The Prophet teaches that energy flows through all things, we must only harness it for ourselves. The mages invoke incantations, the priests call upon gods wicked and just, but for the truly powerful, the power is harnessed from within. These are the Disciples of the Way and among them there is one known for his mastery over all - Kinesis. Let the Hellbourne beware the power of his mind.
Kinesis is an Intelligence ganker who may also be played as an effective support. Kinesis initiates by lifting an enemy with Stasis Smash, while the enemy is lifted, he Lifts up trees and creeps around them and when the enemy lands he Launches all of the Lifted units at the target for full damage. Later in the game, Kinesis is able to survive longer in teamfights due to his Inherent Defense.
Abilities[ | ]
Thoughtsteal
[ Q ]
Cast Time: 0.3 / 0 seconds
Target Unit
Enemy Heroes
Type - Magic
Steals the first ability of an enemy hero.
Range: 800 Mana Cost: 100/120/140/160 Cooldown: 16/14/12/10 seconds
Activate to steal the first ability from the target hero and Silence them for 2 seconds.
The stolen ability is retained indefinitely until removed by activating your third ability. Doing so puts Thoughtsteal on cooldown.
When copying Demon Hand, it will always copy the medium distance version.
When copying Summon Booboo, you can give your Booboo items, which will be permanently retained on it.
When copying a passive ability (Ex. Mana Combustion), you can activate it again to remove the stolen ability.
Enemies that had their ability copied with Thoughtsteal will see a status effect indicating they were targeted by Thoughsteal.
Telekinetic Control
[ W ]
Cast Time: 0 / 0 seconds
No Target
Type - Magic
Lift up creeps or trees and launch them at your enemies!
Range: 800 Mana Cost: 60/80/100/120 Cooldown: 4 seconds
Lifts the 1/2/3/4 closest trees or creeps for up to 8 seconds. If not enough are present, pieces of ground are lifted instead. Lifted objects are invulnerable and will follow Kinesis at 450 speed during the effect.
Activate again by targeting an enemy to throw all lifted objects at it, dealing 60 Magic Damage per object and applying a 15% Movement Speed Slow for 2 seconds. Objects must be within 1500 range to be thrown.
Sometimes the Keeper of the Forest gets mixed in
Notes
If a lifted object gets more than 1500 units away from Kinesis, it will teleport to his location.
Can't lift player-controlled allied units if No-Help option is flagged on them.
Inherent Defense
[ E ]
Cast Time: 0 / 0 seconds
No Target
Damaging enemy heroes grants you a stacking damage shield.
Whenever you deal non-DoT Magic Damage to an enemy hero, you gain a shield equal to 20/30/40/50% of pre-mitigation damage. Up to 500 points of shield can be built. The shield grants 10 Movement Speed plus 1 Movement Speed per 4 points of shield while active.
The shield expires after not building it for 8 seconds.
I'm having a brainstorm.
Notes
Buffs that grant bonus Magic Damage to Kinesis such as Revenant's Defile will add to Inherent Defense.
Activating this ability will cause you to forgot the ability copied with Thoughtsteal.
Stasis Smash (Stasis Throw)
[ R ]
Cast Time: 0.3 / 0 seconds
Target Unit
Enemy Units
Type - Magic
Lifts a target into the air then smash them down dealing area damage and stunning around them.
Places the target in a stasis and lifts non-hero units around it for up to 2.5/3/3.5 seconds. Target is Stunned and has 20% Damage Reduction while in stasis.
When stasis expires, the target takes 200/300/400 Magic Damage and an additional 20/30/40 bonus Magic Damage for every other unit lifted. Units lifted take the same damage. Other enemies in the area receive a 2 second 50% Movement Speed Slow if they are caught in the blast.
Ability can be activated again to to end the effect early (throw all lifted units including the target to a location you choose. Cannot throw further than 1200 distance).
- Units thrown at the target with Telekinetic Control will get caught as well.
I'll give you a crash course in physics.
Notes
Provides 1000 day and night clearvision around the lifted units while active.
Only the main target and lifted units will take damage. Enemy heroes within the blast are only slowed.
The affected target now receives 30% Damage Reduction from all sources while Stasis Smash is active.
Prior to the changes in 4.3.5, the Damage Reduction on the target applied to all sources except from Kinesis. Now, the Damage Reduction on the target applies to all sources, including Kinesis.
Activate to steal the first ability from the target hero.
Your first (Q) ability turns into the target's first (Q) ability. Target gets to keep their ability.
The stolen ability will last for a single cast or until you die and costs the same as it would for the enemy at that level. Level of the stolen ability is equivalent to the level of Thoughtsteal.
Activate to lift the 1/2/3/4 closest trees or creeps for up to 8 seconds. If not enough are present, pieces of ground are lifted instead. Lifted objects are invulnerable and will follow Kinesis at 450 speed during the effect.
Activate again by targeting an enemy to throw all lifted objects at it, dealing 60 Magic Damage per object and applying a 20% Movement Speed Slow for 2 seconds.
Target enemy unit to place it in a stasis and lift non-hero units around it for up to 3/3.5/4 seconds. Target gains 50% Damage Reduction from sources other than Kinesis and is Stunned while in stasis.
When stasis expires, the target takes 150/250/350 Magic Damage and an additional 20/30/40 bonus Magic Damage for every other unit lifted. Units lifted take the same damage. Other enemies in the area receive a 2 second 50% Movement Speed Slow if they are caught in the blast.
Ability can be activated again to end the effect early.
Creeps thrown with Telekinetic Control at a target lifted with Stasis Smash will get caught and contribute to the effect as well.
Staff of the Master Effect: Increases the radius to 600 and allows you to choose where the target lands. Cannot throw further than 1200 distance.
Lifts a target into the air then smash them down dealing area damage and stunning around them.
Range: 550 Radius: 300 Mana Cost: 100/110/120/130 Cooldown: 15 seconds
Places the target in a stasis for up to 1/1.5/2/2.5 seconds. Target gains 40% damage reduction and is Stunned while in stasis. Activate again to end stasis early.
When stasis expires, it takes 60/120/180/240 Magic Damage if it's an enemy. Enemies around the target take up to 60/120/180/240 Magic Damage and are Stunned for up to 1/1.25/1.5/1.75 seconds. AoE damage and Stun scales with how long the target was placed in stasis.
I'll give you a crash course in physics.
Notes
Provides 1000 day and night clearvision around the target while active.
Deals the full damage to the primary enemy target even when cancelled early.
AoE damage and stun duration when cancelled early scales linearly with time. For example, a Level 4 Stasis Smash cancelled after 1 second will deal 96 Magic Damage and stun for 0.7 seconds around the target.
You can cancel Stasis Smash on yourself.
Mass Control (Mass Dominance)
[ R ]
Cast Time: 0.3 / 0.24 seconds
No Target
Type - Magic
Lift lots of stuff~!
Range: 750 Radius: 350 Mana Cost: 150/200/250 Cooldown: 90/80/70 seconds
Lifts the closest 3/5/7 trees or creeps for up to 8 seconds. Creeps are invulnerable while Lifted. All currently Lifted objects will follow you at Max Movement Speed.
Activate again to throw all Lifted objects at target position, dealing 100 Magic Damage per lifted object in a 350 radius. Must be within 1200 units to throw a Lifted object.