A tactical support, using abilities to restore his allies mana and reduce their cooldowns. Antonidas is able to teleport his allies to structures at will.
HEALTH 1576 (+0.04)
REGEN 2.11528 (+0.040)
MANA 500 (+10)
REGEN 3 (+0.098)
ATK SPEED 1.00 PER SECOND
DAMAGE 130 (+0.04)
Mass Teleport gives Antonidas the ability to teleport his allies at allied structures for added utility but with it's high cooldown it must be used sparingly for high skilled plays.
Arcane Barrier is a versatile shielding ability, as it can be activated to restore health at the cost of using more of Antonidas' mana though the healing bonus can only be used once which allows for another level of decision making, do you activate your heal to grant health to all of your allies with the shield or wait it out to preserve more mana.
Shimmering Vortex allows for Archmage Antonidas to deal damage on his own, Shimmering Vortex allows for a set up as it roots enemy heroes in place and slows them afterwards, a large amount of potential setup.
Verdant Gem is the Grand Magus' way of restoring mana to his allies, dropping a gem on the ground which can be combined into a greater gem to restore a much larger amount of mana or keep them individual keeping them at small amounts of mana.
Eye of Dalaran is most powerful when used as a set up, allowing for the Archmages' allies to capitalize on the reduced armor and spell power granted by Antonidas.
Protective Field this is Antonidas' iconic ability from WC3 where Arthas approached Dalaran, erecting a anti-undead field, this ability allows for massive combo potential as it grants his allies faster cooldowns and movement speed while reducing the enemies damage dealt, great if used with Graviton Surge.
Antonidas channels for 1.5 seconds, teleporting all nearby allied heroes to a friendly structure.
Primary Abilities
1
Arcane Barrier
Cooldown: 8 seconds Mana: 60 Mana ___________________________________________________________________________________________
Target an allied hero, minion or mercenary, granting them a 158 (+4% per level) hitpoint shield for 7 seconds. Arcane Barrier can be reactivated to restore 235 (+4% per level) to all targets with an active Arcane Barrier.
2
Shimmering Vortex
Cooldown: 6 seconds Mana: 65 Mana ___________________________________________________________________________________________
In a line, deal 122 (+4% per level) damage to all enemies in it's path, after 1 second root all enemy heroes and after being rooted slow them for 45% for 2 seconds.
3
Verdant Gem
Cooldown: 3.5 seconds Mana: 20 Mana ___________________________________________________________________________________________
Place a crystalline gem on the ground, restoring 70 mana to an allied hero. Placing another gem in the same location increases the mana restored by 50.
Maximum of 5 Gems at a time.
Heroic Abilities
1
Eye of Dalaran
Cooldown: 70 seconds Mana: 80 Mana ___________________________________________________________________________________________
At a location, use the power of the Eye of Dalaran, granting allied heroes 15% spell power for 4 seconds. Enemy heroes in the region lose 25 armor for 4 seconds.
Passive: Gain an additional charge of Arcane Barrier.
2
Protective Field
Cooldown: 100 seconds Mana: 100 Mana ___________________________________________________________________________________________
Target a location, after .25 seconds a field of magic is erected, granting allied heroes 25% movement speed and their cooldowns recharge 50% faster. Enemy heroes in the region deal 25% less damage. Lasts 10 seconds.
Passive: Gain an additional charge of Shimmering Vortex.
Activate to gain 50% movement speed for 6 seconds. Collecting a regeneration globe reduces the cooldown of this ability by 10 seconds.
Tier 1
Scroll of Healing:
Each time an allied hero is healed by Arcane Barrier the next Arcane Barrier shield is increased by 100% of the healing done. Quest: Negate 2500 damage with Arcane Barrier Reward: After protecting 2500 damage increase the duration of Arcane Barrier by 3 seconds.
Scroll of Teleportation:
Collecting Regeneration Globes reduces the cooldown of the next Mass Teleport by 10 seconds.
Crystallogy:
Increases the range of Verdant Gem by 20%. Small Gems grant a small radius of vision where they are placed. Larger Gems grant medium radius of vision.
Tier 2
Interwoven Cloak:
Casting a spell increases your next basic attack damage by 150%.
Unification Gem:
Verdant Gem mana restored is increased by 20 for each nearby allied hero.
Arcanic Gem:
After an allied hero picks up a gem they gain 15 spell armor for 4 seconds.
Tier 3
Dalaran Harness:
Takedowns instantly refresh the cooldown of Steadfast.
Conclave of Peers:
Shimmering Vortex pierces enemy heroes for 40% reduced damage.
Counterspell:
When an allied hero with Arcane Barrier is stunned, rooted, silenced or slowed they gain Unstoppable for 1 second. This can only happen every 60 seconds.
Activate to place an invisible trap at a target location, if an enemy hero steps on it they take 560 (+4% per level) damage and are slowed by 25% for 5 seconds. The trap lasts until triggered. Maximum of 1 trap at a time.
Tier 6
Effigy:
An untalented Arcane Barrier is casted on nearby allied heroes.
Spellbender:
When casted Arcane Barrier reduces the cooldowns of the targeted hero by 2 seconds.
Arcane Intellect:
After teleporting, Archmage Antonidas and friendly heroes are given 25% cooldown recharge rate for 1.25 seconds.
Pocket Galaxy:
Shimmering Vortex grants the next Vortex 15% bonus spell damage. Quest: Hit 20 heroes with Shimmering Vortex Reward: After hitting 20 heroes reduce the cooldown to 1.5 when it hits an enemy hero.
Tier 7
Forbidden Knowledge:
Eye of Dalaran lasts 4 seconds longer.
Anti-Magic Field:
Protection Field grants allied minions, mercenaries and heroes 30 spell armor for the duration.
The Council Of Six:
When a Gem is used up, another takes it's place after 2 seconds.
Antonidas channels for 1.5 seconds, teleporting all nearby allied heroes to a friendly structure.
What is the radius of "nearby allied heroes"?I mean how close should they be to Antonidas?
Can your enemies stun/silence you to cancel this channel? Or is it just like Guldan's, which means if you get stunned/silenced. it goes on a 10 seconds Cooldown?
Target an allied hero, minion or mercenary, granting them a 158 (+4% per level) hitpoint shield for 7 seconds. Arcane Barrier can be reactivated to restore 235 (+4% per level) to all targets with an active Arcane Barrier.
Restore Health?
In a line, deal 122 (+4% per level) damage to all enemies in it's path, after 1 second root all enemy heroes and after being rooted slow them for 45% for 2 seconds.
What is the range and radius of this line? And Root duration?
Imo, but this is too much CC for 1 ability with 6 seconds cooldown. Idk, maybe just delete Root part and decrease slow to 35?
Place a crystalline gem on the ground, restoring 70 mana to an allied hero. Placing another gem in the same location increases the mana restored by 50.
So basically Deckard's Potions, but for Mana?
Heroics
Protective Field is ALOT better than Eye of Dalaran because 50% CD reduction is better than +15% spell power.
Hi, I discussed this hero concept with CavalierGuest earlier this week and he had some thoughts that I want to address here and address your thoughts as well.
The channel is interruptible and the range is 5 and will go on a 10s cd if interrupted.
It does restore health thats my bad!
Range is 4, radius is like Medivh Q. Root duration is 1 second thats my poor wording (it's supposed to explode in the line after 1 second for 1 second.)
Yes, I wanted a mana healer that focused on it rather than your traditional healing/supporting.
Cav and I discussed how both ultimates could be good it just depends on composition.
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What is the radius of "nearby allied heroes"?I mean how close should they be to Antonidas?
Can your enemies stun/silence you to cancel this channel? Or is it just like Guldan's, which means if you get stunned/silenced. it goes on a 10 seconds Cooldown?
Target an allied hero, minion or mercenary, granting them a 158 (+4% per level) hitpoint shield for 7 seconds. Arcane Barrier can be reactivated to restore 235 (+4% per level) to all targets with an active Arcane Barrier.
Restore Health?
In a line, deal 122 (+4% per level) damage to all enemies in it's path, after 1 second root all enemy heroes and after being rooted slow them for 45% for 2 seconds.
What is the range and radius of this line? And Root duration?
Imo, but this is too much CC for 1 ability with 6 seconds cooldown. Idk, maybe just delete Root part and decrease slow to 35?
Place a crystalline gem on the ground, restoring 70 mana to an allied hero. Placing another gem in the same location increases the mana restored by 50.
So basically Deckard's Potions, but for Mana?
Heroics
Protective Field is ALOT better than Eye of Dalaran because 50% CD reduction is better than +15% spell power.
The channel is interruptible and the range is 5 and will go on a 10s cd if interrupted.
It does restore health thats my bad!
Range is 4, radius is like Medivh Q. Root duration is 1 second thats my poor wording (it's supposed to explode in the line after 1 second for 1 second.)
Yes, I wanted a mana healer that focused on it rather than your traditional healing/supporting.
Cav and I discussed how both ultimates could be good it just depends on composition.