PDA

View Full Version : [List] Edge Counter (WIP)



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.

Zejety
04-11-2011, 10:00 AM
<Reserved just in case>

Vida
04-11-2011, 10:16 AM
FYI: Edge Counter doesn't matter what the target distance is, it will sent the wave for a fix amount in the direction of the target.

ElementUser
04-11-2011, 10:36 AM
By the way, I would hold off on finishing the list since I fixed some discrepancies with Edge Counter that should be coming in a week or 2 (due to beta testing)

Zejety
04-11-2011, 11:28 AM
By the way, I would hold off on finishing the list since I fixed some discrepancies with Edge Counter that should be coming in a week or 2 (due to beta testing)

Okay, thanks for notifying me.
I'll update the OP with the current stand of my tests and pause until the next patch.

Ar7style
04-11-2011, 11:38 AM
Items

:BarbedArmor: Barbed Armor: counterable



How do you proc that without being instantly returned as a meele with no ranged abilities? ._.

Vahn
04-11-2011, 11:45 AM
How do you proc that without being instantly returned as a meele with no ranged abilities? ._.

Mirage strike, although I think that may return the damage to the illusion.

Zejety
04-11-2011, 11:53 AM
How do you proc that without being instantly returned as a meele with no ranged abilities? ._.

:Mock: Mock of Brilliance

ElementUser
04-11-2011, 11:58 AM
Oh, Nomad gets immobilized while doing Edge Counter & Tablet doesn't work on immobilized units.

Zejety
04-11-2011, 12:10 PM
Oh, Nomad gets immobilized while doing Edge Counter & Tablet doesn't work on immobilized units.

Thanks, updated.

ElementUser
04-11-2011, 12:31 PM
Oh and btw, if something deals damage "continuously", it is usually type DoT. The only exception I can think of right now is Tremble's Q/Magmus's W (which like I said will be fixed).

However, something not continuous does not imply it is not a DoT type. Ie, Hellbringer's W is a DoT that occurs at every 1s intervals (but Nomad's R still blocks it if it isn't applied yet because the W is a single-target spell).

Something to add to your first paragraph, anything that Moraxus' Arcane Shield/Null Stone blocks will also get blocked by Edge Counter.

Zejety
04-11-2011, 12:39 PM
Oh and btw, if something deals damage "continuously", it is usually type DoT. The only exception I can think of right now is Tremble's Q/Magmus's W (which like I said will be fixed).

What about Empath's Essence Link?

Zejety
04-24-2011, 02:48 PM
By the way, I would hold off on finishing the list since I fixed some discrepancies with Edge Counter that should be coming in a week or 2 (due to beta testing)

Any updates on this?

ElementUser
04-24-2011, 08:20 PM
It's already on Test Client, but not hitting retail till later.

Hopefully it will be in this Friday.

foxmindedguy
04-24-2011, 08:40 PM
Oh and btw, if something deals damage "continuously", it is usually type DoT. The only exception I can think of right now is Tremble's Q/Magmus's W (which like I said will be fixed).

By that definition Voodoo Jester's ultimate and Forsaken Archer's Ultimate should be considered DOTs too. But Nomad can Edge Counter them :(

ElementUser
04-24-2011, 09:13 PM
No it's not.

They don't deal damage every frame, they deal all the damage in 1 frame.

haschisch
04-24-2011, 10:19 PM
if you can not push nomad in the moment he uses edge counter, how the hell did you test if it triggers on leaving the area of bubbles kelp field?

ElementUser
04-25-2011, 10:12 AM
You can, just use Zephyr's gust.

You just can't do it with Tablet.

EwGross
04-25-2011, 10:22 AM
Good info, made the mistake with andro last night to use void rip on him, thought the skill only countered damage so I wasn't worried, and boy was I wrong, he got our whole team with one counter :(

Zejety
04-25-2011, 04:24 PM
if you can not push nomad in the moment he uses edge counter, how the hell did you test if it triggers on leaving the area of bubbles kelp field?

I did it with an allied Devourer.

Zejety
04-29-2011, 08:32 AM
So, with 2.0.27 out, testing can resume? Also (unless I missed something) the patch has not affected any hero that's on the list already?

Gooya
04-29-2011, 08:47 AM
at work now so I can't test myself.

Can someone test it with the Plague Carrier first bounce?

I had a game last night where it DID triggered EC's stun/damage, BUT it didn't nullify the damage.

ElementUser
04-29-2011, 10:54 AM
Yes you can resume

ReD`RubY
10-16-2011, 09:40 PM
Would be nice to get this updated. was /r in a new thread and i Linked to this one. But the new heros isn't here and some skills are reworked