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Fireflies
Target a location to spawn a line of fireflies which provide vision in the area.
Enemy units hit by the blast are dealt 100 / 140 / 180 / 220 Magic Damage and a 20% Movement Speed Slow for 2 seconds.
Rolling Thunder
Target an enemy unit begin charging up. Allies can enter the shell by right-clicking on it if not Stunned or Rooted. Shellshock launches towards the target after a 3 second delay or upon second activation.
Upon reaching the target, applies a 1 / 1.25 / 1.5 / 1.75 second Stun and 70 / 140 / 210 / 280 Magic Damage in a small area, plus an additional 20 / 30 / 40 / 50 Magic Damage for each ally hero in the shell.
Waiting longer before launching increases speed.
Staff of the Master increases ball speed and cast range.
Sanctuary Stone
Passively grants 1 / 2 / 3 / 4 Magic Armor to yourself and nearby ally heroes and -1 / -2 / -3 / -4 Magic Armor to nearby enemy heroes.
On death, drops a Sanctuary Stone that can be picked up by allies, granting the holder the current power of this ability until Shellshock revives.
Superconductor
Upon use deals 100 / 200 / 300 Magic Damage to nearby enemies and applies a tapering 80% Move Speed slow to them for 3 seconds.
Shellshock then surrounds himself with an electric field that deals 30 / 40 / 50 + 1 / 1.5 / 2% of his Max Health in Magic Damage per second to nearby enemies for the next 10 seconds.
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
INTRODUCTION
This is just my way of playing Shell.
- Staff for the lulz
- If early money, go for Mock
- Dont forget to cast your spells while you're rollin'
Have Fun ;)

Marchers
Movement Modifier
45 Movement Speed

Mock of Brilliance
Grants an aura that deals Magic Damage over time to nearby enemies.

Ghost Marchers
Movement Modifier
60 Movement Speed. Use for unitwalking and more speed.

Frostwolf's Skull
Freeze Modifier
Attacks & single-target spells slow enemies.

Mystic Vestments
Magic Armor Modifier
5 Magic Armor

Power Supply
Allows the wielder to absorb Health and Mana from enemy spellcasts.

Master's Legacy
Boosts the abilities of an ally hero.
Gain bonus Stats when obtained

Armor of the Mad Mage
-Magic Armor Aura
Active: gain temporary Armor

Behemoth's Heart
Adds high Health and Strength. Adds Health regen based on your max Health.
Fireflies
Target a location to spawn a line of fireflies which provide vision in the area.
Enemy units hit by the blast are dealt 100 / 140 / 180 / 220 Magic Damage and a 20% Movement Speed Slow for 2 seconds.
LVL 1
Rolling Thunder
Target an enemy unit begin charging up. Allies can enter the shell by right-clicking on it if not Stunned or Rooted. Shellshock launches towards the target after a 3 second delay or upon second activation.
Upon reaching the target, applies a 1 / 1.25 / 1.5 / 1.75 second Stun and 70 / 140 / 210 / 280 Magic Damage in a small area, plus an additional 20 / 30 / 40 / 50 Magic Damage for each ally hero in the shell.
Waiting longer before launching increases speed.
Staff of the Master increases ball speed and cast range.
LVL 2
Fireflies
Target a location to spawn a line of fireflies which provide vision in the area.
Enemy units hit by the blast are dealt 100 / 140 / 180 / 220 Magic Damage and a 20% Movement Speed Slow for 2 seconds.
LVL 3
Rolling Thunder
Target an enemy unit begin charging up. Allies can enter the shell by right-clicking on it if not Stunned or Rooted. Shellshock launches towards the target after a 3 second delay or upon second activation.
Upon reaching the target, applies a 1 / 1.25 / 1.5 / 1.75 second Stun and 70 / 140 / 210 / 280 Magic Damage in a small area, plus an additional 20 / 30 / 40 / 50 Magic Damage for each ally hero in the shell.
Waiting longer before launching increases speed.
Staff of the Master increases ball speed and cast range.
LVL 4
Fireflies
Target a location to spawn a line of fireflies which provide vision in the area.
Enemy units hit by the blast are dealt 100 / 140 / 180 / 220 Magic Damage and a 20% Movement Speed Slow for 2 seconds.
LVL 5
Superconductor
Upon use deals 100 / 200 / 300 Magic Damage to nearby enemies and applies a tapering 80% Move Speed slow to them for 3 seconds.
Shellshock then surrounds himself with an electric field that deals 30 / 40 / 50 + 1 / 1.5 / 2% of his Max Health in Magic Damage per second to nearby enemies for the next 10 seconds.
LVL 6
Fireflies
Target a location to spawn a line of fireflies which provide vision in the area.
Enemy units hit by the blast are dealt 100 / 140 / 180 / 220 Magic Damage and a 20% Movement Speed Slow for 2 seconds.
LVL 7
Rolling Thunder
Target an enemy unit begin charging up. Allies can enter the shell by right-clicking on it if not Stunned or Rooted. Shellshock launches towards the target after a 3 second delay or upon second activation.
Upon reaching the target, applies a 1 / 1.25 / 1.5 / 1.75 second Stun and 70 / 140 / 210 / 280 Magic Damage in a small area, plus an additional 20 / 30 / 40 / 50 Magic Damage for each ally hero in the shell.
Waiting longer before launching increases speed.
Staff of the Master increases ball speed and cast range.
LVL 8
Rolling Thunder
Target an enemy unit begin charging up. Allies can enter the shell by right-clicking on it if not Stunned or Rooted. Shellshock launches towards the target after a 3 second delay or upon second activation.
Upon reaching the target, applies a 1 / 1.25 / 1.5 / 1.75 second Stun and 70 / 140 / 210 / 280 Magic Damage in a small area, plus an additional 20 / 30 / 40 / 50 Magic Damage for each ally hero in the shell.
Waiting longer before launching increases speed.
Staff of the Master increases ball speed and cast range.
LVL 9
Sanctuary Stone
Passively grants 1 / 2 / 3 / 4 Magic Armor to yourself and nearby ally heroes and -1 / -2 / -3 / -4 Magic Armor to nearby enemy heroes.
On death, drops a Sanctuary Stone that can be picked up by allies, granting the holder the current power of this ability until Shellshock revives.
LVL 10
Superconductor
Upon use deals 100 / 200 / 300 Magic Damage to nearby enemies and applies a tapering 80% Move Speed slow to them for 3 seconds.
Shellshock then surrounds himself with an electric field that deals 30 / 40 / 50 + 1 / 1.5 / 2% of his Max Health in Magic Damage per second to nearby enemies for the next 10 seconds.
LVL 11
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 12
Sanctuary Stone
Passively grants 1 / 2 / 3 / 4 Magic Armor to yourself and nearby ally heroes and -1 / -2 / -3 / -4 Magic Armor to nearby enemy heroes.
On death, drops a Sanctuary Stone that can be picked up by allies, granting the holder the current power of this ability until Shellshock revives.
LVL 13
Sanctuary Stone
Passively grants 1 / 2 / 3 / 4 Magic Armor to yourself and nearby ally heroes and -1 / -2 / -3 / -4 Magic Armor to nearby enemy heroes.
On death, drops a Sanctuary Stone that can be picked up by allies, granting the holder the current power of this ability until Shellshock revives.
LVL 14
Sanctuary Stone
Passively grants 1 / 2 / 3 / 4 Magic Armor to yourself and nearby ally heroes and -1 / -2 / -3 / -4 Magic Armor to nearby enemy heroes.
On death, drops a Sanctuary Stone that can be picked up by allies, granting the holder the current power of this ability until Shellshock revives.
LVL 15
Superconductor
Upon use deals 100 / 200 / 300 Magic Damage to nearby enemies and applies a tapering 80% Move Speed slow to them for 3 seconds.
Shellshock then surrounds himself with an electric field that deals 30 / 40 / 50 + 1 / 1.5 / 2% of his Max Health in Magic Damage per second to nearby enemies for the next 10 seconds.
LVL 16
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 17
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 18
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 19
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 20
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 21
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 22
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 23
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 24
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 25