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Warchief
Warchief
Legion Legion
Attributes
Strengthlogo 18 Agilitylogo 16 Intelligencelogo 22
(+2.0) (+1.5) (+2.8)
Stats
Level 1 16 25
Health 492 1100 1784
Mana 286 858 1417
Damage 52-56 96-100 139-143
Armor 4.24 7.6 12.08
Attack Speed 0.67 0.8 1
Movement Speed 295
Magic Armor 5
Base Health Regen 1.00
Attack Range 128 (Melee)
Missile Speed Instant
Base Attack Time 1.7
Attack Animation 0.3/0.3
Turn Rate 450

Warchief is a melee intelligence hero in Heroes of Newerth.

Info[ | ]

Lore: The legendary horn Warcry has been passed from generation to generation within the Red Sand tribe of The Savage Lands, carried by the warrior strongest in spirit, fighting skill, and honor. This person -- male or female -- is called Warchief until the time comes to pass into the spirit world and hand the horn to the next great leader, who is responsible for the survival of the tribe's people and ways. This is no easy task, for the Red Sand tribe has spent centuries clashing with the Scouts to the northeast and the foul raiders who wander out of the Savannahs to the south. When the Beast Horde became the primary enemy of man, Warchief refused to raise the tribe's weapons against the creatures of the land, who had given them companionship and sustenance since the days of the first elders. To seal this vow, and in a gesture of unprecedented respect, the leader gave Warcry to the animals for safekeeping. This ensured it would not be used against the Beasts or fall into evil hands, should the Red Sand tribe be exterminated by the encroaching armies of Lord Commander Maliken Grimm.

But Grimm's Legion soldiers found The Savage Lands to be nearly as hostile as the Red Sand warriors, and their ranks withered due to casualties, thirst, and desertion until they pulled out entirely when word arrived that the Lord Commander had gone mad and abandoned his people. The tribe lived in relative peace while the rest of Newerth boiled under The Second Corruption and the Rise of Apex, but when Apex's soldiers finally encountered the Red Sand warriors, Warchief and his people were woefully unprepared. Without the strength of the elders contained within Warcry, the entire tribe was massacred save for Warchief, who was possessed by a daemon and forced to recover the powerful horn from the beasts so it could be used by the True Evil.

When the enthralled Warchief arrived to take the horn from his animal brothers and sisters, the Beasts knew something was amiss. The horn's animal guardian cast a spell upon the horn before Warchief could blow it on Apex's behalf, and when he did, the spirits of the elders ripped the daemon from Warchief and trapped it within the great horn. Now he carries this devastating weapon against the forces who destroyed his entire world, and when they are defeated he will finally join his people and elders in the spirit world..

 
  Warchief is a Semi-Carry Ganker with a powerful teamfight presence. Using Spirit Walk and Sacred Totems, Warchief stays ahead of his enemies in lane and when ganking. In a teamfight, Warcry provides one of the strongest buffs in the game, granting himself and all nearby allies hastened ability and item cooldowns.

Abilities[ | ]

Sacred Totem
Warchief Sacred Totems
Stats
Health 1 Hit
Sight Range 700/700
Gold 10 Gold
Notes Gadget Immunity

Sacred Totems
[ Q ]
Warchief Sacred Totems
Cast Time: 0.1 / 0.3 seconds
Self Position All Heroes
Spawns helpful totems.
Radius: 700
Mana Cost: 100/135/170/205
Cooldown: 14 seconds
Spawns helpful totems at your feet for up to 30 seconds. Their effects have 700 range.

Level 1 - spawns a Flame Totem which deals 40/60/80/100 Magic Damage every second to the weakest nearby enemy up to 4 times.
Level 2 - spawns a Life Totem which Heals the weakest nearby damaged ally hero every second for 15/30/45/60 up to 4 times.
Level 3 - spawns a Shock Totem which Stuns the weakest nearby enemy hero for 1 second once after a 2 second delay.
Level 4 - causes the Shock Totem to stun another enemy after an additional 2 second delay.

Totems die in 1 hit and give 10 gold when killed. Spawning new Sacred Totems removes any old Sacred Totems that are still up.

For when you don't have friends.
 
Notes
  • When cast, the Flame Totem spawns 100 units to the left of Warchief, a Life Totem spawns 100 units to the right (Levels 2+), and a Shock Totem 100 units behind (Levels 3+).
  • The Totems will target any valid unit with the lowest Health percentage. The Flame Totem will prioritize heroes.
  • The Flame Totem and Shock Totem will target its enemy even if there is no vision of the unit.
  • The Flame Totem's projectiles is not considered an autoattack (and therefore cannot be evaded nor will be sighted within fog of war) but cannot be spell blocked by effects such as Moraxus Arcane Shield Arcane Shield.
  • At Level 4, each instance of a Shock Totem will never shock a hero it has already stunned.
  • The Flame Totem and Life Totem have a projectile speed of 2000.
  • The Shock Totem will stun an enemy hero when it remains within its radius for 2 seconds. The timer resets when the unit leaves its radius.


Spirit Walk
[ W ]
Warchief Spirit Walk
Cast Time: 0 / 0 seconds
Facing Enemy Units
Type - Magic
Spawn a Spirit to assault your enemies, then choose whether or not to teleport to the Spirit.
Mana Cost: 100
Cooldown: 14 seconds
Channeling Time: 3.5 seconds
Channel to spawn an invulnerable Spirit that moves at 650 Movement Speed, and transfer control to it for up to 3.5 seconds.

The Spirit can pass through all terrain except cliffs, and deals 75/150/225/300 Magic Damage and applies a 35% Movement Speed Slow for 2.5 seconds to enemies it passes through.

Activating this ability again teleports Warchief to the Spirit and dispels it. A secondary activation simply ends the effect early.

I huff and I puff...
 
Notes
  • The Spirit has a touch radius of 150 for its damage and slow effect.
  • The Spirit has Unitwalking and Treewalking(but not Cliffwalking and Buildingwalking).
  • The Spirit has a 300 radius Clearvision.


Spirit Link
[ W ]
Warchief Spirit Link
Cast Time: 0 / 0 seconds
Self
Teleports to the Spirit and dispels it.
Cooldown: 0.1 seconds
Teleports to the Spirit and dispels it.
 


Spirit Shatter
[ E ]
Warchief Spirit Shatter
Cast Time: 0 / 0 seconds
Self
Dispels the Spirit and ends the effect early.
Cooldown: 0.1 seconds
Dispels the Spirit and ends the effect early.
 


Power of the Elders
[ E ]
Warchief Power of the Elders
Passive
Adds bonus Magic Damage on your attacks based on your Intelligence.
Cooldown: 8.75 seconds
Passively adds bonus Magic Damage equal to 1/1.5/2/2.5x your Intelligence to your next attack against enemy units whenever off cooldown.
Thud.
 
Notes
  • Propagates to illusions, but deals 33% damage.


Warcry
[ R ]
Warchief Warcry
Cast Time: 0.2 / 0.6 seconds
Self Position Ally Heroes
Speeds up nearby allies and self.
Radius: 900
Mana Cost: 100
Cooldown: 140/110/80 seconds
Upon use, emits an aura that applies Warcry to self and ally heroes within 900 range for 12 seconds.

For Warchief himself, cooldowns go down 3.5 times as fast.

The mind moves differently when listening to the horn.
 

Warcry Effects
+5% Movement Speed
+10/20/30 Mana Regeneration
All non-ultimate ability (and item cooldowns) go down 2 (3.5) times as fast.

The cooldown reduction rate will only reduce the max cooldown of an item or ability to a minimum of 3 seconds.

Notes
  • Unlike other cooldown reduction effects, Warcry will increase the speed of which cooldowns recover, rather than subtracting from its base cooldown time.
  • Any abilities with a cooldown lower than 3 seconds will be unaffected by Warcry's cooldown reduction rate.


Alt Avatars[ | ]

Warchief Alt Avatars
Purgatory
Purgatory

450 Gold coins

Hex
Hex

390 Gold coins
2500 Silver coins
[Edit] [Edit Info]

Changelog[ | ]

Version 4.9.3

  • Base Movement Speed changed from 305 to 295.

Version 4.8.5

  • Warchief Spirit Walk Spirit Walk
    • Duration increased from 3 seconds to 3.5 seconds.
    • Has a 0.1 second delay before it can be activated again.

Version 4.8.3

  • Intelligence gain increased from 2.7 to 2.8.

Version 4.8.2

  • Intelligence gain reduced from 2.9 to 2.7.

Version 4.8.1

  • Intelligence gain increased from 2.7 to 2.9.
  • Warchief Sacred Totems Sacred Totems
    • Mana Cost reduced from 100/140/180/220 to 100/135/170/205.

Version 4.7.5

Version 4.7.4

  • Warchief Sacred Totems Sacred Totems
    • Cooldown reduced from 16 seconds to 14 seconds.
    • Cooldown while Warchief Warcry Warcry is active remains unchanged (at 4 seconds).
  • Warchief Spirit Walk Spirit Walk
    • Cooldown reduced from 16 seconds to 14 seconds.
    • Cooldown while Warchief Warcry Warcry is active remains unchanged (at 4 seconds).
  • Warchief Power of the Elders Power of the Elders
    • Cooldown reduced from 10 seconds to 8.75 seconds
    • Cooldown while Warchief Warcry Warcry is active remains unchanged (at 2.5 seconds).
  • Warchief Warcry Warcry
    • Cooldown rate boost to self for items and non-ultimate abilities reduced from 4x to 3.5x.

Version 4.7.3

  • Warchief Warcry Warcry
    • No longer reduces items' cooldown for other allied heroes (still reduces items' cooldown to self while active).
    • Cooldown changed from 160/120/80 seconds to 140/110/80 seconds.

Version 4.2.3

[Undocumented change]

  • Warchief Warcry Warcry
    • Cooldowns on allies now go down 2 times as fast (changed from 2/2.5/3 times as fast).
    • Bonus Movement Speed reduced from 10% to 5%.
    • Bonus Mana Regeneration rescaled from 25 to 10/20/30.
    • Cooldown increased from 120/100/80 to 160/120/80 seconds.

Version 4.1.4

  • Strength gain reduced from 2.5 to 2.0.
  • Agility gain reduced from 1.9 to 1.5.
  • Warchief Sacred Totems Sacred Totems
    • Life Totem healing reduced from 30/50/70/90 to 15/30/45/60.
  • Warchief Spirit Walk Spirit Walk
    • No longer reduces damage taken by 50%.

Version 4.1.3

  • Added.



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Low Resolution Ranged All Solo Jungle Carry Support Initiator Ganker Pusher
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