Necromancer (IR - Hellbourne - Anti-Support)
(Same boring picture I know, but it best represents the hero)
Table of Contents
Section 1: General Information
Section 2: Stats and Spells
2.2 Basic Skills
2.3 Ultimate Skill
Section 3: Skill Synergy + Hero Discussion
Deep within the Hellbourne shadows lies a crazed priest. One who turned away from Sol in favor of reversing his power for evil. The Necromancer roams Newerth sowing discord, turning friends against themselves and sapping the light of Sol for hell bent purposes.
A necromancer of a crippling sort, one who deals with the business of lost souls as opposed to dead flesh.
"Reduce them to dust!"
"Only a matter of time."
"Their friends shall turn on them"
"Did you see that? Sucked the life right out of that sucker!"
Green souls burst from the Necromancer leaving nothing but dust.
A dark shadowy figure covered in cloak. Much like the concept art shown above.
Fires green souls from his hand.
STR: 17 (+1.9)
AGI: 14 (+1.6)
INT: 24 (+3.5)
Move Speed: 290
Damage: 48-542.2 Basic Skills
[Q] Spirit Raze (Active)
Skill Description: The Necromancer attempts to raze the enemies spirit dealing immense initial damage, however the damage partially heals over time.
Skill Effects: Necromancer deals initial magic, a portion of which will heal over time.
Cast Target: Enemy Unit
Cast Range: 600
Level 1: 135 mana to activate. Deals 125 magic damage to the target. The target heals 25 damage over 3 seconds. 7 second cooldown.
Level 2: 155 mana to activate. Deals 225 magic damage to the target. The target heals 50 damage over 3 seconds. 7 second cooldown.
Level 3: 175 mana to activate. Deals 325 magic damage to the target. The target heals 75 damage over 3 seconds. 7 second cooldown.
Level 4: 195 mana to activate. Deals 425 magic damage to the target. The target heals 100 damage over 3 seconds. 7 second cooldown.
Animation: A green burst of energy shoots forth from the Necromancer's hand. The enemy is consumed in a healing green fire.
Uses: A nuke useful for finishing off a fleeing opponent. Has synergy with both Sunder and Atrocity, making this spell an extremly potent nuke.
[W] Sunder (Active)
Skill Description: The Necromancer sunders the target's soul, rendering the unit ethereal for a small period of time. While ethereal the target is unable to attack and is slowed. In addition the unit has reduced magic armor but may not be the focus of physical attacks.
Skill Effects: Applies 'Sundered' to the target unit. The target is slowed by 50%, disarmed, and -6 Magic armor. The target is also rendered immune to physical attacks. This spell may be cast on yourself, an ally, or an enemy.
Cast Target: Target Unit
Cast Range: 500
Level 1: 100 Mana to activate. Applies 'Sundered' to the target unit for 2 seconds. 13 second cooldown.
Level 2: 100 Mana to activate. Applies 'Sundered' to the target unit for 2.5 seconds.11 second cooldown.
Level 3: 100 Mana to activate. Applies 'Sundered' to the target unit for 3 seconds. 9 second cooldown.
Level 4: 100 Mana to activate. Applies 'Sundered' to the target unit for 3.5 seconds. 7 second cooldown.
Animation: The target unit is given a green ghostly shade.
Uses: Allows for the Necromancer to power up his spell for a short period of time on a target as well as disable a carry, or protect a team mate, or yourself, from an opposing carry. Strengthens the rest of your spell significantly and increasing the healing done by Soul Drain
[E] Soul Drain (Active)
Skill Description: The Necromancer channels dark energies to either drain his opponents his life into his own or use his own soul to heal his allies.
Skill Effects: The Necromancer drains life from an enemy or gives life to an ally. Damage dealt is equal to how much life is gained. So the healing caused by Soul Drain is increased the lower your opponents magic armor. This is a channeled spell. Moving or issuing another action will break the channel. If the target moves past the maximum cast range the channel is also broken.
Cast Target: Target Unit
Cast Range: 650, Channels breaks when the target moves beyond 750
Level 1: 95 Mana to activate. Transfers 20 health per second. Lasts 5 seconds. 11 second cooldown.
Level 2: 105 Mana to activate. Transfers 40 health per second. Lasts 5 seconds. 10 second cooldown.
Level 3: 115 Mana to activate. Transfers 60 health per second. Lasts 5 seconds. 9 second cooldown.
Level 4: 125 Mana to activate. Transfers 80 health per second. Lasts 5 seconds. 8 second cooldown.
Animation: A green beam shot from the Necromancer's hand connects the target and the Necromancer
Uses: Gives the Necromancer a powerful laning spell as well as a powerful heal combined with Sunder. Allows the Necromancer to somewhat babysit.
2.3 Ultimate Skill
[R] Atrocity (Active)
Skill Description: The Necromancer unleashes the most vile spell in his arsenal, turning the the light of Sol into a malicious energy that feeds on life. Heals of any type damage the enemy.
Skill Effects: Stops health regeneration and causes all positive health gains to instead be dealt as magic damage. Does not include Life Steal.
Cast Target: Enemy
Cast Range: 1000
Level 1: 145 Mana to activate. 100% of all health gained by the target is converted into magic damage. Lasts 5 seconds. 75 Second Cooldown.
Level 2: 195 Mana to activate. 150% of all health gained by the target is converted into magic damage. Lasts 6 seconds. 65 Second Cooldown.
Level 3: 245 Mana to activate. 200% of all health gained by the target is converted into magic damage. Lasts 7 seconds. 55 Second Cooldown.
Animation: A giant spirit eminates from the Necromancer and envelops the target. If the target dies due to the effect of Atrocity the Necromancer maniacal laugh will be heard throughout the battle field.
Uses: Bane of the support class, this turns skills that heal into potent nukes and also causes items like Astrolabe, Nome's Wisdom, Power Supply and even any from of to be dangerous to the enemy unit. It also causes the healing done by Spirit Raze to damage the enemy instead and combined with Sunder the Necromancers nuking potential is huge.
3.0 Skill Synergy + Hero Discussion
The Necromancer is meant to be a deadly force that causes supportive effects to be detrimental to key enemy targets. He draws roots from the DotA hero Pugna even though he is not much like him The Necromancer has the highest int gain out of all heroes in order to support the 4 active spells he has that each have a large mana cost associated to them. With his Atrocity -> Sunder -> Spirit Raze -> Soul Drain combo the Necromancer can inflict heavy, and sometimes fatal, damage to the target as well as eliminates the possibility of the the target of being saved by say an Ophelia's Gift. With Atrocity's long range a running low health hero about to get healed by that enemy Jeraziah will instead of being healed for 300, will be nuked for 600 magic damage, killing the running hero. Also before anyone states that Sunder is 'over powered' one must compare it to other similar magic armor reducing effects. Sunder is a single target spell with an extremly low duration and a decent mana cost. This is opposed to Hellbringers Life Void which reduces magic armor in a large radius for 3 times he duration of Sunder. Life Void used to be -8 magic armor but in the recent patch was made -5 magic armor. I believe -8 is a good number for Sunder. Drain life allows the Necromancer to heal allies and absorb a great amount of health from enemies combined with Sunder. All of the Necromancer skills are splashable with each other and can be used in a variety of different skill builds. You could max either one of 3 skills and still have a viable build.
The Necromancer in short is versatile Anti-Support that can heal, disable, nuke and turn the enemies supportive spells against them.