Long before the Legion and Beast Horde warily joined forces, the Death Prowlers worked as tandems of human and creature, forming agile hit-and-run teams that survive by maximizing the benefits of intelligence and savagery. Even among the Death Prowlers, the duo known as Nitro stands out as a live wire. This hunter-killer team is a perfect blend of aggression and composure: Mauser knows exactly how to move and position for optimal kinetic impact, while Psychopop just likes to blow stuff up.
Unlike other heroes, Nitro cannot autoattack (or technically, is permanently Disarmed). Issuing an attack will move Nitro within attack range of the selected unit, but will do nothing.
This also causes illusions of Nitro to be unable to attack. While Nitro is under a Force Attack effect, Nitro will move within attack range to attempt to attack, but won't attack due to being unable to.
Nitro fires a long range attack in the target direction.
Range: 800/900/1000/1100/1200 Mana Cost: 4
Activate to fire an attack toward the cursor which pierces through enemies, applying an Autoattack which deals 100% of damage to the first target hit and dealing 10/20/30/40/50% of damage to subsequent targets.
Mana cost of Ballistic increases by 1 mana per hero level of Nitro. If detached from Mauser, range is increased by 400 units.
Item proc effects work only on the first enemy hit with Ballistic.
Ballistic's cooldown is tied to Nitro's attack cooldown.
Ballistic is a replacement for Nitro's Auto Attack.
Right-click to switch the ability into auto-cast.
This one has your name on it!
The projectile travels to its maximum range over 0.5 seconds.
The first hit of Ballistic will not deal damage and will instead send an invisible 12000 speed projectile to the target, which is considered an autoattack. Other targets take Physical Damage from the projectile itself.
Mauser inherits Nitro's Health and Mana percentages when splitting.
Like Gemini's Fire and Ice, Mauser only inherits attributes and does not inherit raw stats (Ex. Attack Speed, Armor, Movement Speed, etc.). Mauser also cannot use items or its passive effects, including Auras.
Mauser can collect Experience for Nitro.
Nitro and Mauser are considered the same unit for experience gains, which means if both Nitro and Mauser are within experience range for a lane creep, they will not receive bonus experience.
When casting an ability as either Nitro or Mauser, it will deduct Mana from both units.
Mauser's bonus damage per level is gained as Attack Damage (not Base Damage).
Lock & Load
[ W ]
Cast Time: 0 / 0 seconds
Nitro detaches from Mauser, sending him to attack their enemies.
Activate to teleport Mauser to Nitro's location after a 1 second cast time, and reattach to Nitro.
Cannot recombine if Mauser is outside of 2000 range of Nitro.
It's literally a hit-and-run.
Lock & Load is not a channeling ability, which means it is affected by Cast Speed modifiers.
When recombining, Nitro's Health will be set to the following:
In other words, Nitro's Health will be set to 66% of Mauser's Health plus 33% of Nitro's Health.
Lock & Load will be put on cooldown for 1 second upon detaching.
[ E ]
Cast Time: 0 / 0 seconds
Nitro and Mauser burst with energy becoming evasive and slowing nearby enemies.
Mana Cost: 85 Cooldown: 30 seconds
Activate to cause Nitro and Mauser to gain 40/60/80/100% Evasion for 4 seconds.
While Runaround is active, Nitro and Mauser receive an aura that applies a 30% Movement Speed slow to nearby enemy units.
Runaround cannot be cast if either Nitro or Mauser are silenced or stunned.
Hey, don't scratch the bike!
Auras have a radius of 300.
[ R ]
Ballistic applies stacks that can detonate.
Passively causes Ballistic to apply HEAT Round stacks to enemy heroes hit for 5 seconds.
Upon reaching 3 stacks, the stacks detonate dealing Physical Damage equal to 80/160/240 + 30/60/90% of Nitro's Attack Damage and send 4 projectiles out from the target.
Each projectile deals100/150/200Physical Damage and detonates any HEAT Round stacks on the first enemy hero hit.
The magic number is...three!
With a Staff of the Master, each projectiles are sent out in 90 degree angles perpendicular to where the unit is facing. The projectiles travels 700 units over 0.7 seconds and have a touch radius of 75.
With a Staff of the Master, the released projectiles will not deal the full 85/170/255 + 25/50/75% Attack Damage in Physical Damage to units with HEAT Rounds stacks applied, but causes them to release the SotM projectiles.
This page was last edited on 23 July 2018, at 11:31.
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