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Hero Discussion of this Day: Broodmother (8 May 2014)

Discussion

Black Arachnia, the Broodmother

Six eyes, eight legs and one burning desire.

Regular spiders are scary enough. This overgrown Broodmother takes arachnophobia to a whole new level. Within her web she can remain unseen, is extremely quick, and able to regenerate. The venom in her fangs not only hurts, but can cause one to miss attacks and move slower. Combine this with her ultimate Insatiable Hunger, which empowers her fangs to deal great damage and life leech, and she is one Mother you don't want to go toe to toe with. She also can inject her young from a distance into a target, dealing damage initially, and if that host dies soon after her young will spawn. She can amass young armies quickly, which are great for pushing or even taking down bigger prey if left unchecked.

Lore

For centuries, Black Arachnia the Broodmother lurked in the dark lava tubes beneath the smoldering caldera of Mount Pyrotheos, raising millions of spiderlings in safety before sending them to find prey in the wide world above. In a later age, the Vizier of Greed, Ptholopthales, erected his lodestone ziggurat on the slopes of the dead volcano, knowing that any looters who sought his magnetic wealth must survive the spider-haunted passages. After millennia of maternal peace, Black Arachnia found herself beset by a steady trickle of furfeet and cutpurses, bold knights and noble youths--all of them delicious, certainly, and yet tending to create a less than nurturing environment for her innocent offspring. Tiring of the intrusions, she paid a visit to Ptholopthales; and when he proved unwilling to discuss a compromise, she wrapped the Vizier in silk and set him aside to be the centerpiece of a special birthday feast. Unfortunately, the absence of the Magnetic Ziggurat's master merely emboldened a new generation of intruders. When one of her newborns was trodden underfoot by a clumsy adventurer, she reached the end of her silken rope. Broodmother headed for the surface, declaring her intent to rid the world of each and every possible invader, down to the last Hero if necessary, until she could ensure her nursery might once more be a safe and wholesome environment for her precious spiderspawn.

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Roles: Pusher, Semi-Carry/Carry, Escape

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Strength: 17 + 2.5

Agility: 18 + 2.2

Intelligence: 18 + 2

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Damage: 44-50

Armour: 2.52

Movement Speed: 295

Attack Range: 128 (Melee)

Missile Speed: N/A

Base Attack Time: 1.7

Sight Range: 1800 (Day) / 800 (Night)

Turn Rate: 0.5

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Spells

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Spawn Spiderlings

Broodmother injects her young into an enemy unit, dealing damage. The spiderlings will hatch if the target is killed while under this influence.

LevelManacostCooldownCasting RangeAreaDurationEffects
112010700N/A2Throws an injection of spiderlings into an enemy unit dealing 75 damage, if the unit is killed in 2 seconds it spawns 1 spiderling
212010700N/A2Throws an injection of spiderlings into an enemy unit dealing 150 damage, if the unit is killed in 2 seconds it spawns 2 spiderlings
312010700N/A2Throws an injection of spiderlings into an enemy unit dealing 225 damage, if the unit is killed in 2 seconds it spawns 3 spiderlings
412010700N/A2Throws an injection of spiderlings into an enemy unit dealing 300 damage, if the unit is killed in 2 seconds it spawns 4 spiderlings
  • Magical Damage

  • Units from which the Spiderlings spawn leave no corpse on death

  • If the target is killed within 2 seconds of being hit by this skill, the Spiderlings will spawn

  • Units killed by Spiderlings will then give birth to Spiderites, smaller and less powerful versions of the Spiderlings

  • Will work on allied creeps and units when denying

  • Spiderlings last 60 seconds and have 2 passive abilities: Poison Sting (deals 8 damage per second and causes a 15% move slow, lasting 2 seconds on heroes and 6 on creeps) and Spawn Spiderites (every unit the Spiderlings attack gain a debuff called Spawn Spiderites, if they die while under this they will give birth to a Spiderite. Spiderites are smaller and less powerful versions of the Spiderlings but also last 60 seconds. Spiderites cannot spawn more Spiderites).

  • Spiderlings deal 18-19 damage and 450 HP while Spiderites to 9-10 damage and 175 HP.

Black Arachnia continues to raise her young, even amidst the field of combat. The brood quickly learns how to support their mother.

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Spin Web

Throws out a web that renders Broodmother invisible in its vicinity, while also boosting regeneration, and granting a passive movement speed increase.

LevelManacostCooldownCasting RangeAreaDurationEffects
150301000900InfiniteSpawns a web in the selected area. While inside the web, Broodmother is invisible gaining 2 bonus HP regen and 20% bonus move speed. Broodmother also has unobstructed movement (which is disabled for 3 seconds after she takes damage). She can only have a max of 2 webs.
250301000900InfiniteSpawns a web in the selected area. While inside the web, Broodmother is invisible gaining 4 bonus HP regen and 25% bonus move speed. Broodmother also has unobstructed movement (which is disabled for 3 seconds after she takes damage). She can only have a max of 4 webs.
350301000900InfiniteSpawns a web in the selected area. While inside the web, Broodmother is invisible gaining 6 bonus HP regen and 30% bonus move speed. Broodmother also has unobstructed movement (which is disabled for 3 seconds after she takes damage). She can only have a max of 6 webs.
450301000900InfiniteSpawns a web in the selected area. While inside the web, Broodmother is invisible gaining 8 bonus HP regen and 35% bonus move speed. Broodmother also has unobstructed movement (which is disabled for 3 seconds after she takes damage). She can only have a max of 8 webs.
  • Has an invisibility fade time of 2 seconds, but invisibility is instantly lost outside the web

  • Movement speed and health regeneration are instantly granted and lost when moving in or out of the web

  • Also affects Spiderlings and Spiderites

  • The web does not prevent neutral creeps from spawning

  • If more webs are spawned than allowed, the oldest one will disappear

  • Webs are marked by icons on the minimap

  • She gains unobstructed movement within the web (can walk over cliffs, trees, etc) with no collision box

  • Unobstructed movement is disabled for 3 seconds when she takes damage

  • Spiderlings and Spiderites do not get unobstructed movement

  • Has a 0.4 cast point (slower than default)

  • Broodmother will not be able to become invisible while muted, but will not lose her invisibility if she is already on a web. Other components behave normally.

Weaving a bed of silken fibers, Arachnia's web both protects her and her offspring, as well as giving advancing opponents a sense of foreboding.

==

Incapacitating Bite

Passive

Broodmother's venom cripples enemy units, causing her attacks to slow, as well as giving the affected unit a chance to miss its attacks. Incapacitating Bite is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers.

LevelManacostCooldownCasting RangeAreaDurationEffects
1----2With each attack, the unit that is being attacked has their movespeed slowed by 10% and has a 30% chance to miss attacks
2----2With each attack, the unit that is being attacked has their movespeed slowed by 20% and has a 40% chance to miss attacks
3----2With each attack, the unit that is being attacked has their movespeed slowed by 30% and has a 50% chance to miss attacks
4----2With each attack, the unit that is being attacked has their movespeed slowed by 40% and has a 60% chance to miss attacks
  • This is a Unique Attack Modifier (Orb effect)

  • The affected enemies' miss chance stacks with evasion and terrain dodge chance

  • In (Warcraft III) DotA, this ability is blocked by Linken's Sphere. The change appears to be intended

  • Does not affect magic immune units

Paralytic toxins come from Black Arachnia's fangs, causing a slow and painful death to those who intrude on her webs.

==

Insatiable Hunger

Ultimate

A violent lust for vital fluids increases Broodmother's attack damage and gives her a vampiric attack.

LevelMana CostCooldownCasting RangeAreaDurationEffects
145100N/AN/A14Greatly increases Broodmother's damage by 60 and also giving her a 60% lifesteal
245100N/AN/A14Greatly increases Broodmother's damage by 80 and also giving her a 80% lifesteal
345100N/AN/A14Greatly increases Broodmother's damage by 100 and also giving her a 100% lifesteal
  • Fully stacks with all items providing lifesteal (both Unique Attack Modifiers and auras)

  • Can only be removed by Purge (from Diffusal Blade, Stone Gaze, Demonic Purge, Unstable Current, or the Satyr Trickster)

While most of her prey is wrapped in silken cocoons and saved for her young, the Broodmother herself has a taste for wandering heroes.

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Recent Changes from 6.81

  • Poison Sting damage per second increased from 4 to 8

  • Spin Web's free pathing no longer deactivates when enemy has vision on Broodmother

  • Spin Webs free pathing is now disabled for 3 seconds when Broodmother takes damage (uses the same damage source rules as Blink Dagger)

  • Insatiable Hunger lifesteal increased from 40/60/80% to 60/80/100%

Recent Changes from 6.80

  • Can no longer leave the map boundaries

  • Spin Web no longer provides 200 vision

  • Free pathing is now removed when enemies have vision over you

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Tips:

Don't rely on unobstructed movement to stay safe as the enemy will most likely have some detection and attack you if caught out.

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The previous Broodmother discussion (6.78).

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If you want a specific hero to be discussed next, feel free to message me. Request list

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Posts are every two or four days.

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Good Skywrath Mage tip from last thread by MindinMind:

"The trick to getting good with SWM is learning how to properly chain his spells to maximize damage. Its really the difference between dealing 500 damage or 1000 damage at level 6.

Arcane bolt and concussive shot are both slow moving projectiles and Arcane Bolt is spammable with a short CD. The idea is to cast your Arcane bolt first and when its about halfway from the target let your concussive go then immediately silence the enemy before the two shots hit.

Right after concussive hits you want to line up your ult as best as possible to get the full duration off on one hero. Since you cast Arcane bolt first you will likely have another ready by the time the ult is done so you can finish your opponent off. I will never use my ult unless I get the concussive to hit them while they are in range of me, otherwise the enemy can walk right out of your mystic flare."

Posted May 8, 2014, 7:42 PM UTC · edited

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