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Thread: [MtG]Skithiryx, Blight Dragon [R4R]

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    [MtG]Skithiryx, Blight Dragon [R4R]




    Base Attribute: Agility
    Base Movespeed: 300
    Base Damage: 50-54
    Range: 550

    Necrotic Breath

    Active
    Breathes in a 400 unit wide cone that extends 600 units, and deals magic damage equal to Skiththiryx's attack damage every second. Targets damaged in this way have their maximum health reduced by the same amount for 40s. Can be channeled for 4 seconds.
    Manacost: 150
    Cooldown: 30/24/18/12s

    Notes: This ability is great all game. Early game it can be used in conjunction with autoattack harass via Infect to force enemies to play extremely defensively. Late game it scales into a mass AOE magic damage fest.


    Skeletal Wings

    Passive+ Active
    Skithiryx gains 1% bonus movespeed for every 4% health he is missing.
    Can be activated to gain cliff and tree walking for 3/4/5/6 seconds.
    Manacost: 50
    Cooldown: 20s

    Notes: This versatile passive/active lets Skithiryx escape and also position his Necrotic Breaths in fights.


    Infect

    Passive
    When an enemy attacks Skithiryx, their base damage is reduced by 5/10/15/20%. Effect stacks 2 times, and lasts 30s.

    Grants the attack modifier Infect. Damage done with autoattacks reduces the target's maximum health by the amount of damage dealt. Lasts 30s.

    Notes: Like Slither's Toxicity, this will be one of those attack modifiers that you just hate all early game. If you harass a target, they simply cannot heal it back because their actual health pool has become smaller.


    Unending Blight

    Active
    Target has their max health lowered by 350/450/550. Unpurgeable. Effect ends at death.

    When the target dies, refreshes cooldown of Unending Blight. Casting this spell again removes Unending Blight from the previous target.
    Manacost: 220
    Cooldown: 70s
    Range: 500

    Notes: This ability is great for making fragile targets turn into pure glass, and also for making tanks much less tanky. You can use it on an enemy carry to make them way more gankable, you can use it at the start of a fight on a hero want to drop, and so on. This ability does not come off cooldown until the target dies, which balances the fact that it is a permanent debuff.
    Last edited by Apostate; 02-11-2012 at 04:59 AM.

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