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Old Circle Diabolist

Page history last edited by Softmints 8 years, 6 months ago

Sivaz; Old Circle Diabolist

Backline, Ranged

 

Deceptively frail, Sivaz has an incredible mastery of demon magic which rips agony through all who cross his path.

For sadistic players who enjoy leaving their opponents helpless.

 


 

Innate: Screen

Channels a shield around a target allied unit, which will bounce all incoming attacks back at their owners. The bounced attacks deal full damage.

 

Hand of Death

Strikes up to five enemy units in the target area, dealing light damage and knocking them back. If there are less units, the knockback distance is greatly increased. Hand of Death is one of the strongest knockback abilities in the game.

 

Doom

Splices the soul of any enemy heroes in the target area, producing three tablets which fly a short distance away. Affected enemy heroes will be silenced and have any healing inverted for a substantial duration. The curse can be weakened by picking up one of the tablets, and cured by picking up two. Exactly three tablets will be produced if this spell hits, no matter how many heroes are affected.

 

Mind Carriage

After a short casting time, Sivaz and any nearby units will be teleported to the target destination within 700-1100 range. Affects both allies and enemies.

 

Sinferno

Channels for a short time to temporarily form a large pentagram on the ground. Enemy heroes inside it will have 50% reduced stats.

 


 

Notes:

  • Sivaz has held a long rivalry with Geomancer, since Screen can bounce his Ancient Power boosted attack back at him if timed right, and Hand of Death can knock Geomancer into his own rocks. Conversely, if Geomancer lands his spells, Sivaz is quite frail and dies easily.
  • Rocket Boots have also been a favourite initiation tool on Sivaz, due to his powerful knockback.
  • In RoW's early days, Sivaz could summon a Cthulhu beast as a permanent hero-like companion. Mind Carriage, and Nerothos' ultimate Guillotine, were originally spells from Cthulhu.
  • Doom's healing inversion has long been a controversial skill, and has caught many an unwary player off guard as they walk into their own fountain.
  • The current iteration of Doom was intended as a soft zoning tool, where enemy players could be 'forced' to pick up a tablet by the punishing debuff, allowing Sivaz to line up a knockback. In practice, it is not a fun experience to play against.
  • Doom synergises well with his ultimate, as upon leaving the pentagram or its expiration, a unit will receive their stats back, functionally healing them. Doom inverts this heal, which can cause a lot of damage.
  • In practice, Sinferno is one of the worst ultimates in the game: it is easily avoided or interrupted, and rarely proves useful beyond buying a few seconds' time.

 

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