Hero database V20.0C

Dark
Side
Hero
 
Ogre Lord - Xigfrid

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Base Damage:
34
-
54
Primary Atribute:
str
Base Agility:
14
Agility per level:
1.25
Base Strength:
24
Strength per level:
3
Base Intelligence:
18
Intelligence per level:
1.8
 
Spell Name:
Critical Hits
Spell type:
Time
Spell description:

Ogre Lord does bonus damage for his next hits and has a chance to kill the target immediately. With level bonus damage and killing blow treshold increase. For all levels: Cooldown 12 seconds.

 

Lvl 1: Ogre Lord does bonus damage for the next hits and has a chance to kill an unit immediately. Does 75 bonus damage and have 10% chance to kill an unit under 200hp. Lasts 5 attacks or 8 seconds. Mana cost 70.
Lvl 2: Ogre Lord does bonus damage for the next hits and has a chance to kill an unit immediately. Does 100 bonus damage and have 10% chance to kill an unit under 400hp. Lasts 5 attacks or 8 seconds. Mana cost 80.
Lvl 3: Ogre Lord does bonus damage for the next hits and has a chance to kill an unit immediately. Does 125 bonus damage and have 10% chance to kill an unit under 600hp. Lasts 5 attacks or 8 seconds. Mana cost 90.
Lvl 4: Ogre Lord does bonus damage for the next hits and has a chance to kill an unit immediately. Does 150 bonus damage and have 10% chance to kill an unit under 800hp. Lasts 5 attacks or 8 seconds. Mana cost 100.
 
Spell Name:
Ogre Armor
Spell type:
Passive
Spell description:

Enhances the Ogre Lord with mystical armor, increasing base armor and giving the Ogre Lord attackers chance to head-trap themselves if distance is closer then 300.

 

Lvl 1: Enhances the Ogre Lord with mystical armor, giving 1 bonus armor and gaining 4% chance to head-trap themselves if distance is closer then 300. Head-trap duration is 1.6 seconds.
Lvl 2: Enhances the Ogre Lord with mystical armor, giving 3 bonus armor and gaining 6% chance to head-trap themselves if distance is closer then 300. Head-trap duration is 1.6 seconds.
Lvl 3: Enhances the Ogre Lord with mystical armor, giving 5 bonus armor and gaining 8% chance to head-trap themselves if distance is closer then 300. Head-trap duration is 1.6 seconds.
Lvl 4: Enhances the Ogre Lord with mystical armor, giving 7 bonus armor and gaining 10% chance to head-trap themselves if distance is closer then 300. Head-trap duration is 1.6 seconds.
 
Spell Name:
Two Heads Power
Spell type:
Summoning
Spell description:

Splits the Ogre Lord heads, Each head gain its own body. Damages of heads is defined random from hero strength include bonuses. With level duration, cooldown and mana costs increases.

 

Lvl 1: Splits the Ogre Lord heads, Each head gain its own body. Each 10 strength (include bonus) gives 1 bonus armor to heads. Each base strength point gives 20 HP to heads. Damages of heads is defined random from 40-60% of hero strength include bonuses. If any of them survive until the end of their summoned timer, the Lord Ogre is reborn. Lasts 10 seconds. Max bonus damage is 400 damage per head. Max Armor is 100. Max HP is 8000. Cooldown 20 seconds. Mana cost 95.
Lvl 2: Splits the Ogre Lord heads, Each head gain its own body. Each 10 strength (include bonus) gives 1 bonus armor to heads. Each base strength point gives 20 HP to heads. Damages of heads is defined random from 40-60% of hero strength include bonuses. If any of them survive until the end of their summoned timer, the Lord Ogre is reborn. Lasts 15 seconds. Max bonus damage is 400 damage per head. Max Armor is 100. Max HP is 8000. Cooldown 38 seconds. Mana cost 110.
Lvl 3: Splits the Ogre Lord heads, Each head gain its own body. Each 10 strength (include bonus) gives 1 bonus armor to heads. Each base strength point gives 20 HP to heads. Damages of heads is defined random from 40-60% of hero strength include bonuses. If any of them survive until the end of their summoned timer, the Lord Ogre is reborn.Lasts 20 seconds. Max bonus damage is 400 damage per head. Max Armor is 100. Max HP is 8000. Cooldown 56 seconds. Mana cost 125.
Lvl 4: Splits the Ogre Lord heads, Each head gain its own body. Each 10 strength (include bonus) gives 1 bonus armor to heads. Each base strength point gives 20 HP to heads. Damages of heads is defined random from 40-60% of hero strength include bonuses. If any of them survive until the end of their summoned timer, the Lord Ogre is reborn. Lasts 25 seconds. Max bonus damage is 400 damage per head. Max Armor is 100. Max HP is 8000. Cooldown 74 seconds. Mana cost 140.
 
Spell Name:
Lord Madness
Spell type:
Time
Spell description:

Increase power of Ogre Lord by empowering his strikes with such force his damage strikes through to enemies near the primary attacked unit and increases Ogre Armor by increasing chance to stun units who attack. With level duration and cooldown increases.

 

Lvl 1: Increase power of Ogre Lord by empowering his strikes so part of his damage strikes through to enemies near the primary attacked unit and increases Ogre Armor by increasing chance to stun units who attack him. Duration 40 seconds. Splash 45% of his attack damage, +5% chance on Ogre Armor. Cooldown 140 seconds. Mana cost 220.
Lvl 2: Increase power of Ogre Lord by empowering his strikes so part of his damage strikes through to enemies near the primary attacked unit and increases Ogre Armor by increasing chance to stun units who attack him. Duration 45 seconds. Splash 55% of his attack damage, +10% chance on Ogre Armor. Cooldown 160 seconds. Mana cost 280.
Lvl 3: Increase power of Ogre Lord by empowering his strikes so part of his damage strikes through to enemies near the primary attacked unit and increases Ogre Armor by increasing chance to stun units who attack him. Duration 50 seconds. Splash 75% of his attack damage, +15% chance on Ogre Armor. Cooldown 180 seconds. Mana cost 340.
Lvl 4: n/a
 

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