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Fireflies
Target a location to spawn a line of fireflies which provide vision in the area.
Enemy units hit by the blast are dealt 100 / 140 / 180 / 220 Magic Damage and a 20% Movement Speed Slow for 2 seconds.
Rolling Thunder
Target an enemy unit begin charging up. Allies can enter the shell by right-clicking on it if not Stunned or Rooted. Shellshock launches towards the target after a 3 second delay or upon second activation.
Upon reaching the target, applies a 1 / 1.25 / 1.5 / 1.75 second Stun and 70 / 140 / 210 / 280 Magic Damage in a small area, plus an additional 20 / 30 / 40 / 50 Magic Damage for each ally hero in the shell.
Waiting longer before launching increases speed.
Staff of the Master increases ball speed and cast range.
Sanctuary Stone
Passively grants 1 / 2 / 3 / 4 Magic Armor to yourself and nearby ally heroes and -1 / -2 / -3 / -4 Magic Armor to nearby enemy heroes.
On death, drops a Sanctuary Stone that can be picked up by allies, granting the holder the current power of this ability until Shellshock revives.
Superconductor
Upon use deals 100 / 200 / 300 Magic Damage to nearby enemies and applies a tapering 80% Move Speed slow to them for 3 seconds.
Shellshock then surrounds himself with an electric field that deals 30 / 40 / 50 + 1 / 1.5 / 2% of his Max Health in Magic Damage per second to nearby enemies for the next 10 seconds.
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
INTRODUCTION
Shellshock is melee ganker that excels best in roaming, rolling out from jungle, his magic armor is really good against magic damage based heroes, shell should be built ultra tanky.
Crushing Claws
3 Strength
Health Potion
Use to heal target 400 Health over 10 seconds.
Mark of the Novice
3 Intelligence
Minor Totem
1 Strength
1 Agility
1 Intelligence
Blight Stones
Consumes a tree, healing you for 100 Health over 16 seconds.
3 charges.
Blood Chalice
Use to sacrifice 175 Health to gain 100 Mana.
Dreamcatcher
Charge with hero deaths. Use charges to heal or damage.
Dust of Revelation
On use, temporarily Reveals stealthed units in a large radius.
2 charges.
Ward of Sight
Place to temporarily grant vision of the nearby area for 6 minutes.
Grave Locket
Collects gold and experience from an ally's kills.
Homecoming Stone
Teleports you to a friendly structure.
Ward of Revelation
Place to temporarily Reveal stealth in the nearby area for 3 minutes.
Power Supply
Allows the wielder to absorb Health and Mana from enemy spellcasts.
Frostwolf's Skull
Freeze Modifier
Attacks & single-target spells slow enemies.
Stormspirit
Cast to envelop the target hero in an invulnerable cyclone for 2 seconds.
Kuldra's Sheepstick
50 Intelligence
Cast to temporarily transfigure an enemy, disabling them.
Portal Key
Grants the ability to teleport short distances.
Post Haste
Movement Modifier
105 Movement Speed. Use to teleport to units and buildings.
Spell Sunder
Dealing Magic Damage causes additional damage based on target's health.
Spellshards
Ignores {30,45,60}% of enemy Magic Armor.
+{10,15,20}% Spell Damage vs. non-heroes
Barrier Idol
Magic Armor Modifier
Cast to shield allies in a magic-absorbing barrier.
Behemoth's Heart
Adds high Health and Strength. Adds Health regen based on your max Health.
Daemonic Breastplate
Grants an armor and attack speed aura to allies. Reduces armor of enemies.
Barbed Armor
Activate to return pre-mitigated damage to attackers.
Shrunken Head
Activation Modifier Activate to temporarily grant complete immunity to Magic.
Sand Scepter
Immobilizes enemies & dispels
Rolling Thunder
Target an enemy unit begin charging up. Allies can enter the shell by right-clicking on it if not Stunned or Rooted. Shellshock launches towards the target after a 3 second delay or upon second activation.
Upon reaching the target, applies a 1 / 1.25 / 1.5 / 1.75 second Stun and 70 / 140 / 210 / 280 Magic Damage in a small area, plus an additional 20 / 30 / 40 / 50 Magic Damage for each ally hero in the shell.
Waiting longer before launching increases speed.
Staff of the Master increases ball speed and cast range.
LVL 1
Fireflies
Target a location to spawn a line of fireflies which provide vision in the area.
Enemy units hit by the blast are dealt 100 / 140 / 180 / 220 Magic Damage and a 20% Movement Speed Slow for 2 seconds.
LVL 2
Rolling Thunder
Target an enemy unit begin charging up. Allies can enter the shell by right-clicking on it if not Stunned or Rooted. Shellshock launches towards the target after a 3 second delay or upon second activation.
Upon reaching the target, applies a 1 / 1.25 / 1.5 / 1.75 second Stun and 70 / 140 / 210 / 280 Magic Damage in a small area, plus an additional 20 / 30 / 40 / 50 Magic Damage for each ally hero in the shell.
Waiting longer before launching increases speed.
Staff of the Master increases ball speed and cast range.
LVL 3
Fireflies
Target a location to spawn a line of fireflies which provide vision in the area.
Enemy units hit by the blast are dealt 100 / 140 / 180 / 220 Magic Damage and a 20% Movement Speed Slow for 2 seconds.
LVL 4
Rolling Thunder
Target an enemy unit begin charging up. Allies can enter the shell by right-clicking on it if not Stunned or Rooted. Shellshock launches towards the target after a 3 second delay or upon second activation.
Upon reaching the target, applies a 1 / 1.25 / 1.5 / 1.75 second Stun and 70 / 140 / 210 / 280 Magic Damage in a small area, plus an additional 20 / 30 / 40 / 50 Magic Damage for each ally hero in the shell.
Waiting longer before launching increases speed.
Staff of the Master increases ball speed and cast range.
LVL 5
Superconductor
Upon use deals 100 / 200 / 300 Magic Damage to nearby enemies and applies a tapering 80% Move Speed slow to them for 3 seconds.
Shellshock then surrounds himself with an electric field that deals 30 / 40 / 50 + 1 / 1.5 / 2% of his Max Health in Magic Damage per second to nearby enemies for the next 10 seconds.
LVL 6
Rolling Thunder
Target an enemy unit begin charging up. Allies can enter the shell by right-clicking on it if not Stunned or Rooted. Shellshock launches towards the target after a 3 second delay or upon second activation.
Upon reaching the target, applies a 1 / 1.25 / 1.5 / 1.75 second Stun and 70 / 140 / 210 / 280 Magic Damage in a small area, plus an additional 20 / 30 / 40 / 50 Magic Damage for each ally hero in the shell.
Waiting longer before launching increases speed.
Staff of the Master increases ball speed and cast range.
LVL 7
Fireflies
Target a location to spawn a line of fireflies which provide vision in the area.
Enemy units hit by the blast are dealt 100 / 140 / 180 / 220 Magic Damage and a 20% Movement Speed Slow for 2 seconds.
LVL 8
Fireflies
Target a location to spawn a line of fireflies which provide vision in the area.
Enemy units hit by the blast are dealt 100 / 140 / 180 / 220 Magic Damage and a 20% Movement Speed Slow for 2 seconds.
LVL 9
Sanctuary Stone
Passively grants 1 / 2 / 3 / 4 Magic Armor to yourself and nearby ally heroes and -1 / -2 / -3 / -4 Magic Armor to nearby enemy heroes.
On death, drops a Sanctuary Stone that can be picked up by allies, granting the holder the current power of this ability until Shellshock revives.
LVL 10
Superconductor
Upon use deals 100 / 200 / 300 Magic Damage to nearby enemies and applies a tapering 80% Move Speed slow to them for 3 seconds.
Shellshock then surrounds himself with an electric field that deals 30 / 40 / 50 + 1 / 1.5 / 2% of his Max Health in Magic Damage per second to nearby enemies for the next 10 seconds.
LVL 11
Sanctuary Stone
Passively grants 1 / 2 / 3 / 4 Magic Armor to yourself and nearby ally heroes and -1 / -2 / -3 / -4 Magic Armor to nearby enemy heroes.
On death, drops a Sanctuary Stone that can be picked up by allies, granting the holder the current power of this ability until Shellshock revives.
LVL 12
Sanctuary Stone
Passively grants 1 / 2 / 3 / 4 Magic Armor to yourself and nearby ally heroes and -1 / -2 / -3 / -4 Magic Armor to nearby enemy heroes.
On death, drops a Sanctuary Stone that can be picked up by allies, granting the holder the current power of this ability until Shellshock revives.
LVL 13
Sanctuary Stone
Passively grants 1 / 2 / 3 / 4 Magic Armor to yourself and nearby ally heroes and -1 / -2 / -3 / -4 Magic Armor to nearby enemy heroes.
On death, drops a Sanctuary Stone that can be picked up by allies, granting the holder the current power of this ability until Shellshock revives.
LVL 14
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 15
Superconductor
Upon use deals 100 / 200 / 300 Magic Damage to nearby enemies and applies a tapering 80% Move Speed slow to them for 3 seconds.
Shellshock then surrounds himself with an electric field that deals 30 / 40 / 50 + 1 / 1.5 / 2% of his Max Health in Magic Damage per second to nearby enemies for the next 10 seconds.
LVL 16
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 17
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 18
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 19
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 20
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 21
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 22
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 23
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 24
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 25