Shellshock

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Shellshock
Shellshock.jpg
Legion.png Legion
Attributes
Strengthlogo.gif 20 Agilitylogo.gif 16 Intelligencelogo.gif 17
(+3
"{{#pad:" can not be assigned to a declared number type with value 2.8.
)
(+3
"{{#pad:" can not be assigned to a declared number type with value 1.9.
)
(+3
"{{#pad:" can not be assigned to a declared number type with value 1.7.
)
Stats
Level 1 16 25
Health 530 1366 2183
Mana 221 572 1001
Damage 48-55 92-99 135-142
Armor 2.24 6.44 11.34
Attack Speed 0.67 0.83 1.05
Movement Speed 285
Magic Armor 4
Base Health Regen 1.00
Attack Range 128 (Melee)
Missile Speed Instant
Base Attack Time 1.7
Attack Animation 0.5/0.5
Turn Rate 400


Info[edit | edit source]

Role:  
Melee
5
Support
1
Ganker
2
Initiator
4
Lore:  
N/A

Abilities[edit | edit source]

Fireflies
[ Q ]
Shellshock Fireflies.jpg
Cast Time: 0.3 / 0.1 seconds
Target Position Enemy Units
Type - Magic
Shellshock never travels alone, and can exhume these bioluminescent stowaways from the Luminary to light his path.
Range: 1600
Mana Cost: 70/80/90/100
Cooldown: 10 seconds
Fires a blast that travels 1600 units, deals 80/120/160/200 Magic Damage and applies a 20% Move Speed Slow to enemy units for 2 seconds.

Leaves a trail of Fireflies at random locations along the path which provide vision in the area for 15 seconds.

 
Notes
  • The projectile has a speed of 1400 and a touch radius of 250.


Rolling Thunder
[ W ]
Shellshock Rolling Thunder.jpg
Cast Time: 0.1 / 0.5 seconds
Target Unit
Type - Magic
Curling into his shell, Shellshock rolls directly toward his enemy, picking up allies on the way.
Range: 1300
Mana Cost: 120
Cooldown: 16 seconds
Target an enemy unit prepare to roll and allow allies to enter the shell by right-clicking you. Shellshock launches towards the target after a 3 second delay or upon second activation.

Waiting longer before launching increases speed. Allies and Shellshock are invulnerable while being transported but can use items and abilities.

Upon reaching the target or after 3 seconds, Shellshock will apply a 1/1.25/1.5/1.75 second Stun and 60/120/180/240 Magic Damage to all enemy units in a 300 unit radius around himself. An additional 20/30/40/50 Magic Damage for each ally hero picked up.

- Minimum speed of 600, maximum of 900.
- Allies can enter the shell throughout the entire effect.

 
Notes
  • Target is Sighted and Revealed while being charged.
  • Destroys trees within 150 radius while charging.
  • Rolling Thunder's speed depends on how long the roll was held. For every 5 seconds, the speed increases by 50, capping at 900 speed after 3 seconds of rolling.
  • Due to the charge stopping after 3 seconds, Rolling Thunder has a maximum effective range of 1800 to 2700.
  • Can deal up to 140/240/340/440 Magic Damage if the maximum number of heroes are rolled up.


Sanctuary Stone
[ E ]
Shellshock Sanctuary Stone.jpg
Passive
The sacred stone from the Luminary imbues Shellshock with both the protective and destructive forces of Newerth.
Radius: 600
Passively applies 1/2/3/4 Magic Armor to ally units within 600 radius and -1/-2/-3/-4 Magic Armor to enemy units within 600 radius.

On death, Shellshock drops his Sanctuary stone, which can be picked up by allies to grant them the current power of this ability until Shellshock revives.

The stone will emit the aura even if not picked up but can be destroyed by enemies.

 
Notes
  • The Sanctuary Stone provides 100 day and night vision around it.
  • The stone can be autoattack by either team to destroy it.
  • The Magic Armor reduction effect is blocked by Magic Immunity.


Superconductor
[ R ]
Shellshock Superconductor.jpg
Cast Time: 0.6 / 0 seconds
Self Position Enemy Units
Type - Magic
Deals damage to nearby enemies.
Radius: 400
Mana Cost: 150/175/200
Cooldown: 80 seconds
Upon use deals 100/200/300 Magic Damage to nearby enemies and applies a tapering 80% Move Speed slow to them for 3 seconds.

Shellshock then surrounds himself with an electric field that deals 30/40/50 + 1/1.5/2% of his Max Health in Magic Damage per second to enemies within 350 range for the next 10 seconds.

 



Alt Avatars[edit | edit source]

Template:Shellshock Alt Avatars

Changelog[edit | edit source]

Version 4.0.5

  • Shellshock Fireflies.jpg Fireflies
    • Mana Cost decreased from 100 to 70/80/90/100.

Version 4.0.4

  • Shellshock Fireflies.jpg Fireflies
    • Mana Cost increased from 40/50/60/70 to 100.
  • Shellshock Rolling Thunder.jpg Rolling Thunder
    • Magic Damage decreased from 70/140/210/280 to 60/120/180/240.

Version 4.0.0

  • Strength gain per level increased from 2.3 to 2.8.
  • Magic Armor decreased from 5 to 4.
  • Shellshock Fireflies.jpg Fireflies
    • Magic Damage increased from 60/90/120/150 to 80/120/160/200.
    • Now applies a 20% Movement Speed Slow for 2 seconds to enemies hit by the wave.
    • Mana cost increased from 40 to 40/50/60/70.
    • Cooldown rescaled from 11/10/9/8 seconds to 10 seconds at all levels.
    • Fireflies no longer stick to enemy heroes.
    • Firefly duration increased from 8 to 15 seconds.
  • Shellshock Rolling Thunder.jpg Rolling Thunder
    • Upon activation (target enemy) begins spinning in place for 3 seconds.
      • During this time ally heroes can right-click Shellshock to enter the shell.
    • No longer automatically picks up allied heroes along the path.
    • While in the shell, all allied heroes including Shellshock are invulnerable, immobilized and disarmed but can use items and abilities.
    • After the initial wind-up time, Shellshock fires towards the target and travels for up to 3 seconds.
    • Can be activated a second time to launch yourself early.
    • Waiting longer before launching increases the speed. Minimum of 600, maximum of 900.
    • Now passes through enemy heroes and only stops after reaching the target or if the target dies.
    • Magic Damage increased from 80/120/160/200 to 70/140/210/280.
    • No longer picks up creeps or Fireflies.
    • Cast Range increased from 1200 to 1300.
    • Bonus damage for each allied hero changed from 30 to 20/30/40/50.
  • Shellshock Sanctuary Stone.jpg Sanctuary Stone
    • Magic Armor bonus/penalty reduced from 2/3/4/5 to 1/2/3/4.
    • The aura will remain in effect while the Sanctuary Stone is on the ground.
    • Only allies can pick up the Sanctuary Stone now; enemies will destroy it.
    • If picked up, the effect lasts until Shellshock revives, instead of for 30 seconds.
  • Ability 4: Shellshock Superconductor.jpg Superconductor (Reworked)
    Mana Cost: 150/175/200
    Cooldown: 80 seconds
    • Upon use, deals 100/200/300 Magic Damage to nearby enemies and applies a 80% tapering slow to them for 3 seconds. Shellshock then surrounds himself with an electric field that deals 30/40/50 + 1/1.5/2% of his Max Health in Magic Damage per second to enemies within 350 range for the next 10 seconds.

Version 3.8.7

  • Added.

Legacy Abilities[edit | edit source]

Luminous Tether
[ R ]
Shellshock Luminous Tether.jpg
Cast Time: 0.6 / 0 seconds
Self Position Enemy Units
Type - Magic
Shellshock's shell generates a viscous fluid that can contain his enemies in a single location. Should they stretch this fluid too far, it will snap, damaging them and any units around them.
Radius: 400
Mana Cost: 100/150/200
Cooldown: 100/90/80 seconds
After a 0.6 second delay, covers all enemies within 400 units in luminescent slime for 6 seconds, dealing 120/180/240 Magic Damage on impact.

Enemies affected by Luminous Tether will be slowly pulled back to their starting location if they attempt to run. Continuous pulling of Luminous Tether will eventually cause it to snap, freeing the unit, but sending a projectile toward them which deals 120/180/240 Magic Damage and applies a tapering 80% Movement Speed Slow.

Enemy units within 300 radius of this projectile will suffer 60/90/120 Magic Damage when it impacts.

 
Notes
  • Removed in Version 4.0.0.
  • The strength of the pull is based on the distance from the starting location.
    • The pull force is equal to (Distance / 2), but is only applied if the distance is at least 200 units.
  • While the distance from the starting point is at least 400, it will apply a hidden status effect which gains 1 charge every frame (0.05 seconds). At 40 charges (2 seconds), the tether will break and the projectile will spawn.
  • If the distance from the starting point reaches 700 units or more, it will also break the tether and spawn the projectile.
  • The projectile travels at 1200 speed.



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