Jump to content

[Database] Viler.Nemesis


Recommended Posts

Name: Viler.Nemesis

Type: - Caster / Support


Starting Stats:

Starting Health  495

Movement Speed – 3.61

Attack Range – 6

Attack Speed – 1.85

Starting Damage – 64

Base Armor.Resist – 10.6%

Base Spell Armor/Resist – 21.7%

Strength – 30 + [5]

Agility – 22 + [3]

Intelligence – 38` + [7]***




[Heroic Passive] - [Despair] 

Enemy Units and Structures around Nemesis have their Sight range reduced by 3-unit radius.

Enemy Heroes that die under this effect will cause all other Enemy Heroes within 10-unit radius of them to become Silenced for 3 seconds. Refreshes but does not stack.


Energy Cost: - 

Cooldown: - 

Range: 14u AoE




[Q] - [Rampage Burst] Target Unit, 5.5u AoE

Launches a ball of void energy that travels over 1.75 seconds towards a target enemy unit or structure, or a Player-owned unit or structure. The projectile bursts on impact but leaves the primary target completely Unaffected, while hurling fragments of void energy that home in onto nearby enemy units in a radius around the target.

Each fragment deals Spell Damage and Slows Movement Speed for 2 seconds.


Spell Damage: 50 / 100 / 150 / 200 (+65% INT) (+25% Target Missing Energy)

Movement Speed Slow: 40%


Energy Cost: - 75 / 100 / 125 / 150

Cooldown: - 13 / 11 / 9 / 7 seconds

Range: 14u




[W] - [Void Reintegration] Target Unit/Channel

Nemesis channels a beam at a target unit for up to 10 seconds, absorbing Energy per second, and Slowing their Movement Speed.

If Nemesis has Full Energy, Void Reintegration will Restore Health equal to the Energy absorption instead. Reactivate to cancel.

Allies' basic attacks against the target during this time will Leech Energy equal to a percentage of damage they deal to the target.


Energy/S Absorption: 20 / 45 / 70 / 90 (+6% Target Max Energy)

Allied Energy Absorption: 20% of Damage Dealt

Movement Speed Slow: 40%


Energy Cost: - 75 / 100 / 125 / 150

Cooldown: - 24 / 22 / 20 / 18 seconds

Range: - 8u (14u Leash Range) 




[E] - [Harbinger of Oblivion] Target Point

Summons a mobile flying Oblivion Construct onto the battlefield for 90 seconds. Oblivion Constructs have 750 (+150% INT) Health, and passively emit the Oblivion Aura.

Enemy Heroes that Cast abilities within the Oblivion Aura Lose Health and Energy instantly (Non-lethal), and grant Nemesis 1 stack of Oblivion.

Each Oblivion stack Amplifies the Spell Damage Nemesis deals. Up to 4 stacks. Refreshes.


Vitals Lost per Enemy Ability Cast: 5% / 11% / 17% / 23% (Current Health & Energy)

Spell Damage Amp per Stack: +2% / +4% / +6% / +8%

Stack Duration: 15 seconds


Energy Cost: - 100 / 125 / 150 / 175

Cooldown: - 120 / 100 / 80 / 60 seconds

Range: - 10 (16u Aura AoE)




[R] - [Nightmare Torment] Target Unit

Nemesis Curses an Enemy Hero for a duration, causing a percentage of any damage dealt to them to be Reflected to all enemies in an area around them as Spell Damage.

If the target dies under this effect, their Respawn Time will increase on their next respawn. Ignores Debuff Immunity.


Damage Reflected: 40% / 52% / 64%

Respawn Time Increase: +33%

Duration: 10s / 14s / 18s


Energy Cost: 200 / 250 / 300

Cooldown: 130 / 110 / 90 seconds

Range: 10u (6u Reflect Aura AoE)

Link to comment
Share on other sites

On paper perhaps, but in practice it's different.

E is hard countered by vision; flares and Eye of Amon' active can quickly locate the Construct for you and your team to destroy it (it gives a lot of money).  You can also avoid casting if you suspect it is nearby. It doesn't on item actives.

W deals no damage and leaves Nemesis open to attack as it is a channeling ability.

Link to comment
Share on other sites

Going to number these for convenience::

1. The E is very inconspicuous as I've seen. Even telling people to take it out and telling of the dangers, they still combo three abilities and wonder why they are being chunked. On top of that, the range is so long that you can put it in a place no one can get to. At the very least, please make it non-flying so every hero can get to it so melee heros are not reliant on there blind range heros.

2. W heals and has a long range. It is hard to punish even with an ally nearby. In lanning phase Viler Takes the hero that is slowed out of the fight, and if aggroed by the other enemy, can be punished by the ally lanner. Otherwise, you are just free to take all the energy from your target. In team fights, no one is dumb enough to jump a Viler as the oblivion construct will be in the center of the team and Viler will be sitting there taunting, hoping the enemy team will collapse on him so that his allies can kill everyone.

Link to comment
Share on other sites

  • 4 months later...
11 hours ago, Bile said:

I refuse to play it because of how broken it actually is, congrats tho! 


He's very good for what he does and when he has good positioning. But isolate him or catch him alone and hes as good as crispy squid on a stick. 

Your Viler from the game from earlier today did not seem OP at any point. 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Create New...