Description
A powerful wizard once owned a pet turtle. Each day, the turtle watched and mimicked as the wizard practiced his spells. One day, the turtle fell into a magical pool and was transformed into more than a mere turtle. Now, centuries after his master died, Bubbles lives on, fighting the forces of evil.
Highly survivable due to Take Cover, highly mobile due to Shell Surf, and highly disruptive due to Song of the Sea and Kelp Field, Bubbles plays a perfect hybrid role with his mix of specialties. A Portal Key coupled with a maximum duration Take Cover makes him nearly unkillable.
Strength: 15 (+1.7 per level)
Agility: 22 (+1.7 per level)
Intelligence: 25 (+2.4 per level)
Move Speed: 295
Attach Range: 550Shell Surf [Q]

[ Target Position ]
Bubbles uses his Shell as the focus for a teleport spell. Bubble's Shell slides toward his opponents, damaging anyone it strikes. Bubbles may choose to teleport to his Shell at any point in its journey.
Target a location to throw a shell in that direction, dealing
{70,140,210,280} Magic Damage to units it touches. Use this ability again to teleport to the shell. The shell gives vision while in flight & temporary vision after it disappears.
Activate to teleport to the shell's current location.
Throws the Shell in the target direction, damaging all enemies in the radius for
{70,140,210,280} Magic Damage.
Using this ability again while the Shell is in mid-flight will
teleport self to the Shell's current location. Grants 800 day and night Clearvision while the Shell is active; vision lingers for 3.34 seconds after the Shell disappears.
Throws the Shell in the target direction, damaging all enemies in the radius for {70,140,210,280} Magic Damage.
Using this ability again while the Shell is in mid-flight will teleport self to the Shell's current location. Grants 800 day and night Clearvision while the Shell is active; vision lingers for 3.34 seconds after the Shell disappears.
Teleports self to thrown Shell's current location.
Song of the Sea [W]

[ Self Position ]
Bubbles plays a resounding note on his conch, damaging and silencing any foes unlucky enough to be near.
Activate to deal
{100,160,220,280} Magic Damage and apply a
{0.75,1.5,2.25,3} second Silence to enemy units around you.
Muted Effect(s):Deals
{100,160,220,280} Magic Damage to all enemy units in radius and
Silences them for
{0.75,1.5,2.25,3} seconds.
Deals {60,120,180,240} Magic Damage to all enemy units in radius and Silences them for {0.1,1,2,3} seconds.
Take Cover [E]

[ Target Self ]
Bubbles retreats into his enchanted Shell, becoming impervious to all forms of attack, whether magical or mundane.
Activate to become
invulnerable for {1,1.5,2,2.5} seconds. This ability is channeled, moving or attacking will cancel it.
Grants
invulnerability to all damage for duration of channel.
Kelp Field [R]

[ Target Position ]
Arcane seaweed vines sprout from the ground, latching onto enemy heroes. Trying to escape the vines is futile - running causes them to snap, stunning and damaging their captive.
Target a location to deal
{100,150,200} Magic Damage and apply a
{0.5} second Stun to units in the area.
For 5 seconds, any enemies who move too far
{100,150,200} Magic Damage and are Stunned for
{1.5,2.25,3} seconds.
Staff of the Master reduces the cooldown, increases damage and changes the snap effect type to Superior Magic.
This ability can be boosted by Staff of the Master.Staff Effect: Reduces cooldown to 60 seconds. Damage and Stun from moving more than 600 units from the Kelp Field is now Superior Magic, and the damage when breaking is doubled.
Deals
{100,150,200} Magic Damage to targets in radius,
Stuns for 0.5 seconds, and
attaches kelp to them for 5 seconds. While attached, enemies who move more than 600 units away from the center of the effect take
{100,150,200} Magic Damage and are
Stunned for {1.5,2.25,3} seconds.
The kelp can attach to Magic Immune units, but the damage and stun components are blocked if the kelp is applied during Magic Immunity.
Kelp Zone*:Target a location to deal
{100,150,200} Magic Damage and apply a
{0.5} second Stun to units in the area.
For 5 seconds, any enemies who move more than 600 units away from the center of the effect take
{200,300,400} Superior Magic Damage and receive a
Superior Magic Stun for
{1.5,2.25,3} seconds.
Deals
{100,150,200} Magic Damage to targets in radius,
Stuns for 0.5 seconds, and
attaches kelp to them for 5 seconds. While attached, enemies who move more than 600 units away from the center of the effect take
{200,300,400} Superior Magic Damage and receive a
Superior Magic Stun for {1.5,2.25,3} seconds.
The kelp can attach to Magic Immune units.