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Squee Spleen and Spoon - Goblin Techies



Squee Spleen and Spoon - Goblin Techies

Squee Spleen and Spoon - Goblin Techies

Affiliation: Intelligence (Sentinel - 2)

- Affiliation: Neutral
- Attack Animation: 0.5 / 0.5
- Damage: 29 - 31
- Casting Animation: 0 / 0.51
- Armor: 1
- Base Attack Time: 1.7
- Movespeed: 270
- Missile Speed: 900
- Attack Range: 650
- Sight Range: 1800 / 800

This team of tiny Goblins provide the oddest gameplay style of any hero. Relying almost entirely on hidden traps and mines, the Goblin Techies rely on planning and strategy to defeat their enemies. Land Mines, Stasis Traps, and Remotes Mines all must be placed ahead of time to be used effectively. Nearly useless in combat, the Goblin Techies sole offensive ability is suicidally exploding with the hope of taking an enemy with them. However, attacking a base defended by the Techies is extremely difficult, due to the inevitable myriad of invisible traps scattered across the battlefield. Some method for detecting invisibility is a must for outwitting these sly Goblins.

Devilishly clever, the goblin techies, despite their small physical presence, are a force to be reckoned with. In line with their goblin brethren, the techies have the skill of laying mines in the earth, invisible to the naked eye. Also, after extensive training with the Orcish voodoo priests of Kalimdor, the Techies are adept at laying paralysis-inducing traps along with their potent explosives. Wary be the foe who takes these three lightly.

Land Mines  Land Mines


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 125
  • 25 seconds
  • 100
  • 200 Full damage AoE / 500 Half Damage AoE
  • Until Killed
  • Enemy unit
  • 300 damage
  • 2
  • 150
  • 20 seconds
  • 100
  • 200 Full damage AoE / 500 Half Damage AoE
  • Until Killed
  • Enemy unit
  • 400 damage
  • 3
  • 175
  • 15 seconds
  • 100
  • 200 Full damage AoE / 500 Half Damage AoE
  • Until Killed
  • Enemy unit
  • 500 damage
  • 4
  • 205
  • 12 seconds
  • 100
  • 200 Full damage AoE / 500 Half Damage AoE
  • Until Killed
  • Enemy unit
  • 600 damage



- Damage type: mixed
- If destroyed by attacks the mines will still explode.
- When a 16th mine is placed the oldest will explode.
- Techies will gain experience for hero kills resulting from Land Mines regardless of where he is on the map.
- The '-mines' command can be used to know how many of your mines are placed on the map.


Stasis Trap  Stasis Trap


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 80
  • 20 seconds
  • 150
  • 200 Activation AoE / 450 Stun AoE
  • 3 seconds (stun duration) / 270 seconds (ward duration)
  • Enemy unit
  • Stuns all enemy units in the AoE
  • 2
  • 110
  • 16 seconds
  • 150
  • 200 Activation AoE / 450 Stun AoE
  • 4 seconds (stun duration) / 300 seconds (ward duration)
  • Enemy unit
  • Stuns all enemy units in the AoE
  • 3
  • 140
  • 13 seconds
  • 150
  • 200 Activation AoE / 450 Stun AoE
  • 5 seconds (stun duration) / 330 seconds (ward duration)
  • Enemy unit
  • Stuns all enemy units in the AoE
  • 4
  • 160
  • 10 seconds
  • 150
  • 200 Activation AoE / 450 Stun AoE
  • 6 seconds (stun duration) / 360 seconds (ward duration)
  • Enemy unit
  • Stuns all enemy units in the AoE



- It takes 2 seconds for a triggered Stasis Trap to activate.
- Stasis Traps destroy all other Stasis Traps in their AOE when they activate.


Suicide Squad, Attack!  Suicide Squad, Attack!


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 75 seconds
  • 100
  • 200 Full Damage AoE / 500 Partial Damage AoE
  • N/A
  • Enemy unit / Ground / Buildings
  • Deals 650 full damage / Deals 350 partial damage
  • 2
  • 125
  • 75 seconds
  • 100
  • 200 Full Damage AoE / 500 Partial Damage AoE
  • N/A
  • Enemy unit / Ground / Buildings
  • Deals 850 full damage / Deals 400 partial damage
  • 3
  • 150
  • 75 seconds
  • 100
  • 200 Full Damage AoE / 500 Partial Damage AoE
  • N/A
  • Enemy unit / Ground / Buildings
  • Deals 1150 full damage / Deals 450 partial damage
  • 4
  • 175
  • 75 seconds
  • 100
  • 200 Full Damage AoE / 500 Partial Damage AoE
  • N/A
  • Enemy unit / Ground / Buildings
  • Deals 1550 full damage / Deals 500 partial damage



- Damage type: mixed
- Using this skill counts as a suicide, which does not give gold or experience to the enemy team.
- Destroys trees in its area.
- When autocast is enabled, the Techies will use this skill instead of attacking on a right-click.


Remote Mines  Remote Mines


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 200
  • 10 seconds
  • 500 (900*)
  • 400/410*
  • 480 seconds
  • Enemy unit
  • Deals 300 (450*) damage when activated
  • 2
  • 240
  • 10 seconds
  • 500 (900*)
  • 410/425*
  • 480 seconds
  • Enemy unit
  • Deals 450 (600*) damage when activated
  • 3
  • 300
  • 10 seconds
  • 500 (900*)
  • 425/425*
  • 480 seconds
  • Enemy unit
  • Deals 600 (750*) damage when activated



- Damage type: magical
- Can be improved by Aghanim's Scepter (* shows the improved values).
- Techies will gain experience for hero kills resulting from Remote Mines regardless of where he is on the map.
- If destroyed by attacks the mines will still explode.


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Remote Mines Tag | DotA | Hero | Heroes | Warcraft | Sentinel | Scourge | Strength |

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