Ловец духов (Warcraft III)

Ловец духов
| |
---|---|

Раса |
Тролль |

Фракция |
Орда |

Параметры | |

Здоровье |
Различное |

Тип рег-ции |
Всегда |

Мана |
Различное |

Скорость рег-ции маны |
.01 ед./сек. |

Уровень |
Различный |

Золото |
425 |

Дерево |
100 |

Пища |
5 |

Тренируется в |
Алтарь Штормов |

Подготовка |
55 сек. |

Мест в трансп. |
1 |

Клавиша |
H |

Битва | |

Основная атака |
Различное |

Дальность |
60 |

Тип оружия |
Дальний бой |

Перезарядка |
2.28 сек. |

Тип атаки |
Герой |

Тип брони |
Герой |

Броня |
Различное |

Обзор днём |
180 |

Обзор ночью |
80 |

Скорость |
Высокая (320) |

Параметры героя | |

Основной атрибут | Ловкость |

Сила | 15 (+2/уровень) |

Ловкость | 20 (+1.5/уровень) |

Интеллект | 17 (+2.5/уровень) |


**Ловцы духов** (*жарг.* сх, шадоу хантер, *иногда* тролль) — хитрые тролли-затворники, живущие в джунглях и занимающие высшие положения в их отрядах. Они — мастера магии вуду, которая может использовать их духовную силу как для лечения союзников, так и для насылания порчи на несчастных врагов. Ловцы духов балансируют на грани света и тьмы в надежде спасти будущее их диких собратьев.

## Характеристики

Уровень | Урон (Наземный/Воздушный) | Броня | Сила | Ловкость | Интеллект | Вероятность попадания | Мана |
---|---|---|---|---|---|---|---|

1 | 22-28 [25 avg]/None | 4 | 15 | 20 | 17 | 475 | 225 |

2 | 23-29 [26 avg]/None | 4 | 17 | 21 | 19 | 525 | 240 |

3 | 25-31 [28 avg]/None | 5 | 19 | 23 | 22 | 575 | 255 |

4 | 26-32 [29 avg]/None | 5 | 21 | 24 | 24 | 625 | 270 |

5 | 28-34 [31 avg]/None | 6 | 23 | 26 | 27 | 675 | 300 |

6 | 29-35 [32 avg]/None | 6 | 25 | 27 | 29 | 725 | 315 |

7 | 31-37 [34 avg]/None | 7 | 27 | 29 | 32 | 775 | 330 |

8 | 32-38 [35 avg]/None | 7 | 29 | 30 | 34 | 825 | 360 |

9 | 34-40 [37 avg]/None | 8 | 31 | 32 | 37 | 875 | 375 |

10 | 35-41 [38 avg]/None | 8 | 33 | 33 | 39 | 925 | 390 |


## Hero names

Zul'kis, Zul'abar, Zul'rajas, Zul'maran, Jo Jo Headshrinker, Shaka-zahn, Shakti-lar, Mezil-kree



## Information

A cunning Hero, adept at healing magics and voodoo curses. Channeling the spirits of their dark gods, the Shadow Hunters walk the line between darkness and light in the hope of salvaging the future for their savage brethren. Attacks land and air units.

## Spells and abilities

### Healing Wave

- Calls forth a wave of energy that heals a target and bounces to nearby friendlies. Each bounce heals less damage.

Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Hero Level Req |
---|---|---|---|---|---|---|---|---|

1 | N/A | 9 sec. | 90 | 70 | 50 | Air, Ground, Friend, Self, Organic | Heals 130 damage, jumps 3 times | 1 |

2 | N/A | 9 sec. | 90 | 70 | 50 | Air, Ground, Friend, Self, Organic | Heals 250 damage, jumps 4 times | 3 |

3 | N/A | 9 sec. | 90 | 70 | 50 | Air, Ground, Friend, Self, Organic | Heals 300 damage, jumps 5 times | 5 |


This is the Orcs' main way of healing besides Troll Witch Doctor Healing Wards.

### Hex

- Transforms an enemy unit into a random critter, disabling special abilities.

Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Hero Level Req |
---|---|---|---|---|---|---|---|---|

1 | 15 (4) sec. | 7 sec. | 70 | 80 | Unit | Air, Ground, Enemy, Organic, Neutral | Transforms unit into a Critter | 1 |

2 | 30 (5) sec. | 7 sec. | 70 | 80 | Unit | Air, Ground, Enemy, Organic, Neutral | Transforms unit into a Critter | 3 |

3 | 45 (6) sec. | 7 sec. | 70 | 80 | Unit | Air, Ground, Enemy, Organic, Neutral | Transforms unit into a Critter | 5 |


Hex works on Heroes which also makes them unable to use any of their inventory items! Use this ability on the most dangerous units to put them out of action. This spell is hilarious as is the Icon! Hex does not affect summoned units.

Hexed units move at speed 100.

Hex can be used to interrupt spells that require spell channeling.

### Serpent Ward

- Summons an immobile serpentine ward to attack the Shadow Hunter's enemies. The ward has 75/135/135 hit points and is immune to magic. Lasts 40 seconds.

Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Hero Level Req |
---|---|---|---|---|---|---|---|---|

1 | 40 sec. | 6.5 sec. | 30 | 50 | N/A | N/A | 11-13 damage | 1 |

2 | 40 sec. | 6.5 sec. | 30 | 80 | N/A | N/A | 23-26 damage | 3 |

3 | 40 sec. | 6.5 sec. | 30 | 80 | N/A | N/A | 41-45 damage | 5 |


Serpent wards can hit air and ground.

### Big Bad Voodoo (Ultimate)

- Turns all friendly units invulnerable in an area around the Shadow Hunter. The Shadow Hunter does not turn invulnerable. Lasts 30 seconds.

Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Hero Level Req |
---|---|---|---|---|---|---|---|---|

N/A | 30 sec. | 180 sec. | 200 | N/A | 80 | Air, ground, friend | Nearby units become invulnerable | 6 |


The Shadow Hunter will be the main target after you cast this spell. Place as many units in the way around him so that the enemy cannot reach him. You can also try using terrain or Hero Items such as Healing Potions to keep him alive. This spell can be interrupted. Read more here (Spell Channeling).

This ability is extremely useful in large team games where the Shadow Hunter can help other allied armies.

## Внешние ссылки

|