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Boush - Tinker



Boush - Tinker

Boush - Tinker

Affiliation: Intelligence (Sentinel - 2)

- Affiliation: Neutral
- Attack Animation: 0.35 / 0.65
- Damage: 49 - 55
- Casting Animation: 0.53 / 0.5
- Armor: 3.9
- Base Attack Time: 1.7
- Movespeed: 305
- Missile Speed: 900
- Attack Range: 500
- Sight Range: 1800 / 800

In the early stages of a game, the Tinker appears to be a straightforward offensive spellcasting hero, with two exceptionally dangerous single target abilities and a large area of effect one. Laser deals extremely high damage to one enemy and temporarily blinds them, making it very deadly against fragile spellcasters and agility heroes who rely on their physical attacks. Heat Seeking Missile also does a lot of damage, and since it tracks and has very long range it's especially good at finishing off injured heroes. March of the Machines is a little difficult to use, but can cause a lot of hurt if placed correctly. This spell is also great for getting gold from creep kills. However, the Tinker's true power lies in the Rearm skill. With enough mana, the Tinker can launch a constant barrage of spells on his enemies. In addition, Rearm also refreshes the cooldown of most inventory items, making high priced equipment with active abilities far more effective for the Tinker than other heroes.

Goblin engineering was always innovative, but Boush brought it to such extreme that most refuse to believe that his powers lie in machine and rather think that he fights with magic. He can shoot focused light and homing projectiles as powerful and as flashy as most destructive Elven Arcane spells. It is said that not even the best Necromancers can raise armies comparable to seemingly endless amount of clockwork goblins that Boush can easily summon. And while some refuse to believe in his machinery skills and other call him the master artist of engineering, none can deny the destructive force of this goblin.

Laser  Laser


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 95
  • 14 seconds
  • 550
  • N/A
  • 2 seconds on Heroes(6 seconds on creeps)
  • Enemy unit
  • 80 damage, 100% miss
  • 2
  • 120
  • 14 seconds
  • 550
  • N/A
  • 2 seconds on Heroes(6 seconds on creeps)
  • Enemy unit
  • 160 damage, 100% miss
  • 3
  • 145
  • 14 seconds
  • 550
  • N/A
  • 2 seconds on Heroes(6 seconds on creeps)
  • Enemy unit
  • 240 damage, 100% miss
  • 4
  • 170
  • 14 seconds
  • 550
  • N/A
  • 2 seconds on Heroes(6 seconds on creeps)
  • Enemy unit
  • 320 damage, 100% miss



- Damage type: pure
- The damage is dealt immediately while the miss effect is delayed until the projectile hits.


Heat Seeking Missile  Heat Seeking Missile


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 120
  • 25 seconds
  • N/A
  • 2500
  • N/A
  • Enemy Hero
  • 100 damage, 1 target
  • 2
  • 140
  • 25 seconds
  • N/A
  • 2500
  • N/A
  • Enemy Hero
  • 175 damage, 1 target
  • 3
  • 160
  • 25 seconds
  • N/A
  • 2500
  • N/A
  • Enemy Hero
  • 250 damage, 2 targets
  • 4
  • 180
  • 25 seconds
  • N/A
  • 2500
  • N/A
  • Enemy Hero
  • 325 damage, 2 targets



- Damage type: magical
- Does not hit ethereal units (such as targets of Pugna's Decrepify or heroes who use a Ghost Scepter).


March of the Machines  March of the Machines


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 145
  • 35 seconds
  • 300
  • 900* / 50** / 150***
  • 5 seconds
  • Enemy unit
  • 16 damage/goblin
  • 2
  • 150
  • 35 seconds
  • 300
  • 900* / 50** / 150***
  • 5 seconds
  • Enemy unit
  • 24 damage/goblin
  • 3
  • 165
  • 35 seconds
  • 300
  • 900* / 50** / 150***
  • 5 seconds
  • Enemy unit
  • 32 damage/goblin
  • 4
  • 190
  • 35 seconds
  • 300
  • 900* / 50** / 150***
  • 5 seconds
  • Enemy unit
  • 40 damage/goblin



- Damage type: magical
- Even though March of the Machines deals magic damage, it will still hit and damage magic immune units and mechanical units such as Meat Wagons.
- (*) Goblin spawn AoE
- (**) Goblin collision AoE
- (***) Goblin explosion AoE


Rearm  Rearm


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 150
  • 0 seconds
  • N/A
  • N/A
  • N/A
  • Self
  • 3 seconds to rearm
  • 2
  • 250
  • 0 seconds
  • N/A
  • N/A
  • N/A
  • Self
  • 2 seconds to rearm
  • 3
  • 350
  • 0 seconds
  • N/A
  • N/A
  • N/A
  • Self
  • 1 seconds to rearm



- Rearm works on all items except Black King Bar, Arcane Boots, Helm of the Dominator, Hand of Midas, Refresher Orb, and Necronomicon.
- This spell uses mana when cast, but will not refresh abilities until finished casting. This means interrupting Rearm while it is casting will waste mana but have no effect on ability cooldowns.


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