Jin'zakk - Batrider Wallthrough Guide


Jin'zakk - Batrider
Range: 375 | Move Speed: 290
Primary: INT
Str: 23 + 2.0 | Agi: 15 + 1.5 | Int: 24 + 2.5
Damage: 48-52 | HP: 587 | Mana: 312
HP Regen: 0.94 | Mana Regen: 0.97
Attack Speed: 0.68 | Armor: 2
Once an expendable spy, Jin'zakk has outlived the suicidal tendencies of other Bat Riders to create a unique style, one that favours control and precision instead of wanton destruction. His years of battle experience have allowed him to innovate creative uses for his fiery arts: He can douse enemies in a bath of sticky oil that restricts their movements before igniting it, fire an explosive that blows enemies away, or take flight to leave behind a trail of flame. However, his most deadly skill involves lassoing his opponent and dragging the unfortunate foe into the arms of his allies.
Sticky NapalmSticky Napalm (C)
Targets an area and drenches it in very sticky oil. Amplifies any fire damage and slows the movement speed and turn rate of units in that area. Extra casts of this on the same targets stack up to 10 times. Lasts for 7 seconds.
Level 1 - 10 damage and 3% slow per stack.
Level 2 - 15 damage and 5% slow per stack.
Level 3 - 20 damage and 7% slow per stack.
Level 4 - 25 damage and 9% slow per stack.
• Damage type: magical
• All damage from Batrider's attacks, items and skills is amplified, except for damage from Radiance.
• Casting range: 700
• Area of Effect: 375
Mana Cost: 20
Cooldown: 3
FlamebreakFlamebreak (R)
Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon impacting with an enemy the missile explodes, dealing damage and knocking all nearby foes away from the impact. Any unit who has been Napalmed will take additional damage from the blast.
Level 1 - 75 damage.
Level 2 - 150 damage.
Level 3 - 225 damage.
Level 4 - 300 damage.
• Damage type: magical
• If a target gets directly hit, it will be stunned for 0.5 seconds.
• Area of Effect: 400
Mana Cost: 80/100/120/140
Cooldown: 11 seconds
FireflyFirefly (E)
Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm. Nothing can take the skies from him. Lasts 15 seconds.
Level 1 - 20 damage per second.
Level 2 - 40 damage per second.
Level 3 - 60 damage per second.
Level 4 - 80 damage per second.
• Damage type: magical
• During this the Batrider can fly above units, trees and impassable terrain.
• If duration ends when above impassable terrain, the Batrider can get stuck.
• Will destroy trees when flying above them.
• Area of Effect: 200
Mana Cost: 100
Cooldown: 40 seconds
Flaming LassoFlaming Lasso (F)
Snags a target with a constricting lasso, allowing the Batrider to drag them behind him as he moves. Does not drag units onto impassable terrain. Teleporting or blinking will break the lasso.
Level 1 - Drags the target for 3 seconds.
Level 2 - Drags the target for 3.5 seconds.
Level 3 - Drags the target for 4 seconds.
Mana Cost: 150
Cooldown: 90/70/50 seconds
• Killing the Batrider or the target will break the lasso before its expiration.
• If the distance between the Batrider and the target is more than 400 the lasso breaks.
• Disable works on magic immune units.
• Casting range: 175

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