Hero Discussion of this Day: Lion (26 November 2013)
Lion, the Demon Witch
When the demon betrayed me, I took its very arm. Imagine what I'll do to a mere hero.
The Demon Witch is a strong offensive spellcaster with excellent disabling capabilities. Although his primary attack spell, Impale, deals relatively low damage, it has a long stun at high levels and can hit multiple targets quite easily. The low spell damage of Impale is more than compensated for by Lion's lethal Finger of Death ability, which deals very high damage to a single enemy target. Finger of Death is an excellent finishing spell for injured enemies. Although Impale alone is a good disabling spell, the Demon Witch has a second strong disable: Voodoo. Voodoo can transform an enemy hero into a critter for a few seconds, allowing Lion and his allies time to finish them off. Lion's spells all cost quite a bit of mana, but he can quickly regain it using Mana Drain. This spell is effective for draining an enemy hero's mana while they are disabled or giving Lion a quick mana boost from an enemy Necromancer or Druid of the Talon creep. This hero is a good choice for newer players, but at the same time he is fragile and must stay on the offensive to emerge victorious.
Lore
Once a Grandmaster of the Demon Witch tradition of sorcery, Lion earned fame among his brethren for fighting on the side of light and righteousness. But adulation corrupts. With powers surpassed only by his ambition, the mage was seduced by a demon and turned to evil, trading his soul for prestige. After committing horrible crimes that marred his soul, he was abandoned. The demon betrayed him, striking better deals with his enemies. Such was Lion’s rage that he followed the demon back to hell and slew it, ripping it limb from limb, taking its demonic hand for his own. However, such demonoplasty comes at a cost. Lion was transfigured by the process, his body transformed into something unrecognizable. He rose from hell, rage incarnate, slaying even those who had once called him master, and laying waste to the lands where he had once been so adored. He survives now as the sole practitioner of the Demon Witch tradition, and those who present themselves as acolytes or students are soon relieved of their mana and carried off by the faintest gust of wind.
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Roles: Disabler, Nuker, Support, Lane Support
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Strength: 16 + 1.7
Agility: 15 + 1.5
Intelligence: 22 + 3
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Damage: 42-48
Armour: 1.1
Movement Speed: 290
Attack Range: 600
Missile Speed: 900
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 800 (Night)
Turn Rate: 0.5
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Spells
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Earth Spike
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and will take damage when they fall.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 100 | 12 | 500 | 125 | 1.02 | Causes spikes to erect from the ground and hit enemy units within its path, stunning and dealing 60 damage to enemies |
| 2 | 120 | 12 | 500 | 125 | 1.52 | Causes spikes to erect from the ground and hit enemy units within its path, stunning and dealing 130 damage to enemies |
| 3 | 145 | 12 | 500 | 125 | 2.02 | Causes spikes to erect from the ground and hit enemy units within its path, stunning and dealing 200 damage to enemies |
| 4 | 170 | 12 | 500 | 125 | 2.52 | Causes spikes to erect from the ground and hit enemy units within its path, stunning and dealing 260 damage to enemies |
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Magical Damage
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Hit units will fly for 0.52 seconds before the real stun is applied (included in the duration on the infobox to the left). Total duration 1.54/2.04/2.54/3.04
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The rock spikes travel for a length of 825 units, and hit units in a 125 radius around this line, therefore enemies at a distance of 950 units are hit
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The skill can only be targeted at a range of 500 units on enemies or the ground, but hits units up to 950 units away
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The wave of tendrils moves at 1600 units per second. If Earth Spike hits an invisible unit the damage graphic is still displayed
The Demon Witch exercises his demonic covenant, opening a fissure from hell.
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Hex
Transforms an enemy unit into a harmless beast, with all special abilities disabled.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 125 | 30 | 500 | 225 | 2.5 | Hexes the enemy unit, transforming it into a frog |
| 2 | 150 | 25 | 500 | 225 | 3 | Hexes the enemy unit, transforming it into a frog |
| 3 | 175 | 20 | 500 | 225 | 3.5 | Hexes the enemy unit, transforming it into a frog |
| 4 | 200 | 15 | 500 | 225 | 4 | Hexes the enemy unit, transforming it into a frog |
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Instantly destroys illusions
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The target will have a base movement speed of 100
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Hex disables damage block and evasion
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Hex disables experience gain
Lion is compelled to share his transfiguration, twisting the essence of those who oppose him.
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Mana Drain
Channeled
Absorbs the magical energies of a target enemy unit by taking mana from it every second.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 10 | 20 | 850 | N/A | 5 | Drains 20 mana per second from a target enemy unit that has mana |
| 2 | 10 | 15 | 850 | N/A | 5 | Drains 40 mana per second from a target enemy unit that has mana |
| 3 | 10 | 10 | 850 | N/A | 5 | Drains 60 mana per second from a target enemy unit that has mana |
| 4 | 10 | 5 | 850 | N/A | 5 | Drains 120 mana per second from a target enemy unit that has mana |
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Destroys Illusions after 0.25 seconds
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Can continue to drain as long as the target is within 1200 range from
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Lion and they remain visible
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Total mana drained (100/200/300/600)
Lesser magi are nothing more than a source of magical restoration for the Demon Witch.
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Finger of Death
Ultimate
Rips at an enemy unit, trying to turn it inside-out. Deals massive damage.
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 280 | 160 (100*) | 900 | N/A | N/A | Deals 600 (725*) damage to a single target |
| 2 | 420 | 100 (60*) | 900 | N/A | N/A | Deals 725 (875*) damage to a single target |
| 3 | 650 (625*) | 40 (20*) | 900 | N/A | N/A | Deals 850 (1025*) damage to a single target |
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Magical Damage
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This ultimate can be upgraded via Sceptre, (*) shows the upgraded effects
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Finger of Death has a 0.25 delay before the damage is applied after the spell is cast, allowing certain abilities to avoid the damage
Lion's disfigured hand is also the source of his greatest power, capable of flooding victims with malefic force.
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Recent Changes from 6.79
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Mana Drain duration increased from 4 to 5
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Hex cooldown increased from 15 to 30/25/20/15
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Hex duration increased from 1.75/2.5/3.25/4 to 2.5/3/3.5/4
Recent Changes from 6.78/6.78b/6.78c
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Mana Drain cast range and break improved by 100 (750/1100 to 850/1200)
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Aghanim's Finger of Death cooldown decreased from 160/100/40 to 100/60/20
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Tips:
When hexing and stunning the same target, make sure your disabled don't overlap their duration by timing how long the current disable lasts for and then casting the next one.
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If you guys want a specific hero to be discussed next, please feel free to post or message me. Request list
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Posts are every two days now, again.
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Important Lina tip of last thread by Rammite:
"Get a point into Fiery Soul at 4. Please. It's really really good. Just a single point into it means you will have +120 attack speed and +12% movespeed after blowing your combo in a gank/teamfight. This is more than enough to allow you to chase and finish off any stragglers, which you couldn't do if you instead took a second point into LSA (60 damage, big whoop). Assuming you have not gotten any stats or damage, a level 4 Lina will do 58.6 damage per autoattack. If you can land even one extra autoattack with Fiery Soul, you'll do more damage compared to lv2 LSA. Two autoattacks is a guaranteed benefit unless they have like 50 armor. Because of Lina's insane attack range and the boosts the movespeed, you might grab up to 4 autoattacks on a fleeing enemy. [You also have a better opportunity to escape.]"
Posted Nov 26, 2013, 4:43 PM UTC