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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 a str hero will abillities that makes him ideal to support and initiate, but why stop there!!

IF you have some extra cash, why not try some more aggressive Magic items ;)

STARTING

Crushing Claws

3 Strength

Health Potion

Use to heal target 400 Health over 10 seconds.

Mana Potion

Use to regenerate target's Mana by 125 over 20 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.

ESSENTIAL

Blood Chalice

Use to sacrifice 175 Health to gain 100 Mana.

Lex Talionis

Lowers both yours and target's Armor.

Plated Greaves

Movement Modifier
55 Movement Speed. Use to grant Armor to allies.

OFFENSIVE

Arclight Crown

90 Attack Speed
Lightning Modifier
Shoot Lightning every few hits.

Frostwolf's Skull

Freeze Modifier
Attacks & single-target spells slow enemies.

Harkon's Blade

When active, transforms your attacks into Magic Damage.

Abyssal Skull

Grants allied melee units a lifesteal aura.

Kuldra's Sheepstick

50 Intelligence
Cast to temporarily transfigure an enemy, disabling them.

DEFENSIVE

Barbed Armor

Activate to return pre-mitigated damage to attackers.

Icon of the Goddess

Grants bonus HP & Mana Regeneration per enemy hero death near you.

Shrunken Head

Activation Modifier Activate to temporarily grant complete immunity to Magic.

Nome's Wisdom

Magic Armor Modifier
Grants a mana regen and healing aura.

Tablet of Command

Cast on a player-controlled unit to push it in the direction it's facing. Interrupts channeling.

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 1

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 2

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 3

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 4

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 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

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 7

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 8

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 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

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 12

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 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