The finest Legion spies learned mere months ago of a mad archaeologist whose unnatural thirst for knowledge led him into a forbidden pact with the Hellbourne. His discoveries have been used to forge Shocktroopers, men fused with Ancient technology, pulsing with violent energy. These horrifying hybrids bear a tank of liquid lightning upon their backs, and they wield its contents as both sword and shield.
The Electrician binds a target in a static grip, preventing them from casting spells, moving, attacking, or using items.
Range: 500 Mana Cost: 100/110/120/130 Cooldown: 14 seconds
Target an enemy unit to form a link with them and apply Static Grip for up to 1.5/2/2.5/3 seconds. Electrician can act freely while linked to the target.
The link is broken if Electrician is Stunned, Silenced, has the link state dispelled early on the target, or if the distance between Electrician and the target exceeds 700 units.
The Electrician uses electricity to create a shield around himself. The shield will negate a portion of incoming damage.
Radius: 300 Mana Cost: Uses up to 20% Mana Cooldown: 0.5 seconds
Applies a shield to self for 12 (indefinite) seconds. Mana Power of the shield is equal to 0.75/0.9/1.05/1.2x the Mana used on cast.
Applies Electric Aura in 300 radius around Electrician when active even if Electrician is out of mana when it is toggle on, which deals 15/30/45/60 Magic Damage per second.
Don't stick a fork in me.
Electric Shield Effects
50% of damage taken is absorbed. Total absorbed damage is 0.75/0.95/1.15/1.35x the Mana consumed to cast it.
Electric Aura Effects 15/30/45/60 Magic Damage per second
Notes
Can cast while channeling.
Absorbs pre-mitigation damage.
Requires at least 5 Mana to cast. This minimum Mana Cost is not deducted from the Electric Shield.
Energy Absorption
[ E ]
Cast Time: 0 / 0.9 seconds
Self Position
Enemy Units
Type - Magic
The Electrician discharges energy around him. Nearby enemies are damaged and have their Mana drained. For each enemy with Mana drained, the Electrician absorbs some Mana. He also gains Movement Speed boost.
Radius: 300 Mana Cost: 75/100/125/150 Cooldown: 15 seconds
Damages enemies in radius for 85/150/215/280 Magic Damage, draining 8/10/12/14% of their maximum Mana. Applies Energy Absorption to self for 7 seconds.
Applies one extra charge per additional Creep target and three extra charges per additional Hero target.
Replenishes 12/16/20/24 Mana per charge.
I had a blackout!
Energy Absorption Effects
+25 Movement Speed +5 Movement Speed per unit hit, up to 15 Movement Speed
Notes
Energy Absorption buff is not applied if you do not hit any units.
Energy Absorption gives positive net Mana if you gain at least 7 charges.
Total Movement Speed granted is 40.
Cleansing Shock
[ R ]
Cast Time: 0.1 / 0.7 seconds
Target Unit
All Units
Type - Superior Magic
The Electrician shocks a target unit, removing debuffs and increasing Movement Speed if the target is an ally, or removing buffs and decreasing Movement Speed if target is an enemy.
Target an Enemy to remove buffs and apply a tapering 40/60/80% Movement Speed slow, or target an Ally (or self) to remove debuffs and increase their Movement Speed by 30/40/50%.
Instantly kills enemy illusions and deals 700/850/1000 True Damage to summoned enemy units. Shock chains to 0/1/2 additional nearby targets and also spawns an ally area instance of Cleansing Shock when targeting an enemy (and an enemy instance of Cleansing Shock when targeting an ally) in 700 radius to target.
Don't taze me bro'
Cleansed Effects +30/+40/+50% Movement Speed initially, decreases over 5 seconds.
Shocked Effects -40/-60/-80% Movement Speed initially, decreases over 5 seconds.
Notes
Shock will chain to allies if an ally is targeted, or enemies if an enemy is targeted.
Neutrals are considered enemies.
Shock chains targets the nearest unit within 500 units of the same alignment as the main target's and prioritizes heroes.
Electrician can now act freely while Static Grip is active.
Static Grip is cancelled if Electrician is Stunned, Silenced, if the link state is purged from the target, or if the distance between Electrician and the target exceeds 700 units.
Max duration decreased from 2.5/3.25/4/4.75 seconds to 2/2.6/3.2/3.8 seconds.
Magic Damage adjusted from 20/40/65/80 per second to 20/40/60/80 per second.
The Electrician binds a target in a static grip, preventing them from casting spells, moving, attacking, or using items for the channeled duration. The Electrician is dragged slowly toward the target.
Range: 500 Mana Cost: 100/110/120/130 Cooldown: 14 seconds
Applies Static Grip to target for 2.5/3.25/4.0/4.75 seconds or until spell is cancelled. Deals 20/40/65/80 Magic Damage per second to the target.
Static Grip is cancelled if target unit is moved more than 750 units from Electrician.
Pulls Electrician towards the target at 120 speed per second.
Abilities that unbind projectiles will stop Electrician from being pulled if he is unbound.
Deals up to 50/130/260/380 Magic Damage.
Electric Shield (Pre-0.1.66)
[ W ]
Cast Time: 0.2 / 0.8 seconds
Toggle
The electrician uses electricity to create a shield around himself. The shield will negate a portion of incoming damage at the cost of Electrician's Mana.
Mana Cost: 20
While active, applies Electric Shield to self.
Electric Shield Effects
50% of damage taken is subject to negation at the cost of 2/1.66/1.25/0.75 Mana per point of damage.
Notes
Can cast while channeling.
Absorbs pre-mitigation damage.
Electric Shield is toggled off of Electrician's Mana is reduced to below 10.
Energy Absorption (Pre-0.1.66)
[ E ]
Cast Time: 0.3 / 0.6 seconds
Self Position
Enemy Units
Type - Magic
The Electrician discharges energy around him. Nearby enemies are damaged and have their Mana drained. For each enemy with Mana drained, the Electrician absorbs some Mana, gets a boost to his Magic Armor and a boost to Physical Armor.
Radius: 300 Mana Cost: 75/100/125/150 Cooldown: 15 seconds
Damages enemies in radius for 40/75/115/150 True damage, draining 3/6/9/12% of their maximum Mana. Applies Energy Absorption to self for 7 seconds.
If the first target is a Creep, applies 3 initial charges. If the first target is a Hero, applies 5 charges.
Applies one extra charge per additional Creep target and three extra charges per additional Hero target.
Replenishes 12/16/20/24 Mana per charge.
Energy Absorption Effects +0.2/0.4/0.6/0.8 Armor per charge +0.4/0.8/1.2/1.6 Magic Armor per charge
Notes
Energy Absorption gives positive net Mana if you gain at least 7 charges.