1 | 8 | 9 | 10 |
4 | 12 | 13 | 14 |
2 | 3 | 5 | 7 |
6 | 16 |
15 | 17 | 18 |
Pros:
Great early game
Easy first blood
High int
Natural tank
Can solo offlane
Cons:
Slow attack speed
Cant efficiently jungle
You will be focused down
Need to have aggressive team mates
low gpm
Decay
Successive casts of Decay fully stack on the targets and on Undying,
but it can't reduce a hero's strength below 1.
The strength steal takes place before the damage.
Hit heroes lose 19 current and max health for every stolen strength point. So their health is reduced by 76 before the damage is applied.
Heals Undying for 19 health per stolen strength. So the minimum heal is 76. When hitting all 5 enemies, it heals for 380.
When multiple Meepo clones are in the area, only one of them (randomly chosen on each cast) gets his strength stolen. The damage hits all.
Does not steal strength from illusions.
Every point of strength stolen increases Undying's model size.
Despite the visual effects, the stolen strength is gained instantly.
Soul Rip
Can be cast on own Tombstone to heal it, but can't heal or damage any other buildings. Can't target enemy Tombstones.
The 1300 search radius is centered around Undying, not the target.
Units within the area are selected randomly and lose 25 hp (HP removal). This hp loss is never lethal.
Does not count Undying, the target, wards, buildings, siege creeps, spell immune enemies, invisible enemies and units in the Fog of War.
Spell immune allies are counted, including the zombies from Tombstone.
If there aren't any valid units within the search radius, nothing will happen, wasting the cooldown and mana.
When cast on an enemy, it takes 25 damage for each unit counted in the area.
When cast on self or an ally, the counted units are summed up and the target then healed in 1 instance.
Soul Rip can damage or heal for up to 125/250/375/500 health (before reductions).
Tombstone
Can be healed by Soul Rip.
Destroys trees within 300 radius around the Tombstone upon cast.
Zombies do not spawn on invisible units or units in the Fog of War.
Zombies do not spawn for wards, buildings, couriers, invulnerable units and zombies from an enemy Tombstone.
Zombies are not controllable, they do nothing but attack their set target. However, they can be boosted by allied spells or auras.
An exception here would be Howl, which does not affect the Zombies.
The first wave spawns immediatly as the Tombstone is summoned.
When a Zombie's target turns invisible, the associated Zombies die after 0.1 seconds.
When a Zombie's set target dies, the associated Zombies die instantly.
When a Zombie's set target runs into the Fog of War, the associated Zombies will still follow it.
Zombies do not die when their set target was an illusion or a Meepo. They just stand around until the Tombstone is gone.
When the Tombstone expires or is killed, all its Zombies instantly die.
Flesh Golem
Flesh Golem has an instant cast time, but interrupts Undying's channeling spells upon cast.
Undying is healed when an affected unit dies within the effect radius, regardless of who killed it.
Dying illusions do not trigger the heal.
Both, the damage amplification and the slow are strongest within 200 radius of Undying and decrease linearly the further away units get.
Amplifies all 3 damage types.
Plague Aura debuff lingers for 0.5 seconds.
Deathlust
The slow from multiple attacks and multiple zombies fully stack.
Each stack lasts 2.5 seconds. They do not refresh each other's duration.
The number of current stacks can be seen on the debuff icon (a number is visible on it).
The health of the attacked units are checked periodically and the attack speed and movement speed bonus applied instantly.
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Copyright © 2019 DOTAFire | All Rights Reserved
Quick Comment (4) View Comments
You need to log in before commenting.