For centuries, the Ageless Oracle has been reborn at the peak of conflict to serve as the voice of the gods and share her visions with the mortals, but to never interfere.
Reborn after the Beast Bone Years as Tarot, a fortune teller who travels with her caravan of gypsies through the ravaged Forests of Caldavar, she foresaw the downfall of Maliken Grimm and the opening of The Scar but was powerless to stop it.
Now Tarot has visions of the destruction of the World Tree, and with full awareness of the doomed future of Newerth she cannot continue with mere divination. She must join the fight against the Hellbourne and tip fate, wavering on the precarious tip of destruction, toward life.
N/A
Abilities[ | ]
Ricochet
[ Q ]
Cast Time: 0.3 / 0.3 seconds
Target Unit
Enemy Units
Type - Physical
Tarot bounces a special shielded explosive projectile off her target, slowing them and then dealing extra damage to nearby enemies as the projectile bounces around.
Range: 600 Radius: 250 Mana Cost: 100 Cooldown: 15 seconds
Target an enemy unit to fire a bolt that deals 75% of your Attack Damage + 30/60/90/120 Physical Damage and applies a 60% tapering Movement Speed Slow for 4 seconds to all units around the initial target within 250 radius.
The Bolt will bounce up to 2/4/6/8 times to nearby enemies within 650 radius, prioritizing targets affected by Bound by Fate, dealing 10/20/30/40 + (6 x Bounce #) in Physical Damage.
If Luck of the Draw is leveled, the initial impact and bounces can apply Critical Strike from it.
Diamond chest, here I come.
Notes
Projectile will bounce to a random unit within 650 radius if no enemy units affected by Bound by Fate.
Can hit the main target up to 2/3/4/5 times and another target up to 1/2/3/4 times.
Far Scry
[ W ]
Cast Time: 0.05 / 0.05 seconds
Target Unit
Enemy Hero
Type - Physical
Tarot can tunnel vision on one enemy, being able to hit them from far range and doing bonus damage.
Range: 1000 Mana Cost: 30/35/40/45 Cooldown: 25/23/21/19 seconds
Marks the target for 8/10/12/14 seconds.
While Marked, your attacks will bounce to the Marked target if it's within 800 units of your main target, penetrate 20/30/40/50% of the Marked target's Armor, and gain True Strike on the Marked target. The Marked target is also Sighted and Revealed for the duration.
Pick a card. Any card!
Notes
State type on target is Debuff, making it purgeable.
State will still be unable to be transferred by abilities like ParasiteFacehug for technical reasons.
Armor penetration and True Strike will apply to all allied units.
Bounced attacks will apply Attack Modifiers to the Marked target as well. It also counts as two attacks (Ex. reduces the Thunderclaw attack count twice).
The Armor reduction is considered Armor Penetration, and has no effect against units with zero or negative Armor.
Bound by Fate
[ E ]
Cast Time: 0.3 / 0.3 seconds
Target Unit
Nonboss Organic Enemy Units
Type - Magic
Tarot can bind two enemies together, making it hard for them to get away from each other. If they break the bind, though, they take a serious penalty.
Range: 600 Radius: 500 Mana Cost: 100 Cooldown: 25/21/17/13 seconds
Target an enemy unit to apply a 30% Movement Speed Slow and Bind it to the closest enemy unit (prioritizes heroes) for 6 seconds.
If the two Bound units move further than 675 units apart or if one of the bound units is killed, the Bind snaps and pulls them together, applying a 1.25/1.5/1.75/2 second Stun and dealing 80/160/240/320 Magic Damage. If non-hero unit is killed between bound targets, the Damage and Stun duration is reduced to 50% to another bound target.
Till death do us part.
Notes
Deals 1 Physical Damage to bound units.
Tether state type on both affected targets is Debuff, making it purgeable.
State will still be unable to be transferred by abilities like ParasiteFacehug for technical reasons.
Purging 1 of the debuff states on a target will purge the tether state on the other target.
On impact, bound units are initially pushed towards each other over 0.2 seconds based on their distance from each other.
Both units are pushed min((Distance-20),200)*0.4 units towards each other, to a maximum of 80 units at >220 units apart.
Bound units pull the other unit at varying force depending on what they are bound to.
When a hero is pulling another hero, the other hero is pulled with a force of 200 if it moves more than 350 units away.
When a non-hero unit is pulling a hero, the other hero is pulled with a force of 100 if it moves more than 475 units away.
When 1 of the bound unit dies, the tether will be bound to the bound unit's corpse.
Once the distance limit is reached, both units become Immobilized and are pushed towards each other over 0.3 seconds.
Heroes are pulled at 900 speed, while non-hero units are pulled at 700 speed.
Does not pull over impassable terrain.
Both units will stop close the the median distance between the two.
If a bound unit moves more than 1200 units from the other bound unit (only possible with movement abilities), both units become unbound with no effect.
The main target is slowed for 5 seconds even if it was not bound to any unit.
Luck of the Draw
[ R ]
Passive
Tarot is accurate with her shots, often hitting critical weak points. As she learns more, she hits harder and harder.
Passively grants a 25% chance to perform a 2/2.8/3.6x Critical Hit on attack.
Target an enemy unit to fire a bolt that deals 75% of your Attack Damage + 30/60/90/120 Physical Damage and applies a 60% tapering Movement Speed Slow for 4 seconds to all units around the initial target within 250 radius.
The Bolt will bounce up to 2/4/6/8 times to nearby enemies within 650 radius, dealing 10/20/30/40 + (6 x Bounce #) in Physical Damage.
If Luck of the Draw is leveled, the initial impact and bounces can apply Critical Strike from Luck of the Draw.
Has 600 Range, 250 Radius, 100 Mana Cost, and 15 seconds Cooldown.
Killing one of the 2 Bound units will once again snap the Bind to apply the pull, Stun and Magic Damage to the other Bound unit.
Killing the Bound unit to snap the Bind will only apply 50% of the Magic Damage and Stun Duration to the other Bound target if the killed unit is a non-hero unit.
Stun duration reduced from 1.6/1.9/2.2/2.5 seconds to 1.25/1.5/1.75/2 seconds.
Stun duration reduced from 2 seconds to 1.25/1.5/1.75/2 seconds.
Previously, the stun duration was mistakenly displayed as 2.25 seconds on the detailed tooltip, when in reality it was actually stunning for 2 seconds.
Tarot bounces a special shielded explosive projectile off her target, slowing them and then dealing extra damage to nearby enemies as the projectile bounces around.
Range: 600 Radius: 250 Mana Cost: 100 Cooldown: 15 seconds
Target an enemy unit to fire a bolt that deals 40/60/80/100 Magic Damage to each target it hits.
The bolt will bounce up to 8 times to nearby enemies, prioritizing targets affected by Bound by Fate.
Creeps take 70/100/130/160 Magic Damage per bounce.
Diamond chest, here I come.
Notes
Reworked on version 4.7.3.
Projectile will bounce to a random unit within 650 radius.
Can hit the main target up to 5 times and another target up to 4 times.
Tooltip error: Deals Magic Damage.
Far Scry
[ W ]
Cast Time: 0.05 / 0 seconds
Self
Type - Magic
Tarot can tunnel vision on one enemy, being able to hit them from far range and doing bonus damage.
Range: 1000 Mana Cost: 30/35/40/45 Cooldown: 25/23/21/19 seconds
Activate to gain 100 Attack Speed for the next 2/3/4/5 attacks.
These attacks will bounce to the closest enemy hero within 800 units around your target.
Now I know how a goldfish feels.
Notes
Reworked on version 4.7.3.
Bounced attacks will apply Attack Modifiers. It also counts as a second autoattack (Ex. reduces the Thunderclaw attack count twice).
Far Scry
[ W ]
Cast Time: 0.05 / 0 seconds
Target Unit
Enemy Hero
Type - Physical
Tarot can tunnel vision on one enemy, being able to hit them from far range and doing bonus damage.
Range: 1000 Mana Cost: 30/35/40/45 Cooldown: 25/23/21/19 seconds
Marks the target for 8/10/12/14 seconds.
While Marked, your attacks will bounce to the Marked target if it's within 800 units of your main target, penetrate 20/30/40/50% of the Marked target's Armor, and gain True Strike on the Marked target. The Marked target is also Sighted and Revealed for the duration.
If Luck of the Draw is leveled, you gain a flat +12% Critical Chance against the Marked target.
Pick a card. Any card!
Notes
Removed on version 4.2.2 and re-introduce on version 4.7.3.
Armor penetration and True Strike will apply to all allied units.
Bounced attacks will apply Attack Modifiers to the Marked target as well. It also counts as two attacks (Ex. reduces the Thunderclaw attack count twice).
The Armor reduction is considered Armor Penetration, and has no effect against units with zero or negative Armor.