Last surviving Quantula, Shellhock escape's using the power of the sanctuary stone, their home Luminary a once peaceful place free of war hidden from to outsider a place thought to be untouchable is destroyed by the Hellbourne army led by Lord Salforis and Deadlift.
Shellshock is a ganker and support hero who thrives on initiating small skirmishes with his teammates. Though capable of disposing of enemies by himself, his ability to bring allies with him into battle using Rolling Thunder ensures successful kills.
Abilities[ | ]
Fireflies
[ Q ]
Cast Time: 0.3 / 0.1 seconds
Target Position
Enemy Units
Type - Magic
Shellshock never travels alone, and can exhume these bioluminescent stowaways from the Luminary to light his path.
Range: 1600 Mana Cost: 60/70/80/90 Cooldown: 10 seconds
Fires a blast that travels 1600 units, deals 100/140/180/220 Magic Damage and applies a 20% Move Speed Slow to enemy units for 2 seconds.
Leaves a trail of Fireflies at random locations along the path which provide vision in the area for 15 seconds.
Notes
The projectile has a speed of 1400 and a touch radius of 250.
Rolling Thunder
[ W ]
Cast Time: 0.1 / 0.5 seconds
Target Unit
Type - Magic
Curling into his shell, Shellshock rolls directly toward his enemy, picking up allies on the way.
Range: 1300 (2000) Mana Cost: 120 Cooldown: 16 seconds
Target an enemy unit prepare to roll and allow allies to enter the shell throughout the entire effect by right-clicking you if they are not Stunned or Restrained. Shellshock launches towards the target after a 3 second delay or upon second activation.
Waiting longer before launching increases speed by minimum speed of 600 (900), maximum of 900 (1350). Allies and Shellshock are invulnerable while being transported but can use items and abilities.
Upon reaching the target, second activation during travel, or after 3 seconds, Shellshock will apply a 1/1.25/1.5/1.75 second Stun and 70/140/210/280(140/210/280/350) Magic Damage to all enemy units in a 300 unit radius around himself. An additional 20/30/40/50 Magic Damage for each ally hero picked up.
Notes
Has 0.2 second cooldown on second activation during travel.
Target is Sighted and Revealed while being charged.
Destroys trees within 150 radius while charging.
Allies can enter the shell from up to 250 units away.
Allies can click on an icon that pops up on the right side of the screen to order a hero to enter the shell.
Rolling Thunder's speed depends on how long the roll was held. The speed starts at 600 (900) and every 0.5 seconds the speed increases by 50, capping at 900 (1350) speed after 3 seconds of rolling.
Due to the charge stopping after 3 seconds, Rolling Thunder has a maximum effective range of 1800 (2700) to 2700 (4050).
Can deal up to 150/260/370/480 (220/330/440/550) Magic Damage if the maximum number of heroes are rolled up.
Sanctuary Stone
[ E ]
Passive
The sacred stone from the Luminary imbues Shellshock with both the protective and destructive forces of Newerth.
Radius: 600
Passively applies 1/2/3/4 Magic Armor to ally units within 600 radius and -1/-2/-3/-4 Magic Armor to enemy units within 600 radius.
On death, Shellshock drops his Sanctuary stone, which can be picked up by allies to grant them the current power of this ability until Shellshock revives.
The stone will emit the aura even if not picked up but can be destroyed by enemies.
Notes
The Sanctuary Stone provides 100 day and night vision around it.
The stone can be autoattack by either team to destroy it.
The Magic Armor reduction effect is blocked by Magic Immunity.
Superconductor
[ R ]
Cast Time: 0.6 / 0 seconds
Self Position
Enemy Units
Type - Magic
Deals damage to nearby enemies.
Radius: 400 Mana Cost: 150/175/200 Cooldown: 80 seconds
Upon use deals 100/200/300 Magic Damage to nearby enemies and applies a tapering 80% Move Speed slow to them for 3 seconds.
Shellshock then surrounds himself with an electric field that deals 30/40/50 + 1/1.5/2% of his Max Health in Magic Damage per second to enemies within 350 range for the next 10 seconds.
Upon use, deals 100/200/300 Magic Damage to nearby enemies and applies a 80% tapering slow to them for 3 seconds. Shellshock then surrounds himself with an electric field that deals 30/40/50 + 1/1.5/2% of his Max Health in Magic Damage per second to enemies within 350 range for the next 10 seconds.
Shellshock's shell generates a viscous fluid that can contain his enemies in a single location. Should they stretch this fluid too far, it will snap, damaging them and any units around them.
Radius: 400 Mana Cost: 100/150/200 Cooldown: 100/90/80 seconds
After a 0.6 second delay, covers all enemies within 400 units in luminescent slime for 6 seconds, dealing 120/180/240 Magic Damage on impact.
Enemies affected by Luminous Tether will be slowly pulled back to their starting location if they attempt to run. Continuous pulling of Luminous Tether will eventually cause it to snap, freeing the unit, but sending a projectile toward them which deals 120/180/240 Magic Damage and applies a tapering 80% Movement Speed Slow.
Enemy units within 300 radius of this projectile will suffer 60/90/120 Magic Damage when it impacts.
The strength of the pull is based on the distance from the starting location.
The pull force is equal to (Distance / 2), but is only applied if the distance is at least 200 units.
While the distance from the starting point is at least 400, it will apply a hidden status effect which gains 1 charge every frame (0.05 seconds). At 40 charges (2 seconds), the tether will break and the projectile will spawn.
If the distance from the starting point reaches 700 units or more, it will also break the tether and spawn the projectile.