Minggu, 09 Juni 2013


Naruto
Volume64.png
Genre Shonen, Petualangan, perlawanan
Manga
Pengarang  Masashi Kishimoto
Penerbit  Bendera Indonesia Elex Media
Bendera KanadaBendera Amerika Serikat Viz Media
Bendera Jepang Jump Comics
Anime
Sutradara  Hayato Date
Studio Studio Pierrot
Portal Anime dan Manga

Kamis, 28 Februari 2013

Tinker



Tinker

Boush

  • Strength Boush Strength
    17 + 2
  • Agility Boush Agility
    13 + 1.2
  • IntelligenceBoush Intelligence
    27 + 2.2
  • Boush

Laser

Fires an intense beam of light at a target, blinding it for 3 seconds causing it to miss all of its attacks. Deals precise damage.

Heat Seeking Missile

The Tinker fires a rocket at the nearest visible enemy hero.

March of the Machines

Calls in hordes of robotic goblins to destroy your enemies.

Rearm

Instantly reloads the Tinker's weapons.
  • Sentinel
  • 0.35 / 0.65
  • 49 - 55
  • 0.53 / 0.5
  • 3.82
  • 1.7
  • 305
  • 900
  • 500
  • 1800 / 800
In the early stages of a game, the Tinker appears to be a straightforward offensive spellcasting hero, with two exceptionally dangerous single target abilities and a large area of effect one. Laser deals extremely high damage to one enemy and temporarily blinds them, making it very deadly against fragile spellcasters and agility heroes who rely on their physical attacks. Heat Seeking Missile also does a lot of damage, and since it tracks and has very long range it's especially good at finishing off injured heroes. March of the Machines is a little difficult to use, but can cause a lot of hurt if placed correctly. This spell is also great for getting gold from creep kills. However, the Tinker's true power lies in the Rearm skill. With enough mana, the Tinker can launch a constant barrage of spells on his enemies. In addition, Rearm also refreshes the cooldown of most inventory items, making high priced equipment with active abilities far more effective for the Tinker than other heroes.
Goblin engineering was always innovative, but Boush brought it to such extreme that most refuse to believe that his powers lie in machine and rather think that he fights with magic. He can shoot focused light and homing projectiles as powerful and as flashy as most destructive Elven Arcane spells. It is said that not even the best Necromancers can raise armies comparable to seemingly endless amount of clockwork goblins that Boush can easily summon. And while some refuse to believe in his machinery skills and other call him the master artist of engineering, none can deny the destructive force of this goblin.

Laser

  • Active
  • Unit
  • E
Fires an intense beam of light at a target, blinding it for 3 seconds causing it to miss all of its attacks. Deals precise damage.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 95
  • 14
  • 550
  • N/A
  • 3 seconds on Heroes(6 seconds on creeps)
  • Enemy unit
  • 80 damage, 100% miss
  • 2
  • 120
  • 14
  • 550
  • N/A
  • 3 seconds on Heroes(6 seconds on creeps)
  • Enemy unit
  • 160 damage, 100% miss
  • 3
  • 145
  • 14
  • 550
  • N/A
  • 3 seconds on Heroes(6 seconds on creeps)
  • Enemy unit
  • 240 damage, 100% miss
  • 4
  • 170
  • 14
  • 550
  • N/A
  • 3 seconds on Heroes(6 seconds on creeps)
  • Enemy unit
  • 320 damage, 100% miss

Notes

• Damage type: pure
• The damage is dealt immediately while the miss effect is delayed until the projectile hits.



Heat Seeking Missile

  • Active
  • Instant
  • T
The Tinker fires a rocket at the nearest visible enemy hero.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 120
  • 25
  • N/A
  • 2500
  • N/A
  • Enemy Hero
  • 100 damage, 2 targets
  • 2
  • 140
  • 25
  • N/A
  • 2500
  • N/A
  • Enemy Hero
  • 175 damage, 2 targets
  • 3
  • 160
  • 25
  • N/A
  • 2500
  • N/A
  • Enemy Hero
  • 250 damage, 2 targets
  • 4
  • 180
  • 25
  • N/A
  • 2500
  • N/A
  • Enemy Hero
  • 325 damage, 2 targets

Notes

• Damage type: magical
• Does not hit ethereal units (such as targets of Pugna's Decrepify or heroes who use a Ghost Scepter).



March of the Machines

  • Active
  • Point
  • C
Calls in hordes of robotic goblins to destroy your enemies.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 145
  • 35
  • 300
  • 900* / 50** / 150***
  • 6 seconds
  • Enemy unit
  • 16 damage/goblin
  • 2
  • 150
  • 35
  • 300
  • 900* / 50** / 150***
  • 6 seconds
  • Enemy unit
  • 24 damage/goblin
  • 3
  • 165
  • 35
  • 300
  • 900* / 50** / 150***
  • 6 seconds
  • Enemy unit
  • 32 damage/goblin
  • 4
  • 190
  • 35
  • 300
  • 900* / 50** / 150***
  • 6 seconds
  • Enemy unit
  • 40 damage/goblin

Notes

• Damage type: magical
• Even though March of the Machines deals magic damage, it will still hit and damage magic immune units and mechanical units such as Meat Wagons.
• Robotic goblins spawn at a rate of 24 per second.
• (*) Goblin spawn AoE
• (**) Goblin collision AoE
• (***) Goblin explosion AoE



Rearm

  • Active
  • Instant
  • R
Instantly reloads the Tinker's weapons.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 150
  • 0
  • N/A
  • N/A
  • N/A
  • Self
  • 3 seconds to rearm
  • 2
  • 250
  • 0
  • N/A
  • N/A
  • N/A
  • Self
  • 2 seconds to rearm
  • 3
  • 350
  • 0
  • N/A
  • N/A
  • N/A
  • Self
  • 1 seconds to rearm

Notes

• Rearm works on all items except Black King Bar, Arcane Boots, Helm of the Dominator, Hand of Midas, Refresher Orb, and Necronomicon.
• This spell uses mana when cast, but will not refresh abilities until finished casting. This means interrupting Rearm while it is casting will waste mana but have no effect on ability cooldowns.

Jakiro



Twin Head Dragon

Jakiro

  • Strength Jakiro Strength
    24 + 2.3
  • Agility Jakiro Agility
    10 + 1.2
  • IntelligenceJakiro Intelligence
    28 + 2.8
  • Jakiro

Dual Breath

Jakiro's twin heads let loose an icy blast followed closely by a wave of fire, each dealing initial damage. Enemy units are both slowed and dealt fire damage per second for 4 seconds.

Ice Path

Creates a path of ice in front of Jakiro and freezes any enemy unit that touches it for its duration and deals damage.

Liquid Fire

Straight from the belly of the beast, Jakiro slowly harnesses Liquid Fire when he attacks to burn his victims (175 AoE), and slow their attacks.

Macropyre

Jakiro unleashes a line of pulsing flame strikes in front of him. Each flame strike deals damage per second for 7 seconds, and has a 225 AOE radius.
  • Sentinel
  • 0.4 / 0.5
  • 46 - 54
  • 0.65 / 0.3
  • 2.4
  • 1.7
  • 290
  • 1100
  • 400
  • 1800 / 800
One place you don't want to be when fighting this beast is in front of him. He has three spells which target an area of effect in front of him, and getting caught in his barrage can cause a lot of pain. Dual Breath is his primary ability, burning and freezing all enemies in a large cone in front of him. In addition to the slow from Dual Breath, he can also completely disable multiple enemies with Ice Path. With two movement disable spells, Jakiro is a good supporter for his allies. In addition, Liquid Fire makes him effective at reducing the effectiveness of enemy physical attack heroes, as well as making towers easier to attack by slowing their retaliation. Macropyre can do a lot of damage if the enemy stays in its path, but it is often more effective as a deterrent rather than a source of damage. Couple with a well-timed Ice Path it can cause significant burning damage, however. Due to his naturally high life and mana, Jakiro doesn't need many items to be effective. This makes him great at supporting heroes who need to get a lot of gold.
Originally found gnawing at the roots of the World Tree during an excavation, this magnificent Chimaera's age is impossible to determine. With his large snapping heads and aggressive, unpredictable behavior, Jakiro is an intimidating creature to say the least, yet is loyal to the Sentinel for reasons all his own. Due to his mystical nature, he has a strange affinity with the elemental forces of ice and fire. This allows him to devastate all in his path, and he is more than capable of keeping his opponents in his line of fury. The Scourge would do best to be wary of this dragon, lest they all freeze and shatter as their precious Frozen Throne melts before their eyes.

Dual Breath

  • Active
  • Unit / Point
  • D
Jakiro's twin heads let loose an icy blast followed closely by a wave of fire, each dealing initial damage. Enemy units are both slowed and dealt fire damage per second for 4 seconds.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 135
  • 10
  • 500
  • 200 (Starting AoE) / 500 (Distance) / 250 (Final AoE)
  • 4 seconds
  • Enemy Unit
  • 35 damage per breath, 5 fire damage per second
  • 2
  • 140
  • 10
  • 500
  • 200 (Starting AoE) / 500 (Distance) / 250 (Final AoE)
  • 4 seconds
  • Enemy Unit
  • 70 damage per breath, 10 fire damage per second
  • 3
  • 155
  • 10
  • 500
  • 200 (Starting AoE) / 500 (Distance) / 250 (Final AoE)
  • 4 seconds
  • Enemy Unit
  • 105 damage per breath, 15 fire damage per second
  • 4
  • 170
  • 10
  • 500
  • 200 (Starting AoE) / 500 (Distance) / 250 (Final AoE)
  • 4 seconds
  • Enemy Unit
  • 140 damage per breath, 20 fire damage per second

Notes

• Damage type: magical
• Can hit units up to 950 range away.
• The slow lasts for 4 seconds and it slows for 30% movespeed and 20% IAS.
• Has a 0.3 second interval between each breath.



Ice Path

  • Active
  • Point
  • T
Creates a path of ice in front of Jakiro, after 0.5 seconds, the path forms and freezes any enemy unit that touches it for its duration and deals damage.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 90
  • 12
  • 1100
  • 150
  • 1 seconds
  • Enemy Unit
  • Freezes enemy units
  • 2
  • 90
  • 11
  • 1100
  • 150
  • 1.4 seconds
  • Enemy Unit
  • Freezes enemy units
  • 3
  • 90
  • 10
  • 1100
  • 150
  • 1.8 seconds
  • Enemy Unit
  • Freezes enemy units
  • 4
  • 90
  • 9
  • 1100
  • 150
  • 2.2 seconds
  • Enemy Unit
  • Freezes enemy units

Notes

• It takes 0.5 seconds for the path to reach its full extent.
• Frozen units by Ice Path are completly disabled, same properties as Stun.



Liquid Fire

  • Passive
  • N/A
  • Q
Straight from the belly of the beast, Jakiro slowly harnesses Liquid Fire when he attacks to burn his victims (175 AoE), and slow their attacks.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • N/A
  • 20
  • N/A
  • 300
  • 5 seconds
  • Enemy Unit
  • 10 damage per second and 20% attack speed reduction
  • 2
  • N/A
  • 15
  • N/A
  • 300
  • 5 seconds
  • Enemy Unit
  • 15 damage per second and 30% attack speed reduction
  • 3
  • N/A
  • 10
  • N/A
  • 300
  • 5 seconds
  • Enemy Unit
  • 20 damage per second and 40% attack speed reduction
  • 4
  • N/A
  • 5
  • N/A
  • 300
  • 5 seconds
  • Enemy Unit
  • 25 damage per second and 50% attack speed reduction

Notes

• Damage type: magical
• This ability works on units and buildings.
• If used on an enemy tower, it will slow the tower's attacks.



Macropyre

  • Active
  • Point
  • R
Jakiro unleashes a line of pulsing flame strikes in front of him. Each flame strike deals damage per second for 7 seconds, and has a 225 AOE radius.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 220
  • 60
  • 850 (1150*)
  • 225
  • 7 seconds
  • Enemy unit
  • 100 (125*) damage per second, 6 (9*) flame strikes, 900 (1350*) range
  • 2
  • 330
  • 60
  • 850 (1150*)
  • 225
  • 7 seconds
  • Enemy unit
  • 140 (175*) damage per second, 6 (9*)flame strikes, 900 (1350*) range
  • 3
  • 440
  • 60
  • 850 (1150*)
  • 225
  • 7 seconds
  • Enemy unit
  • 180 (225*)damage per second, 6 (9*) flame strikes, 900 (1350*) range

Notes

• Damage type: magical
• Macropyre destroys all trees in the path of fire.
• Macropyre has a 0.1 (0.05*) second interval between each Flame Strike.
• Can be improved by Aghanim's Scepter (* shows the improved values).

Techies


Goblin Techies

Squee Spleen and Spoon

  • Strength Squee Spleen and Spoon Strength
    17 + 2
  • Agility Squee Spleen and Spoon Agility
    14 + 1.3
  • IntelligenceSquee Spleen and Spoon Intelligence
    22 + 2.9
  • Squee Spleen and Spoon

Land Mines

Plants an invisible mine that explodes when an enemy nears. The explosion deals less damage if the target is farther away. You may only have 20 mines placed at a time.

Stasis Trap

Plants an invisible Stasis Trap that stuns nearby enemy units when detonated.

Suicide Squad, Attack!

Sacrifice yourself for the greater good. Deals massive area of effect damage.

Remote Mines

Plants an invisible mine that will only activate when triggered. Doesn't damage buildings.
  • Sentinel
  • 0.5 / 0.5
  • 29 - 31
  • 0 / 0.51
  • 6.96
  • 1.7
  • 270
  • 900
  • 700
  • 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

  • Active
  • Point
  • E
Plants an invisible mine that explodes when an enemy nears. The explosion deals less damage if the target is farther away. You may only have 20 mines placed at a time.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 125
  • 25
  • 100
  • 200 Full damage AoE / 500 Half Damage AoE
  • Until Killed
  • Enemy unit
  • 300 damage
  • 2
  • 150
  • 20
  • 100
  • 200 Full damage AoE / 500 Half Damage AoE
  • Until Killed
  • Enemy unit
  • 400 damage
  • 3
  • 175
  • 15
  • 100
  • 200 Full damage AoE / 500 Half Damage AoE
  • Until Killed
  • Enemy unit
  • 500 damage
  • 4
  • 205
  • 10
  • 100
  • 200 Full damage AoE / 500 Half Damage AoE
  • Until Killed
  • Enemy unit
  • 600 damage

Notes

• Damage type: mixed
• If destroyed by attacks the mines will still explode.
• When a 21th mine is placed the oldest will explode.
• The -stats (-st) command can be used to know how many of your mines are placed on the map.



Stasis Trap

  • Active
  • Point
  • T
Plants an invisible Stasis Trap that stuns nearby enemy units when detonated.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 80
  • 20
  • 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
  • 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
  • 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
  • 150
  • 200 Activation AoE / 450 Stun AoE
  • 6 seconds (stun duration) / 360 seconds (ward duration)
  • Enemy unit
  • Stuns all enemy units in the AoE

Notes

• 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!

  • Active
  • Point
  • C
Sacrifice yourself for the greater good. Deals massive area of effect damage.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 100
  • 180
  • 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
  • 170
  • 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
  • 160
  • 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
  • 150
  • 100
  • 200 Full Damage AoE / 500 Partial Damage AoE
  • N/A
  • Enemy unit / Ground / Buildings
  • Deals 1550 full damage / Deals 500 partial damage

Notes

• Damage type: mixed
• Techies' death time is halved when he uses this skill.
• Using this skill counts as a suicide, which does not give normal 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

  • Active
  • Point
  • R
Plants an invisible mine that will only activate when triggered. Doesn't damage buildings.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 200
  • 10
  • 500 (700*)
  • 400/410*
  • 480 seconds
  • Enemy unit
  • Deals 300 (450*) damage when activated
  • 2
  • 240
  • 10
  • 500 (700*)
  • 410/425*
  • 480 seconds
  • Enemy unit
  • Deals 450 (600*) damage when activated
  • 3
  • 300
  • 10
  • 500 (700*)
  • 425/425*
  • 480 seconds
  • Enemy unit
  • Deals 600 (750*) damage when activated

Notes

• Damage type: magical
• Can be improved by Aghanim's Scepter (* shows the improved values).
• If destroyed by attacks the mines will still explode.
• Has a cast time of 1.5 seconds.



Focused Detonate

  • Active
  • Point
  • F
Detonates all remote mines in 700 aoe around target area.


  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 0
  • 1
  • Global
  • 700
  • Remote Mines
  • N/A
  • Detonates all remote mines in the target area.

Notes