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Hybrid.MAAR
Hybrid.maar
Attributes
Primary Attribute Intelligence
Strength 28 (+4)
Agility 28 (+4)
Intelligence 34 (+7)
Stats
Starting Health 250
Starting Energy  ??
Base Armor  ??
Movement Speed 2.80
Base Damage 47
Attack Speed 1.9
Attack Range 6
Sight Range 12
Gameplay
Difficulty  ??
Role DPS
Implementation
Status Current
Misc
Alignment Chaotic Evil

Introduction

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

Maar Screenshot
Liberation
COOLDOWN: 20
Liberation

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
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
Power of destruction

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
Power of creation

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
Mass teleport

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
Maarskill2

Active: Maar deals (150% INT) Spell Damage to target enemy, recovering Health equal to the damage dealt.

Heat Wave
COST: Power of Destructionx1
Maarskill3

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
Maarskill5

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
Maarskill4

Active: Target ally gains Shields for 6 seconds. Does not stack.

  • Shields: 70 / 125 / 175 / 225 (+65% INT)
Frost Wave
COST: Power of Creationx2
Maarskill7

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
Maarskill6

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
Maarskill1

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
Maarskill8

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
Maarskill9

Active: Charges himself with Savior Aura for 15 seconds. Nearby enemies deal 25% less Spell and Physical damage. Overwrites other Auras.

Strategy

See Strategy

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.


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