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Blocked fully only when primary target. Dispellable with any dispel. An ancient incantation that links the vital energies of multiple lifeforms into one collective body. Fatal Bonds has no bounce delay, so all targets are bound at the same time. The binding has no priority, and always goes for the closest units.

Can bind units inside the fog of war , but cannot bind invisible units. Shared damage is the same damage type as the source of the damage. This means physical damage is spread as physical damage, magical damage as magical and pure damage as pure. Because of that, the shared damage does interact with every on-damage effect like disabling Blink Dagger. This also means it is fully affected by damage manipulation , like Warlock's spell damage amplification. Fatal Bonds' damage has the no-reflection flag , preventing its damage from interacting with other sources of damage with the same flag.

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Spreads the damage before it is reduced or amplified in any way on the receiving target. When, for example, Abaddon gets damaged while under the effect of Borrowed Time , the bonds still spread the damage, before Borrowed Time turns it into heals. This also goes for illusions. When damaging a bonded illusion, the damage is spread before it gets amplified for the illusions. This also goes for finishing blows.

Upheaval Dome

When, for example, a unit at 10 health is hit by e. Only spreads the 3 damage types. Does not spread HP Removal. The distance between the bonded units does not matter. Once bonded, they always spread or receive the spread damage. The spread damage is always sourced to Warlock. If a unit dies to the damage done by Fatal Bonds, Warlock is always credited. The damage caused by Fatal Bonds does not cause aggro. Bonded neutral creeps do not react on the damage. Successive casts of Fatal Bonds fully stack and work independently from each other.

Upheaval (From the Vault: Annihilation ()) - Gatherer - Magic: The Gathering

Shadow Word Play Play W. Warlock whispers an incantation, healing a friendly unit or damaging an enemy unit over time. Can be cast on spell immune allies. Attempts to damage if debuff was placed before spell immunity and when not dispelled. Blocked as a single-target spell.

Not blocked when turned into an AoE spell. Warlock arcane arts have a myriad of uses, allowing them to be powerful friendly enchantments or damaging curses. Deals damage or heals in 1 second intervals, starting 1 second after cast, resulting in 12 instances. Successive casts of Shadow Word fully stack and work independently from each other.

Can be cast on allied couriers. The first sound is played when the target is an ally, the second sound when it is an enemy. The talent turns Shadow Word into an area-targeted spell, so that it cannot directly target units anymore. A powerful slowing current that grows stronger as it's channelled.

Upheaval - Incubate The Wasteland (2011) [Full EP]

Lasts up to 16 seconds. Enemies are slowed for 3 seconds after leaving the area or the spell ends. Slow persists if debuff was placed before spell immunity and when not dispelled. Demnok manipulates space-time, impairing entire armies.

up·heav·al

The strength of the slow is based on the channel duration, not on how long a unit stands in the affected area. The slow percentage increases by 3. The slow debuff is applied or refreshed in the same intervals. Chaotic Offering Play R. Summons a Golem from the depths, stunning enemies for one second.

The Golem lives 60 seconds, takes reduced damage from spells, has Permanent Immolation and Flaming Fists on attack. Calls 2 golems with reduced stats and bounty. Dispellable with strong dispels. Demnok unleashes the captive spirit in his Dreadwood staff, causing destruction in enemy ranks. Golems are always summoned at the center of the targeted area.

The golems are creep-heroes and ancient creeps , making them interact differently with several spells. For detailed interactions follow the two links. Aghanim's Scepter upgraded Chaotic Offering summons both golems simultaneously after the effect delay. Destroys trees within radius at the targeted point upon cast. The visual effect and sounds during the effect delay are visible and audible to everyone. Also plays a sound effect during the cast time, which is audible to everyone as well.

The West side has a large building with almost no sniper potential, mostly used as a place for campers to stay. There is one building overlooking the center that is a pretty good sniper spot. The East has the railroad track and empty train cars. In the car on the far right, there is a small box the player can stand on to see through a grate in the side of the boxcar. This area tends to be ignored in favor of the more urban areas. In the center is the remains of a wall or building, where the central flag in the War game mode is located. There is a way to get on top of this, by jumping on the side of the ruins and jumping until reaching the top.

The best chance as a sniper on this map is to either use a semi-automatic gun with a Telescopic Sight like the SVT or Gewehr 43 or an unscoped Bolt Action rifle, in case the enemy manages to sneak near the player due to its relatively small size for a sniper-oriented map. The M2 Flamethrower is a good choice on this map if having unlocked it, as storming houses will get many kills.

The Type 99 performs well in this map due to its low recoil and high power. The M also works quite well. This map is often a favorite of most players as it has a balance of ideal camping and sniping areas in the elevated positions in the buildings, as well as "run 'n' gun" tactics. Search and Destroy mode being notably more favored after the 'noob tube' spamming at the beginning of the match was prevented with a patch.

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