Showing posts with label Sentinel. Show all posts
Showing posts with label Sentinel. Show all posts

Luna Hero Build

Luna Hero Build

Skill Build
Level 1 - Lucent Beam
Level 2 - Lunar Blessing
Level 3 - Stats
Level 4-5 - Lunar Blessing
Level 6 - Eclipse
Level 7 - Lunar Blessing
Level 8-10 - Moon Glaives
Level 11 - Eclipse
Level 12 - Moon Glaives
Level 13-15 - Stats
Level 16 - Eclipse
Level 17-22 - Stats
Level 23-25 - Lucent Beam

Item Build
2 Set of Tangos + Circlet of Nobility
Finish 1-2 Wraithbands
Boots of Speed
Helm of Ironwill
Helm of Dominator
Finish Power Treads
Black King Bar (optional)
Butterfly

Game Guide
Farm early game. Be careful. Jungle when you get the Dominator. Gank only when you're near. Finish off heroes with a surprise eclipse.

When it's times for team battles, the most important things is watch for enemies creeps. Don't waste your ulti's on creeps. Use glaives to stop opponents.

Moon Rider - Luna Moonfang

Moon Rider - Luna Moonfang

Luna Moonfang is a stalwart and devout follower of the Moon Goddess, Elune. She fights alongside the Sentinel in the neverending battle to cleanse the land of the unholy Scourge. Through her valiant efforts, she has been granted small portions of Elune's mystical power. Luna uses this gift to cut a swath through her enemies. It has been said that Luna is able to call down the very light of the moon, and is always surrounded by a glowing aura, as though in moonlight herself. Luna is a shining beacon for the Sentinel, an ever vigilant protector.

Abilities

Lucent Beam
Luna concentrates on the moon's energy and channels it forcefully to the surface, damaging an enemy unit.
Level 1 - 75 damage.
Level 2 - 150 damage.
Level 3 - 225 damage.
Level 4 - 300 damage.
Mana Cost: 95/ 110/ 125/ 140
Cooldown: 7

Moon Glaives
Allows Luna to attack extra enemies with each Glaive attack. Each enemy struck beyond the first incurs a 35% damage loss, per unit.
Level 1 - Luna hits 2 enemies with every attack.
Level 2 - Luna hits 3 enemies with every attack.
Level 3 - Luna hits 4 enemies with every attack.
Level 4 - Luna hits 5 enemies with every attack.
Passive

Lunar Blessing
Nearby ranged units gain the power of the moon.
Level 1 - Increases base ranged damage by 6%.
Level 2 - Increases base ranged damage by 13%.
Level 3 - Increases base ranged damage by 20%.
Level 4 - Increases base ranged damage by 27%.
Passive

Eclipse
Calls to the moon's magic, summoning a concentrated burst of level 4 Lucent Beams(no matter whether what your lucent beam level is) to damage targets within 450 AoE around Luna. If Luna dies while casting Eclipse, Lucent Beams will still be produced at the area where she dies.
Level 1 - Summons 4 Lucent Beams.
Level 2 - Summons 7 Lucent Beams.
Level 3 - Summons 10 Lucent Beams.
Mana Cost: 250/ 350/ 450
Cooldown: 140/ 120/ 100

Alchemist - Razzil Darkbrew

Alchemist - Razzil Darkbrew

Having enlisted under the ranks of the Sentinel for mere personal gain, the Alchemist's quest for amassing wealth to fund his research is a tireless and relentless one. Both sadistic and cruel in his methods, this heartless Goblin cares not for the means he must resort to for a sizeable bounty. Whether he chooses to paralyze his foes with toxic concoctions or drench them in corrosive acids, Razzil Darkbrew remains steadfast in his calm, calculated approach, despite their constant wails of agony. Though notoriously famed to be inhumane and savage in his actions, he succeeds in crippling the mighty Scourge with the vilest of elixirs.

Abilities / Skills

Acid Spray
Sprays high-pressure acid across a target area. Hostile units who step across the contaminated terrain take physical damage per second and have their armor reduced. Lasts 16 seconds.
Level 1 - 8 damage per second, reduces armor by 3.
Level 2 - 16 damage per second, reduces armor by 4.
Level 3 - 24 damage per second, reduces armor by 5.
Level 4 - 32 damage per second, reduces armor by 6.
Cooldown: 22 seconds

Unstable Concoction
Taking a few moments to shake up some chemical vials, the Alchemist lobs one at the target, stunning and damaging it based on how long he shook it up (60 dmg, 1 sec stun per second channel). Casting range improves per level.
Level 1 - Up to 2 seconds channel.
Level 2 - Up to 3 seconds channel.
Level 3 - Up to 4 seconds channel.
Level 4 - Up to 5 seconds channel.
Cooldown: 16 seconds

Goblin's Greed
The Goblin converts the creep's corpse into gold. You get more gold for every extra creep you killed in the last 18 seconds. Gives successive bonus gold. Cap of 18 extra gold.
Level 1 - 2 bonus gold per enemy.
Level 2 - 4 bonus gold per enemy.
Level 3 - 6 bonus gold per enemy.
Level 4 - 8 bonus gold per enemy.

Chemical Rage
The Alchemist causes his Ogre to enter a chemically induced rage reducing base attack cooldown, increasing movement speed and increasing hitpoints and regeneration.
Lasts 25 seconds.
Level 1 - 1.45 Base Attack Rate and 350 Bonus HP and Regeneration.
Level 2 - 1.35 Base Attack Rate and 700 Bonus HP and Regeneration.
Level 3 - 1.20 Base Attack Rate and 1050 Bonus HP and Regeneration.
Cooldown: 45 seconds

Faerie Dragon - Puck

Faerie Dragon - Puck

In Sentinel's search for heroes to aid them in the war against the Scourge, they discovered the lost lands of the mystical Faerie Dragons. Upon explaining the conflict to the Faerie Queen of Agrace, she sent forth Puck, a personal guardian, to turn the tides of war. Despite his small size and mischievous personality, the little dragon soon proved to pack more than his fair share of power on the battlefield, blasting through the enemy ranks with balls of magic, faerie dust, and the capability to stupefy an entire army with nothing more than his imagination. His foes all learned the hard way that size matters not in combat, and that appearances are, ultimately, deceiving.

Abilities

Illusory Orb
Sends a magic orb flying down a straight path damaging everything in its way. At any time during the life of the orb the Faerie Dragon may teleport up to it, taking its place. 1800 Range, 225 AOE.
Level 1 - Deals 70 damage.
Level 2 - Deals 140 damage.
Level 3 - Deals 210 damage.
Level 4 - Deals 280 damage.
Mana Cost: 125
Cooldown: 15 seconds

Waning Rift
Releases Puck's mystical faeire dust around him dealing damage and silencing enemies. 400 AOE.
Level 1 - Deals 60 damage and Silences for 0.1 seconds.
Level 2 - Deals 120 damage and Silences for 1 second.
Level 3 - Deals 180 damage and Silences for 2 seconds.
Level 4 - Deals 240 damage and Silences for 3 seconds.
Mana Cost: 100/110/120/130
Cooldown: 10 seconds

Phase Shift
Shifts the Faerie Dragon out of existence for a brief period, temporarily avoiding any further damage.
Level 1 - Up to 0.75 seconds.
Level 2 - Up to 1.5 seconds.
Level 3 - Up to 2.25 seconds.
Level 4 - Up to 3 seconds.
Mana Cost: 50/40/30/20
Cooldown: 6 seconds

Dream Coil
Puck's powerful imagination engulfs an area, creating coils of volatile magic that damages and stuns enemy units as it latches on to them. Stretching the coils beyond 600 range causes it to snap and deal additional damage and stun time. Lasts 5 seconds.
Level 1 - Initial: 100 damage and 0.5 seconds stun. Coil Break: 100 damage and 1.5 seconds stun.
Level 2 - Initial: 150 damage and 0.5 seconds stun. Coil Break: 150 damage and 2.25 seconds stun.
Level 3 - Initial: 200 damage and 0.5 seconds stun. Coil Break: 200 damage and 3 seconds stun.
Mana Cost: 100/150/200
Cooldown: 85 seconds

Kunkka Distance and Timing Mini Guide

Kunkka Distance and Timing Mini Guide

Ghost Ship Targeting and Damage
- Ghost Ship only deals damage where it crashes, it does NOT deal damage when it passes through enemies.
- Ghost Ship will always travel its minimum distance (950 units), even if it is targeted closer than that range.
- If you cast Ghost Ship at 950 range or greater the ship will crash at the exact point you targeted.
- 425 detection AoE to grant Rum (width)
- Ghost Ship spawns 1000 units behind Kunkka (unless that's outside the map boundaries)
- The total distance the ship travels is 1950 (950 from the hero)
- The movement speed is 650

Comboing X Marks the Spot to Ghost Ship
In order to combo X Marks the Spot to Ghost Ship by targeting Ghost Ship on the X you need:
- To cast X Marks the Spot from outside of 575 range
- Hence, at least level 2 X Marks the Spot
If these criteria are fulfilled, Ghost Ship’s AoE will overlap onto the X from X Marks the Spot

Torrent
- The bubbles that appear on the ground when you cast Torrent are invisible to your enemies, though your casting animation can still give you away.
- The AoE of Torrent is the same as the target cursor. Thus, the AoE is small, but like Ghost Ship's AoE it is still significantly larger than the spell effect's graphic, the bubbles.
- While the Torrent’s bubbles play on some sort of loop or are so small you cannot use them as to track the wind up’s progress, the gas part of the graphic only plays once.
- A 300 ms hero with boots (350 ms) can walk from his ranged creep, to a bit before the enemy ranged creep.

Tidebringer
- Non-primary targets take more Damage from Tidebringer
- Cleave damage is unreduced by armor or magic resistance.See Robzor’s Multi-targeted Physical Attacks Guide
- Take advantage of this fact when running up to your enemy after landing a Torrent by whacking a creep along the way if the circumstances call for it. Doing so will also start the CD of Tidebringer earlier and provide you with an excellent opportunity to animation cancel the hit too.

Admiral Proudmoore - Kunkka

Admiral Proudmoore - Kunkka

Of all the allies in the Sentinel's ranks, only one, is known by as many names and is feared in as many lands. Called Capt. CoCo by his mates, Jacksparrow by others, The Legendary Mariner by some. but only a select few, know his real name and what it stands for. He can harness the powers of the depths to conjure torrential geysers that blast his enemies into the air. His elegant blade is sworn to the Seas and with each mighty swing it ebbs like the tides. Using a watery form of spacial magic, he can bring you back to your original destination. The Captain now sails towards the Scourge lands, aboard his Phantom vessel boosting the spirits of his comrades with his fabled Rum, paving the way for the victory of the Sentinel. He is Kunkka, Master and Commander of the seven seas.

Abilities

Torrent
Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water errupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing damage and slowing movement speed by 30%.
Level 1 - 120 damage, lasts 1 seconds.
Level 2 - 180 damage, lasts 2 seconds.
Level 3 - 240 damage, lasts 3 seconds.
Level 4 - 300 damage, lasts 4 seconds.
Cooldown: 12
Manacost: 120

Level 1: 120 mana, 12 sec cooldown.
Level 2: 120 mana, 12 sec cooldown.
Level 3: 120 mana, 12 sec cooldown.
Level 4: 120 mana, 12 sec cooldown.

Tidebringer
Kunkka's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero increased damage and large AoE cleave for a single strike every once in awhile.
Level 1 - +15 damage, 16 second cooldown, 380 AoE
Level 2 - +30 damage, 12 second cooldown, 420 AoE
Level 3 - +45 damage, 8 second cooldown, 460 AoE
Level 4 - +60 damage, 4 second cooldown, 500 AoE
Passive

X Marks The Spot
In order to make an assembly for his troops, Admiral Proudmore targets a hero and marks its current position on the ground. After a few seconds, the hero will instantly return to the mark.
Level 1 - 1 second, 500 cast range.
Level 2 - 2 seconds, 650 cast range.
Level 3 - 3 seconds, 800 cast range.
Level 4 - 4 seconds, 950 cast range.
Cooldown: 30
Manacost: 80/90/100/110

Level 1: 80 mana, 30 sec cooldown.
Level 2: 90 mana, 30 sec cooldown.
Level 3: 100 mana, 30 sec cooldown.
Level 4: 110 mana, 30 sec cooldown.

Ghost Ship
The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 15% bonus movespeed and numbness to incoming damage, causing them to feel only half of the pain now and half after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for damage and a brief stun when the ship crashes.
Level 1 - CoCo's Rum lasts 5 seconds, 300 crash damage.
Level 2 - CoCo's Rum lasts 6 seconds, 400 crash damage.
Level 3 - CoCo's Rum lasts 7 seconds, 500 crash damage.
Cooldown: 100
Manacost: 150/200/250

Level 1: 150 mana, 100 sec cooldown.
Level 2: 200 mana, 100 sec cooldown.
Level 3: 250 mana, 100 sec cooldown.

Anti-Mage - Magina

Anti-Mage - Magina

Twin sons to the great Prophet, Terrorblade and Magina were blessed with divine powers: Terrorblade granted with an unnatural affinity with life forces; Magina gifted with energy manipulation. Magina's eventual overexposure to the magics gradually augmented his elemental resistances and bestowed him the unique ability to move faster than light itself. Now, broken by Terrorblade's fall to the dark side, Magina answers the Sentinel's call in a desperate bid to redeem his brother. Every bitter strike turns the Scourge's evil essences upon themselves, culminating in a finale that forces his enemy to awaken to the void within and spontaneously implode.

Abilities

Mana Break
Each attack burns mana based on spell level.
Level 1 - 16 mana per hit.
Level 2 - 32 mana per hit.
Level 3 - 48 mana per hit.
Level 4 - 64 mana per hit.
Orb effect.
Passive

Blink
Short distance teleportation that allows one to move in and out of combat.
Costs 60 mana.
Level 1 - 12 second cooldown.
Level 2 - 9 second cooldown.
Level 3 - 7 second cooldown.
Level 4 - 5 second cooldown.

Level 1: 60 mana, 12 sec cooldown.
Level 2: 60 mana, 9 sec cooldown.
Level 3: 60 mana, 7 sec cooldown.
Level 4: 60 mana, 5 sec cooldown.

Spell Shield
Magina channels a powerful warding magic, damping the negative effects of spells.
Level 1 - Reduces magic damage by 10%.
Level 2 - Reduces magic damage by 20%.
Level 3 - Reduces magic damage by 30%.
Level 4 - Reduces magic damage by 40%.
Passive

Mana Void
Creates a powerful void in an enemy unit caused by a lack of mana. For each mana point missing, the unit takes damage.
Level 1 - .6 damage per mana point missing.
Level 2 - .85 damage per mana point missing.
Level 3 - 1.1 damage per mana point missing.
Cooldown: 120/100/80

Level 1: 125 mana, 120 sec cooldown.
Level 2: 200 mana, 100 sec cooldown.
Level 3: 275 mana, 80 sec cooldown.

Enchantress Strong Hero Build

Enchantress - Aiushtha Strong Hero Build

Skill Build
Level 1 - Untouchable
Level 2 - Enchant
Level 3-4 - Nature's Attendants
Level 5 - Enchant
Level 6 - Impetus
Level 7-8 - Enchant
Level 9-10 - Nature's Attendants
Level 11 - Impetus
Level 12-14 - Untouchable
Level 15 - Stats
Level 16 - Impetus
Level 17-25 - Stats

Item Build
Enchantress is a ganker as well as a supporter. She should roam, ganking with her slow, Impetus and heal. Enchantress is quite item independent too. Recommended items are Eul's Sceptre of Divinity or Guinsoo Scythe of Vyse.

Early to Mid Game Items
Boots of Speed - Null Talismans x 3 - Eul's Sceptre of Divinity

Late Game Items
Boots of Travel - Heart of Tarrasque - Radiance
Guinsoo's Scythe of Vyse - Orchid Malevolence - Shiva's Guard

Enchantress - Aiushtha

Enchantress - Aiushtha

Although all Dryads are Cenarius' daughters, Aiushtha is said to be his first and favorite. Because of her direct relation to him, she has borrowed much of his powers. This is demonstrated by her control over the shy Wisps which she uses to heal her allies, and her ability to bring an opponent under the will of the Sentinel. Preferring ranged combat to melee, she fashioned a spear that strikes with more force the further her target is away. Her agility is unmatched, and any opponent attempting to kill her will find she skips ahead of them with surprising ease.

Abilities

Untouchable
Whenever the Enchantress is attacked, she beguiles the unit into slowing its attack.
Level 1 - 20% reduction.
Level 2 - 40% reduction.
Level 3 - 60% reduction.
Level 4 - 80% reduction.
Passive

Enchant
Brings target unit under control of Aiushtha. If the unit cannot be converted, it will be slowed instead.
Level 1 - 10% slow if unit cannot be converted.
Level 2 - 20% slow if unit cannot be converted.
Level 3 - 30% slow if unit cannot be converted.
Level 4 - 40% slow if unit cannot be converted.
Cooldown: 30/25/20/15 seconds.

Level 1: 65 mana, 30 sec cooldown.
Level 2: 65 mana, 25 sec cooldown.
Level 3: 65 mana, 20 sec cooldown.
Level 4: 65 mana, 15 sec cooldown.

Nature's Attendants
Releases a swarm of wisps to heal nearby allies in a 300 radius. Each wisp lasts 10 seconds and heals 10hp/sec.
Level 1 - 3 Wisps.
Level 2 - 5 Wisps.
Level 3 - 7 Wisps.
Level 4 - 9 Wisps.
Cooldown: 45 seconds.

Level 1: 125 mana, 45 sec cooldown.
Level 2: 140 mana, 45 sec cooldown.
Level 3: 155 mana, 45 sec cooldown.
Level 4: 170 mana, 45 sec cooldown.

Impetus
Gives strength to the Enchantress' attacks, causing them to deal greater damage the further away the target is. Damage type is pure.
Level 1 - Deals 15% of the distance in damage.
Level 2 - Deals 20% of the distance in damage.
Level 3 - Deals 25% of the distance in damage.
Cooldown: 0
Manacost: 55/60/65
Orb effects do not stack
Buff placers do not stack

Level 1: 55 mana, 0 sec cooldown.
Level 2: 60 mana, 0 sec cooldown.
Level 3: 65 mana, 0 sec cooldown.

Rattletrap Ganking Build

Rattletrap Ganking Build

Skill Build
Level 1 - Rocket Flare
Level 2-3 - Battery Assault
Level 4 - Rocket Flare
Level 5 - Battery Assault
Level 6 - Hookshot
Level 7 - Battery Assault
Level 8-9 - Rocket Flare
Level 10 - Power Cog
Level 11 - Hookshot
Level 12-14 - Power Cog
Level 15 - Stats
Level 16 - Hookshot
Level 17-25 - Stats

Item Build

Starting Items:
Circlet of Nobility x2
Ancient Tangoes of Essifation x3

Mid Game Items:
Bracer x2
Boots of Speed
Empty Bottle
Scroll of Town Portal

Late Game Items:
Orchid Malevolence
Shiva's Guard
Bloodstone
Eul's Scepter of Divinity
Guinsoo's Scythe of Vise

Playing Strategy:
- Double on a lane, it's hard to go solo in the beginning
- Concentrate on farming and harass with Rocket Flare
- In mid game, roam and gank as much as possible
- Scout the runes with Rocket Flare, use bottle to store boosts
- Towards the late game, stay within team fights and wander less

Clockwerk Goblin - Rattletrap

Clockwerk Goblin - Rattletrap

The by-product of Goblin technological weapon research during the old War, Rattletrap the Clockwerk Goblin was shut away into storage for countless decades until the Sentinel found and reactivated him. Combat-wise, this goblin's capabilities know few bounds; his body is stocked with a huge array of armaments that destroy targets both near and far with ease. His trademark wrench can even extend itself like a grappling hook, allowing him to pick off individual targets with pin-point accuracy.

Abilities

Battery Assault
Discharges high-powered shrapnel from openings in Rattletrap's clockwork upon a random nearby target dealing minor magical damage and ministun every 0.75 seconds. Lasts 10 seconds .
Level 1 - 20 Damage.
Level 2 - 40 Damage.
Level 3 - 60 Damage.
Level 4 - 80 Damage.
Cooldown: 32/28/24/20
Manacost: 75

Level 1: 75 mana, 32 sec cooldown.
Level 2: 75 mana, 28 sec cooldown.
Level 3: 75 mana, 24 sec cooldown.
Level 4: 75 mana, 20 sec cooldown.

Power Cog
The Clockwerk Goblin ejects pieces of inner core to form a circular barrier around himself, trapping nearby units in with him. These cogs require 3 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked for some hp and mana and is knocked back. An element powers down if it shocks a unit.
Level 1 - Lasts 3 seconds. 55 Shock.
Level 2 - Lasts 4 seconds. 70 Shock.
Level 3 - Lasts 5 seconds. 85 Shock.
Level 4 - Lasts 6 seconds. 100 Shock.
Cooldown: 15
Manacost: 50/60/70/80

Level 1: 50 mana, 15 sec cooldown.
Level 2: 60 mana, 15 sec cooldown.
Level 3: 70 mana, 15 sec cooldown.
Level 4: 80 mana, 15 sec cooldown.

Rocket Flare
Fires a fast moving missile at a target area on the map, revealing the targeted area. Upon impact it damages enemy units in the 600 AOE explosion.
Level 1 - Deals 80 damage. Reveals for 5 seconds.
Level 2 - Deals 120 damage. Reveals for 10 seconds.
Level 3 - Deals 160 damage. Reveals for 15 seconds.
Level 4 - Deals 200 damage. Reveals for 20 seconds.
Cooldown: 30/25/20/15
Manacost: 50

Level 1: 50 mana, 30 sec cooldown.
Level 2: 50 mana, 25 sec cooldown.
Level 3: 50 mana, 20 sec cooldown.
Level 4: 50 mana, 15 sec cooldown.

Hookshot
Fires a grappling, piston-like attachment at a unit or location. It will latch on the first non-neutral enemy target it encounters, pulling you to it. Any enemies whom you collide with while being reeled toward the target will take damage and be stunned.
Level 1 - 2000 range, 100 collision damage and 1 second collision stun.
Level 2 - 2500 range, 200 collision damage and 1.5 second collision stun.
Level 3 - 3000 range, 300 collision damage and 2 second collision stun.
Cooldown: 80/60/40
Manacost: 150

Level 1: 150 mana, 80 sec cooldown.
Level 2: 150 mana, 60 sec cooldown.
Level 3: 150 mana, 40 sec cooldown.

Huskar General Build

Huskar General Build

Skill Build
Level 1 - Burning Spear
Level 2-3 - Berserker's Blood
Level 4 - Burning Spear
Level 5 - Berserker's Blood
Level 6 - Life Break
Level 7 - Berserker's Blood
Level 8 - Burning Spear
Level 9 - Burning Spear
Level 10 - Inner Vitality
Level 11 - Life Break
Level 12 - Inner Vitality
Level 13 - Inner Vitality
Level 14 - Inner Vitality
Level 15 - Stats
Level 16 - Life Break
Level 17-25 - Stats

Item Build

Core Items:
Boots of Speed - Bracers x3
Helm of the Dominator - Armlet of Mordiggian

Playing Strategy:
- Dominate creeps with disables
- Remember to Break, Burn and Blood. This is your most useful combo.
- Always manage your health. Be brave to go low but not too low.
- Be confident and be aggressive specially when your playing against low armor enemies
- You usually own in 1 on 1 situations, Berserker's Blood owns

Sacred Warrior - Huskar

Sacred Warrior - Huskar

The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, are considered by many to be the most savage race of creatures to ever grace the battlefield. This reputation is well earned by their Sentinel representative Huskar, who's abilities revolve around shortening his own lifespan to spear his foes to burning pieces. Considered a blessed martyr by his people, the Sacred Warrior is not afraid of death, and will even run towards it willingly, sometimes desperately, in order to bring the Undead Scourge to an end.

Abilities

Inner Vitality
Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% it will heal faster. Lasts 16 seconds.
Level 1 - 5(15)% of main attrib + 2 hp regen per sec
Level 2 - 10(30)% of main attrib + 4 hp regen per sec
Level 3 - 15(45)% of main attrib + 6 hp regen per sec
Level 4 - 20(60)% of main attrib + 8 hp regen per sec
Cooldown: 25
Manacost: 170

Burning Spear
Using his own life force to set them aflame, the Sacred Warrior can cause his spears to deal stackable damage over time as they impact the foe. Cannot cast if Huskar's HP is lower than 100. Stacks up to 5 times. Lasts 6 seconds.
Level 1 - 6 damage per second
Level 2 - 8 damage per second
Level 3 - 10 damage per second
Level 4 - 12 damage per second
Cooldown: 0
Healthcost: 15
Orb effects do not stack
Buff placers do not stack
Passive

Berserker's Blood
Huskar feels each of his wounds and channels the pain, increasing attack speed and damage for each 7% missing health. 7 Max bonuses. First bonus starts at full health.
Level 1 - 2% IAS and 2 Damage
Level 2 - 4% IAS and 4 Damage
Level 3 - 6% IAS and 6 Damage
Level 4 - 8% IAS and 8 Damage
Passive

Life Break
Huskar reaches into the well of his own life force to heavily damage an enemy. The target takes damage equal to 50% of its hp. Slows target by 50% for 5 seconds. Huskar pays a certain percentage of his hp to cast this.
Level 1 - Huskar pays 40% of his current hp to cast.
Level 2 - Huskar pays 33% of his current hp to cast
Level 3 - Huskar pays 25% of his current hp to cast
Cooldown: 45/30/15

Level 1: 0 mana, 45 sec cooldown.
Level 2: 0 mana, 30 sec cooldown.
Level 3: 0 mana, 15 sec cooldown.

Tinker Cookie Cutter Build

Boush - Tinker Cookie Cutter Build

Skill Build
Level 1 - Laser
Level 2 - Heat Seeking Missile
Level 3 - Laser
Level 4 - Heat Seeking Missile
Level 5 - Laser
Level 6 - Heat Seeking Missile
Level 7 - Laser
Level 8 - Heat Seeking Missile
Level 9 - Refresh
Level 10-13 - March of the Machines
Level 14-25 - Stats / Refresh

Upgrade Refresh to level 2 when you obtain Shiva's Guard and then to level 3 when you have Guinsoo's Scythe of Vyse.

Item Build

Starting Items
Bottle - Branches x4
Boots of Travel

Mid Game Items
Bottle - Branches x3
Boots of Travel - Shiva's Guard

Late Game Items
Boots of Travel
Shiva's Guard
Black King Bar
Guinsoo's Scythe of Vyse
Linken's Sphere
Heart of Tarrasque

Playing Strategy
1. Farm for Boots of Travel as quickly as possible.
2. Use runes to maintain lane control and gank sidelanes.
3. When you have the boots, teleport around the map and use March of the Machines to farm.
4. Complete your Core items and you'll own.
5. Tinker needs a significant awareness of the map to be effective since you will be teleporting a lot.
6. Teleport to ganks and get the last shot with Laser or Missile
7. If you can afford it, buy wards for the team since you'll be farming most of the time and will have lots of gold.
8. During fights, stay uphill, in the trees, within the fog, etc. Don't go inside the chaos.

Boush - Tinker

Boush - Tinker

Goblin engineering was always innovative, but Boush brought it to such extreme that most refuse to believe that his powers lie in machines and rather think that he fights with magic. He can shoot focused light and homing projectiles as powerful and as flashy as most destructive Elven Arcane spells. It is said that not even best Necromancers can raise armies comparable to seemingly endless amount of clockwork goblins that Boush can easily summon. And while some refuse to believe in his machinery skills and other call him the master artist of engineering, none can deny the destructive force of this goblin.

Abilities

Laser
Fires an intense beam of light at a target, dealing damage and blinding all in the area for 9 seconds. Deals precise damage.
Level 1 - 80 damage, 10% miss.
Level 2 - 160 damage, 15% miss.
Level 3 - 240 damage, 20% miss.
Level 4 - 320 damage, 25% miss.
Cooldown: 14 seconds.

Level 1: 95 mana, 14 sec cooldown.
Level 2: 120 mana, 14 sec cooldown.
Level 3: 145 mana, 14 sec cooldown.
Level 4: 170 mana, 14 sec cooldown.

Heat Seeking Missile
The Tinker fires a rocket at the nearest visible enemy hero. Range of 2500.
Level 1 - 100 damage.
Level 2 - 175 damage.
Level 3 - 250 damage, 2 targets.
Level 4 - 325 damage, 2 targets.
Cooldown: 25 seconds.

Level 1: 120 mana, 25 sec cooldown.
Level 2: 140 mana, 25 sec cooldown.
Level 3: 160 mana, 25 sec cooldown.
Level 4: 180 mana, 25 sec cooldown.

March of the Machines
Calls in hordes of robotic goblins to destroy your enemies.
Level 1 - 16 damage/goblin.
Level 2 - 24 damage/goblin.
Level 3 - 32 damage/goblin.
Level 4 - 40 damage/goblin.
Cooldown: 35 seconds.

Level 1: 145 mana, 35 sec cooldown.
Level 2: 150 mana, 35 sec cooldown.
Level 3: 165 mana, 35 sec cooldown.
Level 4: 190 mana, 35 sec cooldown.

Rearm
Instantly reloads the Tinker's weapons.
Level 1 - 3 seconds to rearm.
Level 2 - 2 seconds to rearm.
Level 3 - 1 seconds to rearm.

Level 1: 150 mana, 0 sec cooldown.
Level 2: 250 mana, 0 sec cooldown.
Level 3: 350 mana, 0 sec cooldown.

Enigma Semi-Warrior Build

Enigma Semi-Warrior Build

Core Item Build:
Kelen's Dagger Of Escape

Power Treads

Sacred Relic going to:
Radiance

Staff Of Wizardry - Robe Of Magi - Void Stone going to:
Eul's Divine Scepter

Quarter Staff - Sobi Mask - Robe Of The Magi going to:
Oblivion Staff

Oblivion Staff x3 going to
Orchid Malevolence

For the skill build and playing strategies, please see the Enigma Pub Build

Enigma Pub Build

Enigma - Darchrow Pub Build

Skill Build

Level 1 - Conversion
Level 2-3 - Malefice
Level 4 - Stats
Level 5 - Malefice
Level 6 - Black Hole
Level 7 - Midnight Pulse
Level 8 - Malefice
Level 9-10 - Midnight Pulse
Level 11 - Black Hole
Level 12-13 - Stats
Level 14 - Midnight Pulse
Level 15 - Stats
Level 16 - Black Hole
Level 17-19 - Conversion
Level 20-25 - Stats

Core Items

Early Game:
Circlet of Nobility - Ancient Tango of Essifation x2
Lesser Clarity Potions x2 - Gauntlets Of Ogre Strength

Save up to buy Boots Of Speed

Mid Game:
Void Stone

Alternatives:
Bracers x2 - Sobi Mask

Late Game:
Boots Of Travel - Black King Bar
Necronomicon - Refresher Orb

Alternatives:
Helm of Dominator - Shiva's Guard - Mekansm

Hero Strengths and Weaknesses:

Strengths:
Great disables
High strength and intelligence bonus per level
Long attack range
Malefice can get first blood

Weaknesses:
Eidolons can feed enemy early game
Weak armor value
Low agility bonus per level
Slow attack speed

Playing Strategies:
1. Crash trees with Impulse to create an escape route when ganked.
2. Use your converts to scout rune areas.
3. Malefice is your bread and butter spell, use frequently.

Enigma - Darchrow

Enigma - Darchrow

The result of a collapsed star entombed within a field of elemental magic, Darchrow is one of the most dangerous beings in existence, consuming hundreds of worlds into the void of his hate and hunger. Now serving the Sentinel for an unknown purpose, Darchrow turns his hatred upon the Undead Scourge, yet is not above using his own allies as portals for his own servants to come through. Capable of manipulating both void and shadow in combat, his greatest pleasure is to release the oblivion within him upon the world, creating an abyss that draws enemies ever closer to destruction.

Abilities

Malefice
Focuses Darchrow's hatred on a target, causing it to take damage over time and become repeatedly stunned.
Lasts 2/4/4/6 seconds.
Level 1 - 30 damage every 2 seconds.
Level 2 - 40 damage every 2 seconds.
Level 3 - 65 damage every 2 seconds.
Level 4 - 80 damage every 2 seconds.
Cooldown: 15 seconds.

Level 1: 110 mana, 15 sec cooldown.
Level 2: 130 mana, 15 sec cooldown.
Level 3: 150 mana, 15 sec cooldown.
Level 4: 160 mana, 15 sec cooldown.

Conversion
Splits a friendly creep into 3 malevolent aspects of itself, coming under your control. Lasts 30 seconds.
Level 1 - Spawns 3 Lesser Eidolons.
Level 2 - Spawns 3 Eidolons.
Level 3 - Spawns 3 Greater Eidolons.
Level 4 - Spawns 3 Dire Eidolons.
Cooldown: 15 seconds.

Level 1: 125 mana, 15 sec cooldown.
Level 2: 125 mana, 15 sec cooldown.
Level 3: 125 mana, 15 sec cooldown.
Level 4: 125 mana, 15 sec cooldown.

Midnight Pulse
Steeps an area in dark magic, causing all opponents who dare enter to take damage.
Lasts 8 seconds.
Level 1 - 3% max life lost per second.
Level 2 - 4% max life lost per second.
Level 3 - 5% max life lost per second.
Level 4 - 6% max life lost per second.
Cooldown: 25 seconds.

Level 1: 135 mana, 25 sec cooldown.
Level 2: 150 mana, 25 sec cooldown.
Level 3: 165 mana, 25 sec cooldown.
Level 4: 180 mana, 25 sec cooldown.

Black Hole
Summons the powers from the darkest abyss, creating a vortex that sucks all nearby enemies closer, dealing damage. Lasts 4 seconds.
Level 1 - 30 damage at range, 60 damage close up.
Level 2 - 50 damage at range, 100 damage close up.
Level 3 - 70 damage at range, 140 damage close up.
Cooldown: 200/190/180 seconds.

Level 1: 200 mana, 200 sec cooldown.
Level 2: 300 mana, 190 sec cooldown.
Level 3: 400 mana, 180 sec cooldown.

Windrunner Robin Hood Build

Windrunner Robin Hood Build

This is for advanced players. Windrunner is learned at level 1 for chasing and escaping.

Skill Build
Level 1 - Windrunner
Level 2-3 - Powershot
Level 4 - Shackleshot
Level 5 - Powershot
Level 6 - Shackleshot
Level 7 - Powershot
Level 8-9 - Shackleshot
Level 10-11 - Focus Fire
Level 12-14 - Windrunner
Level 15 - Stats
Level 16 - Focus Fire
Level 17 - 25 - Stats

For the item builds and playing strategies, please see the basic Windrunner - Alleria Archer Build

Windrunner Archer Build

Windrunner - Alleria Archer Build

Skill Build
Level 1 - Powershot
Level 2 - Windrunner
Level 3 - Powershot
Level 4 - Windrunner
Level 5 - Powershot
Level 6 - Shackleshot
Level 7 - Powershot
Level 8-9 - Windrunner
Level 10-11 - Focus Fire
Level 12 - Windrunner
Level 13-14 - Shackleshot
Level 15 - Stats
Level 16 - Focus Fire
Level 17-25 - Stats

The Archer build is recommended for players who are not good at executing Shackleshot and/or Powershot. Remember that Powershot and Windrunner are the first to be maxed out; useful for both offensive and defensive plays. Shackleshot is learned at 4/6; used in situation where mini-stuns would prove to be useful- maxed out 12-15. Focus Fire is acquired at 10, 11, and 16 because there are better skills to attain early on and it isn't that good of a skill early in the game.

Item Build

Early Game:
Boots of Speed - Ring of Basilius

Mid Game:
Eul's Scepter of Divinity - Boots of Travel - Manta Style
Necromonicon 3 - Bottle - Black King Bar

Other Items:
Orchid Malevolence - Phase Boots - Shiva's Guard
Mekansm - Boots of Travel - Observer Wards - Sentry Wards

Luxury Items:
Black King Bar - Manta Style
Guinsoo's Scythe of Vyse - Necronomicon
Stygian's Desolator - Kelen's Dagger

Remember that the Windrunner is not so much dependent on items to be powerful. She actually just needs movement speed and mana regeneration. Thus, make Eul's Scepter of Divinity as soon as possible.

Use Necronicon and Wards against stealth opponents, the Black King Bar and Manta style for mana dependent enemies. The Orchids Malevolence and Shiva's Guard is for enemy DPS heroes.

Attack Strategies:
Piercer: Attack -> Powershot -> Attack
Spearhead: Windrunner -> Piercer (-> Shackleshot -> Piercer)
Hide and Seek: Windrunner -> Powershot -> Shackleshot/Windrunner (-> Windrunner)
Fiery: Spearhead -> Shackleshot -> Focus Fire
Terminate: Windrunner -> Powershot

Playing Strategies:

Soloing:
Harass with the Piercer technique. Harass and farm your lane. Be safe.

Laning:
Focus on getting the last hits. Play with your teammate and use Piercer attack often.

Escaping an ambush:
Use your items like BKB and Eul's. You can also cast Shackleshot, then Windrunner.

Offensive:
Do the fiery technique. Use Focus Fire for structures.

Defensive:
Use your disables like Shackleshot