Monday, January 14, 2013

Tiny Guide


Tiny

Tiny - The Stone Giant


Range: 128 | Move Speed: 285
Primary: STR
Str: 24 + 3 | Agi: 9 + 0.9 | Int: 14 + 1.6
Damage: 61 – 67 | HP: 606 | Mana: 182
HP Regen: 0.97 | Mana Regen: 0.57
Attack Speed: 0.64 | Armor: 0
Avalanche
Avalanche (V)
Bombards an area with rocks stunning and damaging enemy land units. 2 second stun duration.
Level 1 - 100 damage.
Level 2 - 180 damage.
Level 3 - 260 damage.
Level 4 - 300 damage.
Mana Cost: 120
Cooldown: 17 seconds
Comment: Your stun skill. Good damage and stun duration. Helps in farming too.Practice targeting it because its cooldown doesn't let you use it again for another 18 seconds if you miss your mark.
Toss
Toss (T)
Tiny grabs the nearest unit, friend or foe, and launches them at a location. Upon landing, the unit deals damage in an area as well as receiving 20% of that damage to themselves (this damage increases as your size increases). Cannot toss Dragon Knight in Elder Form.
Level 1 - 75 damage, 700 range.
Level 2 - 150 damage, 900 range.
Level 3 - 225 damage, 1100 range.
Level 4 - 300 damage, 1300 range.
• If a unit is hit by Avalanche and then Tossed, they can be hit a second time by Avalanche if they land back in its AoE before it ends.
• Tossed allies do not take any damage.
Mana Cost: 120
Cooldown: 10 seconds
Comment: Basically,your nuke. More spammable due to better cooldown. Good range and damage. Also has a lot of tricks you can do. Just make sure your not tossing an ally hero into the tower.
Craggy Exterior
Craggy Exterior (C)
Tiny's body is made of solid granite, causing great pain to those who attack it. Whenever a unit within 300 range attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.
Level 1 - 2 armor, 6% chance for 25 stun damage
Level 2 - 3 armor, 12% chance for 35 stun damage
Level 3 - 4 armor, 18% chance for 45 stun damage
Level 4 - 5 armor, 24% chance for 55 stun damage
• Damage type: magical
• Works on melee and ranged units within 300 range of Tiny.
• The stun and damage occur at the beginning of the attack.
Mana Cost: N/A
Cooldown: N/A
Comment: Great against melee enemies. Darkterror and the like would have a hard time stunning you when they get stunned for attempting to hit you. Note that you do not take the damage when this triggers. Unfortunately does nothing against ranged opponents.
Grow
Grow (W)
Greatly increases Tiny's power and size, but does so at the cost of his attack speed. Improves toss damage and slightly increases move speed.
Level 1 - 50 bonus damage, 20% reduced attack speed. Increases the damage taken by the tossed unit to 35%
Level 2 - 100 bonus damage, 35% reduced attack speed. Increases the damage taken by the tossed unit to 50%
Level 3 - 150 bonus damage, 50% reduced attack speed. Increases the damage taken by the tossed unit to 65%
• Does not increase the damage from Toss on allies.
• Each level increases Tiny's movement speed by 20.
• Improved by Aghanim's Scepter, Tiny can target trees to pick them up as weapons, which makes his attack range longer, gives him bonus damage against buildings and 50% splash in a 400 aoe for 6 attacks. Adds an extra level of upgrade to his toss damage that his ultimate normally gives.
Mana Cost: N/A
Cooldown: N/A
Comment: Trade speed for power. The cost you save is similar to 2 relics - hyperstone. Speed is easily bought,anyway. Also gives a boost to toss.

Skill Build:

1. Avalanche
2. Toss
3. Avalanche
4. Toss
5. Avalanche
6. Toss
7. Avalanche
8. Toss
9. Stats
10. Grow
11. Grow
12. Craggy Exterior
13. Craggy Exterior
14. Craggy Exterior
15. Craggy Exterior
16. Grow
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats 

Arc Warden Guide



Affiliation : Scourge
Type: Agility

Movespeed: 295
Starting Armor: 0
Attack Damage: 40-50
Attack Range: 625

Intelligence: 24 + 2.1
Strength: 24 + 1.9
Agility: 15 + 1.8
Flux
Engulfs an enemy unit with swirling volatile energy for 6 seconds, slowing its movement speed by 50% and dealing damage over time if it is alone. The effect is muted if there is a nearby enemy unit within 225 aoe.




AoE: 225
Slow: 50%
DPS: 15/30/45/60
Duration: 6

Cooldown: 20
Manacost: 75
Cast Range: 600/700/800/900

Note: Effect stacks directly with multiple instances. Each instance operates independently.
Ability Code: A2M1

Magnetic Field
Distorts space, generating a circular field that grants 100% evasion and bonus attack speed to allied units and buildings within. The field has an aoe of 375.




Duration: 3.5/4/4.5/5
AoE: 375
Attack Speed Bonus: 50/60/70/80

Cooldown: 50
Manacost: 110
Cast Range: 900

Note: Units need to remain within this area to get the bonuses

Ability Code: A2LM

Spark Wraith
Summons a Spark Wraith that takes 3 seconds to fully materialize. Haunts the targeted area until an enemy comes within its range and then fuses itself into him dealing magical damage.




Activation Delay: 3 seconds
Duration: Lasts up to 50 seconds before expiring or when it finds an enemy
Damage: 150/200/250/300
AoE: 375 (seeks towards the closest unit in this AoE at 400 MS and damages it)

Cast Range: 2000
Cooldown: 4
Manacost: 50

Ability Code: A2LL

Tempest Double (Ultimate)
By vibrating at extreme speeds, Arc Warden is able to create a perfect electrical incarnation of himself for 20 seconds, at the cost of health and mana. This incarnation can use any spells or items he has, and spawns with his health and mana after the cast.



Zet the Arc Warden Skill Build
1. Spark Wraith
2. Flux
3. Flux
4. Magnetic Field
5. Flux
6. Tempest Double
7. Flux
8. Spark Wraith/Magnetic Field
9. Spark Wraith/Magnetic Field
10. Spark Wraith/Magnetic Field
11. Tempest Double
12. Magnetic Field/Spark Wraith
13. Magnetic Field/Spark Wraith
14. Magnetic Field/Spark Wraith
15. Stats
16. Tempest Double
17-25. Stats++

Rubick Guide



Grand Magus

Rubick


1. Telekinesis (Hotkey: Z)
Rubick uses his telekinetic powers to lift the enemy into the air briefly and then hurls them back at the ground. The unit lands on the ground with such force that it stuns nearby enemies.
Level 1 – Lifts a unit for 1.5 seconds and throws it down, stunning nearby units for 1 second.
Level 2 – Lifts a unit for 1.75 seconds and throws it down, stunning nearby units for 1.25 seconds.
Level 3 – Lifts a unit for 2 seconds and throws it down, stunning nearby units for 1.5 seconds.
Level 4 – Lifts a unit for 2.25 seconds and throws it down, stunning nearby units for 1.75 seconds.
- Casting Range: 550/575/600/625
- Area of Effect: 325
- While the target is in the air, Rubick may use a secondary ability to throw the enemy in a targeted direction.
- The landing happens only when the lift is over.
- The stun happening on landing doesn’t affect the lifted unit.
2. Fade Bolt (Hotkey: X)
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage for 10 seconds.
Level 1 – Deals 75 base damage, reduces attack damage by 14 (7 on creeps)
Level 2 – Deals 150 base damage, reduces attack damage by 20 (10 on creeps)
Level 3 – Deals 225 base damage, reduces attack damage by 26 (13 on creeps)
Level 4 – Deals 300 base damage, reduces attack damage by 32 (16 on creeps)
- Damage type: magical
- Casting Range: 800
- Bouncing Distance: 500
Mana Cost: 90/95/100/105
Cooldown: 10 seconds
3. Null Field (Hotkey: N)
Rubick’s mastery of the arcane protects his allies against weaker magics, granting them magic resistance.
Level 1 – Reduces magic damage by 5%
Level 2 – Reduces magic damage by 10%
Level 3 – Reduces magic damage by 15%
Level 4 – Reduces magic damage by 20%
- Area of Effect: 900
- This effect stacks with spell resistance skills and items.
Mana Cost: N/A
Cooldown: N/A
4. Spell Steal (Hotkey: Q)
Rubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for several minutes or until he dies.
Level 1 – Steals the last spell target hero used, lasts for 3 minutes.
Level 2 – Steals the last spell target hero used, lasts for 4 minutes.
Level 3 – Steals the last spell target hero used, lasts for 5 minutes.
Mana Cost: 25
Cooldown: 20/18/16 seconds
- Casting Range: 1000
- The spell is lost at the end of the duration, when Rubick dies, or when Rubick uses Spell Steal again.
- Cannot steal item abilities.
- There are a few spells that cannot be stolen for technical reasons.

Skill Build:
1. Telekenesis
2. Fade Bolt
3. Fade Bolt
4. Telekenesis
5. Fade Bolt
6. Spell Steal
7. Fade Bolt
8. Telekenesis
9. Telekenesis
10. Null Field
11. Spell Steal
12. Null Field
13. Null Field
14. Null Field
15. Stats
16. Spell Steal
17-25. Stats

Magnataur Guide


Magnus

Magnus - Magnataur


Range: 128 | Move Speed: 315
Primary: STR
Str: 21 + 2.75 | Agi: 15 + 1.8 | Int: 17 + 1.65
Damage: 49 – 61 | HP: 549 | Mana: 221
HP Regen: 0.88 | Mana Regen: 0.69
Attack Speed: 0.68 | Armor: 4
Shockwave
Shockwave (W)
A wave of force ripples out from the Hero, causing damage to land units in a line.
Level 1 - 75 damage.
Level 2 - 150 damage.
Level 3 - 225 damage.
Level 4 - 300 damage.
• Damage type: magical
• If a unit exits and enters the area of effect it will be damaged two times.
• This skill only affects ground units.
• Casting range: 500
• Area of Effect: 150 (AoE)/ 850 (Distance)
Mana Cost: 90
Cooldown: 11/10/9/8
Comment: Low cool-down, low mana-cost, high damage nuke. This is what makes Magnus a strong lane controller, a fast pusher, and an excellent farmer. Shockwave allows you to control your lane, which is why Magnus is a viable soloer.
Empower
Empower (E)
Gives an allied unit bonus damage and Cleave. Lasts for 30 seconds.
Level 1 - 15% attack damage bonus, 15% Cleave.
Level 2 - 25% attack damage bonus, 25% Cleave.
Level 3 - 35% attack damage bonus, 35% Cleave.
Level 4 - 45% attack damage bonus, 45% Cleave.
• Only increases base damage and that given by the primary attribute of the units. Raw bonus damage is not increased.
• Casting range: 800
Mana Cost: 40
Cooldown: 12 seconds
Comment: With its low cool-down and the duration being four times longer, this skill can be used non-stop on either you and/or your ally. This skill is your support skill. But most of all, it's your main source of damage.
Skewer
Skewer (D)
Magnataur rushes forward, goring enemies on his massive tusks. Charges up to 800 range max. Units hit will be stuck with you until you reach your targeted point, at which point they will be slowed by 40% for 2 seconds.
Level 1 - Deals 70 damage and maims. Max 1 target.
Level 2 - Deals 140 damage and maims. Max 2 targets.
Level 3 - Deals 210 damage and maims. Max 3 targets.
Level 4 - Deals 280 damage and maims. Max 4 targets.
• Casting Range: 800
• Area of Effect: 120
• Damage type: magic
• Magnataur charges to the target location at a speed of 950.
• The first 2 enemy units hit will be pulled along with him to the destination.
• Units pulled with Magnataur will be slowed by 40% for 2 seconds after the charge, and take damage.
Mana Cost: 80
Cooldown: 35 Seconds
Comment: Mighty Swing is what makes you able to kill your whole enemy team on your own. With its splash damage plus your items you will be able to clear entire creep waves in one or two hits and deal insane damage to all nearby heroes no matter which one you focus.
Reverse Polarity
Reverse Polarity (V)
Through some unknown property of matter, the Magnataur sucks all nearby enemies to a location in front of him and stuns them with a powerful slam, dealing damage.
Level 1 - Deals 150 damage and stuns for 2.5 seconds.
Level 2 - Deals 225 damage and stuns for 3.25 seconds.
Level 3 - Deals 300 damage and stuns for 4 seconds.
• Area of Effect: 410
• Damage type: magical
• Disable works on magic immune units.
• Pulls affected units to a random location 120-170 units in front of Magnataur.

Mana Cost: 200/250/300
Cooldown: 120/110/100 seconds 

Skill Build:

1. Shockwave
2. Stats
3. Shockwave
4. Stats
5. Shockwave
6. Reverse Polarity
7. Shockwave
8. Stats
9. Empower
10. Empower
11. Reverse Polarity
12. Empower
13. Empower
14. Skewer
15. Skewer
16. Reverse Polarity
17. Skewer
18. Skewer
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats 

Akasha Guide

Akasha - The Queen of Pain
Akasha - The Queen of Pain
Range: 550 | Move Speed: 300
Primary: INT
Str: 16 + 1.7 | Agi: 18 + 2 | Int: 24 + 2.5
Damage: 45 – 53 | HP: 454 | Mana: 312
HP Regen: 0.73 | Mana Regen: 0.97
Attack Speed: 0.69 | Armor: 2
 Shadow StrikeShadow Strike (D)
Hurls a poisoned dagger which deals large initial damage, and then deals damage over time. The poisoned unit has its movement speed slowed for a short duration. Slow quantity increases per level.
Level 1 - 50 strike damage, 30 duration damage. 20% initial slow.
Level 2 - 70 strike damage, 40 duration damage. 30% initial slow.
Level 3 - 70 strike damage, 50 duration damage. 40% initial slow.
Level 4 - 100 strike damage, 60 duration damage. 50% initial slow.
• Damage type: magical
• Duration damage is dealt to the affected units every 3 seconds during 15 seconds.
• Affected units slowly regain their original movement speed every second during 15 seconds.
• Units afflicted by Shadow Strike can be denied by their allies when their HP drops below 25% of their maximum health.
Mana Cost: 80/100/120/140
Cooldown: 20/16/12/8 Seconds
 BlinkBlink (B)
Short distance teleportation that allows one to move in and out of combat.
Level 1 - 700 Range.
Level 2 - 850 Range.
Level 3 - 1000 Range.
Level 4 - 1150 Range.
• Most projectiles can be evaded if Blink is used before they collide.
• If targeted further away than the maximum distance, Akasha will only teleport 80% of the maximum distance.
Mana Cost: 60
Cooldown: 12/10/8/6 seconds
Scream of PainScream of Pain (F)
The Queen of Pain lets loose a piercing scream, damaging nearby enemies.
Level 1 - 85 damage per target.
Level 2 - 165 damage per target.
Level 3 - 225 damage per target.
Level 4 - 300 damage per target.
• Damage type: magical
• Units not visible by Akasha will not be affected, even if they are within the range of the skill
• Area of Effect: 425/450/475/500
Mana Cost: 110/120/130/140
Cooldown: 7 seconds
Sonic WaveSonic Wave (W)
Creates a gigantic wave of sound which deals heavy damage to all units in a line. 
Level 1 - 350 damage
Level 2 - 475 (530*) damage
Level 3 - 600 (725*) damage
Mana Cost: 250/360/500
Cooldown: 135 (100/70/40*) seconds
• Damage type: magical
• Casting Range: 700
• Can be improved by Aghanim's Scepter (* shows the improved values)
Skill Build

Level 1: Blink
Level 2: Scream of Pain
Level 3: Scream of Pain
Level 4: Shadow Strike
Level 5: Scream of Pain
Level 6: Sonic Wave
Level 7: Scream of Pain
Level 8: Shadow Strike/Blink
Level 9: Shadow Strike/Blink
Level 10: Shadow Strike/Blink
Level 11: Sonic Wave
Level 12: Blink/Shadow Strike
Level 13: Blink/Shadow Strike
Level 14: Blink/Shadow Strike
Level 15: Stats
Level 16: Sonic Wave
Levels 17-25: Stats

Saturday, January 12, 2013

Io Guide


Io

Io - The Guardian Wisp


Range: 575 | Move Speed: 295
Primary: STR
Str: 17 + 1.9 | Agi: 14 + 1.6 | Int: 23 + 1.7
Damage: 43-52 | HP: 473 | Mana: 299
HP Regen: 0.76 | Mana Regen: 0.7
Attack Speed: 0.67 | Armor: 0
Tether
Tether (T)
Io tethers himself to an allied unit, granting both units bonus movement speed. Any enemy units that contact the tether will be stunned. The tether will break if it stretches beyond 900 units. Lasts 12 seconds.
Level 1 - 20% movement bonus with 0.75 stun duration.
Level 2 - 20% movement bonus with 1.25 stun duration.
Level 3 - 20% movement bonus with 1.75 stun duration.
Level 4 - 20% movement bonus with 2.25 stun duration.
• If you try to tether a unit that is a outside its range (by up to 900) Io will latch on and pull himself closer to the unit.
• Tether transfers other states on the hero to the allied unit. This includes Overcharge, Relocate and any time you regenerate hp/mp.
• Has a sub ability that lets you break the tether.
Mana Cost: 40
Cooldown: 12 Seconds
Comment: Tether is the signature skill for Io. Just look at the benefits he can gain from the spell itself. However, this tether is useful when you have allied hero around you. Simply saying this tether can be used both for supporting and escaping.
Spirits
Spirits (W)
Io summons 5 ancient Spirits over the course of 4 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, damaging all enemies in a 300 area of effect. Non hero units only take minor damage upon touching a spirit and do not cause them to explode.
Level 1 - 8 damage to creeps, 25 damage to heroes.
Level 2 - 14 damage to creeps, 50 damage to heroes.
Level 3 - 20 damage to creeps, 75 damage to heroes.
Level 4 - 26 damage to creeps, 100 damage to heroes.
• Damage type: magical
• Nonheroes won't be slowed
• Slow duration: 3 seconds
• Min/max Oscillation range: 100/875
Mana Cost: 120/130/140/150
Cooldown: 20/18/16/14 Seconds
Comment: One of the versatile spell in DotA. This spell can be used to scout around, disabling/chasing the enemy hero or help (not so much) during pushing. This spell can be leveled only once during the early game since the spell offers the same 30% slow.
Overcharge
Overcharge (V)
Io draws on more energy than he can safely handle, granting him bonus attack speed and damage reduction, but draining 2.5% of his current HP and MP per second. If Io is tethered to an ally the bonus attack speed is also granted to that ally.
Level 1 - 40 increased attack speed, 5% damage reduction
Level 2 - 50 increased attack speed, 10% damage reduction
Level 3 - 60 increased attack speed, 15% damage reduction
Level 4 - 70 increased attack speed, 20% damage reduction
• This bonus affects a tethered unit as well.
• The hp/mana lost can't be reduced in any way.
• The hp/mana loss is actually 0.5% in every 0.2 seconds, resulting in 2.4751256878125% loss per second
Mana Cost: 2.5% Mana and HP per second
Cooldown: Toggleable
Comment: This spell is great to be combo-ed with Tether. Simply activate it and bammm your carry hero will kill the enemy hero within no time. Although you might get too excited while helping your carry hero with it, just don't forget to deactivate it, or something "else" will happen.
Relocate
Relocate (R)
Io temporary relocates himself, along with any tethered hero, to the target location for 12 seconds.
Level 1 - 2.5 sec cast delay.
Level 2 - 2.25 sec cast delay.
Level 3 - 2.0 sec cast delay.
There is a casting delay and the enemy has visual indicators on the minimap and the world of the teleport before it happens.
If an allied hero is Tethered, that hero will teleported along with you. You can break the tether at any time to prevent that hero from returning back with you. -disablehelp is available for this ability.
Mana Cost: 100
Cooldown: 90/75/60
Comment: When used properly, this spell can easily initiate a gank. Can be used to chase the running hero and maybe can be used to last hit. Simply Tether your allied hero with you to help you to gank/initiate/chase.
Skill Build:
1. Tether
2. Spirits
3. Tether
4. Spirits
5. Tether
6. Relocate
7. Tether
8. Overcharge
9. Overcharge
10. Spirits
11. Relocate
12. Spirits
13. Overcharge
14. Overcharge
15. Stats
16. Stats
17. Relocate
18-25. Stats

Alchemist Guide

Razzil Darkbrew - Alchemist
Razzil Darkbrew - Alchemist
Range: 128 | Move Speed: 295
Primary: STR
Str: 25 + 1.8 | Agi: 11 + 1.2 | Int: 25 + 1.8
Damage: 49 - 58 | HP: 625 | Mana: 325
HP Regen: 1 | Mana Regen: 1.01
Attack Speed: 0.65 | Armor: 1
Acid SprayAcid Spray (D)
Sprays high-pressure acid across a target area. Hostile units who step across the contaminated terrain take physical damage per second and have their armor reduced. Lasts for 16 seconds.
Level 1 - 8 damage per second, reduces armor by 3.
Level 2 - 16 damage per second, reduces armor by 4.
Level 3 - 24 damage per second, reduces armor by 5.
Level 4 - 32 damage per second, reduces armor by 6.
• Damage type: mixed
• This ability can hit magic immune units.
• The actual AoE of this ability is significantly larger than the visual effect.
• Casting range: 900
• Area of Effect: 775
Mana Cost: 160
Cooldown: 22
Unstable ConcoctionUnstable Concoction (E)
Razzil brews up an unstable concoction that he can throw at an enemy hero, to stun and deal damage. Razzil can brew for up to 5 seconds, each second increases the potency of the concoction. After the 5 seconds, there is a small buffer window. If Razzil does not throw the concoction soon after it will blow up and Razzil himself will suffer as if he was hit by the concoction. Concoction can blow up mid air if fired too late.
Level 1 - Up to 120 damage and 1.75 second stun
Level 2 - Up to 180 damage and 2.5 second stun
Level 3 - Up to 240 damage and 3.25 second stun
Level 4 - Up to 300 damage and 4 second stun
• Casting range: 775
• Duration: 5 seconds
• Can only target enemy heroes
• Damage type: physical
• While brewing the concoction, Alchemist can still move around and take action. He will flash red while the concoction is brewing
• A timer above Alchemist's head will indicate the remaining brew time on the concoction
• Before launching the concoction, it will blow up if channeled for more than 7 seconds, checking at 0.5 second intervals (allows up to 7.5 seconds brew time)
• After launching the concoction, it will blow up 7 seconds after brewing started, checking every 0.02 seconds
• The concoction moves at 900 speed, and provides 400/400 sight range
• If the concoction explodes mid air, it will affect an enemy unit within 200 AoE around its position
• Unstable Concoction is blocked by Linken's Sphere

Mana Cost: 120
Cooldown: 16
Goblin`s GreedGoblin`s Greed (G)
The Goblin converts the creep's corpse into gold. You get more gold for every extra creep you killed in the last 18 seconds.
Level 1 - 2 bonus gold per enemy.
Level 2 - 4 bonus gold per enemy.
Level 3 - 6 bonus gold per enemy.
Level 4 - 8 bonus gold per enemy.
• There is a cap of 26 bonus gold.
• Also works on hero kills.
Mana Cost: N/A
Cooldown: N/A
Chemical RageChemical Rage (R)
The Alchemist causes his Ogre to enter a chemically induced rage reducing base attack cooldown and increasing hitpoints and regeneration. Slightly improves movement speed. Lasts for 25 seconds.
Level 1 - 1.45 BAT, 300 Bonus HP, and 15 HP/3 Mana Bonus Regeneration, +30 Movespeed
Level 2 - 1.30 BAT, 600 Bonus HP, and 30 HP/7.5 Mana Bonus Regeneration, +40 Movespeed
Level 3 - 1.15 BAT, 900 Bonus HP, and 60 HP/12 Mana Bonus Regeneration, +60 Movespeed
Mana Cost: 50/100/150
Cooldown: 45 Seconds
• Has a 0.35 second transformation time.
• You can dodge stuns while transforming.

Skill Build:

1. Acid Spray 
2. Goblin`s Greed 
3. Acid Spray 
4. Goblin`s Greed 
5. Acid Spray 
6. Chemical Rage 
7. Goblin`s Greed 
8. Acid Spray 
9. Goblin`s Greed 
10. Stats 
11. Chemical Rage 
12. Stats 
13. Stats 
14. Stats 
15. Stats 
16. Chemical Rage 
17. Unstable Concoction 
18. Stats 
19. Unstable Concoction 
20. Unstable Concoction 
21. Unstable Concoction 
22. Stats 
23. Stats 
24. Stats