The Benevolent and Merciful King Klout began his epic journey as the leader of a troublesome rabble of goblin pickpockets, but he always knew he was destined for something greater. When he obtained the Allowin Crown and Scepter through sheer cunning, courage, and at great risk to life and limb (not necessarily his), he finally ascended to his rightful status as the greatest and most glorious leader throughout all of Newerth, past, present, and future. Huzzah!
King Klout is an initiation hero that can be a threat from anywhere on the map. Goblin Toss and Bluster can be used together to stack Conscription quickly with your Auto Attacks. Parade of Power is an amazing threat from anywhere... if you can aim it correctly!
[ Q ]
Cast Time: 0.15 / 0.35 seconds
Type - Magic
King Klout gets seven minions to throw at enemies.
Range: 510/540/570/600 Mana Cost: 40/45/50/55 Cooldown: 0.7 seconds
When learned you get up to 7 minions that follow you around, gaining 1 every 6 (3) seconds. Target an enemy to throw the first one at them, doing one of three things:
BLUE: Deals 70/90/110/130 Magic Damage, chaining to nearby enemies.
RED: Deals 70/90/110/130 Magic Damage only to a target with another 15/20/25/30 Magic Damage as damage overtime and a 10/15/20/25% Tapering Movespeed Slow over 3 seconds in the AOE
GREEN: Same as RED, but bounces to two additional nearby enemies.
Go my minions!
Goblins have a projectile speed of 1000.
Enemy Heroes dying around you either spawns a new RED Minion if you don't have 7, or it upgrades one of your existing Minions to a better one.
Every 5th Minion spawned is a RED one.
There is a 10% (100%) chance that when a BLUE Minion spawns it will be upgraded to a RED Minion.
There is a 25% (50%) chance that when a RED Minion spawns it will be upgraded to a GREEN Minion.
BLUE and GREEN goblins will bounce to the closest enemy unit within 400 units.
Goblins will bounce to Siege units, but won't deal damage to it.
The slow from RED and GREEN goblins tapers to 10% halfway in its duration (1.5 seconds by default), then to 0% over the remaining duration.
The DoT deals 5/6.67/8.33/10 Magic Damage per second. Therefore, the DoT deals 1 less Magic Damage total than actually listed.
The Magic DoT effect stacks up to 5 times.
[ W ]
Cast Time: 0.35 / 0.15 seconds
Type - Magic
King Klout's voice pierces the minds of any around him, causing them to be unable to act until they get away. Hitting Enemy Heroes several times will upgrade your Minions.
Radius: 250/275/300/325 Mana Cost: 80 Cooldown: 30/26/22/18 seconds
On use and every 2 seconds for the next 6 seconds (4 times total), deals 15/30/45/60 Magic Damage and applies a 0.3/0.6/0.9/1.2 seconds Silence and Disarm to all enemies around you.
Every 4 Enemy Heroes hit either spawns a new RED Minion if you don't have 7, or it upgrades one of your existing Minions to a better one.
Stop attacking me!!
[ E ]
Where does the King Klout get his Minions from? The dark secret is he can transform anyone into one of them, removing their combat ability for a time.
All non-DOT damage you deal applies stacks of Conscription, each stack lowering Magic Armor by 0.4/0.6/0.8/1.
When someone gets 5 stacks on themselves they are dealt 20/40/60/80 Magic Damage, Transformed and Slowed for 1/1.5/2/2.5 seconds, and unable to build stacks on them for 5 seconds after they are Transformed.
Transforming someone either spawns a new RED Minion if you don't have 7, or it upgrades one of your existing Minions to a better one.
You are now MINE!
Charges are capped at 5.
Transformed enemies are Silenced, Disarmed, Perplexed, Restrained, and have a 30% Movement Slow.
Unlike other Morph effects, it does not kill illusions.
Has a 2.5 second cooldown only for upgrading minions upon triggering this ability on an enemy unit.
Parade of Power
[ R ]
Cast Time: 0 / 0 seconds
Non-Boss Enemy Units
Type - Magic
King Klout lets out a wave of fear that travels across the map, letting him warp to its position.
Range: 99999 Mana Cost: 200/225/250 Cooldown: 135/115/95 (80) seconds
Target a direction to fire a ball in a line. Any enemy hit takes up to 150/250/350 Magic Damage and player-controlled units are Feared for up to 1.5/2/2.5 seconds.
At any time, you can use the ability again to teleport to its location, sending another Parade of Power back to where you teleported from.
For every enemy hero hit by the initial ball, you either spawn a new RED Minion if you don't have 7, or it upgrades one of your existing Minions to a better one.
Parade of Power moves at 1750 speed.
Starts at 75/125/175 Magic Damage and adds an additional 75/125/175 the further they are from you. At 3500 units away, they take maximum damage.
Fear duration is 0.5 second minimum, adding an additional 1/1.5/2 second(s) the further they are from you. At 3500 units away, they are Feared for the max duration.
Fear goes through Magic Immunity.
The ball grants 500 day and night Clearvision.
You can move freely while the ball is in motion. Activating again will teleport you at the ball's location.
The ball will return in the direction it was originally fired from, not where you were before teleporting.
Bonus damage and Fear duration scales linearly with travel distance.
Fear applies a 70% Movement Slow on top of its other status effects.
Upon use, rushes to the target location at 800 speed and explodes the area, dealing 360/520/680 Magic Damage to enemies within range and applying 4 stacks of Conscription to each enemy if you have it leveled.