About: Witch-King (Angmar)   Sponge Permalink

An Entity of Type : dbkwik:resource/fTd4Std5AiaWC9MxmY1UsA==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Level 1: Mount/Dismount - The Witch-King can mount or dismount his black steed to trample his enemies. Left click to activate. Level 1: Harbinger of Winter - Despite not revealing himself as one of the Nazguls, the menacing Aura of the Witch-King fills those around him with terror. All enemies nearby will passively lose 20% armor and damage. The active effect of this ability is a small snowstorm which doubles the passive effect for a short time. Activate with the left click. /Passive and Active ability./ Left click on a hero of Angmar.

AttributesValues
rdf:type
rdfs:label
  • Witch-King (Angmar)
rdfs:comment
  • Level 1: Mount/Dismount - The Witch-King can mount or dismount his black steed to trample his enemies. Left click to activate. Level 1: Harbinger of Winter - Despite not revealing himself as one of the Nazguls, the menacing Aura of the Witch-King fills those around him with terror. All enemies nearby will passively lose 20% armor and damage. The active effect of this ability is a small snowstorm which doubles the passive effect for a short time. Activate with the left click. /Passive and Active ability./ Left click on a hero of Angmar.
dcterms:subject
Attack Type
  • AOE
dbkwik:edain/prope...iPageUsesTemplate
Faction
Role
  • Mass Slayer with Hero Killer aspect
Name
  • Witch King
Cost
  • 3000(xsd:integer)
Relations
  • Lord of the Nazgul, Greatest of the Nine, The Black Captain, King of Angmar
Recruitement Location
  • Citadel
Recruitment Location
  • Citadel
abstract
  • Level 1: Mount/Dismount - The Witch-King can mount or dismount his black steed to trample his enemies. Left click to activate. Level 1: Harbinger of Winter - Despite not revealing himself as one of the Nazguls, the menacing Aura of the Witch-King fills those around him with terror. All enemies nearby will passively lose 20% armor and damage. The active effect of this ability is a small snowstorm which doubles the passive effect for a short time. Activate with the left click. /Passive and Active ability./ Level 3: Death Blade - The Witch-King begins using his poisoned Death Blade. He will put his flail aside while using this, and enemies struck by the blade will be poisoned and lose 30% attack for a short while. Becomes "Life Drinking Blade" after Level 10. Left click to activate. Starts on a cool-down. Level 5: Might of the Witch-King - The might of the Witch-King will be bestowed to a desired hero with a specific effect: * Zaphragor: For a short time, the area around him will suffer from multiple explosions every few seconds. * Mornamarth: For a short time, Men of Carn Dum in the radius of "Lust for Power" have 30% more armor. * Gulzár: For a short time, Gulzar's spells reload twice as fast * Dûrmarth: For a short time, "Blade of the Enforcer" deals double damage * Drauglin: For a short time, Drauglin is transformed into a wolf beast with more damage and health. However he must transform back into a human before the timer expires or he will die. * Karsh: For a short time, Karsh is healed by 75% of his dealt damage * Hwaldar: For a short time, Hwaladr gains better stats. * Helegwen: For a short time, Helegwen's arrows pierce through enemies. Left click on a hero of Angmar. Level 7: Soul Disturbance - The Witch-King tortures the soul of an enemy hero, whereby his special abilities are reset to just used. Short cooldown. Left click on icon then left click on target. Level 10: Life Drinking Blade - This ability replaces Death Blade once the Witch-King reaches level 10. The Witch-King wields his terrible Life Drinking Blade. The blade draws all nearby units and heroes toward the Witch-King with dark magic and heavily poisons any enemy it strikes, reducing their damage by 30%. If they should die under the effect of the poison, their bodies will serve as vessels for Barrow Wights. Left Click to activate.
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