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Necronomicon
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Considered the ultimate in necromancy and demonology, a powerful malefic force is locked within its pages. | |||||||||||||||||||||||||||
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The Necronomicon is an item purchasable at the Main Shop, under Magical. It can be upgraded by purchasing the recipe again.
Additional information
- The item's attributes grants the following additional bonuses:
- 0.61111111111111 health and 0.0027777777777778 health regeneration.
- 6/12/18 main attack damage to heroes.
- 0.019444444444444 main attack damage to universal heroes.
- Upgrading the item improves its stats and strengthens the summons from Demonic Summoning. Can be upgraded twice.
- The total gold cost for each level is 2050/3300/4550.
Ability
Demonic Summoning
Ability
No Target
No Target
Summons a Warrior and an Archer to fight for you for 60 seconds.
Warrior:
Burns mana every hit, and deals magical damage to whoever kills it. Gains True Sight at level 3.
Archer:
Has a passive movement and attack speed aura. Gains Purge at level 3.
Warrior:
Burns mana every hit, and deals magical damage to whoever kills it. Gains True Sight at level 3.
Archer:
Has a passive movement and attack speed aura. Gains Purge at level 3.
- Interrupts the user's channeling spells upon cast.
- The summons always spawn in front of the caster.
- Recasting this with the same Necronomicon replaces the summons from the previous cast, no matter under whose control they are.
- However, recasting it with a second Necronomicon (or the same with a different level) creates two new summons.
- The summons cannot be targeted by Helm of the Dominator, and the warrior cannot be targeted by Hand of Midas.
- However, they can be targeted by other converting or instantly killing spells like Death Pact or Devour.
- All 3 levels of Necronomicon share cooldown.
- Does not share cooldown with Book of the Dead
Summons
Necronomicon Warrior
Necronomicon Warrior | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Summoned Creep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Mana Burned per Hit: 30/40/50
Burned Mana as Damage: 50%
- Burned mana as damage is considered as a conditional attack damage bonus.
- Although the attack damage bonus values are not displayed in the HUD, it is still considered and directly added to Anti-Mage's attack damage.
- The attack damage bonus values are not considered by the following sources:
- Critical strike sources.
- Mana loss manipulation sources, despite burning less mana and the affected target losing less mana.
- However, it is considered by lifesteal and cleave, and it can be reduced only by flat reductions (e.g. damage block).
- Since it is considered bonus attack damage, it is not affected by percentage-based attack damage bonuses or reductions.
- Effectively increases the warrior's attack damage by 15/20/25 against units which have enough mana to burn.
- Applies the mana loss first, and then the damage.
- Works against allied units when attacking them.
- Fully stacks with other sources of Mana Break.
- Does not affect allied units, so it can be denied without taking damage.
- The distance between the Necronomicon Warrrior and the killing unit does not matter.
- The warrior’s gold and experience bounty is granted first, the damage is applied afterwards.
- Does not affect buildings.
Ability
Aura
Aura
Affects
Enemies
Enemies
Reveals invisible units.
- Available for level 3 Necronomicon Warriors only.
- The True Sight is provided within the whole area, regardless of the warrior's actual vision. It is fully unobstructed.
- The True Sight is provided by an aura which affects enemies. Its debuff lingers for 0.5 seconds.
Necronomicon Archer
Necronomicon Archer | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Summoned Creep | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Purge
Ability
Target Unit
Target Unit
Affects
Enemies
Enemies
Removes positive buffs from enemies and slow their movement speed.
Cast Range: 600
Move Speed Slow: 100%
Slow Duration: 4
- Available for level 3 Necronomicon Archers only.
- Applies a basic dispel on the target upon cast.
- Purge first applies the dispel, then the slow.
- The slow decreases in 0.8 second intervals, so it slows for 100%/80%/60%/40%/20%, going one step down every 0.8 seconds.
- Can be cast on and fully affect invulnerable units.
Ability
Aura
Aura
Affects
Allies
Allies
Increases movement of nearby units.
- Multiple instances of Archer Aura do not stack.
- Does not affect invulnerable units.
- The aura's buff lingers for 0.5 seconds.
Recommended Heroes
In general, Necronomicon is best bought by strength or intelligence heroes who have abilities that synergize with the Necronomicon summons.
- Heroes who have creep-compatible auras.
- Beastmaster's Aura boosts the attack speed of all his summons, and he commonly builds more items to improve his Summoned Boars.
- Lycan gives his summons a long-duration haste, as well as providing a critical strike aura.
- Heroes who control a lot of units.
- Enchantress has no innate auras, but she can collect more Neutral creeps than any other single hero to gain many auras, and in the late game can control even Ancient Creeps, which work well with the Necronomicon units.
- Enigma have massed eidolons to gain a better push force and benefit from summon auras.
- Nature's Prophet is able to effectively increase the number of melee creeps in a lane to push it, and the summons can help speed up that push by clearing the wave and improving the move and attack speed of all the units.
- Broodmother can at times have dozens of Spiderlings and Spiderites under her control, and the necronomicon units are an effective way of speeding up her pushing power, or to burn mana from her targets to protect her fragile summons from AoE spells.
- Heroes with a castable attack speed buff. The Necronomicon Warrior has a very low base attack time, only 0.75. There are few ways to grant it bonus attack speed, but they are very effective in increasing his mana burn potential.
- Ogre Magi Can cast Bloodlust on the warrior, and slow a target to provide lots of time for the summons to burn all of a target's mana.
- Abaddon's passive ability allows him to chase targets, and increases the attack speed and move speed of allied units attacking the same target. It also provides him with a second reliable carrier of an aphotic shield.
- Heroes who have channeled disables, or otherwise have spells that disable the caster.
- Bane can increase the damage output of his Fiend's Grip with Necronomicon. While he grips a target enemy, the Necronomicon Warrior's mana burn will further drain mana and deal more damage along with the Necronomicon Archer.
- Shadow Shaman and Warlock both specialize in summoning powerful units with their ultimates, then channeling a disable to allow their summon to deal damage. Necronomicon provides another summon to use when their ultimate is on cooldown, or synergizes with their ultimate.
- Phoenix can control summons while casting Supernova, increasing the danger to enemies who try to attack the Phoenix Sun.
- Heroes who have damage amplification spells, but lack damage themselves.
- Shadow Demon has a powerful damage amplification and multiple disables. He has the rare ability to create illusions of enemy heroes, which may in turn provide auras for necro units, as well as taking advantage of Archer Aura.
- With the 2 summons and the 2 illusions spawned by disruption, it's possible to bodyblock a trapped enemy in all four cardinal directions, effectively trapping most heroes until one of the units is killed.
- Shadow Demon has a powerful damage amplification and multiple disables. He has the rare ability to create illusions of enemy heroes, which may in turn provide auras for necro units, as well as taking advantage of Archer Aura.
- Heroes with powerful Damage Over Time or slowing spells
- Ancient Apparition and Venomancer gain from Necronomicon units the ability to ensure that a fleeing enemy won't have enough mana to Teleport back to the fountain before their ultimate kills them, and their slowing spells greatly increase the amount of damage and mana burn that the summons can perform.
- Tusk's Tag Team triggers from attacks made by the Necronomicon units.
- Heroes who can take advantage of multiple synergies.
- Chen can collect ancient creeps to buff Necronomicon, and can use Penitence on enemy heroes to significantly amplify the attack speed of Necronomicon units.
- Doom provides a hasting aura to his own summons when Scorched Earth is active, stacking well with Archer Aura. Using Devour, he can gain an aura to improve the summons further, and In the late game, he can Devour Ancient Thunderhide, allowing him to cast Frenzy and provide War Drums Aura to the summons.
- Io is able to summon the units after Relocating, increasing the power of a relocate gank. Additionally, if no ally needs the tether, he can Overcharge the Necronomicon Warrior for bonus attack speed.
- Invoker has potentially strong kit for Necronomicon. Alacrity provides Necronomicon Warrior with bonus damage and attack speed, Forge Spirits can reduce the armor of enemies, increasing the damage of both Necronomicon units, and he has multiple strong slows and disable to provide more time to kill off targets.
- Some heroes have unique synergies with Necronomicon.
- Arc Warden is unique in that he can summon two sets of units with a single book by using his Tempest Double. Additionally, it extends the effective time of the double, as the summons live twice as long as the double.
- Additionally, his other spells provide exceptionally strong slows to prevent escapes.
- Keeper of the Light has a kit that synergizes in many ways with Necronomicon.
- Chakra Magic can be cast upon the Necronomicon Archer to reduce its ability's cooldown.
- Blinding Light can be aimed to push a target next to the summons, and provide a debuff making it harder for the target to kill the summoned units.
- Night Stalker's flying vision synergizes well with Necronomicon for dewarding purposes, and provides him a way to burn through a target's mana during his lengthy silence and slow.
- Dark Seer's spells amplify the Necronomicon Warrior. With Surge and Ion Shell, Necronomicon Warrior becomes an exceptionally dangerous summon.
- Arc Warden is unique in that he can summon two sets of units with a single book by using his Tempest Double. Additionally, it extends the effective time of the double, as the summons live twice as long as the double.
- Because a lot of Necronomicon's value is in its summons, many of the above heroes gain synergy with the item even if it was purchased by another hero. In addition, some heroes are poor carriers of the item, but benefit a lot from having the item on their team.
Strategy
- The Necronomicon units have a very large xp and gold bounty and a long summon cooldown, avoid getting them killed unnecessarily.
- Necronomicon is a great alternative to Diffusal Blade for heroes with low attack speed who desire a source of mana burn.
- In an exceptionally long game, one way to effectively use built up gold is to have a Necronomicon to carried in their backpack.
- When using Necronomicon units to push, it can be worthwhile to move one behind the tower to intercept the incoming creep wave to make sure allied creeps continue attacking the tower.
- Against certain heroes, Necronomicon can be an exceptionally strong counter.
- Templar Assassin relies on her Refraction to survive fights, which can be quickly destroyed with the fast attack speed of the two Necronomicon units.
- Wraith King has a naturally small mana pool, and can only attack a single target at a time. Necronomicon units make it harder for him to fight the summoner, and reduce the chances that he'll have the mana to Ressurect.
- Heroes with a small HP pool, and strong but indiscriminate nukes, like Lich, Lina, Leshrac, or Luna, are especially vulnerable to being killed by Last Will.
- Necronomicon is a good long-term investment against an team with invisibility, because when upgraded to maximum level, it gives your team a mobile source of True Sight without the risk of a losing a Gem of True Sight in a fight.
- With a freely-targetable spell that provides vision, a support can easily check cliffs for wards with a Level 3 Necronomicon Warrior, saving on the need for Sentries.
- Necronomicon is a good purchase to help counter an enemy with a Blade Mail or a similar ability which retaliates directly, because damage is reflected back to the summoned units, and it can force the target to kill the Necronomicon Warrior, taking up to 800 magical damage.
- The Archer's Purge ability is a valid spell to pop Linken's Sphere.
- Some heroes are exceptionally strong against summoned units, and are able to deal with Necronomicon units easily. A user should avoid fighting those heroes with the summons.
- Heroes who have strong Cleaves such as Sven and Kunkka are able to clear out both summons, tank the Last Will, and continue fighting.
- While Necronomicon units are immune to Helm of the Dominator and Hand of Midas, they are vulnerable to all other forms of instantly killing or conversion spells, allowing the caster to turn back the threat of mana burn and Last Will against the original owner.
- Of particular note is Lifestealer who can Enrage to avoid being mana burned, and Infest can be used on the summon to either instantly kill, or to take control of the unit.
- Heroes who have spells which gain more effectiveness the more enemy units around, eg. Axe or Undying.
- Heroes who can deal damage while spell immune or invulnerable in order to kill off the warrior safely, such as Storm Spirit, Morphling, or Juggernaut.
- Heroes who have their own summons or illusions are able to easily avoid taking the Last Will damage.
Item Synergy
- Drum of Endurance: gives the highest DPS per gold for the necronomicon when active, the bonus movement speed stacks with the archer's movement aura.
- Assault Cuirass: for the attack speed aura, as the Necronomicons have one of the lowest base attack times in the game so they benefit from it a lot. In addition, the armor aura doubles their physical damage resistance and it reduces the armor of enemies around. Greatly improves your pushing potential.
- Solar Crest's active reduces the armor of your enemy by 8 and applies 35% Accuracy. You can also get a Desolator to apply a similar effect.
- Maelstrom: allows you to clear creep waves faster, synergizing with the typical push style that this item encourages.
- Shiva's Guard: make your necronomicons tankier with the aura attack slow and gives a powerful area movement slow to catch your enemies.
- Guardian Greaves and Mekansm: grants sustainability to your summons, preventing the enemy from gaining the gold bounty.
- Bloodthorn: amplifies the damage the summons deal to the target, while rendering them unable to use spells to kill the summons typically allowing them to live longer to cause more impact. It is useful against damage block.
- Nullifier applies a mute so the enemy won't be able to use his items. It removes every positive buffs and each hits applies a slow synergizing well with the fast attack speed of the summons and the Purge movement slow of the Archer.
- Blink Dagger: is used to surprise and summon the necronomicons directly on your enemy.
- Boots of Travel: enables teleportation to the Necronomicon summons.
- Vladmir's Offering: grants the summons lifesteal, 4 bonus armor and 15% bonus damage.
- Pipe of Insight: protects you and your summoned units from magic damage, though the Necrobook level 3 grants 400 HP and the necronomicons have 40% magic resistance.
- Octarine Core: allows casting the Necronomicon more often, enabling greater uptime on the summons to deward and split push while there is no team fight.
Counter items
- Crimson Guard: almost fully blocks the damage of the Necronomicons if they don't do critical strikes.
- Shiva's Guard: because their base attack time is low, the aura attack slow of 45 reduces a lot their damage.
Trivia
- This item is based on the Necronomicon, a fictional grimoire created by horror author H. P. Lovecraft. The summoning ability of the item is similar to the original book's role in summoning the ancient cosmic Old Ones in Lovecraft's Cthulhu Mythos.
- The coloration of the two units may be a reference to the Japanese tradition of Oni being either Red or Blue, with the Red Oni traditionally more aggressive, emotional, and extroverted, while Blue Oni are traditionally more serene, intellectual, and introverted.
Gallery
Taking damage from Last Will
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