Gameplay
"The blood sun rises, and if I feed, it's never going away."
As the last surviving sentry of an outpost on the world at the edge of the abyss, Harbinger, a member of a lordly and magisterial race, prowls the edge of the Void. He has looked up into the heavens for all of eternity, constantly vigilant for any movement in the bottomless night beyond the stars, from this jagged, crystalline Outworld. A resonant pattern akin to prophecy, a dark music that suggests that eventually some evil will awaken out there, beyond the edges of creation, and turn its attention to our world, is imprinted deeply in the shining lattices of his intellect. Outworld Destroyer paid little attention to what was happening closer to the sun because his entire attention was on keeping his vigil.But eventually the Ancients' clamor and a sense of an increasing internal and external threat sent him flying sunward to visit the battle plains. It is clear that the role of the harbinger in our own prophecies is that of a sign of even worse things to come. However, his mere arrival is bad enough.
Ability Builds
Level: 0 1 15 25 30
Health: 200 620 1420 2240 2580
Health regen: +1 +3.1 +7.16 +11.26 +12.91
Mana: 75 435 1131 1779 2055
Mana regen: +0 +1.5 +4.44 +7.14 +8.29
Armor: 2.5 6.17 9.9 14.57 16.23
Damage Block: -
Magic Resistance: 25%
Status Resistance: 0%
Damage: 19-31 49-61 107-119 161-173 184-196
Attack Rate: 0.53/s 0.64/s 0.76/s 0.91/s 0.96/s
Attack Range: 450 (800)
Attack Speed: 100 (1.9sBAT)
Attack Animation: 0.46+0.56
Projectile Speed: 900
Movement Speed: 320
Turn Rate: 0.6
Collision Size: 24
Vision Range: G 1800*800
Legs: 4
Gib Type: Ethereal.
Ability Upgrades:
- Upgrade Astral Imprisonment.
Talents
Tips & Tactics
General
Outworld Devourer's skill build is fairly rigid. Arcane Orb and Essence Aura are two skills that you almost always max out because you need them to effectively control lanes and have strong last hit damage. Astral is postponed until later because you need Arcane to easily farm the jungle and control your lane opponents. The other variation tries to deter gankers by investing early points in imprisonment. Sanity's Eclipse should generally be avoided at level 6 because you need more points for your other skills, especially Essence Aura, but if getting it ever guarantees you a kill, level it.
Abilities
Arcane Orb
Cast range: 450
Mana: 20% of current mana.
Cooldown time: 6/4/2/0
Effect: Depending on the amount of mana the Outworld Destroyer has left, increases the pure damage of his attacks.
Astral Imprisonment
Effect: Incarcerates a target unit in the astral realm. The concealed unit is defenseless and unusable. When the astral prison collapses, a portion of the target's maximum mana is taken along with damage.
Cast range: 650
Damage: 120/200/280/360
Mana: 150
Radius: 400
Essence Flux
Proc Chance: 30%
Effect: Every time you cast an ability, you have a chance to recover a portion of your maximum mana.
Note: Recharges mana after casting other abilities.
Sanity's Eclipse
Mana: 200/325/450
Cast range: 700
Radius: 400/500/600
Cooldown: 160/145/130
Effect: Releases a psychic blast that deals damage to enemies according to the difference in mana between you and the target. Units held captive by Astral Imprisonment are susceptible to Sanity's Eclipse.