Description
The souls of the damned suffer eternal torments in the hells ruled over by the Daemon Lords. The administration of such torments are left in the hands of the cruelest and most sadistic of all the condemned. These irredeemable souls take such delight in the torture of others that they are imbued with the purest essences of anger, cruelty, and hate. These beings earn a title that strikes fear into both the living, and the dead; they are the reapers of souls, the crushers of dreams, the bastions of terror, and the delivers of the damned. They are Ravenors, and their Lord is known by that title alone.
Ravenor is a melee carry that builds up a significant amount of damage and mobility throughout a fight. Unlike other carries, the majority of Ravenor's damage is Magic allowing him to tear through high Armor targets.
Strength: 23 (+3 per level)
Agility: 17 (+1.5 per level)
Intelligence: 21 (+2.0 per level)
Move Speed: 300
Attach Range: 150Ball Lightning [Q]

[ Target Position ]
Ravenor unleashes an electrical torrent towards a target location dealing damage and stunning the first target hit. Ravenor can activate this ability again and teleport to the target dealing damage and stunning enemies around them.
Target a location to throw an electrical ball in that direction. The first enemy hero hit by the ball is dealt
{50,80,110,140} Magic Damage and Stunned for
0.5 seconds.
Ravenor may activate this ability again and teleport to the target stunning nearby enemies for
1.5 seconds dealing
{50,80,110,140} Magic Damage.
Debuff lasts for 4 seconds or until the enemy moves more than 3,000 units away.
Activate to teleport to the enemy and deal
{50,80,110,140} Magic Damage and
1.5 second Stun around the target.
Launches a Ball Lightning that travels 1400 units at target direction. The ball deals {50,80,110,140} Magic Damage to the first enemy hero it hits, Stuns it for 0.5 seconds, and binds to it for up to 4 seconds. The ball can still bind to a Magic Immune enemy hero.
While a hero is bound, activate this ability to teleport to the target hero, dealing an additional {50,80,110,140} Magic Damage to enemies in a 250 radius and Stun enemies for 1.5 seconds.
The Ball travels at 500 speed. Provides 500 day and night Clearvision around the ball and the bound unit.
Activate to teleport to the enemy hit by your lightning ball dealing
{50,80,110,140} Magic Damage and stunning for 1.5 seconds in a 250 radius around the target.
Storm Blades [W]

[ Target Self ]
Charges your next 2 attacks with lightning, granting bonus Magic Damage that bounces to nearby enemies.
Activate to apply Storm Blades to yourself for 6 seconds or your next 2 attacks.
Storm Blades grants
{30,60,90,120} Attack Speed and adds a bonus
{50,75,100,125} Magic Damage bouncing between the closest
{3,4,5,6} targets.
Storm Blades Effect(s):Applies Storm Blades to self for 2 attacks or 6 seconds.
Static Shock [E]

[ Passive ]
Passively shocks the target and 2 nearby enemies every other autoattack, dealing
{10,20,30,40} Magic DamagePrioritizes heroes and deals 300% damage against non-hero units.
Static Shock Effect(s):Passively shocks the target and 2 nearby enemies every other autoattack, dealing
{10,20,30,40} Magic DamagePrioritizes heroes and deals 300% damage against non-hero units.
Power Overwhelming [R]

[ Passive ]
Adds charges whenever you deal Magic Damage, granting bonus Movement Speed and Superior Magic Damage to your attacks. Converts your attacks to Superior Magic Damage.
Passively
converts your Attack Damage to Superior Magic and grants 8 charges when dealing ability damage or autoattack damage to an enemy hero.
Grants a bonus
{0.5,1,1.5} Movement Speed per charge.
Grants an additional
{0.5,1,1.5} Superior Magic Damage to your autoattacks.
Maximum of {80,120,160} charges, does not work on bosses.
Passively
converts your Attack Damage to Superior Magic and grants 8 charges when dealing ability damage or autoattack damage to an enemy hero.
Grants a bonus
{0.5,1,1.5} Movement Speed per charge.
Grants an additional
{0.5,1,1.5} Superior Magic Damage to your autoattacks.
Maximum of {80,120,160} charges, does not work on bosses. Charges decay at a rate of 10 per second after not gaining charges for 10 seconds.
{0.5,1,1.5} Magic Damage per charge