Harbinger the Obsidian Destroyer

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Harbinger the Obsidian Destroyer

Post by Stinky_Cheese on Wed Aug 25, 2010 7:20 am

Harbinger is one of my favourite heroes and definitely the best Intel Carry there is by far Smile


Stats
Strength
19 + 1.85
Agility
24 + 2.0
Intelligence
26 + 2.8

Advanced
Affiliation:
Scourge
Attack Animation:
0.46 / 0.54
Damage:
49 - 64
Casting Animation:
0.25 / 0.51
Armor:
4.1
Base Attack Time:
1.7
Movespeed:
300
Missile Speed:
900
Attack Range:
450
Sight Range:
1800 / 800

His stats are quite high to start off with, his intel gain is HUGE so meaning you'll have huge pools of mana late game and that means more damage with Arcane Orb=]
He has high Agility gain for an Intel hero and average Strength.

Skills

Gives the Destroyer extra power to damage his enemies based on his remaining mana pool. Damage type is pure.

This is what Harbinger so scary late game, one of these late game is just the same power of landing a Shadow Raze! A nuke an attack and it goes through armour like nothing! It's damage is pure so you can use this early game 2 if you want to get through high armour heroes like Dragon Knight.
• Damage type: pure
• The damage is calculated after the mana cost is spent.
• Does not stack with orb effects and buff placers.


Teleports a target allied or enemy hero into an astral prison. The hero remains separated from the real world for the duration of the spell. If cast on an enemy, Harbinger steals intelligence from the target. Intelligence is restored to the hero after 60 seconds
1. Steals 2 Int
2. Steals 4 Int
3. Steals 6 Int
4. Steals 8 Int

You can use this to:
1. Be a ninja and dodge projectiles!
2. Pull enemies away early game to set up for an easy Ulti kill
3. Set up a gank and surround the poor buggar
4. Be OMFG IMBA and make your team mates dodge projectiles
5. Stall for time while your team mates are en route
6. Stall for time so you can use blink to escape (Fun Fun)

• When cast on an ally, no intelligence is stolen.
• Imprisoned units are hidden and invulnerable.


Whenever a nearby allied hero casts a spell, it has a chance to restore 25% of its mana pool. Passively adds to the Destroyer's base mana pool.
1. 10% chance to restore. Increases base mana by 75.
2. 20% chance to restore. Increases base mana by 150
3. 30% chance to restore. Increases base mana by 225.
4. 40% chance to restore. Increases base mana by 300.

This is what makes your allies love you so much, specially spammers like Zeus Smile
This also increases your mana meaning more damage from Arcane Orb


The Obsidian Destroyer unleashes his full potential; his mind unleashes a psionic storm able to penetrate lesser minds with terminal force, dealing massive damage to them. More crafty minds are able to resist most of the damage, but they expend most of their energies to do so, losing 75% of their mana. Heroes with more intelligence than the Destroyer are unaffected.

This is a tricky skill. You can use it on fed Intel heroes you know have more mana than you or similar mana to just weaken them or use this on those Agility carries to really dent their HP or pull of an insta-kill. One game I farmed so much when I used this on the enemy team (They were all on FULL HP) I got an instant Rampage. Was quite amusing:>
This is a powerhouse nuke and gets more devastating the more you farm;)

1. Deals damage equal to 8x (9x*) the difference between heroes intelligence and Destroyer's intelligence.
2. Deals damage equal to 9x (10x*) the difference between heroes intelligence and Destroyer's intelligence.
3. Deals damage equal to 10x (11x*) the difference between heroes intelligence and Destroyer's intelligence.

• Damage type: magical
• Does not affect units under the effect of Astral Imprisonment.
• If an enemy hero takes less than 80/270/500 damage (at levels 1/2/3), he will lose 75% of his current mana.
• * with Aghanim's scepter

Skill builds
Pubby skill build
1. Astral Imprisonment
2. Essence Aura
3. Astral Imprisonment
4. Arcane Orb
5. Astral Imprisonment
6. Sanity's Eclipse
7. Astral Imprisonment
8. Essence Aura
9. Essence Aura
10. Essence Aura
11. Sanity's Eclipse
12. Arcane Orb
13. Arcane Orb
14. Arcane Orb
15. Stats
16. Sanity's Eclipse
17+. Stats

Reason: Nobody is really gonna take pub games seriously and thus their intellect won't realise that a late game powerhouse is farming away. Basically this build just helps farm and build on late game potential when your teams like "WTF We have an OD?!"

Comp Build (My build)
1. Astral Imprisonment
2. Essence Aura
3. Astral Imprisonment
4. Essence Aura
5. Essence Aura
6. Sanity's Eclipse
7. Essence Aura
8. Arcane Orb
9. Astral Imprisonment
10. Astral Imprisonment
11. Sanity's Eclipse
12. Arcane Orb
13. Arcane Orb
14. Arcane Orb
15. Stats
16. Sanity's Eclipse
17+. Stats

Reason: I prefer more Essence Aura early on since there's much more ganks in higher level games and your team needs the mana back to be fully effective. I normally like to solo Harbinger as well since it's quicker to get to late game when you solo cause your level's fly up^^
Arcane Orb is taken mainly late game cause that's when it's really dangerous and has 0 cooldown so you can use it every attack which is just IMBA =]

*Under Construction* Smile
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Stinky_Cheese
Soon you will be a mod
Soon you will be a mod

Posts : 417
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Join date : 2009-12-05
Age : 24
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