A powerful wizard once owned a pet turtle. Each day, the turtle watched and mimicked as the wizard practiced his spells. One day, the turtle fell into a magical pool and was transformed into more than a mere turtle. Now, centuries after his master died, Bubbles lives on, fighting the forces of evil.
Highly survivable due to Take Cover, highly mobile due to Shell Surf, and highly disruptive due to Song of the Sea and Kelp Field, Bubbles plays a perfect hybrid role with his mix of specialties. A Portal Key coupled with a maximum duration Take Cover makes him nearly unkillable.
Abilities[ | ]
Shell Surf
[ Q ]
Cast Time: 0.1 / 0.5 seconds
Target Position
Enemy Units
Type - Magic
Bubbles uses his Shell as the focus for a teleport spell. Bubble's Shell slides toward his opponents, damaging anyone it strikes. Bubbles may choose to teleport to his Shell at any point in its journey.
Range: 2000 Radius: 225 Mana Cost: 90/110/130/150 Cooldown: 14/13/12/11 seconds
Throws the Shell in the target direction, damaging all enemies in the radius for 70/140/210/280 Magic Damage.
Using this ability again while the Shell is in mid-flight will teleport self to the Shell's current location. Grants 800 day and night clearvision while the Shell is active; vision lingers for 3.34 seconds after the Shell disappears.
Wish I had a red one.
Notes
The Shell travels at 650 speed and expires after 3 seconds.
Disjoints upon teleporting to the Shell.
Second activation cannot be used while Immobilized or Restrained.
Song of the Sea
[ W ]
Cast Time: 0.1 / 0.5 seconds
Self Position
Enemy Units
Type - Magic
Bubbles plays a resounding note on his conch, damaging and silencing any foes unlucky enough to be near.
Radius: 400 Mana Cost: 100/110/120/130 Cooldown: 18/16/14/12 seconds
Deals 100/160/220/280 Magic Damage to all enemy units in the 400 radius and applies Muted for 0.75/1.5/2.25/3 seconds.
Take note.
Muted Effects
Silenced
Take Cover
[ E ]
Cast Time: 0 / 0.5 seconds
Self
Type - Magic
Bubbles retreats into his enchanted Shell, becoming impervious to all forms of attack, whether magical or mundane.
Mana Cost: 20 Cooldown: 6 seconds Channeling Time: 1/1.5/2/2.5 seconds
Grants invulnerability to all damage for duration of channel. Can be auto-cast.
There are no turtles in foxholes.
Kelp Field (Kelp Zone)
[ R ]
Cast Time: 0.1 / 0.5 seconds
Target Position
Enemy Heroes
Type - Superior Magic
Arcane seaweed vines sprout from the ground, latching onto enemy heroes. Trying to escape the vines is futile - running causes them to snap, stunning and damaging their captive.
Deals 100/150/200 Magic Damage to targets in radius, Stuns for 0.5 seconds, and attaches kelp to them for 5 seconds. While attached, enemies who move more than 600 units away from the center of the effect take 100/150/200(200/300/400) Superior Magic Damage and receive a Superior Magic Stun for 1.5/2.25/3 seconds.
The kelp can attach to Magic Immune units
Watch your step!
Notes
While Kelp Field will attach to a Magic Immune unit, both the damage and stun are blocked by Magic Immunity (without Staff of the Master).
Leaving the Kelp Field in any way, be it walking away or teleporting, will deal the stun and damage. It is possible to leave the Kelp Field without any consequences by using abilities that grant temporary invulnerability during movement.