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Karandras, The Shadow Hunter ---> 2
2 posters
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How would you rank him?
Karandras, The Shadow Hunter ---> 2
Fluff:
Stats:
Strength: 18 + 1.7
Agility: 24 + 2.6
Intelligence: 17 + 1.6
At level 25, without items:
Strength: 79
Agility: 106
Intelligence: 75
Health: 1770
Mana: 1125
Armor: 9
Estimated attack range: 126-136
Range: Melee
Speed: 300
Skills:
Advantages:
Disadvantages:
Random points:
It is not a surprise to see 700/800 crits off Karandras late game. There's a reason why he's feared.
He's good against outposts, due to Biting Blade, and uses that well end-game to increase the pushing ability of the team.
He's the only melee hero with an Implant Attack able to kill a Necron Lord through a level 4 Lightning Field and the Lord's attacks, which tells you something.
Eventually, he might receive a change. But I feel that's not needed just yet, because of his fragility. If he's used properly, like any other hero, he'll help win the game.
- Spoiler:
Karandras, the Shadow Hunter. It is known that he was not the first Phoenix Lord of the Striking Scorpions, and that his predecessor disappeared mysteriously. However, that does not make his attacks any less deadly than those of other Phoenix Lords. Armed not only with a Scorpion's Claw and Biting Blade, but also a Scorpion's Bite in the form of mandiblasters, Karandras embodies the multifaceted nature of war. With his ability to draw the shadows upon himself, he may walk in the very shadows of his foes and deliver lethal blow upon lethal blow.
Stats:
Strength: 18 + 1.7
Agility: 24 + 2.6
Intelligence: 17 + 1.6
At level 25, without items:
Strength: 79
Agility: 106
Intelligence: 75
Health: 1770
Mana: 1125
Armor: 9
Estimated attack range: 126-136
Range: Melee
Speed: 300
Skills:
- Spoiler:
Stalker(Innate):Karandras is a master stalker, and can flow silently and quickly through dense terrain, leaving no trace behind. While close to trees, gains 5/10/15/20/25/30% evasion and 2/4/6/8/10/12% movement speed.
Scorpion's Bite:A legendary set of Eldar Mandiblasters worn by Karandras, it is much more powerful than other Mandiblasters. Karandras uses these to emit a miniature hail of energy before he charges into combat. Deals 90/150/210/270 damage and has a high chance of crippling the target, slowing its movement speed by 40% for 4 seconds.
Scorpions Claw:Weapons used by Striking Scorpion Exarchs, Scorpion's claws are adapted powerfists with built-in shuriken catapults and allow the wearer to attack with more power than normal attacks. Gives a 20% chance that Karandras will deal 1.5/1.9/2.3/2.7x his normal damage.
Biting Blade:A large and powerful Eldar chainsword that rends through enemies' armor. The teeth of a biting blade shred through flesh and muscle as if it were parchment. For every attack that Karandras makes against the same target, he gains an additional 3/6/9/12% attack speed and 1/2/3/4 agility. If he switches targets, the bonuses are lost.
Shadow Strike:Karandras can become one with the shadows, able to even fade from view in open ground. While active, Karandras is untargetable and greatly faded, becoming more visible the closer he is to an enemy. Invisibility breaks at 450/300/150 distance from an enemy. Karandras gains 10/20/30% ms while invisible. Upon attacking a foe from invisibility, Karandras will do 0.5/0.65/0.8x his agility in bonus damage per attack for a short duration. Consumes 10/20/30 mana per second.
Advantages:
- Uses the terrain to his advantage with evasion.
- Has the highest possible critical in the game.
- Skills are synergistic, making him an easy hero to learn.
- Invisibility and bonus damage make him a stellar ganker.
- Outputs ridiculous DPS when allowed to hit a target steadily.
- Strongest in the end-game.
- Is the prototypical carry hero. If allowed to feed, soon or later, things will die.
- Relatively mana efficient.
- End-game, has the potential to kill every hero in a 1 on 1 situation, regardless of builds. If he initiates the assault, more often than not he will win.
Disadvantages:
- Hard to master the balance between aggression and caution.
- Low health and mana count against him.
- If his early/mid game lacks, he won't be very effective late.
- Vulnerable to spells, especially disables and holds.
- Needs teammates to draw attention so that he can gank well.
- Does not deal well against two heroes and more, unless at end-game, and even still has trouble.
- Generally a glass cannon.
Random points:
It is not a surprise to see 700/800 crits off Karandras late game. There's a reason why he's feared.
He's good against outposts, due to Biting Blade, and uses that well end-game to increase the pushing ability of the team.
He's the only melee hero with an Implant Attack able to kill a Necron Lord through a level 4 Lightning Field and the Lord's attacks, which tells you something.
Eventually, he might receive a change. But I feel that's not needed just yet, because of his fragility. If he's used properly, like any other hero, he'll help win the game.
Last edited by Glycine on Sun Feb 07, 2010 6:13 pm; edited 1 time in total
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Karandras, The Shadow Hunter ---> 2
yeah, immo he only fits a 4 cause of his rediulous power late game, and if i nerf that i only make the hero weaker overall, and buffing a carries early game is always a dangerous thing.
plus the fact that i dont see him in play very often XD
ill let more people comment and see some more games with him, maby play a few
plus the fact that i dont see him in play very often XD
ill let more people comment and see some more games with him, maby play a few
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