Necrophos

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Necrophos
Necrophos icon.png
Strength attribute symbol.png
16 + 2.0
Agility attribute symbol.png
15 + 1.2
Intelligence primary attribute symbol.png
22 + 2.5
Nível Base 1 15 25
Vida 200 520 1080 1480
V. Regen 0.25 0.73 1.57 2.17
Mana 75 339 759 1059
M. Regen 0.01 0.89 2.29 3.29
Dano 22‒26 44‒48 79‒83 104‒108
Armadura 1 3.14 5.54 7.26
Amp. mágica 0% 1.38% 3.56% 5.13%
Atq / Seg 0.58 0.67 0.77 0.84
Velocidade de movimento 285
Velocidade de rotação 0.5
Alcance de visão 1800/800
Alcance de ataque 550
Velocidade do projétil 900
Animação de ataque 0.53+0.47
Tempo de ataque base 1.7
Resistência mágica 25%
Tamanho da colisão 24
Pernas 2

O Necrophos é um incomum, ofensivo lançador de magias, pois ele possui apenas uma magia de ataque primário. Entretanto, isso não o impede de ser um dos mais fortes lançadores de magia ofensivo existentes. O Death Pulse é o seu ganha pão. Essa poderosa habilidade que tanto age para dar dano como para curar, com ambos os efeitos em cada vez usada. Death Pulse atinge todos os inimigos próximos, causando dano, e também atinge todos os aliados próximos e o Necrolyte curando-os. Como tem um curto período de tempo para recarregar, essa magia pode ser lançada com bastante freqüência, provendo constante dano aos inimigos e cura aos aliados e permitindo o Necrolyte a matar vários creeps. Para abastecer sua mana, o Necrolyte tem uma habilidade passiva chamada Sadist que recupera um pouco de sua mana toda vez que ele mata uma unidade. Para enfraquecer ainda mais seus inimigos, sua poderosa Heartstopper Aura lentamente suga a vida de todos os inimigos numa grande área ao redor do Necrolyte. Quando ele vê um herói inimigo suficientemente machucado, o Necrolyte usa o Reaper’s Scythe, que é possivelmente a melhor magia no jogo para matar heróis machucados. Essa mortal magia da dano baseado na quantidade de vida perdida do alvo, então ate mesmo os mais difíceis heróis morrem tão rápido quanto os mais frágeis. Um forte Necrolyte é quase impossível de ser derrotado, liberando constantemente Death Pulses e sugando a vida dos inimigos com Heartstopper Aura até que eles estejam finalizados

Bio[editar]

Necrophos Rotund'jere, Necrophos
Reproduzir "Rot starts at the head."
Função: Carregador Carregador / Bombardeador Bombardeador / Resistente Resistente / Desativador Desativador
História: Num tempo de grandes pragas, um sacerdote obscuro com intenções nefastas, um tal Rotund'jere, foi promovido ao título de Cardeal devido à morte repentina de todos os seus superiores. Enquanto outros da ordem partiram para tratar dos doentes, o novo cardeal isolou-se dentro da Catedral de Rumusque, ocupado planejando esquemas para obter as propriedades de nobres às portas da morte, prometendo recompensas espirituais se eles cedessem os seus bens materiais. À medida que a praga desaparecia e os casos diminuíam, o seu comportamento chamou a atenção da ordem superior, que o considerou culpado de heresia e o condenou a cumprir pena na ala que tratava dos doentes da praga, repleta de feitiços que lhe garantiam uma morte lenta e dolorosa. Mas não contaram com a sua imunidade natural. Rotund'jere contraiu a peste, mas em vez de morrer, estava a dar-lhe ainda mais poder, transformando-o num verdadeiro mago da epidemia, um Papa da Pestilência. Proclamando-se de Necrophos, ele caminha pelo mundo, espalhando doença para onde quer que vá, e ganhando cada vez mais poder com cada aldeia que a sua presença doentia destrói.
Voz: Sam A. Mowry (Respostas)

Habilidades[editar]

Pulso Mortal
Death Pulse icon.png
Habilidade
Sem alvo / Passiva
Afeta
Inimigos / Aliados
Necrophos releases a wave of death around him, dealing damage to enemy units and healing allied units.
Animação de uso: 0+0.77
Radius: 475
Damage: 75/125/200/275
Heal: 70/90/110/130
Health Regen Bonus per Stack: 1/3/5/7
Mana Regen Bonus per Stack: 1/3/5/7
Stack Duration: 7
Cooldown symbol.png 8/7/6/5 (Talento 7/6/5/4)
Mana symbol.png 125/145/165/185
Pierces spell immunity. Releases projectiles for spell immune units. Can heal spell immune allies. Attempts to damage spell immune enemies.
Disabled by Break. Prevents gaining new stacks. Already existing stacks still provide bonus health and mana regeneration.
Não pode ser usado pelas ilusões. Illusions do get the buff from last hitting, but do not gain any regeneration from it.
Modificadores
Buff Death Pulse Counter: Dissipável com qualquer dissipador.
Combining his monk heritage with his newfound affinity for plague has a menacing result.

Observações:

  • Death Pulse can't be evaded by moving or blinking.
  • Hits units in Fog of War.
  • Can heal magic immune units.
  • Projectile move with about 400 movement speed.

Aura de Parada Cardíaca
Pode ser usado pelas ilusões. Disabled by Break. Pierces spell immunity.
E
I
Heartstopper Aura icon.png
Habilidade
Aura
Afeta
Inimigos
Necrophos stills the hearts of his opponents, causing nearby enemy units to lose a percentage of their max health over time.
Radius: 1000
Max Health Lost Per Second: 0.6%/0.9%/1.2%/1.5%
Modificadores
Debuff Heartstopper Aura Effect: Não é dissipável.
Those who come within a short distance of the Necrophos can feel pestilence and plague in the air.

Observações:

  • Heartstopper Aura deals HP Removal damage, and thus will not disable abilities or items like Blink Dagger or cancel consumables.
  • Will not affect ancient units or Roshan, despite going through magic immunity
  • Illusions usually bestow the aura that the original hero possesses. However, illusions of Necrophos do not have Heartstopper Aura.

Sádico
Unknown icon.png
Habilidade
N/A
Revelling in death and pain, the Necrophos gains HP and mana regeneration for killing units. Lasts 6 seconds. Hero Kills give 10 times the bonus.
Duration: 6
Mana Regen Per Second: 2/4/6/10
Health Regen Per Second: 1/2/3/4
Hero kills: Gives 10x the current bonus rate
Poor souls who succumb to Rotund'jere's plagues are recycled for future use.

Observações:

  • Sadist is also triggered by denies.
  • Stacks with itself. Each stack operates independently.
  • Regen a total of 12/24/36/60 mana and 6/12/18/24 health (120/240/360/600 mana and 60/120/180/240 health for hero kill).

Foice da Morte
Reaper's Scythe icon.png
Stuns the target enemy hero, then deals damage based on how much life it is missing.
Animação de uso: 0.5+1.33
Range: 600
Stun Duration: 1.5
Damage Dealt Per Missing Hit Point: 0.4/0.6/0.9 (0.6/0.9/1.2*)
Stun Duration: 1.5
Cooldown symbol.png 100/85/70 (Aprimorável pela Cetro de Aghanim. 55/40/25)
Mana symbol.png 175/340/500
Aprimorável pela Cetro de Aghanim. Increases damage per HP missing, decreases mana cost for Level 1, and decreases cooldown for levels 1 and 2. Disables buyback for killed heroes.
Pierces spell immunity. Damage is blocked; Stun is not
Modificadores
Debuff Reapers Scythe: Não é dissipável.
Debuff Reapers Scythe Respawn Time: Não é dissipável.
The amount of death and suffering in the air increases the power of the Necrophos's plague magic.

Observações:

  • Damage is calculated and dealt at the end of the stun.
  • Instant-kill HP threshold, with the base 25% magic resist factored in and without Aghanim's Scepter, can be calculated by multiplying the enemy max health with the constants: 3/13 (23%), 9/29 (31%), or 27/67 (40%) for each respective level of the ultimate. With Scepter, the values change to 9/29 (31%), 27/67 (40%), and 9/19 (47%).
  • Even if the target is killed by another source before the damage is applied (Axe's Culling Blade being the sole exception), the kill is credited to Necrophos and he receives a Sadist buff.


Talentos[editar]

Talentos do herói
-1s de intervalo entre usos para Death Pulse icon.png Pulso Mortal 25 +400 de vida
+10% de resistência mágica 20 +5% de dano mágico
+20 de velocidade de movimento 15 +6 a todos os atributos
+6 de Strength attribute symbol.png Força 10 +40 de dano
Observações:
  • O dano de ataque é adicionado como bônus, então não beneficia ilusões.
  • A resistência mágica acumula-se multiplicativamente com outras fontes de resistência mágica.
  • O aprimoramento de vida aumenta a capacidade máxima e mantém a porcentagem atual.

Recommended items[editar]

{{Recommendeditems Starting items:

Early game:

  • Magic Stick is bought because of the regeneration it provides against enemies who spam their spells. It's also used to make a Magic Wand.
  • Boots of Speed make you go faster and can be upgraded.
  • Headdress gives more stats and more health regeneration. It's used to make a Mekansm.

Core items:

  • Magic Wand provides you with stats and a useful ability to regenerate mana and health.
  • Power Treads give you more durability if left on Strength, or more mana if switched to Intelligence. The attack speed makes it easier for you to weaken an enemy, and then kill him with Reaper's Scythe.
  • Mekansm grants more stats, more armor and more HP regeneration, making you harder to kill. Its active ability is useful both for supporting and to save yourself from danger.
  • Point Booster gives you some very cost and slot-effective health and mana. It can then be left as a stand-alone item (a "casual" point booster) or be used to build an Aghanim's Scepter, a Soul Booster, or a full-on Bloodstone.

Situational items:

  • Bloodstone makes you more tanky and gives much more mana, making you almost unkillable and able to spam your Death Pulse if you stay behind your allies, thanks to the regeneration it provides.
  • Scythe of Vyse gives good stats and mana regeneration. Its disable makes it easier to kill a powerful carry or an annoying support/initiator.
  • Shiva's Guard is a good item for teamfights: the armor and the aura it provides will discourage the enemy carry from attacking you, while its active ability places a slowing debuff on enemies, so that you'll be able to chase them and finish them off more easily.
  • Aghanim's Scepter makes your ultimate more reliable and powerful, while giving nice stats, health and mana. It also prevents your victim from buying back which can become really useful late in the game if you can kill a key enemy hero.
  • Pipe of Insight gives much more HP regeneration and increases your magic resistance. Its ability is useful if the enemy team has a great initiator: with this item you'll be able to partially counter him.
  • Heart of Tarrasque makes you a lot more tanky, increasing your health by 1060 HP. It's the most reliable item if you need to be more durable to be really effective in fights.
  • Boots of Travel can be bought to make you faster and able to push the lanes more effectively, thanks to your Death Pulse.
  • Dagon is more useful on Necrophos than other heroes because it not only deals burst damage, but also allows you to quickly deal more damage from your ultimate.
  • Ethereal Blade can be used in conjunction with your ultimate and Death Pulse to deal significantly more damage.

}}

Equipamento[editar]

Tips[editar]

  • Taking one point in Heartstopper Aura in the early game allows Necrophos to harass enemy heroes by simply standing near them.
    • Note however that the aura affects enemy creeps, and thus putting points in it will push the lane. Should you lane with a farm-dependent carry, it is unwise to push as it makes their farm more difficult and leaves both of you more vulnerable to ganks. Putting one or at the most two points in it is appropriate for early game.
  • The philosophy behind Reaper's Scythe is that (owing to Sadism) it will return its mana expenditure if you secure a kill. There are several situations in which this ability should be used purely for its stun, such as interrupting channeled ultimates (such as those belonging to Pudge or Enigma) or preventing an enemy hero from escaping. Remember that the stun goes through magic immunity, although the damage will not.
    • Reaper's Scythe will almost definitely kill targets at 35% or less hp (with Aghanim's Scepter it's generally any amount under 45%). Remember to factor in Magic Resistance before you attempt to execute an enemy hero with it.
    • Aghanim's Scepter upgrades Necrophos's ultimate and will increase the damage ratio to 1.2 at max rank. To calculate the raw damage of Reaper's Scythe, multiply the missing health of an enemy by the ratio. For example, if Axe has a maximum health of 3,900 and he has lost 2,200 health, multiply 2,200 by 1.2 and the damage of Reaper's Scythe will be 2640, (ignoring Magic Resistance), which is more than lethal enough to kill him. Simply put you can kill any hero without any extra magical resistance once their HP drops to roughly half way through no matter how big their HP pool is.
    • If a unit dies under Reaper's Scythe, the kill is credited to Necrophos, regardless of who kills it, with the notable exception of Axe using Culling Blade.
    • The Reaper's Scythe instant-kill HP threshold, with the base 25% magic resist factored in and without Aghanim's Scepter, can be calculated by multiplying the enemy max health with the constants: 3/13, 9/29, or 27/67 for each respective level of the ultimate. With the Scepter, the values change to 9/29, 27/67, and 9/19. Example: If Windrunner has 700 max health; 700*3/13 = 161. Id est, she must have 161 or less HP to be killed by level 1 Reaper's Scythe without Scepter.[1]
    • Keep in mind that Reaper's Scythe is not a channeling ability, meaning you can move the moment you have cast it. As such, it can be used to escape ganks and chases. However, be sure of two things before using it this way, first of all, make sure the 1.5 second stun can actually save you, even if it can save you consider secondly if it is worth using your powerful ultimate solely for saving yourself. Otherwise it is most likely more beneficial to your team to accept your death and save your ultimate for the next encounter.
  • Necrophos can very easily be built as a tank and in most circumstances should be; you may gear for Strength (he does not need excessive Intelligence as his autoattack is not useful and his spells are not particularly expensive, besides which Sadism refunds mana). The reason he is usually built as a tank is because he needs to stay alive in violent encounters to heal his allies (a good enemy team will focus him first), and also because the longer he is alive for, the more damage his aura will do and the better chance he has of landing a crucial Reaper's Scythe.
    • On the topic of items, a Dagon can prove effective if the early gold is available, providing Necrophos with more Intelligence as well as a means to supplement his lack of burst damage. The extra spell cast will allow him to more effectively use Reaper's Scythe for securing kills. Upgrading this item fully is not advisable, as excess gold could be better spent on utility items like Force Staff or Mekansm. Utility items are more useful for Necrophos than for most heroes, as because of Heartstopper Aura he can inflict constant damage simply by avoiding death.
  • Necrophos is effective against invisible heroes that tend to stalk their prey as his Heartstopper Aura does damage while they are in stealth, and his Reaper's Scythe will prevent them from escaping via invisibility before they die. He is also very good against heroes with abilities that deplete their own HP, such as Pudge and Huskar, but Necrophos should first be durable enough to take on these kinds of risk/reward heroes.
  • Necrophos's role is notoriously debated; while his abilities appear supportive at their core, his Reaper's Scythe is a tool used to secure kills only for himself (much like Axe's Culling Blade). This is atypical for a standard support hero, because supports usually attempt to confer gold and experience to the team's hard carry. The duplicity of his carry/support role stems from his unique stance in encounters; his kit is largely supportive until an enemy hero grows weak, at which point Necrophos has the capacity to kill said enemy himself. He is best viewed as a utility focused semicarry, rather than a full fledged support hero, in a similar vein to heroes like Tidehunter or Windranger.
  • Necrophos is best described as a tank carry/support hybrid as he builds support items and has a healing skill yet these items give him extremely strong team presence during a team fight. The idea behind this as mentioned is that the longer Necrophos stays alive the more damage his enemies suffer due to his aura and spamming of his first skill that both damages all enemies nearby and heals allies at the same time. With a Mekanism and Pipe of Insight and the low cooldown of his first skill Necrophos becomes exceedingly hard to bring down unless focused with stuns and disables which in turn leaves your teammates free to offer their own skills to the fight.
  • Necrophos is countered by any hero with high HP regeneration, such as Dragon Knight and Quas-focused Invoker, or a hero with lifesteal capabilities; because he relies on inflicting constant, gradual damage with Death Pulse and Heartstopper Aura. Heroes with these attributes will resist this in lane against Necrophos, keeping high enough HP to prevent death by Reaper's Scythe.
  • As Necrophos's survivability heavily relies on his ability to spam Death Pulse you need to be wary of heroes with silence such as Drow Ranger, Silencer and Death Prophet. Ancient Apparition can also greatly cripple you with Ice Blast as this skill prevents HP from regenerating for an extended period of time.

Trivia[editar]

  • Necrophos's Alternate/Fun name was "A Phoe Gyi", which means "an old man" in the Burmese language. It also sounds similar to 'A Fogey', which is an elderly, normally grumpy individual.
  • Necrophos's original name, Necrolyte, is a portmanteau of necros, the Greek word for corpse, and acolyte, a religious attendant.
  • Necrophos's original title in DotA was "Necrophile"; his designer altered the name to "Necrolyte" upon realizing its implied sexual connotation.
  • In the November 21, 2013 update, Necrolyte's name was changed to Necrophos, likely to avoid copyright issues with Blizzard.
    • In the same update, Necrophos's voice processing was changed a bit to sound more distinct from Warlock. However, there was a bug that made the ingame processing much deeper and slower than it should have been.

Update history[editar]

November 21, 2013 Patch

  • Named changed from Necrolyte to Necrophos.

July 18, 2013 Patch

  • Fixed several specific heroes being unable to buyback for the rest of the game if they died to [[|16px|link=Necrophos/Habilidades antigas#]] [[Necrophos/Habilidades antigas#|]]​.

June 28, 2013 Patch

  • Fixed being able to dispel [[|16px|link=Necrophos/Habilidades antigas#]] [[Necrophos/Habilidades antigas#|]]​.

June 05, 2013 Patch

  • Fixed a bug with [[|16px|link=Necrophos/Habilidades antigas#]] [[Necrophos/Habilidades antigas#|]]​.

August 02, 2012 Patch

  • [Não documentado] Added Teleport animations for Beastmaster, Bounty Hunter, Broodmother, Clinkz, Lifestealer, Necrophos and Shadow Shaman.
  • [Não documentado] Added Spawn animations for Beastmaster, Bounty Hunter, Necrophos and Shadow Shaman.

August 02, 2012 Patch

  • Fixed HP Removal spells (like Heartstopper Aura & Urn) draining Refraction.

July 12, 2012 Patch

  • Fixed Death Pulse not healing allied magic immune units.

June 20, 2012 Patch

  • Updated Aghanim's Scepter tooltips for Beastmaster, Necrophos, Queen of Pain, Warlock, and Windrunner.

May 17, 2012 Patch

  • Added healing overhead messages for Mekansm, Chen, Lifestealer, Necrophos, and Witch Doctor.

April 26, 2012 Patch

  • [Não documentado] Added injured run animations for Necrophos.
  • [Não documentado] Added injured attack animations for Necrophos.
  • [Não documentado] Added injured idle animations for Necrophos.

December 01, 2011 Patch

  • Fixed Heartstopper Aura damaging wards.

November 17, 2011 Patch

  • Fixed Heartstopper Aura being blocked by magic immunity.

August 07, 2011 Patch

  • Fixed Reaper's Scythe not working on magic immune.

August 02, 2011 Patch

  • Death Pulse is no longer dodgeable.
  • Illusions no longer have Heartstopper Aura
  • Heartstopper Aura now works on magic immune enemies.
  • Heartshopper Aura is no longer purgable.
  • Heartstopper Aura now ignores the damage multiplier on Illusions.
  • Reaper's Scythe will now work properly with Refresher Orb.
  • Added stun value to Reaper's Scythe tooltip.

July 08, 2011 Patch

  • Changed the tick interval of Heartstopper Aura to every half-second rather than every second.

May 13, 2011 Patch

  • Fixed Reaper's Scythe on magic immune units.
  • Fixed a number of abilities having incorrect interaction with Sphere: Slithereen Crush, Jinada, Wind Walk, Echo Slam, Moon Glaive, Death Pulse, Purification, Scream of Pain, Fatal Bonds.

April 20, 2011 Patch

  • Temporarily disabled Axe, Necrophos, and Sven.

April 14, 2011 Patch

  • Temporarily disabled Axe, Necrophos, and Sven.

March 22, 2011 Patch

  • Fixed Death Pulse hitting out of vision units.

March 17, 2011 Patch

  • Fixed Necrophos's Death Pulse projectiles moving at 900 instead of 400.


Balance changelog[editar]

6.80

6.79

  • Base armor increased by 1.

6.78

6.77

6.76

6.75

  • Death Pulse icon.png Death Pulse heal rescaled from 50/75/100/130 to 70/90/110/130.
  • Sadist icon.png Sadist reworked:
    • Necrophos gains increased HP and Mana regeneration for each unit he kills.
    • Mana Regeneration: 2/4/6/10 per second
    • HP Regeneration: 1/2/3/4 per second
    • Duration: 6
    • Gives 10x the bonus for hero kills.
    • Note: Stacks with itself. Each stack operates independently.

6.74

  • Heartstopper Aura icon.png Heartstopper Aura damage increased from 0.5/0.7/0.9/1.1 to 0.6/0.8/1/1.2.
  • Sadist icon.png Sadist level 4 mana regen increased from 48 to 60.

6.73

  • Death Pulse icon.png Death Pulse AoE increased from 375/425/450/475 to 475.
  • Heartstopper Aura icon.png Heartstopper Aura damage increased from 0.4/0.6/0.8/1.0% to 0.5/0.7/0.9/1.1%.
  • Sadist icon.png Sadist level 4 now restores 600 mana if you kill a hero.

6.72

  • Reaper's Scythe icon.png Reaper's Scythe reworked slightly:
    • The HP difference calculation is now processed after the stun duration is over, so any damage you do in between the start of the effect and the end is included in the final damage dealt. The stun duration is now reduced from 1.5 to 1 second.


Replaced abilities[editar]

Sadist (Old)
E
I
Habilidade
Passiva
Afeta
A si mesmo
Necrophos regains mana for every unit he kills. At level 4, Necrophos gains 600 mana for killing an enemy hero.
Mana Regained for a Creep: 12/24/36/60
Mana Regained for a Hero: 12/24/36/600
Poor souls who succumb to Rotund'jere's plagues are recycled for future use.

Observações:

  • Sadist is also triggered by denies.

Diffusion Aura
E
D
Unknown icon.png
Habilidade
Passiva
Afeta
Inimigos
An aura that makes the willpower and might of an enemy leak out in the presence of the Rotund'jere, reducing all damage received.
Radius: 450
Damage Reduction: 9%/18%/27%/36%

Observações:

  • Only affects damage received from a target within range of the aura.

Gallery[editar]

  1. [PGC] §eriðu§§aM (21 July, 2012). Math Formula