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Corrupted Disciple
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Hero Name
Corrupted Disciple
Primary Attribute
Agility
Corrupted Disciple
Primary Attribute
Agility
Str
19
19
Agi
22
22
Intl
19
19
- Movement Speed

- 290
- Str per Level

- 1.9
- Agi per Level

- 2.5
- Int per Level

- 1.8
- Armor

- 2.1
- Dmg. Reduction

- 11%
- Magic Armor

- 5.5
- Magic Dmg. Reduction

- 25%
- Matches Played

- 47,683
- Wins

- 22,615 (47.4%)
- Losses

- 25,068 (52.6%)
- Time Played

- 29,784h 39m
- Avg K/D/A

- 6.2/5.9/7.7
- Avg Exp/Min *

- 441
- Avg Gold/Min *

- 209
- Avg Creep Kills

- 112.1
- Avg Creep Denies

- 10.1
* Does not include Easy Mode (EM) games.
Attack Type
Ranged
Damage
44 - 48
Range
475
Attacks/Sec.
0.72
The Corrupted Disciple unleashes an Electric Tide from his Orb, dealing damage to everyone around himself as the Tide expands and contracts.
Action
Self Position
Type
Enemy Units
Type: Magic
Radius: 700
Cast Time: 0.0 Seconds
Mana Cost: 125
Cooldown: 16.0 Seconds
Required Level: 1 / 3 / 5 / 7
Radius: 700
Cast Time: 0.0 Seconds
Mana Cost: 125
Cooldown: 16.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Deals 40 / 60 / 80 / 100 to 70 / 105 / 140 / 175 Magic damage to enemies who get hit by the moving Tide. Enemies take more damage the further away they are and damage is dealt on both expansion and contraction of the Tide.
Deals 40 / 60 / 80 / 100 to 70 / 105 / 140 / 175 Magic damage to enemies who get hit by the moving Tide. Enemies take more damage the further away they are and damage is dealt on both expansion and contraction of the Tide.
The Corrupted Disciple links himself with an enemy, draining their damage while enhancing his own. The Disciple gains vision of any enemy he is draining.
Action
Target Entity
Type
Enemy Heroes
Type: Magic
Range: 600
Cast Time: 1.0 Seconds
Mana Cost: 20 / 30 / 40 / 50
Cooldown: 45.0 / 40.0 / 35.0 / 30.0 Seconds
Required Level: 1 / 3 / 5 / 7
Range: 600
Cast Time: 1.0 Seconds
Mana Cost: 20 / 30 / 40 / 50
Cooldown: 45.0 / 40.0 / 35.0 / 30.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Applies Corrupted Conduit (Enemy) to targeted Enemy Hero and Corrupted Conduit (Self) to yourself, linking both together and adding one charge per second.
The link is broken if the enemy moves more then 700 units away from the Disciple, if the Disciple loses sight of him, or 50 / 100 / 150 / 200 total damage is drained.
The lost or bonus damage is retained for 13 seconds after the link is broken.
Grants 800 AOE Clearvision on the target while draining.
Applies Corrupted Conduit (Enemy) to targeted Enemy Hero and Corrupted Conduit (Self) to yourself, linking both together and adding one charge per second.
The link is broken if the enemy moves more then 700 units away from the Disciple, if the Disciple loses sight of him, or 50 / 100 / 150 / 200 total damage is drained.
The lost or bonus damage is retained for 13 seconds after the link is broken.
Grants 800 AOE Clearvision on the target while draining.
Corrupted Conduit (Enemy)
Corrupted Conduit (Self)
The Corrupted Disciple's Orb charges his body with electricity, enhancing his movement speed while shocking enemies who try to cast spells on him.
Action
Passive
Type
Enemy Heroes
Type: Magic
3 / 6 / 9 / 12% Movement Speed
Required Level: 1 / 3 / 5 / 7
3 / 6 / 9 / 12% Movement Speed
Required Level: 1 / 3 / 5 / 7
Activation
Applies Static Discharge and deals 40 / 60 / 80 / 100 Magic damage to enemies who cast direct spells on the Disciple.
Applies Static Discharge and deals 40 / 60 / 80 / 100 Magic damage to enemies who cast direct spells on the Disciple.
Static Discharge Effects
80% movement speed slow, decreasing over 0.3 / 0.6 / 0.9 / 1.2 seconds.
80% movement speed slow, decreasing over 0.3 / 0.6 / 0.9 / 1.2 seconds.
The Corrupted Disciple overloads his armor with electricity, jolting the lowest health target around him repeatedly, lowering its armor in the process.
Action
Self Position
Type
Nonboss Visible Enemy Units
Type: Physical
Cast Time: 1.0 Seconds
Mana Cost: 100
Cooldown: 80.0 / 70.0 / 60.0 Seconds
Required Level: 6 / 11 / 16
Cast Time: 1.0 Seconds
Mana Cost: 100
Cooldown: 80.0 / 70.0 / 60.0 Seconds
Required Level: 6 / 11 / 16
Activation
Shoots a jolt every 0.85 / 0.75 / 0.6 seconds that does 37.5 / 50 / 62.5 Physical damage to the lowest health target in a 525 area around the Disciple.
Applies Jolted for 3 seconds to the targeted unit. Adds a charge to Jolted every time the same unit is hit.
Overload lasts 20 / 25 / 30 seconds.
Shoots a jolt every 0.85 / 0.75 / 0.6 seconds that does 37.5 / 50 / 62.5 Physical damage to the lowest health target in a 525 area around the Disciple.
Applies Jolted for 3 seconds to the targeted unit. Adds a charge to Jolted every time the same unit is hit.
Overload lasts 20 / 25 / 30 seconds.
Jolted Effects
Armor Per Charge: -1
Armor Per Charge: -1












































