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HERO: Gemini
TITLE: UsernameID's Gemini Guide
Written By: UsernameID
Date Last Modified: 06/02/20
Twin Breath
Target a unit or position to release a cone that deals 60 / 120 / 180 / 240 Magic Damage, 15 / 30 / 45 / 60 Magic Damage over 3 seconds, and a 15 / 20 / 25 / 30% Movement Speed Slow for 3 seconds.
Twin Fangs
Target a location to split into two forms that travel side by side 800 units in that direction. The two forms each deal 50 / 80 / 110 / 140 Magic Damage to enemies they touch and recombine at the end, dealing a 1.25 / 1.5 / 1.75 / 2 second Stun to nearby enemies.
Elemental Force
Gemini gains bonuses based on your attributes.
18 / 15 / 12 / 9 Strength grants 1 Armor Penetration
6 / 5 / 4 / 3 Agility grants 1 Movement Speed
4 / 3 / 2 / 1 Intelligence grants 1 Cast Speed
Fire and Ice each gain 60% of the bonuses.
Fire and Ice
Activate to split into two units, Fire and Ice. Each unit inherits Gemini's Movement Speed, 5.5 / 7.5 / 9.5 Magic Armor, and have Attributes equal to 80 / 90 / 100% of Gemini's. Their Health and Mana percentages will equal those of Gemini. If either dies, Gemini will perish. Fire & Ice may recombine into Gemini.
Staff of the Master effect: now also spawns a third elemental entity, Light. Light has its own variants of the first and second abilities of the other elemental entities, can return to Fire & Ice after a channel, and has a scouting-based passive. Light deals 67% less damage if near both Fire and Ice.
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
INTRODUCTION
Get after it
Iron Buckler
50% chance to block 20 damage (10 for ranged heroes).
Logger's Hatchet
Grants bonus damage against creeps. Can be thrown at creeps and trees.
Mana Potion
Use to regenerate target's Mana by 125 over 20 seconds.
Minor Totem
1 Strength
1 Agility
1 Intelligence
Blight Stones
Consumes a tree, healing you for 100 Health over 16 seconds.
3 charges.
Energizer
Activate to grant 50 Movement Speed and 25 Attack Speed to nearby allies for 6 seconds.
Ghost Marchers
Movement Modifier
60 Movement Speed. Use for unitwalking and more speed.
Abyssal Skull
Grants allied melee units a lifesteal aura.
Toxin Claws
Freeze Modifier
Adds Poison (HP removal over time) to your attacks.
Brutalizer
Bash Modifier
Grants a chance to Stun your target on attack.
Corrupted Sword
Can be consumed to permanently gain damage.
Riftshards
Grants a chance to deal critical strikes on attack.
Can be upgraded 3 times.
Dawnbringer
Freeze, Searing, Firebrand Modifier
Slows on attack, applies stacking Magic DoT on attacks
Madfred's Brass Knuc...
Collects damage for hero kills and assists.
Shieldbreaker
Reduces enemy Armor on attack.
Can be upgraded 2 times.
Twin Blades
Grants a secondary attack.
Savage Mace
Grants a chance to Mini-Stun on attack.
Grants True Strike
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.
Wingbow
Grants high agility, Evasion, and a different effect if Melee or Ranged.
Shrunken Head
Activation Modifier Activate to temporarily grant complete immunity to Magic.
Staff of the Master
Boosts the abilities of many heroes. Check your ability tooltips for compatibility.
Null Stone
Periodically blocks single-target abilities.
Genjuro
Use to grant stealth. Holds 2 charges. Attacking out of stealth grants bonus damage and slow.
Twin Breath
Target a unit or position to release a cone that deals 60 / 120 / 180 / 240 Magic Damage, 15 / 30 / 45 / 60 Magic Damage over 3 seconds, and a 15 / 20 / 25 / 30% Movement Speed Slow for 3 seconds.
LVL 1
Twin Fangs
Target a location to split into two forms that travel side by side 800 units in that direction. The two forms each deal 50 / 80 / 110 / 140 Magic Damage to enemies they touch and recombine at the end, dealing a 1.25 / 1.5 / 1.75 / 2 second Stun to nearby enemies.
LVL 2
Twin Breath
Target a unit or position to release a cone that deals 60 / 120 / 180 / 240 Magic Damage, 15 / 30 / 45 / 60 Magic Damage over 3 seconds, and a 15 / 20 / 25 / 30% Movement Speed Slow for 3 seconds.
LVL 3
Twin Fangs
Target a location to split into two forms that travel side by side 800 units in that direction. The two forms each deal 50 / 80 / 110 / 140 Magic Damage to enemies they touch and recombine at the end, dealing a 1.25 / 1.5 / 1.75 / 2 second Stun to nearby enemies.
LVL 4
Twin Breath
Target a unit or position to release a cone that deals 60 / 120 / 180 / 240 Magic Damage, 15 / 30 / 45 / 60 Magic Damage over 3 seconds, and a 15 / 20 / 25 / 30% Movement Speed Slow for 3 seconds.
LVL 5
Twin Fangs
Target a location to split into two forms that travel side by side 800 units in that direction. The two forms each deal 50 / 80 / 110 / 140 Magic Damage to enemies they touch and recombine at the end, dealing a 1.25 / 1.5 / 1.75 / 2 second Stun to nearby enemies.
LVL 6
Twin Breath
Target a unit or position to release a cone that deals 60 / 120 / 180 / 240 Magic Damage, 15 / 30 / 45 / 60 Magic Damage over 3 seconds, and a 15 / 20 / 25 / 30% Movement Speed Slow for 3 seconds.
LVL 7
Twin Fangs
Target a location to split into two forms that travel side by side 800 units in that direction. The two forms each deal 50 / 80 / 110 / 140 Magic Damage to enemies they touch and recombine at the end, dealing a 1.25 / 1.5 / 1.75 / 2 second Stun to nearby enemies.
LVL 8
Fire and Ice
Activate to split into two units, Fire and Ice. Each unit inherits Gemini's Movement Speed, 5.5 / 7.5 / 9.5 Magic Armor, and have Attributes equal to 80 / 90 / 100% of Gemini's. Their Health and Mana percentages will equal those of Gemini. If either dies, Gemini will perish. Fire & Ice may recombine into Gemini.
Staff of the Master effect: now also spawns a third elemental entity, Light. Light has its own variants of the first and second abilities of the other elemental entities, can return to Fire & Ice after a channel, and has a scouting-based passive. Light deals 67% less damage if near both Fire and Ice.
LVL 9
Elemental Force
Gemini gains bonuses based on your attributes.
18 / 15 / 12 / 9 Strength grants 1 Armor Penetration
6 / 5 / 4 / 3 Agility grants 1 Movement Speed
4 / 3 / 2 / 1 Intelligence grants 1 Cast Speed
Fire and Ice each gain 60% of the bonuses.
LVL 10
Fire and Ice
Activate to split into two units, Fire and Ice. Each unit inherits Gemini's Movement Speed, 5.5 / 7.5 / 9.5 Magic Armor, and have Attributes equal to 80 / 90 / 100% of Gemini's. Their Health and Mana percentages will equal those of Gemini. If either dies, Gemini will perish. Fire & Ice may recombine into Gemini.
Staff of the Master effect: now also spawns a third elemental entity, Light. Light has its own variants of the first and second abilities of the other elemental entities, can return to Fire & Ice after a channel, and has a scouting-based passive. Light deals 67% less damage if near both Fire and Ice.
LVL 11
Elemental Force
Gemini gains bonuses based on your attributes.
18 / 15 / 12 / 9 Strength grants 1 Armor Penetration
6 / 5 / 4 / 3 Agility grants 1 Movement Speed
4 / 3 / 2 / 1 Intelligence grants 1 Cast Speed
Fire and Ice each gain 60% of the bonuses.
LVL 12
Elemental Force
Gemini gains bonuses based on your attributes.
18 / 15 / 12 / 9 Strength grants 1 Armor Penetration
6 / 5 / 4 / 3 Agility grants 1 Movement Speed
4 / 3 / 2 / 1 Intelligence grants 1 Cast Speed
Fire and Ice each gain 60% of the bonuses.
LVL 13
Elemental Force
Gemini gains bonuses based on your attributes.
18 / 15 / 12 / 9 Strength grants 1 Armor Penetration
6 / 5 / 4 / 3 Agility grants 1 Movement Speed
4 / 3 / 2 / 1 Intelligence grants 1 Cast Speed
Fire and Ice each gain 60% of the bonuses.
LVL 14
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 15
Fire and Ice
Activate to split into two units, Fire and Ice. Each unit inherits Gemini's Movement Speed, 5.5 / 7.5 / 9.5 Magic Armor, and have Attributes equal to 80 / 90 / 100% of Gemini's. Their Health and Mana percentages will equal those of Gemini. If either dies, Gemini will perish. Fire & Ice may recombine into Gemini.
Staff of the Master effect: now also spawns a third elemental entity, Light. Light has its own variants of the first and second abilities of the other elemental entities, can return to Fire & Ice after a channel, and has a scouting-based passive. Light deals 67% less damage if near both Fire and Ice.
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