Dota 2

Cassoro, the Dragon Prince [Dragon Nature Unleashed]

"I am the prince of this world's future!"

Cassoro was indignant. The crown prince of the Frais Kingdom, he had little interest inheriting a domain whose over-reliance on dragons had ensured its steady decline, and much less in the coronational honor of executing a dragon. But royal obligations compelled him, and so when he neared the age of succession, he reluctantly agreed to succeed the throne.

The night before his coronation, the soon-to-be king snuck out from his castle. Escorted by a few trusty servants and the royal dragon-keeper, he visited the dragon-keep – a prison-cage for these deadliest of creatures – out of pity. It was by torchlight that he gazed upon the magnificent scales of the king's personal war machines, peering into the massive hulks and wings that lay behind great metal bars.

Perturbed from their slumber, the dragons awoke to find the prince himself walking among them. Though they were initially indifferent, the cleverer among them saw an opportunity. Pooling the sum of their magical power together they overpowered and influenced the thoughts of the young prince, commanding him to free them from the chains that had for so long bound them in the service to the king. Driven insane by the captives' incomprehensible rage, the prince overwhelmed and slew his companions before liberating the beasts from their shackles, murdering anyone who bore witness to his actions.

As dawn broke and the festivities began, the still possessed-prince quietly sauntered back to his home, cleaning up and preparing for the inevitable ceremony that was to come. And so when the banners were unfurled, and the trumpets sounded from the battlement towers, and the king and prince emerged from the castle gates, no one suspected a thing.

Patiently he participated until, at last, with the sun at its zenith and the sky clear as day, the last phase of the coronation began. Brought and dragged onto the town square bound in rope was one of the kingdom's fabled Red Dragons – legendary beasts revered and feared by citizens and enemies alike – for the sole purpose of being slaughtered by the prince. The prince approached the creature, the pound of steel boots against marble flooring echoing amidst the silent anticipation of the crowd. Slowly, but steadily, he raised his knife over the creature's eye…

… before dropping it. The sound of the blade clattering to the floor reverberated throughout the streets. Quickly, the prince ordered his guards to free the dragon; the king, outraged by his son's impetuousness, stormed toward the prince, demanding an explanation before receiving the sharp end of the prince's blade through his stomach. An audible gasp of fear ran through the crowd as the onlookers froze in their tracks. Only a few seconds passed before they realized the magnitude of what had happened, but by then it was too late: the dragon was free.

Instantly the others, who had been lying in wait, flew freely at last and onto the city. In a fit of rage they unleashed their powers into the crowd; columns of flame rained down as onlookers attempted to flee; scores of people were instantly evaporated or choked to death in poison gas where they stood; entire buildings crushed to dust or encased in permafrost. Amidst the chaos and destruction was the lunatic screaming of the prince, who caught and cut down stragglers as they fled, great streams of blood splaying across the square and corpses bleeding out in the wake of his insanity.

When most of the townspeople were dead and the city in ruins, the dragons finally calmed from their rage. Most decided to leave – others among them, however, had greater ambitions. Recognizing the growing threat of mortals, after a brief convening it was decided: to infiltrate the human world would require a human of their own, and so, despite apoplectic protestations, one must be entrusted with their commands.

Imbuing the prince with their powers once more, the dragons bound him to servitude, as they had once been. Who he was has long been forgotten – consumed by their rage, the Dragon Prince had long ago been driven past insanity. What lies behind his otherwise calm demeanor is intense misanthropy. He is, in actuality, their hatred incarnate – he is restless; his motives, scheming; his methods, violent. And though he may spend most of his time immersed in intrigue, he, like his masters, is all too willing to exercise his powers when need be.

– Cassoro is mostly unaware that he's a puppet. Having gone insane and his memories mostly faded, he legitimately believes himself that his powers come of his own volition and that he is some kind of predestined king of the world. He is an impulsive, violent lunatic who is prone to outbursts but conceals this facet of his through a calm and collected demeanor. Talks in third person sometimes.

Stats:

Main Attribute: Intelligence.

Attack Type: Melee.

Attributes: 24 Base Strength + 3.8 Strength Gain; 30 Base Agility + 3.4 Agility Gain; 18 Base Intelligence + 2.6 Intelligence Growth.

Complexity: Complexity III;

Role: Carry II – III; Disabler I; Escape I; Support: I; Jungler II; Pusher III; Nuker: III; Durable II; Initiation: II.

Attack: 64-66 Attack Damage; Base Attack Time of 1.7 Seconds; 150 Attack Range; Instant Projectile Speed; Attack Animation of 0.3 + 0.3 seconds (High Attack Speed) / 0.3 + 0.6 seconds (Low Attack Speed);

Defense: 3 Armor; 25% Magic Resistance.

Mobility: 285 Movement Speed; 0.6 Turn Rate; 1800 Daytime Vision / 800 Nighttime Vision.

Idly wields his sword, which has a dragon emblem on the hilt, in his left hand. Attacks by swinging the sword up and down, left to right, with both hands. If the attack speed is high enough the second attack will happen on the upward swing; if not, then the attack will be reset by bringing the sword back up before attacking again. If the attack speed is high enough and the attack is at the downward point, the sword will be held there while walking. This is interrupted after using spells, abilities, or after enough has elapsed, with the sword being transitioned back to the left hand.

Abilities:.

Self-Cast is a specific type of Target Unit casting which is activated by targeting yourself. Cast precedent is Self-Cast > Target Unit.

Q: Aspect of the Dragons (Innate Placeholder)

Gain control over the dragons' warring influences, allowing you to use their powers as spells. Once all types of spells have been used at least once this slot goes on cooldown. Spells are chosen pseudo-randomly, with spells that have been out-casted not showing up again.

Spell Base Probability: 25/33/50/100%;

Base Failure Probability: 0%

Cooldown: 16 seconds;

The dragons grant their vessel the gift of power; at times, one's influence fluctuates greatly enough to overshadow the others.

– Notes: This spell immediately goes on cooldown once all spell-types have been cast at least once. This ability card is only visible when this slot is not yet leveled or when the spell slot is on cooldown, as this placecard will be replaced by each of the different sub-abilities. The first spell given upon level 1 and after cooldown is chosen at random, with re-rolling on a fail. After a successful cast a sub-spell is chosen randomly to replace the current spell, based on conditional probability (see below). If the spell replacing is a different type than the replaced, the replaced spell's type is thrown out of cycle.

Read more:  Finalizing BH Core idea.

– When a spell is out of rotation the probability of getting other spells is adjusted accordingly, i.e. (4 / 3 / 2 / 1 spells available) -> (25 / 33 / 50 / 100 % chance of getting a spell not in rotation, before modifiers). The probability of getting an individual spell or failing can be modified. When this skill fails the slot will immediately go on cooldown.

= Extra note: Sub-abilities don't have cooldowns; the slot does. When the slot is on cooldown none of the sub-abilities are available to cast. This implies you can use at least four different abilities before the slot goes on cooldown, though the cumulative manacost can be limiting.

–> From Aspect of the Dragons:

Q: Sub Ability: Breath of Fire (Target Point – Affects Enemies)

Breathe out fire onto a target area, dealing heavy damage and scorching it. Scorched ground does damage over time.

Cast Time: 0.5 + 0.2 seconds;

Damage: 50/150/250/350;

Breath Area of Effect Radius: 400 units;

Scorch Damage over Time: 20/35/40/55;

Scorch Area of Effect Radius: 400 units;

Scorch Area Duration: 5 seconds;

Cast Range: 600 units;

Manacost: 125/150/175/200;

Burn bright – the power of the less tempered dragons often manifests itself through blazing flames.

– Notes: Different instances of scorched earth damage stack. Casts by leaning forward and breathing out a column of fire onto the target area.

-> From Aspect of the Dragons:

Q: Sub Ability: Sonnet of Ice (Target Point – Affects Enemies)

Cast ice magics on the target area, briefly freezing enemies and slowing their movement and attack speed.

Cast Time: 0.5 + 0.2 seconds;

Damage: 25/75/125/175;

Freeze Duration: 0.5 seconds;

Movement Speed Slow: 20/25/30/35%;

Attack Speed Slow: 20/25/30/35%;

Movement Speed Slow Duration: 2 seconds;

Attack Speed Slow Duration: 2 seconds;

Cast Range: 600 units;

Manacost: 125/150/175/200;

Calm, collected, and cool – to master ice magics, one must be patient. The more knowledgeable and self-aware dragons know that the time to exert control will come eventually.

– Applying the debuff again resets the duration. Casts by extending his arm and moving his hand with a checkmark gesture.

–> From Aspect of the Dragons:

Q: Sub Ability: Poisonous Dose (Target Point – Affects Enemies)

Spit venom at the target area, reducing the resistances of enemies affected and dealing poison damage over time. Poison also applies a minor slow.

Cast Time: 0.5 + 0.2 seconds;

Damage: 35/100/165/230;

Damage over Time per Poison Effect: 4/8/12/16;

Magic Resistance Reduced: 10/15/20/25%;

Armor Reduced: 2/2.5/3/3.5;

Movement Speed Slow: 10/12.5/15/17.5%;

Poison Effect Duration: 4 seconds;

Cast Range: 600 units;

Manacost: 125/150/175/200;

Cruel, vicious, and overtly deadly – the more vile and sadistic among their ranks find poison to be the most suitable form of inflicting harm.

– Notes: Only the damage over time stacks, though everything except the initial damage is bound to the poison effect. Poison stacks are independent of each other. Casts by spitting, letting a glob of venom leave his mouth.

-> From Aspect of the Dragons:

Q: Sub Ability: Gift of the Magi (Target Point – Affects Enemies)

Coalesce hundreds of streams of magical power into a single blast, dealing heavy damage and silencing enemies afterward. Burns foe's mana as a percentage of your intelligence.

Cast Time: 0.5 + 0.2 seconds;

Damage: 50/150/250/350;

Silence Duration: 1.25/1.5/1.75/2 seconds;

Mana Burned as Intelligence: 150/200/250/300%;

Cast Range: 600 units;

Manacost: 125/150/175/200;

Not all dragons are created equal – despite this, even the weaker dragons may lend their strength to something greater. At times when greater influences wane, this collective whole heaves itself into a singular, yet disparate, force of its own.

– Notes: Only the damage over time stacks, though everything except the initial damage is bound to the poison effect. Poison stacks are independent of each other. Casts by extending his right hand with an open palm and curled fingers before firing the blast.

Bladework and Cloak of the King are leveled together.

W: Bladework (No Target – Affects Enemies, Affects Self; Self Target – Affects Self) – Performs a quick double slash, doing two modified autoattacks to enemies nearby in a cone-shaped area. Upon a successful cast gain a fire emblem, which boosts the probability of obtaining Breath of Fire. Self cast to consume the emblem, replacing the current spell in Aspect of the Dragons with a Breath of Fire. Can damage buildings.

Cast Time: 0.5 + 0.2 seconds;

Damage: 20 + 50/75/100/125% Damage per Autoattack;

Building Damage Percentage: 50%

Starting Radius: 150;

Distance: 550;

End Radius: 360;

Breath of Fire Boosted Probability: 20%

Other Aspects Total Decreased Probability: 25%;

Failure Rate Boosted Probability: 5%

Cooldown: 16 seconds;

Manacost: 100;

Though the Dragon Prince's bladework is rather mediocre, with Draconic Strength it becomes powerful enough to tear through foes with ease.

– Notes: The total decreased probability is split amongst the other aspect-type spells left, (i.e. when there are (4/3/2/1 spells left) the probability of getting one of the other spells decreases by (8.33/12.5/25/0 %).

– The self-cast feature also adds the spell back into rotation. This pretends that the spell-type added back hasn't been cast yet, so Aspect of the Dragons goes on cooldown after the spell-type added has also been cast again. Cannot add a spell back in rotation while Aspect of the Dragons is on cooldown, except with shard upgrade.

– Cast animation is slicing from the bottom left to the top right, before quickly moving the blade to the bottom right to the top left, creating an 'x' slash.

E: Cloak of the King (No Target – Affects Enemies, Affects Self; Self Target – Affects Self) – Don a magical cloak enchanted with frost magics, turning yourself quasi-invisible and slowing nearby enemies. Enemies attacking you will be damaged and temporarily frozen. Upon a successful cast gain an ice emblem, which boosts the probability of obtaining Sonnet of Ice. Self cast to consume the emblem, replacing the current spell in Aspect of the Dragons with a Sonnet of Ice.

Cast Time: 0.1 + 0.2 seconds;

Freeze Damage: 15/30/45/60;

Freeze Duration: 0.3 seconds;

Freeze Interval: 1.2/1.0/0.8/0.6 seconds;

Movement Speed Slow Aura: 15/20/25/30%;

Slow Radius: 400;

Duration: 6/8/10/12 seconds;

Fade Delay: 2 seconds;

Sonnet of Ice Boosted Probability: 20%

Other Aspects Total Decreased Probability: 25%;

Failure Rate Boosted Probability: 5%

Cooldown: 24 seconds;

Manacost: 200;

A magical relic, once owned by the king himself, that can turn the wearer invisible, which was saved from the destruction only by some foresight and wisdom. While ice magics have patched most of the damage, they have led to the side effect of it feeling unnaturally chilly.

– Notes: The total decreased probability is split amongst the other aspect-type spells left, (i.e. when there are (4/3/2/1 spells left) the probability of getting one of the other spells decreases by (8.33/12.5/25/0 %).

– The self-cast feature also adds the spell back into rotation. This pretends that the spell-type added back hasn't been cast yet, so Aspect of the Dragons goes on cooldown after the spell-type added has also been cast again. Cannot add a spell back in rotation while Aspect of the Dragons is on cooldown, except with shard upgrade.

– Cast animation is him donning a cloak over his head. Upon breaking invisibility the hood is revealed, with an idle animation of covering the head with the hood again during the fade delay.

– The quasi-invisibility works like this: you aren't visible on the minimap, your hero name/profile doesn't show up while in enemy vision, your aren't targetable by those who don't have true sight, but your outline is shown to enemies. The outline becomes more obvious the more damaged you are – at full health it traces only the edges of body parts, whereas when badly wounded your model becomes translucent, as if coated in ice.

Foul Legacy and Save Point are leveled together.

F: Foul Legacy (No Target – Affects Enemies, Affects Self; Self Target – Affects Self) – Conjure a set of blades made of pure venom. For a short period of time, attack speed is increased by 50%, converts attacks into magical damage, and can apply poison effects. Upon a successful cast gain a poison emblem, which boosts the probability of obtaining Poisionous Dose. Self cast to consume the emblem, replacing the current spell in Aspect of the Dragons with Poisonous Dose.

Cast Time: 0.6 + 0.2 seconds;

Attack Damage Boost: 20% of Base Attack Damage;

Attack Speed Increase: 50% of Attack Speed;

Damage over Time per Poison Effect: 4/8/12/16;

Magic Resistance Reduced: 10/15/20/25%;

Armor Reduced: 2/2.5/3/3.5;

Movement Speed Slow: 10/12.5/15/17.5%;

Poison Effect Duration: 4 seconds;

Weapons Duration: 3.5/4/4.5/5 seconds;

Poisonous Dose Boosted Probability: 20%

Other Aspects Total Decreased Probability: 25%;

Failure Rate Boosted Probability: 5%

Cooldown: 24 seconds;

Manacost: 225/275/325/375;

A vile set of pure venomous weaponry. Impractical, yet effective. The venom is magically bound to its mold, though that bond is loose enough let it seep into wounds.

– Notes: The total decreased probability is split amongst the other aspect-type spells left, (i.e. when there are (4/3/2/1 spells left) the probability of getting one of the other spells decreases by (8.33/12.5/25/0 %).

– The self-cast feature also adds the spell back into rotation. This pretends that the spell-type added back hasn't been cast yet, so Aspect of the Dragons goes on cooldown after the spell-type added has also been cast again. Cannot add a spell back in rotation while Aspect of the Dragons is on cooldown, except with shard upgrade.

– Cast animation is pulling both arms to the side as blades materialize in his hands. Attack animation is now completely different, with a forward "X" slash doward on the first attack, and a pull back upward, opposite "X", on the second.

– This poison effect is identical to the one in Poisonous Dose and still stacks damage. If there is a level disparity, the effects of the higher level poison take priority except in damage; poision damage is calculated individually.

G: Save Point (Target Point – Affects Self; Self Target – Affects Self) – Create a save point at the target point, which can be visited at within a certain time frame with Recall. After recall is used, restores health to what it was at the time of creating the Save Point. Recall is disabled after being unable to cast spells for too long. Upon a successful cast gain a magic emblem, which boosts the probability of obtaining Gift of the Magi. Self cast to consume the emblem, replacing the current spell in Aspect of the Dragons with a Gift of the Magi.

Cast Time: 0.1 + 0 seconds;

Cast Range: 500/600/700/800;

Time Window: 6 seconds;

Disable Time to Disable Recall: 1.5/2/2.5/3 seconds;

Cooldown: 24/20/16/12 seconds;

Manacost: 200;

With such a concentration of magical power at one point, reality starts to bifurcate into seperate paths. The unreal becomes real, and the rules of unreality are written into the fabric of reality itself.

– Notes: The total decreased probability is split amongst the other aspect-type spells left, (i.e. when there are (4/3/2/1 spells left) the probability of getting one of the other spells decreases by (8.33/12.5/25/0 %).

– The self-cast feature also adds the spell back into rotation. This pretends that the spell-type added back hasn't been cast yet, so Aspect of the Dragons goes on cooldown after the spell-type added has also been cast again. Cannot add a spell back in rotation while Aspect of the Dragons is on cooldown, except with shard upgrade.

– Cast animation is the Dragon Prince turning to face the cast point before slamming his palm into the ground.

– Any disable that prevents you from casting spells is counted toward the disable time. This includes but is not limited to: silence, stun, hex, and doom.

– Does not auto-recall.

–> From Save Point:

G: Sub Ability: Recall (No Target – Affects Self)

Recall to a save point.

For those who live for centuries, or even millennium, time passes in the blink of an eye. Thus, for Dragons, moments feel as if they start and end at the same point.

– Replaces Save Point for the time window.

R: Ultimate: Draconic Rage (No Target – Affects Self) –

Summons four dragons overhead to assist you, who appear as silhouettes on the ground. Dragons will replicate Aspect of the Dragon spells below their silhouettes when cast, while the Dragons themselves have basic abilities tied to your other abilities.

Dragon Attack Damage: 40/60/80;

Base Attack Time: 2 seconds;

Dragon Duration: 4/6/8 seconds;

Cooldown: 160 seconds;

Manacost: 400;

Though the Dragons prefer to think of their relationship as one-sided, in truth, the Dragons' and the Dragon Prince's fate are intertwined. At times when their influence wanes, the Dragon Prince's own overpowers his masters, allowing him to command them at will.

– Each silhouette has a coloration corresponding to their type – Fire is Red, Ice is White, Poison is Green, and Magic is Purple. Silhouettes can also "attack" and have their own skills, which correspond to and are leveled with a corresponding non-aspect skill. Sihlouettes are untargetable and will only disappear when the Dragon Prince dies or the duration of this skill ends. Siholouettes are also controllable. Each dragon gives 800 unit radius flying vision.

– Red -> Duplicates Breath of Fire; White -> Duplicates Sonnet of Ice; Green -> Duplicates Poison Dose; Purple -> Duplicates Gift of the Magi.

– When an Aspect of the Dragons skill is used, the spell is replicated from the respective Dragon onto the closet enemy within 900 units (auto targets, dragon-aspect spells use unit targeting). If there are no targets nearby they won't replicate. Dragons can auto-replicate onto enemies outside of vision, but not invisible enemies. Dragon replications will destroy trees. 0.3 second "falling delay" between casting and hitting the target.

-> From Draconic Rage:

Unit: Red Dragon

Attack Damage: 40/60/80;

Base Attack Time: 2 seconds;

Untargetable;

Mana: 400;

Duration: 4/6/8 seconds;

-> From Red Dragon:

= Q: Ability: Dragon Claw – Strikes the ground underneath its shadow, dealing damage based on your attack damage.

=

= Though most fear a dragon's wrath, anger alone does not constitute power. Even the most temperamental of dragons have spent years in subliminal isolation before mastering their craft.

= – Leveled with Bladeworks

= – Attack animation is raising both arms and striking before an "x strike", made of two three-fanged strikes, appears below the silhouette. The actual dragon is not seen but the silhouette changes accordingly.

-> From Draconic Rage:

Unit: White Dragon

Attack Damage: 40/60/80;

Base Attack Time: 2 seconds;

Untargetable;

Mana: 400;

Duration: 4/6/8 seconds;

-> From White Dragon:

= Q: Ability: Cold Reception (Target Point, Affects Enemies) – Breathe a blast of frost upon the target area, slowing and damaging enemies who walk on it.

= Damage: 50/100/150/200;

= Slow: 35%;

= Area Duration: 3/4/5/6;

= Radius: 300 units;

= There are dragons which reside in lands to the deep frigid north, whose prohibitive cold kills more dragon slayers than the dragons themselves. Though the natural chill is a good deterrent, there are reasons to proactively enhance it further.

= – Leveled with Cloak of the King

= – Attack animation doing a loop in the sky. The actual dragon is not seen but the silhouette changes accordingly.

-> From Draconic Rage:

Unit: Green Dragon

Attack Damage: 40/60/80;

Base Attack Time: 2 seconds;

Untargetable;

Mana: 400;

Duration: 4/6/8 seconds;

-> From Green Dragon:

= Q: Ability: Vilery – Causes the dragon to attack faster, do more damage, and apply poison.

=

= Even the most vicious, vile, and spiteful of dragons know that to pick a fight against against a worthy foe often demands long and drawn-out combat, with many attacks being exchanged. Of course, they also revel in the prospect of their adversaries being tortured to death.

= – Leveled with Foul Legacy

= – Has no special cast animation

-> From Draconic Rage:

Unit: Purple Dragon

Attack Damage: 40/60/80;

Base Attack Time: 2 seconds;

Untargetable;

Mana: 400;

Duration: 4/6/8 seconds;

-> From Purple Dragon:

= Q: Ability: Magic Overflux (Passive – Affects Self) – Each spell cast by this dragon has a chance to be duplicated.

= Chance: 30/40/50/60%;

= Duplication Cooldown: 2 seconds;

= In every spell cast it is inevitable that some extraneous magical power should leak out. Sometimes those loose threads coalesce into something greater, compelled purely out of the will and spite of their caster.

= – Works with Gift of the Magi

= – Leveled with Save Point

= – Duplicate spells casts prioritize the same enemy, before prioritizing nearby enemy heroes, hero creeps, then creeps.

Aghanim's Scepter Upgrades Bladework, Cloak of the King, Foul Legacy, and Save Point –

Every few seconds your non-aspect skills become upgraded. Upgraded versions of spells have twice the cooldown of their respective spells but are still bound to them. Upgrade version cooldowns do not interfere with their binding counterpart.

– Does not interfere with the spell's cooldown itself, but cannot cast the upgraded version unless twice the amount of cooldown time the non-upgraded has has passed. Upgrade 'cooldowns' do not restart if the spell it is bound to is cast without the upgrade.

– Has no effect on draconic counterparts.

–> From Aghanim's Scepter:

Upgraded Bladeworks – Sends a flurry of strikes in an area in front of you, periodically attacking enemies caught in the path, based on the damage of this skill.

Flurry Strikes Damage: 100% of Skill Damage

Range: 800 units;

Travel Rate: 400 units per second;

Attack Path Length: 400 units;

Attack Path Width: ;

Attack Interval: 0.3 seconds;

–> From Aghanim's Scepter:

Upgraded Cloak of the King – Cloak of the King unleashes a blast of ice centered on yourself when cast, inflicting a frost debuff on enemies affected that slows with an increasing effect. Enemies who are isolated are slowed at a greater rate.

Damage: 50/100/150/200;

Frost Damage Per Second: 5/10/15/20;

Frost Base Slow: 0%;

Movespeed Slow Increase per Second: 20%

Frost Duration: 3 seconds;

Search Radius: 225 units;

Isolation Slow Rate Increase Multiplier: 200%;

– Notes: Frost does not linger

–> From Aghanim's Scepter:

Upgraded Foul Legacy – While in upgraded Foul Legacy, you can quickly jump to and strike enemies within 800 units, applying a modified instant attack upon collision. If an enemy dies to you this ability's cooldown is refreshed.

Dash Instant Attack Damage Multiplier: 150%;

Dash Speed: 1200 units per second;

Max Procc Distance: 800 units;

– Notes: Enemies you are currently auto-attacking can be dashed to upon re-targeting. Foul Legacy gains an autocast feature which automatically does the dash when auto-attacking.

–> From Aghanim's Scepter:

Upgraded Save Point – While a save point is active, you cannot die. If you do not use recall while a save point is active, or you don't take fatal damage while a save point is active, Save Point immediately goes off cooldown after the time window.

= Maybe restores mana as well?

Aghanim's Shard Upgrades Aspect of the Dragons –

Emblems can now used while Aspect of the Dragons is on cooldown, creating a new cycle and adding this Emblem's corresponding spell into it. This cycle and the spells therein obeys the same rules as a regular cycle.

– Aspect of the Dragon's cooldown runs in the background; When the 'artificial' spell cycle is over it will create a new, regular spell cycle.

– The new cycle does not automatically include in the other aspect-spells.

Strategy:

The Dragon Prince is a duelist who serves as a brawler in the early to middle game and transitions into a nuker-carry in the late game. Aspect of the Dragons provides massive amounts of spell damage and utility potential but is also unreliable, while his other basic abilities are generally weak but compliment each other and are flexible. All of his spells are very mana-intensive however, which, coupled with his low base intelligence and mediocre intelligence gain, means that he becomes substantially weaker the longer a fight is, and needs intelligence and mana items to sustain his damage output. He is also rather fragile due to his attribute and a lack of a hard escape skill: because of this he is a poor choice for both position 1 and 5, though he can often make a substantial impact in both.

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