Marstv dota 2 english
Marstv dota 2 english
Mars the First Son of Heaven is an aggressive melee strength hero who controls the battlefield with numerous knockbacks and impassable terrain. Equipped with a large shield, his Bulwark passively blocks attacks from the front and sides, making him a very durable fighter in most situations. The same shield allows him to smash enemies and knock them back, dealing critical damage that ignores all evasion. The Spear of Mars can be thrown at long range, piercing enemies to push them back, and stunning them upon contact with trees or terrain. Mars’ most potent ability creates an Arena Of Blood, a circular zone where no enemy can exit or enter, as well as blocking enemy attacks from the outside. Used correctly, the Arena Of Blood can decisively split and cut off enemies from support during teamfights, making Mars a valuable asset to his team, as well as a highly dangerous opponent.
Contents
Bio [ edit ]
Mars, first son of heaven, spent a long existence waging endless war, and saw countless more crusades waged beneath the banner of his old name. Wars of conquest and of vengeance. Just and unjust. Always cruel. So much like his father, Mars indulged his basest impulses–with inclinations much more monstrous than those of Zeus–and he inflicted suffering untold.
But as the epochs vanished behind him, the selfish ways of his father–the ways of many amongst his godly kin, they who judged him despicable–eventually began to ring hollow. War for its own sake was no longer enough to satisfy his desires. For the first time in his ageless days, the god of war began to question to what ends he swung his glorious spear.
As the Fates would have it, his solution came easily: he must wage war for a larger purpose, and inspire more than mere savagery and sorrow at the sight of his crest. He must at last lay claim to the mantle of leadership that is his birthright, for the time has come to burn down the pantheon of the old age and build a just new empire atop the ashes of his kin. Only then might he find satisfaction, and make the glory of Mars evident to all.
Abilities [ edit ]
- The spear travels at a speed of 1400, taking 0.64/0.71/0.79/0.86 seconds to reach maximum distance.
- The spear starts traveling exactly on Mars’ location, and travels forward up to 900/1000/1100/1200 range.
- Although within the spear’s search radius, it does not hit enemies behind Mars upon cast.
- Can hit units up to 1025/1125/1225/1325 range away (travel distance + radius).
- The first hero the spear strikes gets damaged and dragged along with the spear. The hero is stunned during the drag.
- When not hitting a building, tree, or cliff, the enemy is dragged so that they are 900/1000/1100/1200 range away from the original cast location.
- When hitting a building, tree, or cliff, the hero is moved closely to the pinned object and stunned.
- Buildings include every building, enemy and allied ones alike, but excludes the shops.
- Trees include the trees from Sprout , and Iron Branch , although Iron Branch trees may be hard to hit due to their tiny collision size.
- Cliffs include all natural cliffs onto elevated areas, as well as Fissure , Ice Shards , Power Cogs , and Arena Of Blood .
- A spear may only drag one hero along with it. If that hero dies or gets freed from the spear, it still cannot impale a new hero.
- Provides true sight over the impaled enemy. No true sight is applied while dragging the enemy along with the spear.
- Upon losing the impale stun debuff, trees within a 100 radius around the hero get destroyed.
- Hit non-hero units (including creep-heroes), as well as secondary heroes are damaged and knocked back instead.
- The knockback direction is based on the angle between the hit unit and the spear.
- The knockback does not disable units. They can still turn, attack and use items. Channeling abilities or items are not interrupted by it.
- The knockback destroys every tree the units collide with.
- The spear cannot collide with invulnerable or hidden units, it simply flies through them.
- The spear provides 300 radius flying vision as it travels.
- When not impaling a hero to an object, the vision lingers at the final location for 1 second.
- When impaling a hero to an object, the vision lingers based on the default stun duration.

