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Strength
Agility
Intelligence
Melee
Ranged
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Medium
Hard
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Attack Damage
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Attack Speed
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Attack Range
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Armor
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Magic Resistance
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Status Resistance
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Movement Speed
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Turn Rate
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Vision
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NIGHT
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Roles
Carry
Support
Nuker
Disabler
Jungler
Durable
Escape
Pusher
Initiator
Strengths
Team-fight
Farm
Split-push
Siege
Base-Def.
Roshan
Damage output
Pure
Physical
Magical
ABILITIES
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DAMAGE
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Aghanim's Scepter Upgrade
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Aghanim's Shard Upgrade
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TALENT TREE
Impact global range
25
+100 Agility
Impact -3 seconds CD
20
Destabilize pure damage
Impact AOE +100
15
Phantom Swipe +3 seconds duration
Movement Speed +10
10
Phantom Swipe +10% physical damage
DESCRIPTION & LORE
Description
Sange provides increased spell steal which has a good synergy with Duality, granting the Abyssal Knight a lot of sustain. The reduced debuff duration might be the difference in a team fight to get to cast Destabilize, and Destabilize, used in conjunction with the passive effect of Duality has the potential to completely replenish the Abyssal Knight's HP. As a big portion of the Abyssal Knight's damage output is magical, the Kaya greatly benefits him. Many of his spells are spamable, but at a rather high mana cost; although he has great INT gain, he benefits from the reduced cooldown and mana cost as well.
Other than that, the Phantom Swipe assured crit damage, opens up the possibility to go even more core-oriented towards a physical damage build. Radience synergizes very well with the Abyssal Knight, making Phantom Swipe stronger, granting more passive HP regeneration through Duality as well as providing additional survivability through evasion.
It's also possible to go for a full-out magic damage based build, adding Veil, Ethereal Blade and Dagon to his arsenal, for a potential massive burst output.
Although his obvious choice is to play as a core, with good farming capabilities as well as a strong progression with expensive item builds, he could be suitable in a support role. Impact is in itself a strong buff for allies, Phantom Swipe's damage reduction is great for laning, Duality provides sustain as well as a potential life saving maneuver for an ally and his ultimate is very good, even without items.
Lore
This hero has no lore added.
ITEM BUILDS
BUILD #1 - Kaya & Sange
INTENDED ROLES
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The hypothetical optimal build, benefitting all of the diversity of the Abyssal Knight. Grating additional survivability, boosting magical damage output and reducing mana costs, this will be the strongest team-fight build, both defensively as offensively. Arcane Boots is the preferred boot of this build as it benefits the early game greatly. Although they don't remedy his god-awful movement speed the benefits to spell damage output (and through that HP regen via Duality) is essential. Bracers further increases the damage of the Phantom Swipe and provides much needed stats. The main item is the Sange & Kaya, boosting all of the strengths while reducing drawbacks such as mana cost. For ultimate initiation capability, with his great HP and strong regeneration, a blade mail will make the Abyssal Knight a major nuisance. The Shard is recommended to be able to get a stun, and to catch up on enemies running away. A fun interaction is also to die, buyback, and then immediately teleport back in with the Phantom Step. Late-game survivability and magical damage output are prioritized. Shiva increases survivability, while also giving a massive boost to the mana pool and adds another source of magical damage. Combined with the shard, it basically grants the entire enemy team being struck by the wave. Radience synergizes with Phantom Swipe, Duality and Destabilize. Increasing base damage increases both physical and indirectly magical damage of the Phantom Swipe, the Radience burn is damage, while providing health through Duality and having a Radience while casting Destabilize has a potential to deal over 1000 AOE damage, which is not to be taken lightly. Octarine core is a given, pushing Impact to a ridiculus 1.5 second cooldown, bringing the long cooldown of Destabilize and increasing mana pool and HP pool. Refresher is in conjunction with Shiva or Octarine really strong, causing a potential damage output from spells alone way over 2000 AOE mixed damage. It requires a ton of mana though, and timing, as at this point in the game, most heroes will have access to a BKB. Situational items are Mage Slayer, as Swipe has the potential to apply the Debuff to all units struck while increasing your surivability. Eternal Shroud increases survivability against mana and gives more spell life steal, very strong combined with Radience. The use of Bloodstone has the possibilty to completely replenish the HP pool with one Destabilize. INT or STR blink are viable to remedy his awful movement speed, upgraded Euls can provide that as well, while also grating a ridiculous potential to bail out of fights. Instead of bracers in the beginning, Null Talismans can offset a more aggressive mana usage, while holding on to them until the very late game might prove useful. When gold is scare, they might be preferable to bracers. Aghanim's Scepter is a very strong option for teamfights where enemies rely on passive abilites. Regardless, it makes Destabilize much more of a nuisance, almost guaranteeing immobilization of the entire enemy team. An early Scepter before the enemies get BKB will more or less make it impossible to teamfight against the Abyssal Knight.











SITUATIONALS









BUILD #1 - Physical Damage
INTENDED ROLES
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This build orients itself around the secure crit of the Phantom Swipe, opting to optimize the damage from that spell. A much less flexible build seeking to dominate the laning stage with his massive base damage. Adding catching-up ability through Phase Boots. During the mid-game, Midas is strongly recommended, as no aspect of this build increases mana regen and therefore makes farming less efficient. The goal of the build is to get a Sacred Relic in order to get a Radience. All UAM's are possible, as Phantom Swipe applies the full effect. Therefore Desolator can be very strong, as it also increases attack damage, Abyssal Blade gives some much needed mobility while also making it possible for the Swipe to stun (even though he has terrible attack speed, the Phantom Swipe has a double chance to trigger the bash). Radience is still such a strong item, as it increases damage, gives survivabiltiy, and for this build, an extra farming capability. To remedy the high usage, treads can be used instead of Phase Boots in the beginning. Silver Edge increases damage while granting some utility, it can be used instead of Radience if it's a very aggressive game that forces you to fight early on. STR blink will be the preferred blink of choice, if neccessary. Heart gives massive survivability while increasing physical damage through the addition of a lot of strength. Battle fury could be considered instead of Radience, as it offsets the mana usage of the Knight. It does however not add survivability to the same extent as Radience, but situationally it could outperform it. Rapier is of course an item to be considered as it massivley increases Physical Damage. The Abyssal Knight also has great escape capabilities through Destabilize + Blink, so he could almost always get out of any situation. Refresher in this build is tricky to use due to the massive mana cost requirements, but should still be considered as it is a very strong item for the Abyssal Knight.










SITUATIONALS







BUILD #1 - Support
INTENDED ROLES
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The build when you accidentally misclicked and you already got 3 cores or you realize you can outdraft the enemy by tricking them to think that the Abyssal Knight will be played as a core. Early game to offset mana difficulties and terrible movement speed, brown boots will be a priority, as is basic mana regen. Additional speed through a casual lace and additional burst mana with the stick is essential. If you're lucky enough to get enough gold for a Midas it could be a greedy choice to have a bigger Impact, as you do scale well with gold. Mekansm and Guardian Greeves are a good option if necessary as you can go into dire situations and help your team. An alternative to the Arcane boots could be naked brown boots and a Sour Ring, as you do have the health pool to offset the negatives. Be vary with usage of Impact not to bring your HP pool too low before a fight. Wind Waker INT is not of great use, but the mobility and the mana increase as well as an extra escape to get out of insane situations where you'll jump in to save your team might be of use if you have the gold for it. Veil is good for you, and is a good choice if your team has a big magic damage output. Upgrading the Urn into a Vessel is good if enemies rely on HP regeneration. Shiva is a very solid choice and could potentially replace Aghs, for a minor increase in damage, survivability. Heaven's Halberd is an interesting choice and could be solid against auto attackers, while also giving you survivability and sustain. Solar Crest is great overall, although the buildup with Pavice doesn't help you much, as you want to get the stacks on Duality. Midgame game arcane boots will remedy the need for almost all mana, and as you will fight a lot in teams, an Urn might prove useful. Drums are another great item to boost movement speed and give stats. The Shard is a cheap additional spell, and you can throw yourself into battle and stun an essential enemy. Late game will revolve around your ultimate, why Aghanim's will be a must, as it will punish enemies for mistiming BKB, rendering them to creeps. Euls for extra mobility as well as providing an extra stun and mana is perfect. The ultimate item of the build would be the Refresher, but at this point probably the game should already be over.













SITUATIONALS










VOICE LINES
1

Strange imaginings.

Shadows everywhere.
6

I don't come to punish you.

Don't be afraid.
12

Take my hand.

Ho, ho, ho, bearings from the other side.
18

Death from inside.
25

My soul and yours are inseperable.
30

Infiltrated your very being.
ART GALLERY
CREDITS
Created 471 days ago
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