He looked down at the gear that the Engineer had salvaged from the dig. It was amazing how much destructive power the Ancients could pack into something so small. He oiled the barrels of the gun, loaded the rockets in their launchers and strapped them down to his back. He lit his cigar and strode towards the battlefield. Let those demons have their electricians - they don't stand a chance against this new breed of soldiers raining death from above - Artillery!
Through his LRM, Mortar Shot and Homing Missile, Artillery's capacity for extreme long range Physical Damage is unparalleled. Make sure to level Special Ammunition to greatly extend his other spells' ranges!
Abilities[ | ]
LRM
[ Q ]
Cast Time: 0.25 / 0 seconds
Target Position
Enemy Units
Type - Physical
Artillery channels to release several rockets in a direction dealing damage to enemies they hit.
Target a direction to channel, firing a barrage of rockets over the duration hitting the first enemy they touch. Consumes 4 mana per rocket fired. Each rocket deals 10 + 7/13/19/25% of your Attack Damage in Physical Damage in a 200 radius on impact (0.8x to non-hero units), plus a bonus 1.25% Damage Multiplier for each rocket fired after the first in a given channel instance.
Each charge grants 1 rocket, with a max of 20 charges. Charges are refreshed every 0.5s, even while channeling.
Activate mid-channel to Turn toward your cursor while firing your LRM.
Shoot first, aim later!
Notes
Has a 0.25 second delay before firing. While channeling, a rocket is fired every 0.15 seconds.
Missiles do not travel in a perfectly straight line, and will arc slightly left or right and end in approximately at the center of your line of fire at its maximum range.
There are a total of 5 different trajectories.
Missiles have a touch radius of 60 and deal damage in a 200 radius on impact or expiration. AoE is centered on the target hit or the rocket if it didn't hit an enemy unit.
Missiles reach their maximum distance over 0.6 seconds.
When a missile hits an enemy unit, Artillery becomes Sighted for 1 second.
If a missile hits a Neutral unit, they gain vision of Artillery for 1 second instead. This causes them to draw aggro towards Artillery after taking damage, without revealing Artillery to the enemy team.
With 20 charges stored, you can fire up to 29 missiles per cast.
Mortar Strike
[ W ]
Cast Time: 0 / 0 seconds
Target Position
Type - Magic
Artillery lobs a mortar into the air dealing damage and slowing enemies in a large area.
Range: 1100 Radius: 400 Mana Cost: 75 Cooldown: 20/18/16/14 seconds
Lobs a mortar at target area, impacting after a 1.5 second delay. Targets in radius take 100/140/180/220 Magic Damage and have Mortar Shot applied for 4 seconds.
Can be activated while channeling.
Fireworks went wrong.
Mortal Shot Effects
15% Movement Slow
Notes
The mortar lands at the target position 1.5 seconds after being fired.
Can be double-activated to cast Mortar Strike at your current position.
Special Ammunition
[ E ]
Passive
Artillery passively gains an increase of Cast Range and an added Slow to all abilities.
Your abilities have an increased 150/300/450/600 Cast Range and applies Special Ammunition to enemies hit for 3 seconds.
The secret to slowing you down? Lots of glue.
Special Ammunition Effects 13/16/19/22% Movement Slow
Homing Missile (Homing Missiles)
[ R ]
Cast Time: 0.3 / 0.7 seconds
Target Unit (Target Position)
Enemy Units
Type - Magic
Launch a tactical missile to seek out and destroy your foes!
Launches a Homing Missile at target unit (up to 2 Homing Missiles at enemies closest to the center of the target area, prioritising heroes). The missile starts out slow but rapidly accelerates towards the target.
On Impact, deals 200/250/300 Magic Damage and Stuns for up to 4 seconds in a 225/250/275 radius around the target.
Stun duration starts at 1 second and increases by 0.1 seconds for every 100 units the missile has traveled.
I think this one likes you!
Notes
Missile speed starts at 250 and increases at a rate of 300 per second.
While the missile is traveling to its target, a visual marker will appear on the target. This marker can only be seen by allies.
Reduces the cooldown by 20 seconds and increases cast range by 500. Changes the ability to target an area (300 radius). Shoots up to 2 missiles at enemies in the target area. Prioritises heroes and enemies closest to the center of the target location.
Target a direction to channel, firing a barrage of rockets over the duration hitting the first enemy they touch.
Consumes 4 mana per rocket fired. Each rocket deals [12 + 7/14/21/28% of your Attack Damage] in Physical Damage in a 200 radius on impact, plus a bonus 1% Damage Multiplier for each rocket fired after the first in a given channel instance.
Deals half the damage to non-hero units.
Each charge grants 1 rocket, with a max of 20 charges. Charges are refreshed every 0.5s, even while channeling.
Activate mid-channel to Turn toward your cursor while firing your LRM.
Passively grants Artillery a 20% chance to fire a 20/40/60/80 Magic Damage missile at enemies which slows their Movement Speed by 15% for 1 second whenever he deals non-DoT Damage.
Can not affect the same unit more than once a second.
The chance is doubled if the target is stunned or has the Mortar Strike slow.
Homing Missile: Now single target ability that will follow its target no matter what. On impact, deals 200/250/300 Magic damage and stuns for a duration determined by how far the missile has traveled, up to a max of 4 seconds
Artillery lobs a mortar into the air dealing damage and slowing enemies in a large area.
Range: 1400 Radius: 350 Mana Cost: 75 Cooldown: 15 seconds
Lobs a mortar at target area, impacting after a 1.5 second delay. Targets in radius take 60/120/180/240 Magic Damage and receive a stacking 15% Movement Speed slow for 3 seconds.
Fires an additional mini-mortar for each enemy hero in radius at 0.5 second intervals, up to a max of 5. Mini-mortars deal 20/30/40/50 Magic Damage and apply the slow as well.
Fireworks went wrong.
Notes
Can cast while channeling.
Mini-mortars land in the same position as the main mortar.
Mini-mortars have a radius of 350 as well.
Precision Targeting Protocols
[ E ]
Passive
Passively grants Artillery a 20% chance to fire a 20/40/60/80 Magic Damage missile at enemies that slows their movement speed by 15% for 1 second whenever he deals non-DoT damage.
This chance is doubled if the target is stunned or has the Mortar Strike slow.
Same unit cannot be affected more than once every second.
Target a location to charge up for 0.25 seconds then fire missiles at the location for 4 seconds. Fires 4 missiles per second that deal 15 plus 7/14/21/28% of attack damage in Physical Damage and travel 1500 units.
Activate again to Turn toward your cursor while firing your LRM.
Fragmentation Shells
[ W ]
Passive
Attacks and LRM hits slows your enemies.
Passively adds a stacking 7% Movement Speed Slow to your attacks and LRM hits for 3 seconds. Stacks up to 2/3/4/5 times.
Grants Artillery bonus attack damage and range in an area.
Radius: 300 Mana Cost: 10 Cooldown: 10 seconds
Activate to place a 350 radius ring on the ground for 8 seconds. When you are within the ring you gain a bonus 5/15/25/35% Base Damage and 100/150/200/250 Range. May be cast while channeling.
Heavy Artillery was originally intended to be the default Artillery and the current Artillery as the EA Avatar, but was changed due to community feedback.
Artillery's lore was also changed on release. Below is the original teaser lore:
The engineer looked at his masterpiece. The turrets were mounted, the rockets loaded, the cannons oiled and tested on the range. It was time to test his mechanical beast against the demonic hoards of the Hellbourne. They would know no quarter when he found them within range and death reigned down from above. The explosions deafened both man and beast, and Artillery stood alone among the craters and carnage.