Lore & Bio
"The honorable Donté Panlin, at your service."
Nivan Gallants is an organization where everyone devotes their life to swordplay, romance and adventure. In Nivan Gallants, they all live on the motto that "A life of adventure is the only life worth living," Among the members of Nivan Gallant, Donte Panlin the Pangolier is well-known due to his unique adventure. He has dueled tons of monsters or claimed victory over the fight with any creatures. Even when facing a tyrant or noble, he never backs down.
In-game, Pangolier is described as:
“Eager to dash into danger at a moment's notice, the Pangolier thrives on disrupting enemy movements and placing himself in the midst of chaos. Artfully guiding his blade between cracks in armor and shrugging off attacks with his protective scales, this graceful swordsman is always ready to roll into battle.”
Attribute & Stats
Strength: 17 + 2.5 each level;
Agility: 18 + 3.2 each level;
Intelligence: 16 + 1.9 each level;
Health regeneration: + 1.95 each second;
Mana regeneration: + 0.8 each second;
Damage: 51 - 57;
Magic Resistance: 25%;
Turn Rate: 0.9;
Attack Range: 150;
Attack Speed: 100;
Projectile speed: Instant;
Attack Animation: 0.33+0.77;
Sight Range: 1800/800;
Base Attack time: 1.7 seconds per attack;
Damage Block: 16;
Collision size: 24.
Abilities & Talents
The strength granted by talent will provide Pangolier 360 health and 1.8 health regeneration.
Skills building guide
In this build I will focus on guiding you how to play Pangolier as an offlaner. Then the first ability I recommend you max out is Swashbuckle as it provides Pangolier mobility which helps him catch up with the running away enemies or escape from the grank. Besides, this ability is also a great tool to last hit or clear the creep waves.
The second ability to max out is Shield Crash. This ability is extremely useful in the teamfight or combat due to the area damage and slow debuff it causes and the shield that Pangolier is granted when enemy heroes are hit. Besides, it can help Pangolier escape by jumping over the impassable terrain. And the ability we are going to max out last is Lucky Shot. But you can notice that I add one point on Lucky Shot at level 2 because I want to maximize the damage dealt by Swashbuckle due to its critical chance. Always remember to add a point in the Rolling Thunder as it is a Pangolier’s main source of damage as well as a tool for him to initiate the combat , chase the enemies or run away when necessary.
Swashbuckle (Point Target, Instant Attack)
Effect: Pangolier darts to a new position, thrusting his swords hundreds of times toward the enemies in the few seconds, dealing physical damage and applying on-hit effects.. Swashbuckle might activate Lucky Shot.
Cooldown: 20/16/12/8 (Talent 17.5/13.5/9.5/5.5)
Cast Animation: 0+0
Cast Range: 850
Slash Range: 1000 (Talent 1400)
Slash Width: 125
Damage per Slash: 24/42/60/78 (Talent 54/72/90/108)
Number of Slashes: 4
Slash Interval: 0.1
Rolling Thunder will be disrupted if Swashbuckle is cast while it is active.
The speed that Pangolier sprints towards the targeted point is 2000. Casting Swashbuckle can help Pangolier dashing through the terrain and trees.
When getting to the targeted point, Pangolier thrusts his swords 4 times in the targeted direction.
Every 0.1 second, one slash will be triggered which begins right after Pangolier reaches the targeted point. Therefore, it takes Pangolier 0.3 seconds to finish 4 slashes.
Pangolier is disabled and immobile when thrusting his swords.
All enemies will be applied instant attacks when getting hit by Swashbuckle.
Attack modifiers ( including Lucky Shot) and on-hit effects applied on regular attacks can be triggered by these instant attacks. True Strike is applied on these instant attacks while disarms are not.
Damage block has no effect on the Swashbuckle.
Cleave effects are depending on the position of the struck enemy, dealing damage in a trapezoid-like area in the opposite direction of the attacks.
Regardless of the audio effect, the slashes do not deal damage on the ethereal units which means they can not proc attack modifiers.
Any enemies that Pangolier darts through will be applied instant attack too.
The damage dealt by Swashbuckle is set and not affected by damage bonus or reductions.
There are some items like Skull Basher or Javelin which provide a flat attack damage bonus on proc can affect the Swashbuckler's damage.
The total damage that 4 slashes can deal on an enemy before reductions is 96/168/240/312 (Talent 216/288/360/432) damage.
The damage increase granted by the talent during the current Swashbuckler does not affect the damage output of the remaining slashes.
The enemies in the range of 1125 ( talent 1525) can be hit by Pangolier’s slashes.
Which means when combining the cast range, slash range and slash width all together, the maximum range that the enemies can get hit is 1975 ( talent 2375) range away.
Shield Crash (No Target, Magical)
Effect: Pangolier hovers himself in the mid air and rolls up before slamming on the ground in front of his current position, dealing damage and appling slow debuff on the enemy units in a radius. The more enemies Shield Crash hits, the less damage Pangolier receives for a short period. Using Shield Crash while Rolling Thunder is active allows Pangolier to jump over terrain.
Mana cost: 75/85/95/105
Cooldown: 16/14/12/10 (Talent 2.5)
Cast Animation: 0+0.37
Jump Distance: 225
Incoming Damage Reduction per Hero: 15%/16%/17%/18%
Move Speed Slow: 20%/25%/30%/35%
Damage Reduction Duration: 5/7/9/11
Slow Duration: 3
Jump Duration: 0.4
Jump Duration During Rolling Thunder: 0.75
Upgraded by Aghanim’s Scepter:
- When landing after hovering in the sky, Pangolier slams the ground and cast 2 attack Swashbuckle simultaneously.
- Number of Swashbuckle Slashes: 2
- Swashbuckle Angle: 90°
The height and the width of Pangolier’s jump are 250 range and 225 range respectively. Other units can go through Pangolier while he is hovering in the air.
Pangolier is immobile and disabled during the short jump. However, jumping when the Rolling Thunder is activated does not disable him.
The terrain has an impact on the jump length. It means that the higher the terrain is, the shorter the jump can be and vice versa. However, the distance of the jump remains.
Any enemies within the active range will be damaged but the buff is counted based on how many heroes Shield Crash hits.
The buff is activated if Shield Crash hits illusions but not clones or creep-heroes.
Pangolier receives general incoming damage reduction. Stacks with other sources of general incoming damage modification addictively.
This reduction applies on all damage Pangolier receives except the damage flagged as HP Removal.
The amount of damage reduced will follow the list below:
Level 1: 15%/30%/45%/60%/75%
Level 2: 16%/32%/48%/64%/80%
Level 3: 17%/34%/51%/68%/85%
Level 4: 18%/36%/54%/72%/90%
The visual effect of the shield created by slamming the enemies has 3 different states which depend on the number of enemies that Pangolier hits.
If the slamming hits 1 or 2 enemies, the shield is small and grants no bonus effects.
If the slamming hits 3 enemies, the shield size is expanded and granted a yellow flame-like effect.
If the slamming hits 4 enemies and above, the shield is fortified with the yellow flame.
Casting new Shield Crash while the previous shield is still active, the duration will be refreshed and the damage will be updated if the latter Shield Crash hits more enemies than the previous and stays the same if it hits less enemies.
If Pangolier is applied stun debuff while hovering in the sky, he doesn’t get the damage resistance buff when landing.
When casting Shield Crash during Rolling Thunder and Roll Up, Pangolier will move vertically not horizontally
It does not conflict with skills that move Pangolier on the x and y axes because of how vertical and horizontal movement stack with each other.
Shield Crash takes advantage of the velocity from Rolling Thunder which maximizes his jumps in an arc while Rolling Thunder is active.
If the Rolling Thunder or Roll Up reach their ends of duration before Pangolier lands after the jump,the duration of these abilities are expanded until landing which means the velocity is kept too.
If Rolling Thunder or Roll Up is stopped manually before reaching their ends of duration, Pangolier will fall down immediately.
The backswing which is casted during Rolling Thunder and Roll Up is 0.54.
With the upgrades from Aghanim’s Scepter, Pangolier will cast the current level Swashbuckle instantly, not until landing.
The Swashbuckle effect is fixed at the casting location and does not follow Pangolier to the new position when landing.
Each Swashbuckle is 90 degrees away from each other and the angle depends on where Pangolier faces when this spell is cast.
Only trigger Swashbuckle if this ability has been leveled.
Lucky Shot (Passive)
Effect: Pangolier will let fate decide the damage he deals on the enemies. Besides, It also proc disarm and armor reduction.
Proc Chance: 17%
Armor Reduction: 4/5/6/7
The critical attack will apply the disarm and armor reduction which is followed by its own damage.
The procs does not stack when the same target is hit by this several times consecutively. Instead, the duration is refreshed.
Pseudo-random distribution algorithm is applied on Lucky Shot.
Roll Up (No Target, Magical)
Effect: Pangolier coils himself into an immobile but turnable ball which is immune to the spells for a few seconds.Roll Up works as a brake when it is cast during Rolling Thunder. While Roll Up is active, Rolling Thunder and Shield Crash can be cast. If the ball receives attacks from the enemies, it will roll a short distance away from the attack for 0.75 seconds. If the enemies get hit when this ball is moving, it applies Rolling Thunder damage and stun.
Mana cost: 50
Cast Animation: 0.1+1.03
Turn Rate in Degrees per Second: 175°
Roll Duration On Attack: 0.75
Roll Up Duration: 4
To make this ability available to cast, owning Aghanim’s Shard is a must.
Pangolier is partly immune to spells when Roll Up is upon cast and immune to all spells for the duration.
The turn rate is demonstrated as degrees per second, instead of radians per 0.03 seconds for a better understanding.
175 degrees per second is converted into 0.092 turn rate.
During Rollup, Pangolier is immobile and only the attack from enemy heroes can move him (including illusions and clones, excluding creep-heroes).
The rolling duration when getting hit by enemy heroes is 0.75 seconds and it moves away from the source of damage in the opposite way.
The rolling has the same behavior with Rolling Thunder which means it can stumble over impassable terrain.
Like Rolling Thunder, the moving Roll Up also applies area knockback, damage and stun if any enemies get hit by it. However the damage and debuff it causes is based on its values not relying on Rolling Thunder.
The backswing which is casted during Roll Up is 0.54.
Rolling Thunder is not disrupted if Roll Up is upon cast when it is active.
When Roll Up is finished casting, It will stop Rolling Thunder’s rolling, area effects and duration.
Roll Up will be canceled if Rolling Thunder is cast when it is active.
Roll Up is disrupted instantly if Pangolier casts spells or uses items when it is active.
End Roll Up
End Roll Up
Effect: Pangolier recoils and gets back to his normal form.
Cast Animation: 0+0
End Roll Up will appear in the Roll Up’s ability box until it is used or the duration ends.
Rolling Thunder( No Target, Magical)
Effect: Pangolier coils himself into a ball which is immune to the spells for a few seconds and rolls out. While rolling, the speed will be increased and the trees that are on its way will be chopped down. The ball can turn but with a limited angle. If the enemies are hit by the Rolling Thunder, they are knocked back, dealt damage and stunned when landing. Hitting a wall or cliff while moving will pause Pangolier for a short time and change the direction in the opposite way.
Mana cost: 100/150/200
Cooldown: 80/75/70 (Talent 55/50/45)
Cast Animation: 1.2+0
Collision Radius: 150
Roll Speed: 550
Turn Rate in Degrees per Second: 120°
Turn Rate Boost After Start/Jump/Bounce: 165°
Enemy Knockback Distance: 150
Enemy Bounce Duration: 0.4
Enemy Stun Duration: 1/1.25/1.5
Rolling Thunder Duration: 10 (Talent 13)
Pangolier is granted with partial spell immunity while this spell is upon cast and spell immunity for the duration.
Pangolier is not required to turn to cast the spells or use items when Rolling Thunder is active.
Rolling Thunder is ended instantly if Swashbuckle is cast when it is active.
Casting Shield Crash during Rolling Thunder has a 0.54 second backswing animation.
The turn rate is demonstrated as degrees per second, instead of radians per 0.03 seconds for a better understanding.
120 degrees per second is converted into 0.063 turn rate.
The turn rate is increased by 165 degrees if Pangolier hits a cliff or wall when beginning rolling or landing after casting Shield Crash,
The boost increases the turn rate to 0.149 and it remains for 0.5 seconds.
Every second, Pangolier only receives one move order to change its direction during Rolling Thunder which prevents Pangolier from moving in a circle around a specific target.
Pangolier's ultimate path and direction pre-move order are determined by a vector from Pangolier's location to the intended point, which is always parallel to the path.
If Pangolier hits the impassable terrain while rolling, the rolling will stop for 0.2 seconds and reverse its direction.
Pathing blockers such as Power Cogs also reverse the rolling direction.
If hitting the trees on its rolling paths, the trees are destroyed and do not stop Pangolier from rolling towards his direction.
Buildings or wards do not block or collide with Rolling Thunder.
The roll speed is set and not affected by movement speed buff or debuff.
Any enemies (except Roshan) colliding with Pangolier or in the 150 range while he is rolling will be damaged, knocked back and stunned.
The damage and knockback is applied instantly right after the enemies get hit. which is followed by the stun.
The enemies are knocked back 150 range from the colliding position and in the air for 0.4 seconds. Enemies can be knocked over the walls or into cliffs.
Combining the knockback and stun duration, the duration of disable is up to 1.4/1.65/1.9 seconds.
One unit can not be hit twice by Rolling Thunder thanks to timeout debuff. The duration of timeout debuff is equal to the duration of the knockback and stun combined and it is also set and can not be affected.
The damage is applied first and followed by the debuffs on enemy units that get hit by Rolling Thunder.
Effect: Stop the move of Rolling Thunder.
Stop Rolling will appear in the Rolling Thunder ’s ability box until it is used or the duration ends.
Effective items guides
Healing Salve instantly restores a large amount of health which is useful in the early game.
Tango keeps Pangolier in lane longer.
Iron Branch: a great combination with Tango in terms of healing and can be upgraded to Magic Wand later besides some attributes it grants.
Enchanted Mango: immediately restore mana and grants health regeneration.
Magic Wand instantly restores mana and health which help him to cast more spells as well as survive better in the laning phase.
Quelling Blade allows Pangolier to last hit the creep easier by granting bonus damage.
Boots of Speed
Boots of Speed: increases mobility.
Arcane Boost: expands the mana capacity and its activation is useful if your ally in the lane relies on spell to cause damage.
Javelin synergizes well with Swashbuckle as it grants 30% chance to bypass evasion as well as deal extra 70 damage. Javelin can be upgraded into Monkey King Bar and Maelstrom in the late game.
Blink Dagger puts him in a great position where he can cast Shield Crash and Swashbuckle to initiate the combat or team fight. Besides, it helps Pangolier escape the gank when besieged by enemies.
Diffusal Blade grants Pangolier a decent amount of bonus stats which increases his damage output. Furthermore, its abilities: Inhibit and Manabreak can slow the enemies and burn the enemy’s mana respectively which is useful for Pangolier to keep enemies in the active range of Swashbuckle and Rolling Thunder as well as prevent them from casting spells frequently.
Maelstrom’s Chain Lightning synergizes well with Swashbuckle as Swashbuckle can easily trigger the lightning. Besides, it also improves Pangolier damage output by granting attack damage.
Monkey King Bar
Monkey King Bar increases the damage output by granting pierce as well as attack speed and damage.
Abyssal Blade stuns the enemies which allows Pangolier to cast his spells accurately. Furthermore, It helps Pangolier survive better in the teamfight or combat as well as deals more damage by expanding the health pool, providing health regen and attack damage.
Boots of Travel
Boots of Travel: reduces the cooldown of Town Portal Scroll which means he can travel around the map to support his allies more frequently.
Clarity: grants mana regeneration which allows Pangolier to stay in the lane longer to farm and cast more spells.
Orb of Venom
Orb of Venom synergizes well with Swashbuckle and allows Pangolier a leg up when trading damage with the opponent in the laning phase. Besides, it applies slow debuff which grants Pangolier enough time to deal damage. However, this item is quite expensive in the early game so you should think twice before purchasing it.
Power Treads is a great Arcane Boost alternative as it allows the owner to switch between intelligence or strength in order to cast more spells or survive better in the team fight or combat.
Eul's Scepter of Divinity
Eul’s Scepter of Divinity keeps Pangolier mana at the sustain state and its activation can work well with Rolling Thunder by enduring the stun debuff.
Crimson Guard synergizes with Shield Crash by reducing the damage Pangolier receives which increases his survivability. Additionally, its activation can apply a damage blockage shield on the allies.
Vladimir’s Offering: a great item for the teamfight as its activation grants lifesteal, bonus damage, mana regen as well as armor to the nearby allies.
Vanguard: In combination with Shield Crash, their incoming damage reduction will increase Pangolier’s endurance.
Black King Bar
Black King Bar: grants spell immunity which increases his survivability and gives him enough time to use up his abilities.
Linken’s Sphere allows him to cast his spells without interruption by blocking the single target disable. Besides, it also grants some attributes and regeneration.
Manta Style confuses enemies by generating an illusion which allows Pangolier to deal more damage. Additionally, it also dispels the silence debuff.
Blade Mail reflects the damage dealt by the enemies which discourage the enemies from chasing him and provides him extra time to run away.
Radiance: grants him bonus attack damage and scorching effect when activated which works well with his abilities especially Swashbuckle.
Shiva’s Guard grants Pangolier a great armor bonus and expands his mana pool. Furthermore, its activation which slows the enemies down allows him to cast his abilities precisely.
Eye of Skadi
Eye of Skadi synergizes well with Swashbuckle, applying slow debuff on the enemies.
Mjollnir: Swashbuckle can easily trigger the shocking bolt which deals more magical damage to the nearby enemies. It also directly increases the damage output by granting attack damage and speed.
Battle Fury grants cleave damage allowing Pangolier to clear the creeps more quickly.
Octarine Core’s bonus allows Pangolier to spam his spells as well as increase both magical and physical damage output.
Enemies & Allies
Abaddon can guard Pangolier against the disable that pierce through his magic immune shield as well as grant him extra damage while casting Rolling Thunder by casting Aphotic Shield.
Batrider’ Flaming Lasso, Sticky Napalm and Flamebreak synergize well with Rolling Thunder by keeping them in the active range of this ability.
Clockwerk’s Power Cog puts enemies in the position that they can not get away from Rolling Thunder.
Dark Seer’s Vacuum gathers enemies in the same spot which is a great setup for Rolling Thunder and Shield Crash combo.
Earth Spirit: Rolling Thunder works well with Earth Spirit’s abilities as it stuns and knocks the Magnetized enemies back to the Stone Remnants. Besides, Magnetized enemies are vulnerable under Swashbuckle.
Jakiro can predict the location of the enemies which are knocked back by Rolling Thunder so he can cast his AoE abilities and deal tons of damage. Besides, the disabilities from Pangolier’s abilities provide Jakiro enough time to cast Macropyre.
Keeper of the Light
Keeper of the Light’s Blinding Light helps Rolling Thunder hit the enemies easier. There is just a slight chance for enemies to escape from the Will-O-Wisp and Rolling Thunder wombo combo.
Undying’s Tombstone keeps enemies in the Rolling Thunder’s path and Shield Crash’s active range.
Bloodseeker: With the sight and speed that Bloodseeker is granted by Thirst, Pangolier can not run away from him. Rupture is a hard counter towards Swashbuckle and Rolling Thunder as the more Pangolier moves or attacks the more damage he receives.
Centaur Warrunner’s Return will make Pangolier suffer from significant damage when casting Swashbuckle. Stampede can make Rolling Thunder less effective on his allies as well as nullifying the slow effect which is caused by Lucky Shot.
Faceless Void: If Pangolier is trapped in the Chronosphere he is stunned so that he can not cast his spells to deal damage or run away.
Grimstroke’s Soulbind can pierce through the spell immune shield that Pangolier is granted by Rolling Thunder which forces him to choose another prey to deal damage on.
Medusa: Pangolier can not get away from Split Shot’s projectiles. Stone Gaze can stop Pangolier’s Rolling Thunder so he must roll away and hit other enemies.
Outworld Destroyer’s Astral Imprisonment can guard an ally from the damage and debuff or Rolling Thunder.
Puck: Pangolier has a little to no chance to escape from Puck’s Illusory Orb and Waning Rift. Dream Coil puts Pangolier into a dilemma because he will be stunned and receive a great amount of damage if trying to get out of Dream Coil.
Slark: Lucky Shot’s disarm and slow debuff can be disable easily by Dark Pact. Pounce can either be a great tool to help Slark escape from Rolling Thunder or help Slark prevent Pangolier from dealing damage by casting Rolling Thunder and Swashbuckle.
Spirit Breaker’s Charge of Darkness can be used to catch up with Pangolier when he tries to run away. Nether Strike can pierce through Pangolier which makes him think twice before attacking Spirit Breaker.
Black King Bar
Black King Bar: disables most of Pangolier’s abilities.
Abyssal Blade: Rolling Thunder’s immunity can not guard Pangolier against Abyssal Blade’s bash. Besides, it also prevents him from escaping by 2-second stun.
Eul's Scepter of Divinity
Eul’s Scepter of Divinity’s cyclone leaves Pangolier out of the combat for a while, preventing him from casting Rolling Thunder.
Force Staff: Pangolier can be pushed away from the target during Rolling Thunder which prevents him from approaching and dealing enormous damage by casting his abilities.
Rod of Atos
Rod Atos roots Pangolier down, preventing him from running away by Rolling Thunder and Swashbuckle.
Arc Warden: Magnetic Field can not stop Rolling Thunder from dealing damage and debuff on Arc Warden and his Tempest Double. Flux and Spark Wraiths can not leave a scratch on Pangolier while casting Rolling Thunder.
Broodmother’s spiderling and spiderites can be wiped out quickly by Swashbuckle and Shield Crash. The disarm granted by Lucky Shot can disrupt damage dealt by Insatiable Hunger.
Meepo’s clones can grant Pangolier a great amount of damage reduction when casting Shield Crash. Meepo and his clones have nearly zero chance to get away from Swashbuckle and Rolling Thunder.Due to his lack of mobility, Meep can not get away from Pangolier gank.
Phantom Lancer’s illusions can be wiped out easily by Pangolier’s abilities. Pangolier can easily get away from Phantom Lancer gank or catch up with him when he tries to escape due to his high mobility.
As an offlaner, farming is not Pangolier’s priority in the early game. What you try to do is to prevent the enemy hero from farming by harassing them as much as possible by casting Swashbuckle as well as supporting your ally to last hit easier. You might have your eye on the rune in the river as It can help you stay in the lane longer and survive better. And if your ally can not get to the lane on time to farm some creeps, feel free to do so on behalf of him.
In the mid game, your job is pretty the same as the early game. It means you also stick with your ally in the lane and fully support him in farming as well as getting the kill from enemy heroes. You can start to roam to other lanes if they need your support but remember your main task is to help the carry in your team have their strength get accelerated as fast as possible. And always be prepared for the teamfight that might happen any time.
In the late game, your team will mostly focus on the key objectives like Roshan or buildings and winning the crucial teamfight.Use your Rolling Thunder and Swashbuckle to initiate the combat, deal as much damage as possible and then cast Crash Shield to protect yourself from the upcoming damage. After that, using Blink Dagger to get out of the enemy’s siege safely. If you purchase Aghanim’s Shard, remember to activate Roll Up to gain enough time for your allies to kill the enemies and save your life.