Bio
Rotund`jere, the Necrophos | |
Play "Behold the Pope of Pestilence." | |
Role: | Carry / Nuker / Durable / Disabler |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Rotund jere, the Necrophos In a time of great plague, an obscure monk : | In a time of great plague, an obscure monk of dark inclinations, one Rotund`jere, found himself promoted to the rank of Cardinal by the swift death of all his superiors. While others of the order went out to succor the ill, the newly ordained cardinal secluded himself within the Cathedral of Rumusque, busily scheming to acquire the property of dying nobles, promising them spiritual rewards if they signed over their terrestrial domains. As the plague receded to a few stubborn pockets, his behavior came to the attention of the greater order, which found him guilty of heresy and sentenced him to serve in the plague ward, ensorcelled with spells that would ensure him a slow and lingering illness. But they had not counted on his natural immunity. Rotund`jere caught the pox, but instead of dying, found it feeding his power, transforming him into a veritable plague-mage, a Pope of Pestilence. Proclaiming himself the Necrophos, he travels the world, spreading plague wherever he goes, and growing in terrible power with every village his pestilential presence obliterates. |
Voice: | Sam A. Mowry ( Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane ) |
General Strategy
Wherever Necrophos goes, enemies wither as allies thrive. Restoring health to his friends and harming enemies with each death pulse, once his very presence has eaten away at an enemy, he summons the reaper to lengthen their stay in the afterlife.
Abilities
No Target / Passive
Enemies / Allies
Magical
Notes:
- Death Pulse interrupts Necrophos` channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells upon cast.
- The pulses travel at a speed of 400 and cannot be disjointed Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is .
- Affects invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear units and units in Fog of War Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a .
- Does not affect invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as @@@#@@@HP(hp.com)###@### Removal. Most friendly effects, such as healing and hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. units.
- Affects couriers Couriers may refer to: Animal Courier Flying Courier Custom Courier Play “One divided against its Self cannot stand.” This disambiguation page lists articles with a similar title or acronym. If an internal link led you here, , healing allied couriers, but dealing zero damage to enemy couriers.
- The passive component triggers on every kill Necrophos makes, including denying “ Play Denied! Click to listen— Juggernaut ” Denying is the act of preventing enemy heroes from getting the last hit on a friendly unit by last hitting the unit oneself. Enemies earn reduced experience if the allied units, but excluding illusions Default buff iconPlay Spawn soundPlay Death sound “ Play A legion sprouts from one! Click to listen— Phantom Lancer ” Illusions (also commonly called illus) are imperfect, weaker copies of heroes, created by spells or items. They and Tempest Doubles.
- All stacks work fully independently from each other. They do not refresh each other, but share a status buff. The number of current stacks is visible on the buff.
- Restores health “ Play Life becomes death becomes new life. As it should be. Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life and mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a in the form of health and mana regeneration, so it regenerates 0.1/0.3/0.5/0.7 health and mana in 0.1-second intervals per stack.
- Each stack can restore a total of 7/21/35/49 health and mana.
- Hero kills add 10 stacks at once, regenerating a total of 70/210/350/490 health and mana.
- Although the Death Pulse counter buff is dispellable, doing so has no effect, as it gets immediately re-applied.
Self / Enemies
Notes:
- Interrupts Necrophos` channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells upon cast.
- Turns Necrophos ethereal Ethereal, sometimes referred to as ghost form, is a type of status effect that makes a target immune to all physical damage, while also disarming them. It also reduces their magic resistance, causing them to , rendering him unable to attack and be attacked, and granting 100% physical damage resistance.
- Reduces Necrophos` magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This down to 10%.
- Ghost Shroud`s magic resistance reduction does not stack with other ethereal effects, the one with higher value takes priority.
- Any heal and mana restoration applied to Necrophos gets amplified by 50%.
- This includes regeneration. The regen numbers in the HUD show the amplified values.
- Effectively causes Death Pulse to heal Necrophos for 90/120/150/180 per cast.
- Effectively increases the health and mana regeneration bonus from Death Pulse per stack to 1.5/4.5/7.5/10.5.
- Does not amplify the effects of Sunder, Decay, Time Lapse, Armlet of Mordiggian or the health gained upon buying strength/health items.
- Amplifies healings before False Promise blocks them, meaning False Promise blocks the amplified value.
- Also amplifies the healing which may happen at the end of False Promise.
- Does not amplify the mana restoration from Essence Aura.
- The slow is provided by an aura. Its debuff lingers for 0.5 seconds.
Enemies
Pure
(HP Removal)
Notes:
- The debuff from Heartstopper Aura lingers for 0.5 seconds.
- Despite the ingame tooltip, Heartstopper aura does not manipulate enemies` health regeneration. Instead, it deals pure damage which is flagged as HP Removal.
- This means, its damage does not trigger any on-damage effects.
- Deals 0.12%/0.2%/0.28%/0.36% of the affected unit`s max health as damage in 0.2-second intervals, starting 0.2 seconds after the ability was leveled.
- Theoretically, affected units die when they stand in range for 167/100/72/56 seconds (assuming nothing else affects their health).
- Affected enemy units only have a visible status debuff when they have vision over Necrophos. When he is not visible to them, the status debuff is invisible.
- But it still shows damage numbers on the affected units even when he is not visible to them.
- Does not affect ancient creeps and Roshan.
Target Unit
Enemy Heroes
Magical
Notes:
- Damage is calculated and dealt at the end of the stun duration.
- Can instantly kill a hero when it is at maximum 31%/36%/40% of its health, considering basic 25% magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This only and no other sources of magic resistance.
- Can kill Meepo when he is at maximum 28%/32%/36% of his health, considering his basic 35% magic resistance only and no other sources of magic resistance.
- Can kill Visage when he is at maximum 35%/40%/44% of his health, considering his basic 10% magic resistance only and no other sources of magic resistance.
- When the targeted unit dies to Ice Blast shatter, Necrophos is not credited for the kill if he did not cause the shatter.
- When the targeted unit is killed by an ally, it does not count as a deny and Necrophos is still credited for the kill.
- Be that as it may, if Reaper`s Scythe is cast on a Meepo clone and the original then uses the suicide of Bloodstone, it counts as a suicide, not as a kill for Necrophos.
Videos
Info
Rotund`jere, the Necrophos, is a ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During . His abilities are most effective in team fights where he can damage enemies and heal allies simultaneously, while picking off key enemy heroes with his ultimate. Necrophos is most dangerous when his enemy is severely injured, instantly killing them with his ultimate while recovering over time after killing his foe. Necrophos is naturally fragile, but his mechanics require him to stay in the midst of encounters; it is for this reason that he depends on items to prevent his death. Ideally, by casting Death Pulse repeatedly, he and his team are able to stay alive, while regenerating his health and mana for each life his takes, while the enemy team`s health is gradually decaying by those same pulses and his Heartstopper Aura, which reduces enemy health by a small percentage each second. Because his abilities are suited to prolonged encounters, he must build items which allow him to survive for as long as possible against his enemies, as well as utilizing his Ghost Shroud to dodge physical damage and crippling the movement of his enemies, allowing his team to catch up and surround them. When the time is right, his ultimate Abilities are unique skills that heroes and creeps have access to on the battlefield. They range from simple passive effects, to devastating explosions of energy, to complex, terrain changing feats. All heroes have four or , Reaper`s Scythe, has its damage increased by how much of their maximum health the target is missing; meaning that an enemy that is close to death will be killed outright by it. Necrophos is best understood as a hero who is weak at the beginning of a fight but becomes more dangerous with each passing second.
Talents
Hero Talents | ||
-1s Death Pulse Cooldown | 25 | +400 Health |
+10% Magic Resistance | 20 | +5% Spell Amplification |
+20 Movement Speed | 15 | +6 All Stats |
+8 Strength | 10 | +40 Damage |
- The attack damage is added as bonus attack damage, and therefore does not benefit illusions.
- The magic resistance stacks multiplicatively with other sources of magic resistance.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
Recommended items
Starting items:
- Iron Branch Improves Necrophos`s early stats as well as damage and can be built into Magic Wand or a Mekansm later on.
- Clarity to keep being able to cast Death Pulse when needed.
- Mantle of Intelligence gives a little boost to Necrophos` mana pool and damage.
- Tango helps Necrophos stay in the lane.
Rotund`jere, the Necrophos
Recommended Roles |
Carry Nuker Durable Disabler |
In a time of great plague, an obscure monk of dark inclinations, one Rotund`jere, found himself promoted to the rank of Cardinal by the swift death of all his superiors. While others of the order went out to succor the ill, the newly ordained cardinal secluded himself within the Cathedral of Rumusque, busily scheming to acquire the property of dying nobles, promising them spiritual rewards if they signed over their terrestrial domains. As the plague receded to a few stubborn pockets, his behavior came to the attention of the greater order, which found him guilty of heresy and sentenced him to serve in the plague ward, ensorcelled with spells that would ensure him a slow and lingering illness. But they had not counted on his natural immunity. Rotund`jere caught the pox, but instead of dying, found it feeding his power, transforming him into a veritable plague-mage, a Pope of Pestilence. Proclaiming himself Necrophos, he travels the world, spreading plague wherever he goes, and growing in terrible power with every village his pestilential presence obliterates.
Abilities
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Talent Tree
Talent Tree | ||
-1s Death Pulse Cooldown | 25 | +400 Health |
+10% Magic Resistance | 20 | +5% Spell Amplification |
+20 Movement Speed | 15 | +6 All Stats |
+6 Strength | 10 | +40 Damage |
Recommended Items
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Starting Items | Early Game | Mid Game | Late Game | |||||||||||
Overview
Skill Build
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
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Spell |