Among the small number of intelligence heroes who focus on getting a lot of powerful items late in the game, the Obsidian Destroyer relies on building up as much intelligence and mana as he possibly can. His deadly Arcane Orb enhances his attacks with large amounts of unresistable pure damage, and if his mana pool gets high enough the Obsidian Destroyer is capable of killing fragile enemies with only a few Arcane Orb attacks. Astral Prison is a useful ability, which can put a powerful enemy hero out of the fight or save an ally from death. In addition, it drains intelligence when cast on an enemy hero, and by repeatedly using this ability the Obsidian Destroyer can quickly reduce the enemies' mana pool, making it difficult for them to cast many spells. To keep both his own and his allies' mana pools full, the Obsidian Destroyer has a passive skill called Essence Aura. In addition to boosting the Destroyer's own mana pool, this aura gives any allied unit under its effect a chance to instantly regain a portion of their total mana pool every time they cast a spell. Essence Aura fuels Arcane Orb, giving the Destroyer potent damage with little risk of running dry. Although Arcane Orb and Astral Prison make the Destroyer deadly in small engagements, his powerful Sanity's Eclipse spell can turn the tide of large battles. An Obsidian Destroyer with a lot of intelligence items can kill or badly wound several enemy heroes at once with this spell. Few heroes are capable of putting out as much damage as a pumped up Obsidian Destroyer.
An obsidian construct brought to life through the ill conceived necromancy of the Lich King, Harbinger craves magic to make up for the emptiness brought on by the incomplete nature of its summoning. Ironically however, to devour the magic that it so desires, Harbinger must tap into his own pool of mana time and time again, expending to the point where it ends up with even less than it began with. Yet despite this, the Obsidian Destroyer is a proud servant of the Undead Scourge, and takes great pleasure in annihilating the foolish Sentinels it encounters through psionic exploitation.
Arcane Orb
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
100
6 seconds
450
N/A
N/A
Enemy Units
Deals 6% of your current remaining mana. Deals 100 bonus damage to illusions and summoned units
2
100
4 seconds
450
N/A
N/A
Enemy Units
Deals 7% of your current remaining mana. Deals 200 bonus damage to illusions and summoned units
3
100
2 seconds
450
N/A
N/A
Enemy Units
Deals 8% of your current remaining mana. Deals 300 bonus damage to illusions and summoned units
4
100
0 seconds
450
N/A
N/A
Enemy Units
Deals 9% of your current remaining mana. Deals 400 bonus damage to illusions and summoned units
- Damage type: pure
- The damage is calculated after the mana cost is spent.
- Does not stack with orb effects and buff placers.
Astral Imprisonment
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
120
18 seconds
550
N/A
1 second
Heroes
2 Int exchange
2
140
16 seconds
550
N/A
2 seconds
Heroes
4 Int exchange
3
160
14 seconds
550
N/A
3 seconds
Heroes
6 Int exchange
4
180
12 seconds
550
N/A
4 seconds
Heroes
8 Int exchange
- When cast on an ally, no intelligence is stolen.
- Imprisoned units are hidden and invulnerable.
- The -disablehelp command will prevent an allied Harbinger from casting this spell on you.
Essence Aura
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
N/A
N/A
N/A
1000
N/A
Allied Heroes
10% chance to restore. Increases base mana by 75.
2
N/A
N/A
N/A
1000
N/A
Allied Heroes
20% chance to restore. Increases base mana by 150.
3
N/A
N/A
N/A
1000
N/A
Allied Heroes
30% chance to restore. Increases base mana by 225.
4
N/A
N/A
N/A
1000
N/A
Allied Heroes
40% chance to restore. Increases base mana by 300.
- If Arcane Orb is cast manually it has the regular 10%/20%/30%/40% chance for mana restoration.
- Several skills with no cooldown (such as the Storm Spirit's Ball Lightning) and toggled spells (such as the Witch Doctor's Voodoo Restoration) cannot trigger Essence Aura.
Sanity's Eclipse
Level
Mana Cost
Cooldown
Casting range
Area of Effect
Duration
Allowed Targets
Effects
1
175
160 seconds
600 (700*)
375
N/A
Enemy heroes
Deals damage equal to 8x (9x*) the difference between heroes intelligence and Destroyer's intelligence.
2
250
160 seconds
650 (750*)
475
N/A
Enemy heroes
Deals damage equal to 9x (10x*) the difference between heroes intelligence and Destroyer's intelligence.
3
325
160 seconds
700 (800*)
575
N/A
Enemy heroes
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