Dota 2
Ancient Battle (of Alphas)
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DarkOnius  [developer] Apr 14, 2016 @ 1:12pm
Hero: Mana Eater
* New Hero: Mana Eater, a Faerie Dragon - Puck's twisted brother - Ranged Agility Nuker Carry Support

Mana Eater is an unique hero with negative mana regeneration. He can't benefit from items that provide more mana regeneration but he greatly benefits from items that provide larger mana pool.

His abilities are:

1. Mystic Bolt - Active; Unit Target; Creates a tracking Projectile that deals magic damage to an enemy target unit based on Mana Eater's current mana. Mystic Bolt's mana cost is 100%% of the Mana Eater's current mana. If Mana Eater has 0 mana, bolt will deal only the base damage. Mystic Bolt will deal physical damage if the target is inside Anti-Magic field.
Mystic Bolt projectile can be disjointed. Projectile provides vision.
Base Damage: 50
Damage per mana: 0.75/0.85/1/1.25

So this spell is entirely dependent on Mana Eater's mana pool and current mana. More mana -> more damage.

2. Anti-Magic Field - Active; Point Target; AoE; Generates a field that grants Magic immunity (not Spell immunity!) to all heroes and buildings within. Additionaly enemies inside this field can't use items (they are muted) and their spells don't have an effect or result (Spell-Cast Disable).
Spell-Cast Disable is a new mechanic (its not a silence!). Heroes with Spell-Cast Disable can cast spells but they simply don't work: If a spell is used, spell will not work but its mana cost and cooldown are still wasted.
This ability destroys trees.
Radius: 350
Duration: 4/6/8/10 seconds

This spell is good for avoiding heavy magical damage when used defensively. When used offensively it can confuse enemies why their spells don't work.

3. Mana Flare - Active; Point Target; Channeling; like Pugna's Nether Ward but the hero itself is the source of the Mana Flare + bonus armor while channeling.
Mana Flare deals damage after the actual spell is cast.
Damage Type: Pure
Mana Flare works normally on heroes and units inside Anti-Magic field.
Cast Time: 0 seconds
Max Channel Duration: 16 seconds
Effect Radius: 1800
Bonus Armor: 6/8/10/12
Damage per used mana: 1/1.25/1.5/1.75

In combination with Anti-Magic Field this spell provides more defense to Mana Eater and provides chaos in team-fights.

4. Mana Shell - Passive; Percentage of the damage dealt to Mana Eater gives him mana.
Considers damage after all reductions. This means that the more protection you have (magic resistance and armor), the less mana you gain with this spell.
HP Removal from Soul Ring and Armlet doesn't work with Mana Shell.
Mana Shell will give mana even if Mana Eater's allies damaged him.
Mana Shell doesn't work on Mana Eater's illusions.
Damage taken converted to Mana: 50/65/80/100%

Mana Eater doesn't have a positive mana regeneration but he has this ability. Be careful when killing him unless you have Mana Burn or Silence.

5. EMP - Secondary Ultimate; Active; No Target; Similar to Invoker's EMP, but burns percentage of max mana and EMP follows the Mana Eater. EMP detonation kills illusions instantly.
The damage and the restored mana are dependent on the amount of mana burned on the enemies. This means if the enemy had no mana left to burn, it deals no damage to it and does not restore Mana Eater's mana.
Radius: 675
Percentage of Max Mana to Burn/Drain: 40%
Damage per Burned Mana: 0.75
Damage Type: Pure
Self Mana Gain per Burned Mana: 50%
Charge Time: 2.9 seconds

6. Absorb Mana - Primary Ultimate; Active; Unit Target; Transfers a percentage of current mana from the target enemy to the Mana Eater. Kills illusions instantly. Has Aghanim Scepter upgrade.
This spell has no effect on units without mana.
Current Mana Absorb: 40/50/60%
Current Mana Absorb (with Aghanim Scepter): 50/60/75%
Aghanim Scepter upgrade also provides: If the mana absorbed is higher than the Mana Eater's mana pool, his mana pool will be increased temporarily.

EMP and Absorb Mana are meant to be used in combination with Mystic Bolt. Use Absorb Mana enemies with a lot of mana (INT heroes) for the best result. It's always better to use Absorb Mana before EMP because then there is a chance that the enemy doesn't have any mana left.

Best combo: Absorb Mana, EMP, Mystic Bolt, Arcane Boots 2, Soul Ring, Mango, Mystic Bolt.
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DarkOnius  [developer] Apr 19, 2016 @ 1:43pm 
Patch 0.88a Changes:

- Mana Flare no longer requires a target to activate, Mana Flare is now a No Target spell.
- Mana Flare bonus armor increased from 6/8/10/12 to 6/12/15/20.
- EMP is now working properly on enemy creeps.
- EMP can now be activated while channeling.
- EMP radius increased from 675 to 700.
Last edited by DarkOnius; Apr 19, 2016 @ 1:43pm
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