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
Stats
Health
1 Hit
Sight Range
700/700
Gold
10
Notes
Gadget Immunity
Sacred Totems
[ Q ]
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 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 ]
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 ]
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 ]
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 ]
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 ]
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.