Lore: One of the first Hybrids created by the Dark Voice, Maar's sole purpose is absolute obedience, a price for immeasurable power sapped straight from the Void. Serving as a link between the Protoss and Zerg minds, Maar commands a versatile array of powers.
Maar's arsenal of powers make him a versatile striker that strengthens his allies in every way imaginable. From bombardments, restorative energies, and area dominance, Maar's relentless flurry of spells give confidence to his forces and instills fear in his enemies.
Skills
Liberation
COOLDOWN: 20
Active: Consume current Power of Destruction and Power of Creation charges to create and effect.
[Liberation] Deploys your current Aura at target location for 15 seconds. Aura effects do not stack with themselves.
Despair
Passive: Enemies in a 13.5 unit radius lose Sight Radius.
Sight Reduction: 2.25 / 3 / 3.75 / 4
Power of Destruction
COST: 50 / 60 / 70 / 80 mana
Active: Maar charges himself with the Power of Destruction. Shares a cooldown with Power of Creation. Empowers (Destruction) Liberation Spells.
Cooldown: 4 / 3 / 2 / 1 second
Power of Creation
COST: 50 / 60 / 70 / 80 mana
Active: Maar charges himself with the Power of Creation. Shares a cooldown with Power of Destruction. Empowers (Creation) Liberation Spells.
Cooldown: 4 / 3 / 2 / 1 second
Mass Teleport
COST: 100 / 200 / 300 mana
Active: Maar channels for 5 seconds, then warps himself and all nearby allies to target location anywhere on the map with or without vision.
Cooldown: 210 / 150 / 90 second
Consumed Skills
Sap
COST:Power of Creationx1 + Power of Destructionx1
Active: Maar deals (150% INT) Spell Damage to target enemy, recovering Health equal to the damage dealt.
Heat Wave
COST:Power of Destructionx1
Active: Send at orb at target location that explodes after 1.8 seconds.
Spell Damage: 60 / 100 / 140 / 180 (+50% INT)
Heat Wave Plus
COST:Power of Destructionx2
Active: Send at orb at target location that explodes after 1.8 seconds.
Spell Damage: 60 / 100 / 140 / 180
INT Scaling: 60% / 70% / 80% / 90%
Barrier
COST:Power of Creationx1
Active: Target ally gains Shields for 6 seconds. Does not stack.
Shields: 70 / 125 / 175 / 225 (+65% INT)
Frost Wave
COST:Power of Creationx2
Active: After a 1 second channel, deal Spell Damage to all enemies in a line. Affected enemies lose 60% Movement Speed for 2.25 seconds.
Spell Damage: 60 / 110 / 160 / 210 (+60% INT)
Destroyer Aura
COST:Power of Destructionx3
Active: Charges himself with Destroyer Aura for 15 seconds. Nearby enemies take Spell Damage per second. Overwrites other Auras.
True Damage: 40 / 60 / 80 / 100 (+20% INT)
Creator Aura
COST:Power of Creationx3
Active: Charges himself with Creator Aura for 15 seconds. Nearby allies recover Health per second. Overwrites other Auras.
Health per Second: 10 / 20 / 30 / 40 (+10% INT)
Vanguard Aura
COST:Power of Creationx1 + Power of Destructionx2
Active: Charges himself with Vanguard Aura for 15 seconds. Nearby allies gain +11% Time. Overwrites other Auras.
Savior Aura
COST:Power of Creationx2 + Power of Destructionx1
Active: Charges himself with Savior Aura for 15 seconds. Nearby enemies deal 25% less Spell and Physical damage. Overwrites other Auras.
Maar is a situational caster carry/support with insane late game damage potential from the low cooldowns on his damage skills. He suffers mana problems until late game, but also farms very easily throughout due to his AoE pressence. Keep your distance and shoot double Red fireballs, and maintain a double Red + Blue aura around yourself at all times for the kiting and escape it offers. Maar fails without a frontline loaded with crowdcontrol to keep enemies from diving him - heroes such as jackson, lord zyrkhan, and micro make for excellent allies. Run 0/3/3 talents, taking health, armor, cooldown, energy regen, and movespeed.