
Crippling Volley: counterable
Split Fire: counterable
Call of the Damned (minion attacks): not counterable
Piercing Arrows: counterable on every wave
:gaun: Gauntlet
Infernal Instability: counterable; when Gauntlet attacks an EC'ing Nomad, EC procs before II does - so no aoe damage will be dealt but Gauntlet keeps his buff
Grapple: counterable; Gauntlet moves but Nomad does not
Gauntlet Blast (on cast): counterable; Gb has no effect at all
Gauntlet Blast (on impact; main target): counterable
Gauntlet Blast (on impact; secondary target): not counterable
:glac: Glacius
Tundra Blast: counterable
Ice Imprisonment: counterable on application
Glacial Downpour: explosions are counterable
:glad: Gladiator (the)
Pitfall: counterable
Showdown: counterable
I Have no Patience/end of Showdown: not counterable
Flaggelation: counterable; if Nomad is the attack's target, Flaggelation will not proc at all (and not go on cooldown)
Call to Arms: counterable (when the chariot crashes)
:hamm: Hammerstorm
Hammer Throw: counterable on impact; other targets are still affected, even if Nomad is the main target
Mighty Swing: cleave is counterable; countered attacks targeting Nomad do not cleave
:hell: Hellbringer
Unholy Shackles: counterable
Death Boil (initial target): counterable, no bounces
Death Boil (bounces): not counterable
Life Void: not counterable
Summon Malphas: counterable
Malphas' attacks and spells: not counterable
:jera: Jeraziah
Inner Light: counterable
Righteous Aura: not counterable
:krak: Kraken
Torrent: counterable
Tsunami Charge: counterable; EC does not affect movement
Splash: counterable; if Nomad is the attack's target, Splash will not proc at all (and not go on cooldown)
Release the Kraken!: counterable on impact with the center; Nomad will not get affected by that particular whirl's center again
:legi: Legionnaire
Taunt: not counterable
Terrifying Charge: counterably on cast and on impact
Whirling Blade: counterable
Decapitate: counterable
:madm: Madman (the)
Stalk: counterable
Barrel Roll: counterable; rolling past Nomad makes the Madman dodge EC
:mage: Magebane
Mana Rift: counterable
:magm: Magmus
Lava Surge: counterable; Magmus will not get hit by EC
Steam Bath: not counterable
Volcanic Touch: counterable
Eruption: counterable on every wave
:mali: Maliken
Sword Throw: counterable
Possession (fear): not counterable; Nomad gets disabled but does not run around
Possession (attack splashs): counterable
:mart: Martyr
Retribution: counterable on impact
:moon: Moon Queen
Moon Beam: counterable
Multi-Strike: counterable; stops further bounces
Moon Finale: every hit is counterable
:mora: Moraxus
Quake: counterable
More Axes: counterable
Matraxe: counterable
:myrm: Myrmidon
Weed Field: not counterable
Magic Carp: counterable on cast point and on impact
Wave Form: not counterable
Forced Evolution (attacks): counterable
:nigh: Nighthound
[indent]Smoke Screen: not counterable
Pounce: counterable; Nighthound will not move
:noma: Nomad
Sandstorm: not counterable
True Strike: counterable on cast point and on impact
Mirage Strike: counterable on cast point and on impact; EC fires towards the illusion
Edge Counter: counterable
:nymp: Nymphora
Volatile Pod: counterable; EC fires towards Nymphora
Nymphoras Zeal: counterable, but only counter one hit
:ophe: Ophelia
Nature's Wraith: counterable on impact
Ophelia's Judgement: can't test this ony my own (practice mode limitations); most likely counterable
:plag: Plague Rider
Contagion: counterable
Plague Carrier (on cast): counterable, there will not be any bounces;
Plague Carrier (on impact): counterable, EC does not affect further bounces;
:slit: Slither
Poison Spray: counterable on application
Toxicity: ticks are not counterable
Toxin Ward: not counterable
Poison Burst: not counterable
:wret: Wretched Hag
Haunt: counterable on impact
Sonar Scream: counterable
Bat Blast: counterable on impact
Items
:BarbedArmor: Barbed Armor: counterable
:TabletOfCommand: Tablet of Command: can not target a Nomad in EC stance (because he is immobilzed)
:ShrunkenHead: Shrunken Head (and magic immunity in general): Effects that do not affect Nomad because he is temporarily immune to them do not trigger EC.
<to be continued>
Thanks to ElementUser for his input.