Captain Murasa ready to set sail!
Power: 12 + 1.35
Attack: 79 + 4.55
Spirit: 77 + 4.35
Role: Tank, Crowd-controller.
Range: Melee (100).
Speed: 290.
Base Attack Time: 1.16.
Ability System: Skill.
HP: 504.
MP: 255.
HP Growth: +317.
MP Growth: +63.
AS Bonus: +1%.
Tank: Excellent
Assassin: Bad
Caster: Normal
Carry: Bad
Support: Good
Palaquin's Captain
Increases Murasa's movement speed by 25 while out of combat.
This passive bonus is lost for the next 6 seconds when entering in combat, gaining 10 bonus armor and 10% increased magic resistance.
It is considered combat when taking damage from heroes or towers.
Notes:
Non-hero enemies are not taken into accout for this ability to trigger.
Her combat bonus will not reduce the first instance of damage taken if out of combat.
Vengeance Manifest
MP: 80/95/110/125/140.
Cooldown: 16/15/14/13/10 seconds.
Notes:
Does not affect magic immune units. Units dragged by this ability ignore collision.
Insta-cast abilities can still be cast while being dragged.
Deals damage when Murasa arrives nearby her victim.
Sea Guard
Blasts surroundings for 50/100/150/200/250 (+40%) (+8% maximum HP) magical damage to nearby enemies and shields Murasa for 30/60/90/120/150 (+10% maximum HP) damage plus 15/30/45/60/75 (+30%) additional shield for each enemy hero struck for up to 5 seconds.
The shield deals half of its life as pure damage to nearby enemies if destroyed.
MP: 70/80/90/100/110.
Cooldown: 9 seconds.
Notes:
Blast does not damage magic immune units.
Shield does not reduce damage from pure damage.
Pure damage goes through shields, damage reduction and invulnerability.
Shield damage is only dealt if it gets destroyed by enemy attacks and not by expiring.
Anchor Rush
MP: 60/80/100/120/140.
Cooldown: 14/13/12/11/10 seconds.
Notes:
Anchor Rush ignores collision.
Anchor Rush deals additional damage instead of increasing damage dealt.
Anchor Rush will not do any damage against magic immune units and the buff will not be consumed.
Cooldown: 14/13/12/11/10 seconds.
Notes:
Anchor Rush ignores collision.
Anchor Rush deals additional damage instead of increasing damage dealt.
Anchor Rush will not do any damage against magic immune units and the buff will not be consumed.
Curse of the Drowned
MP: 100/125/150.
Cooldown: 120/100/80 seconds.
Notes:
Curse of the Drowned does not affect magic immune units.
While in the air, enemies cannot cast spells or move. This include insta-cast spells.
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