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Genji is the first one that comes to mind as his E makes him dash half the screen.
#Auriel talent calculator full
Entering stasis while charged by the Butcher will also cancel it and make it enter full cooldown.Īnd finally, escaping the charge itself, you need to be a mobile hero. At worse, you can run into a Chromie time trap, but I would advise against it. You can also use Ice Block or something equivalent to it, that includes Jaina, Chromie, Nazeebo, i think Kerrigan too? Or you can also run into a Zeratul VP or have an Auriel stasis you. Those will cancel the Butcher's charge and make it enter full cooldown.įor the stasis, Dehaka has an built-in stasis in his kit (Burrow). You can also do so as a Metamorphosis Illidan, Genji's X-Strike, Murky's Safety Bubble, The Lost Viking's Jump/Longboat or use Tracer's Rewind. Or if you're Johanna, you can use the Falling Sword ultimate when he charges at you and disappear into the sky. When a hero is charged by the Butcher, they can avoid it by entering stasis, by becoming invulnerable somehow, or by escaping behind the walls or an unpathable for enemy heroes (like the Hall of Storms), or maybe leading the Butcher into Chromie's hourglasses or Zeratul's VP, and escaping where he can't reach them as I just wrote.įor the invulnerability, you either need a Tyrael or Uther with Sanctification or Divine Shield as an ultimate on your team. Any other % traits, like Giant Killer, won't either. So while both Lunara's and Nazeebo's traits will scale with Spell Power (and be reduced by Spell Armor), Malthael's won't. Nazeebo's Basic Attacks and Abilities poison Non-Heroic enemies, causing them to take 66 additional damage over 6 seconds. Every additional application increases the duration by 3 seconds, up to a maximum of 9 seconds. Lunara's Basic Attacks and damaging Abilities poison their target, dealing 36 damage a second for 3 seconds. See also how other traits are carefully worded to not include any % damage: This means that Giant Killer (+1.5% Max health damage per attack) will do full damage to the target regardless of their current Armor state. The claim that Armor doesn't reduce it either can be found in the Armor Pageĭamage that is based on a percent of a given Hero's Health cannot be mitigated by any form of Armor. The limit is high enough for it to not affect any Heroes of roughly the same level in a normal game situation. The cap is set to limit Percent-based damage's effectiveness against high-HP Battleground Objectives such as the Immortals on Battlefield of Eternity. Percent damage is capped to 36.5 damage per percent of Health for an instance of damage, Scaling 4% per caster's level. This means that percentage-based Abilities and Talents will deal the raw amount of damage regardless of the amount of damage Buffs or Debuffs on the attacker or the Armor state of the target. Percent-based damage is dealt in Spell damage, but is flagged to ignore the Armor system and damage modifiers entirely. All in-game Abilities and Talents that deal damage based on a percentage the target's maximum or current Health do Percent damage. Percent damage, or Percentage-based damage, is a special category of Spell damage that resembles other MOBAs' 'Pure' damage type. Percent is not affected by any modifiers (Armor, Spell or Physical). There is, essentially, three types of damage in HotS: Physical, Spell and Percent. While traits (such as Reaper's Mark) are counted as Spell Damage, Malthael's trait damage is health % based, so it isn't affected by any modifiers (not even armor).