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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 ganker and semi support. He is best played as a roamer who keeps ganking all lanes.
And don't forget to call for your teammates to jump into your shell to deal more damage.
Crushing Claws
3 Strength
Ward of Sight
Place to temporarily grant vision of the nearby area for 6 minutes.
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.
Blood Chalice
Use to sacrifice 175 Health to gain 100 Mana.
Mystic Vestments
Magic Armor Modifier
5 Magic Armor
Helm of the Black Le...
Grants Health, Health regeneration, and a high chance to block Attack Damage.
Striders
Movement Modifier
50 Movement Speed. Additional non-combat speed and regen.
Frostwolf's Skull
Freeze Modifier
Attacks & single-target spells slow enemies.
Kuldra's Sheepstick
50 Intelligence
Cast to temporarily transfigure an enemy, disabling them.
Portal Key
Grants the ability to teleport short distances.
Tablet of Command
Cast on a player-controlled unit to push it in the direction it's facing. Interrupts channeling.
Spell Sunder
Dealing Magic Damage causes additional damage based on target's health.
Astrolabe
Activate to heal nearby allies.
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.
Stormspirit
Cast to envelop the target hero in an invulnerable cyclone for 2 seconds.
Ultor's Heavy Helm
Use to grant allies and structures damage block.
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
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 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
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 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