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 EMP

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TwistedFirestarter
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Posts : 326
Join date : 2008-07-11
Age : 29
Location : Australia

PostSubject: EMP   Mon Aug 04, 2008 9:52 am

EMP

Invoker builds up a charge of electromagnetic energy at a targeted location which automatically detonates after 2-4 seconds based on Wex. The detonation covers a 700 area, dealing up to 300 damage based on Exort and draining up to 400 mana based on Wex.

Ability Type: Active Location Targeting
Hotkey: C
Elements Required: WWE
Casting Time: None
Base Ability: None

Duration: N/A
Cooldown: 40 seconds
Mana Cost: 250
Casting Range: 600
Area of Effect: 700
Allowed Targets: Enemy unit
Effects: Damages and drains the mana of all units in the area of effect after some delay

EMP Mana Burn and Effect Delay
Level of Wex ... EMP Mana Burn ... EMP Effect Delay
1 .................. 100 ................. 4 seconds
2 .................. 150 ................. 3.67 seconds
3 .................. 200 ................. 3.33 seconds
4 .................. 250 ................. 3 seconds
5 .................. 300 ................. 2.67 seconds
6 .................. 350 ................. 2.33 seconds
7 .................. 400 ................. 2 seconds

EMP Damange
Level of Exort ... EMP Damage
1 ................... 120
2 ................... 150
3 ................... 180
4 ................... 210
5 ................... 240
6 ................... 270
7 ................... 300

Notes:
- The arrangement of instances does not matter. Whether it be [WWE], [WEW] or [EWW] you will invoke EMP.
- Each level in Wex increases mana burned and decreases delay while each level in Exort increases damage dealt.
- EMP deals Magical damage which is reduced by the target's Spell Resistance.
- The damage, but not the mana drain, is blocked by Spell Immunity
- The damage is dealt before the mana is lost, so a Skeleton King killed this way can still revive.
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