Dota 2

Rain Priest (Area-Control Healer)

Overview

  • Ranged
  • Intelligence
  • Support
  • Disabler
  • Initiator
  • 19 + 1.7 STR
  • 21 + 1.2 AGI
  • 25 + 2.8 INT

Ability 1: Douse

Ability: Unit Target

Dispellable: Yes

Pierces Spell Immunity: Allies Yes, Enemies No

Douses a target unit in frigid waters. Allies are healed and receive a movement speed boost, whilr enemies are damaged and slowed.

If there is a source of water within the spells cast range (prioritizing the River), this spell will be cast from that location, allowing any targets within 400 range of that source to be selected (even if outside the primary cast range), incurring half the CD, and costing half mana, depleting the water source entirely if it was not the river and drying up a 450 radius of river for 60 seconds if it was.

Damage/Healing: 100/150/200/250

Speed/Slow Percent: 10/15/20/25

Speed/Slow Duration: 3

Range: 600/700/800/900

Bonus Water Source Range: 400

Cost: 150

CD: 8

Ability 2: Rain Dance

Ability: Passive

Affects: Enemies

Pierces Spell Immunity: No

If you are out of combat with enemy heroes or Roshan for 10 seconds, this spell will be inactive until you reenter combat with enemy heroes or Roshan for 5 seconds.

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While active, generate a dark stormcloud in the sky above you, reducing enemy non-ward vision and periodically creating puddles at random locations.

Puddles grant true sight of any hostile, moving units within them, and will remain for 20 seconds after they are no longet covered by the cloud.

If the cloud is over the River, any covered section of River has the same detection properties as a Puddle.

Cloud Radius: 1400

Vision Reduction: 100/200/300/400

Puddle Spawn Interval: 8/6.5/5/3.5

Puddle Radius: 150/200/250/300

Ability 3: Rapids

Ability: Point Target

Affects: Allies, Enemies

Damage Type: Magical

*Pierces Spell Immunity: No

Destabilizes any water sources at a target location, causing them to create a flow towards the nearest low ground (where it will stop) for 25 seconds.

Allies in the rapid are granted a speed boost when moving in its direction.

Enemies in the rapid are dealt damage per second and pushed along its path.

Targeting the River causes a Rapid to spawn at your location and flow to the target.

If there is no valid water source at the target location, the spell costs double mana and goes on twice the CD, and starts from your location.

Width: 350

Speed Boost: 25

Push Rate: 300

Damage: 10/25/40/55

Cost: 110

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CD: 25

Ultimate: Ebb

Ability: No Target

Affects: Enemies

Pierces Spell Immunity: Yes

Pulls in the water from all sources within 1200 range, along with any enemies that get caught by the water (pulling them 450 units towards you).

Unlocks the subability Flow for 5 seconds if any water was drawn in.

Cost: 175

CD: 110/90/70

Flow

Ability: No Target

Affects: Allies, Enemies

Damage Type: Magical

Pierces Spell Immunity: Yes

Blasts all absorbed water outward, returning to where it came from.

Allies caught in the blast are healed. Enemies are damaged and shoved 450 units along the water's trajectory.

If the spell is not activated within 5 seconds of becoming available, it will do so automatically.

Damage/Heal: 300/400/500

Cost: 0

Aghanim's Shard: Create Water

Conjures a puddle at a targeted location.

Range: 600

Cost: 50

CD: 12

Aghanim's Scepter

Upgrades Ebb and Flow.

Reduces CD of Ebb by 40 seconds.

Causes Flow to blast outward in a 1200 radius, converting the entire area to River for 30 seconds.

Source

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