Bio
Harbinger, the Outworld Devourer | |
Play "Their sanity I`ll shatter; their dreams of conquest I`ll destroy." | |
Role: | Carry / Nuker / Disabler |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Harbinger, the Outworld Devourer One of a lordly and magisterial race, Harbinger : | One of a lordly and magisterial race, Harbinger prowls the edge of the Void, sole surviving sentry of an outpost on the world at the rim of the abyss. From this jagged crystalline Outworld, forever on guard, he has gazed for eternities into the heavens, alert for any stirring in the bottomless night beyond the stars. Imprinted deep in the shining lattices of his intellect lies a resonant pattern akin to prophecy, a dark music implying that eventually some evil will wake out there, beyond the edges of creation, and turn its attention to our world. With his whole being focused on his vigil, Outworld Devourer paid little attention to events closer in to the sun. But at last the clamor of the Ancients, and a sense of growing threat from within as well as without, sent him winging sunward to visit the plains of war. Harbinger`s place in our own prophecies is unambiguous: he must be considered an omen of worse things to come. But his arrival in itself is bad enough. |
Voice: | Tom Chantler ( 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 ) |
Abilities
Target Unit / Autocast
Enemies / Self
Pure
Notes:
- Cannot be cast on ancient creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps and Roshan For Roshan as he appears in holiday events, see Roshan (Diretide 2012) and Roshan (Diretide 2013) Roshan Ancient Jungle Creep Level 30 Health 5500 Health regeneration 20 Armor 15 Magic resistance 55% Attack damage 65 .
- Deals its damage in a separate instance, so it is unaffected by any attack modifying effect.
- Deals its damage before the attack damage is applied, but still depends on the attack hitting the target.
- Checks Outworld Devourer`s 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 pool upon projectile hit, so increasing or decreasing his mana pool while the projectile flies does affect its damage.
- Steals intelligence after applying its damage, so newly increased mana pool does not affect the attack`s damage.
- Also causes attacks to temporarily remove 11/22/33/44 mana on the target. This mana loss is applied after the damage and before the intelligence steal.
- When the target loses the debuff, it first regains the removed mana, and then regains its intelligence.
- Outworld Devourer himself only gains or loses stolen intelligence, without gaining or losing additional mana like the targets. He keeps his current mana percentage.
- Cannot steal intelligence from 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 or from Meepo Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Meepo 23 + 1.6 23 + 2.2 20 + clones. Can steal from Tempest Double.
- Cannot reduce enemy intelligence below 0, but Outworld Devourer always gains the full amount of intelligence, no matter how much the target has left.
- Effectively reduces the enemy hero`s max mana pool by 11/22/33/44, mana regeneration 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 by 0.04/0.08/0.12/0.16, spell damage Spell damage Spell damage sources Spell damage is all damage which is not dealt by physical attacks. This includes all spells which deal magical, physical or pure damage. Even the damage by 0.07%/0.14%/0.21%/0.29%, and if it is an intelligence hero, attack damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of by 1/2/3/4 per cast.
- Vice versa, effectively increases Outworld Devourer`s max mana pool, mana regeneration, spell damage, and attack damage by the same amount per cast on an enemy hero.
- Places 1 debuff on attacked targets and 1 buff on Outworld Devourer, which show the number of current stacks (a number is visible on the icons).
- The stacks` durations are independent from each other. Successive casts do not refresh previous stacks` durations.
- Upon death, the dying hero`s intelligence restores back to its normal values, while the other party keeps the changed intelligence values for the remaining duration.
Target Unit
Enemies / Allies
Magical
Notes:
- Astral Imprisonment fully disables Disables (also called crowd control, or CC) refer to any abilities or status effects that prevent, impede, or otherwise inhibit a Hero from acting. Disables come in many different varieties, and most Heroes have access the target and turns it 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. for its duration.
- The damage is applied at the end of the duration and affects the imprisoned unit as well, if it was an enemy.
- The red ring expanding at the center of the visual effects indicates the duration of the imprisonment. The red ring is visible to allies only.
- The -disablehelp command prevents an allied Outworld Devourer from casting this spell on you.
Notes:
- The aura`s buff lingers for 0.5 seconds.
- Restores the 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 right after the spell is cast.
- Only works for heroes and creep-heroes.
- Essence Aura does not proc on any item abilities.
- Does not proc for any ability which has no cooldown, is a toggle ability, or for any ability listed here.
- This also means it does not trigger on an Aghanim`s Scepter upgraded Life Drain due to having no cooldown.
- Charge-based abilities cannot proc it either, since recharge time is not the same as a cooldown.
- Does not trigger on any active attack modifier, except for Arcane Orb.
- Essence Aura uses pseudo-random distribution.
- On average, restores 4%/6%/8%/10% of caster`s maximum mana per cast.
Notes:
- Affects units under the effect of Astral Imprisonment cast by Outworld Devourer (or a stolen one cast by Rubick).
- Applies the mana loss first, and then the damage.
- Damage and mana removal affect 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 .
- Treats creep-heroes as creeps.
Videos
Info
Harbinger, the Outworld Devourer, 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 who qualifies as a carry The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the , though unlike traditional carries, he excels against high-armor targets whilst being crippled by spell immunity. With Arcane Orb, his damage output is reliant on his intelligence attribute and the size of his mana pool, so he must focus more or less exclusively on items which augment them. Though he lacks somewhat in range and has no innate mobility skills, Arcane Orb deals Pure damage and steals intelligence, meaning that if he gains an advantage in a match he deals constant, colossal damage which cannot be decreased or resisted except with total spell immunity and gets stronger with each hit. He and his allies enjoy more-or-less unlimited mana because of his Essence Aura, which gives them a chance to replenish a percentage of their mana upon casting a spell. With Astral Imprisonment, Harbinger can render himself or an ally invulnerable for a short period of time, or disable the target enemy. His ultimate, Sanity`s Eclipse, can instantly deal colossal area-of-effect damage against his enemies based on how much greater his intelligence is than theirs.
Talents
Hero Talents | ||
+8% Spell Amplification | 25 | +60s Arcane Orb Intelligence Steal |
+275 Health | 20 | +15 Intelligence |
+20 Attack Speed | 15 | +5 Armor |
+10 Movement Speed | 10 | +250 Mana |
- Upgrading health and mana increases maximum health and mana capacity and keeps the current health and mana percentage.
- The armor is added as bonus armor, and therefore does not benefit illusions.
Recommended items
Starting Items:
- Null Talisman provides cheap compact stats for a mid-laner with low base damage.
- Faerie Fire gives a little bit of extra damage, and can be consumed to turn the tide in a close fight.
- Tango (Shared) from supports allows the mid-laner to maximize their early game stats.
Early Game:
- Boots of Speed will make Harbinger even faster, which is important in middle lane.
- Bottle and/or Magic Wand provide OD with more regen, making him less reliant on shrines.
- A second Null Talisman is a common item for intelligence heroes during the laning phase, as they can be built into Veil of Discord.
Core Items:
- Power Treads gives more attack speed and intelligence to cast more Arcane Orbs.
- Force Staff provides both initiation and escape mechanism, which he lacks.
- Hurricane Pike is the natural upgrade from Force Staff, giving more cheap stats, improving OD`s low attack range, and providing a sizable attack speed bonus when used on an enemy target.
Situational Items:
Harbinger, the Outworld Devourer
Recommended Roles |
Carry Nuker Disabler |
One of a lordly and magisterial race, Harbinger prowls the edge of the Void, sole surviving sentry of an outpost on the world at the rim of the abyss. From this jagged crystalline Outworld, forever on guard, he has gazed for eternities into the heavens, alert for any stirring in the bottomless night beyond the stars. Imprinted deep in the shining lattices of his intellect lies a resonant pattern akin to prophecy, a dark music implying that eventually some evil will wake out there, beyond the edges of creation, and turn its attention to our world. With his whole being focused on his vigil, Outworld Devourer paid little attention to events closer in to the sun. But at last the clamor of the Ancients, and a sense of growing threat from within as well as without, sent him winging sunward to visit the plains of war. Harbinger`s place in our own prophecies is unambiguous: he must be considered an omen of worse things to come. But his arrival in itself is bad enough.
Abilities
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Talent Tree
Talent Tree | ||
+8% Spell Amplification | 25 | +60s Arcane Orb Intelligence Steal |
+275 Health | 20 | +15 Intelligence |
+20 Attack Speed | 15 | +5 Armor |
+10 Movement Speed | 10 | +250 Mana |
Recommended Items
Standard Build | |||||||||||
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Starting Items | Early Game | Core Items | Situational Items | ||||||||