Having traded Sol's sacred flame for the potent and unholy energy of the Hellbourne, the Corrupted Disciple is now little more than a battery of black magic. He unleashes this fell sorcery in many forms, some to his benefit but all to the agony of those around him.
The Corrupted Disciple is most powerful alone, as he can abuse Electric Tide and his fast movement speed to outmaneuver his opponent. Corrupted Conduit and Overload will make short work of isolated, slower heroes.
Abilities[ | ]
Electric Tide
[ Q ]
Cast Time: 0 / 1 seconds
Self Position
Enemy Units
Type - Magic
The Corrupted Disciple unleashes an Electric Tide from his Orb, dealing damage to everyone around himself as the Tide expands and contracts.
Radius: 800 Mana Cost: 125 Cooldown: 13 seconds
Deals 35/55/75/95 to 75/115/155/195 Magic Damage to enemies who get hit by the Electric Tide. Enemies take more damage the further away they are and damage is dealt on both expansion and contraction.
Grants 800 day and night clearvision around the Corrupted Disciple for 4 seconds.
Out with the good, in with the bad.
Notes
The Tide itself has a touch radius of 50.
Corrupted Conduit
[ W ]
Cast Time: 0.2 / 0.7 seconds
Target Unit
Enemy Heroes
Type - Physical
The Corrupted Disciple links himself with an enemy, draining their damage while enhancing his own. The Disciple gains vision of any enemy he is draining.
Range: 550 Mana Cost: 50 Cooldown: 35/30/25/20 seconds
Applies a link to the target enemy. While linked, adds a charge of Corrupted Conduit to self and target every 0.2 seconds.
The link breaks after 10 seconds, if sight of target is lost, or if the target moves more than 800 units away.
Once the link is broken, stolen damage is retained for 13 seconds.
Grants 800 day and night clearvision around the target while linked. Maximum of 50 charges.
What was once yours is now mine.
Corrupted Conduit (Self) Effects +1.3/2.6/3.9/5.2 Damage per charge
Corrupted Conduit (Enemy) Effects -1.3/2.6/3.9/5.2 Damage per charge
Notes
Link cannot be broken with Physical Immunity or Invulnerability.
Steals up to 65/130/195/260 Damage if the link lasts the entire 10 seconds.
Static Discharge
[ E ]
Passive
The Corrupted Disciple's Orb charges his body with electricity, enhancing his Movement Speed while shocking enemies who try to cast spells on him.
+3/6/9/12% Movement Speed
Applies Static Discharge and deals 50/80/110/140 Magic Damage to enemies that uses an ability or item that is targeted at Corrupted Disciple.
Don't touch the plasma ball!
Static Discharge Effects
80% Movement Speed slow, decreasing over 0.6/0.9/1.2/1.5 seconds.
Overload (Supercharged)
[ R ]
Cast Time: 0 / 1 seconds
Self Position
Type - Physical
The Corrupted Disciple overloads his armor with electricity to lower its target Armor, jolting the target with Corrupted Conduit tied on them. Otherwise, it jolts the lowest Health target around him repeatedly.
Mana Cost: 100 Cooldown: 80/70/60 seconds
Shoots a jolt that bounces twice every 0.8/0.7/0.6 (0.7/0.6/0.5) seconds that does 37.5/50/62.5 Physical Damage to target with Corrupted Conduit effect on them. Otherwise, the lowest Health target in a 525 area around the Disciple is targeted.
Applies Jolted for 3 seconds to the targeted unit. Adds a charge to Jolted every time the same unit is hit.
Overload lasts 20 seconds.
Too much power!
Jolted Effects
-1 Armor per charge
Notes
Does not target buildings, stealthed units or bosses.
Bounces from boosted Overload seeks a target within 525 radius and will also prioritize the lowest Health target.