Post by ingenting on Mar 26, 2009 18:13:48 GMT -5
Zulman the Revenant
One of The Best Early Game Casters
Armor Type:
Heavy
Damage Reduction:
Chaos 100%
Hero 100%
Magic 125%
Normal 100%
Pierce 100%
Siege 100%
Spells 125%
The first thing you should remember when playing this hero is not all creeps leave corpses!
Skills:
Innate: Haunting spirit
kills a random monster every 10 seconds on your side
Level 1: Animated dead
Purification can damage the animated dead
Revives creep corpse with slight damage reduction. The amount of creeps revived and the damage reduction they have is increased with each level. Each level allows you to raise one more creep starting with 3 ending with 12. You could just use this spell every time the cooldown is gone, but you should if possible wait until there are at least as many corpses as you can revive. Animate dead is also a good saving ability for when the other team wants to offense as the revived creeps make good tanks.
Level 1: Death wave
Cast a harmful swarm like wave towards the direction you aim this skill that does damage and slows move/attack speed. Early on this will be your spell to do damage but later on it's used just to slow down creeps.
Note: Death Wave does more damage to creeps in the location where the Revenant starts his deathwave, which is helpful early on.
(Thank azglenad for noticing)
Level 6: Corpse Explosion
Detonate the nearest monster's corpse and deal half of the corpse's maximum hp to nearby monsters. 1-1.5 secs cooldown. This skill becomes more useful later on when Death Wave is no longer useful for killing creeps, but be careful when using it as it uses the corpses you need for "Animate Dead." You will also want the corpses to be near where you want an explosion so coordinate so you you have nice pile of corpses.
Level 10: Spiritual swarm
cast 4 harmful swarm to monsters, each swarm will reduce monsters health points to 0 before it jumps to next random victim.
damage/sec:jumps
Suggested playstyle:
Max death wave and spiritual swarm first, then level up your animated dead if you cannot level up the previous two skill.
[li]healing potions
[/li][li]wing boots
[/li][li]hisan -> Kirmhiro Draughts
[/li][li]leather armor/elven armor
[/li][li]elven boots
[/li][li]paw boots -> combo boots
[/li][li]antimagic potion
[/li][li]ring of victory
[/li][li]ironbark
[/li][/ul]
Tips:
- Not all monsters leave corpse, especially after wave 40.
- Use your death wave and raise dead to save yourself or your mates.
- The corpse explosion always detonates the nearest corpse first. This skill will draw monsters attention on you(this means monsters will come to attack you). It's better that you have a tank to draw monsters' attention while you detonate corpse. It would be better for you to get elven boots so you can bomb-n'-run. this might be the only skill does significant damage at late game.
- Spiritual swarm is auto-castable(right click to activate it), and it will set off when there are monsters within its range.
- It's better to pair a late game tank with him.
- Corpse will disappear so it's better to use "raise dead"/"corpse explosion" before it's gone.
- You can get items that increase his hp(ruby ring, bloodstone insect ring) so you don't die easily mid/late game while using corpse explosion near monsters.
Additional Spell Info
Animate Dead duration 20 seconds
Revived Creeps and Damage Reduced
3 5 30
4 7 46
5 11 65
6 16 87
7 25 112
8 37 141
9 56 174
10 85 212
11 128 256
12 192 306
Corpse Explosion
Area of Effect (around corpse exploded) 50% of Creeps Max Hp and Mana Cost
260 50
300 55
340 60
380 66
420 73
460 80
500 88
540 97
580 107
620 117
Revenants Deathwave (Lv1 Skill)
Damage Reduction and Attack/Move Speed = Lv*5 (this spell does alot, doesnt it?)
CD = 40 - Lv
Level Mana Damage Dealt
1 45 45
2 56 67
3 70 101
4 87 151
5 109 227
6 137 341
7 171 512
8 214 765
9 268 1153
10 335 1726
Revenants Spirit Swarm
Number of Jumps = 30 + Lv
CD = 90s (All Levels)
Level Mana DPS
1 100 275
2 135 412
3 173 618
4 215 928
5 262 1392
6 313 2088
7 370 3132
8 432 4398
9 500 7047
10 575 10571