Mercurial's dagger eclipses the physical plane in shadow, a state in which mortals cower, but spectres thrive. Notes: The Spectral Dagger travels at a speed of Can directly target heroes and creep-heroes. When targeting a hero, the dagger homes in on the target until reaching it.
When targeting the ground or creep-heroes, the dagger travels range in a straight line. It does not home in on creep-heroes. Every enemy unit which comes within range of the traveling dagger gets damaged. Hit enemy heroes and illusions also receive the Spectral Dagger debuff, making them trail a shadow path like the dagger itself. This debuff also grants shared vision over the enemy heroes, revealing their silhouette when invisible. This modifier lingers for 4 seconds after leaving the path.
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The modifier only refreshes from the same source. Meaning that spectre will not be slowed by an enemy Spectral Dagger when she has the buff modifier.
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Spectre also gains the Spectral Dagger Path Phased buff, which grants her unobstructed movement. This buff lingers for 1 second after leaving the path. The shadow path's segments last 12 seconds from the moment on they were created, not as the spell was cast. The shadow path grants radius flying vision around itself. Ability Passive. Damage Pure.
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Deals bonus damage whenever Spectre attacks an enemy who is alone. Reduces the enemy vision for 5 seconds. Radius : Often times, warriors find themselves alone with a vision of Mercurial - the fated question is if it is the true Spectre. Notes: Desolate's effects are applied upon finishing an attack, regardless of whether the attack actually hits the target or not.
This means Desolate applies its effects even when the leading attack misses the target. When used by ranged heroes, this means the effect is applied on projectile launch, not hit. The bonus damage is dealt in a separate damage instance, and counts as spell damage. This means it is not affected or considered by anything that works with attack damage. This also means that it fully works with spell damage amplification and spell lifesteal. Works against any enemy unit, except for wards and buildings.
Desolate completely ignores nearby wards, buildings, invulnerable and hidden units. This means that Desolate still deals its damage when the target only has any of the above as allies nearby. Only checks for allies of the target, meaning nearby neutral creeps do not prevent it from dealing damage to units of the enemy team, and vice versa.
The vision reduction is applied after all vision bonuses, except for Moon Shard. Dispersion E. Damage HP Removal.
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Damage done to Spectre is reflected on her enemies, leaving her unharmed. The effect lessens with distance. Minimum Radius : A daunting task lies before enemies of Mercurial - killing a shadow with blade and magic. Dispersed damage is returned as the same damage type as it was received. The damage from Dispersion is flagged as HP Removal , so it does not trigger any on-damage effects. Dispersion reflects the damage before any form of damage manipulation.
Always reflects a percentage of the full damage value, no matter how much health Spectre had left when she received the damage. This means it reflects overkill damage dealt to Spectre, so if a damage source exceeded Spectre's current health and killed her, the reflected damage is based on the full damage value. Dispersion reflects the damage right before it is actually done to Spectre, so if both Spectre and an enemy would die to the damage simultaneously, the enemy is always killed first.
Reflected damage is not divided between enemies. All of them take the full reflected damage. The damage dealt decreases linearly from a radius to a radius from Spectre.
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Ability No Target. Affects Enemy Heroes. Creates a spectral nemesis to attack each enemy hero after a short delay. At any moment during the duration, Spectre can use Reality to exchange places of a given haunt. Haunt illusions are uncontrollable, take extra damage, and deal less damage than Spectre herself. They move at base movement speed and ignore terrain. Grants the Shadow Step ability. At the height of combat, Mercurial's physical manifestation shatters, and the shadowy pieces haunt those who still cling to life.
Notes: Haunt illusions are selectable, but uncontrollable. The illusions have movement speed and unobstructed pathing. The illusions spawn 58 range away from their targets, at a random spot around them. The illusions start attacking their targets 1 second after being spawned. They do not attack but still follow invisible units. They also spawn on and follow invulnerable and hidden units. Haunt illusions spawn for enemy Divided We Stand clones , but not for other clones or illusions.
The illusions disappear once their target dies. Spectre exchanges places with a chosen Haunt. The scattered shadows unite into the one true Spectre. Notes: Reality is unlocked upon learning Haunt and always stays active. Does not disjoint projectiles upon cast. When targeting ground, Spectre exchanges places with the closest Haunt illusion from the targeted point.
Can be cast multiple times until Haunt ends or all Haunt illusions are dead. After swapping positions, the Haunt illusion still walks towards its target and attacks it. But once the opening credits sequences winds down, the film grinds to a punishing halt. Those fleeting glimpses of Eva Green, Javier Bardem, and Judi Dench who is badly missed this time out serve not as a pleasant reminder but a foreboding warning that this is going to bring everything full circle in an uncommonly unsatisfying manner. This film reeks of a long-running franchise merely copying the elements of the last unexpectedly successful installment.
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Yes, that's really what the problem with surveillance and drone warfare is, folks. And it's a lot less entertaining as well. But when the painfully telegraphed reveal arrives, it is shocking to none of the participants and thus irrelevant to us. The film is obsessed almost exclusively with its retconned revelations and little else since. And yet since we are needlessly kept in the dark waiting patiently for revelations that end up having little impact, the end result is a shockingly dull adventure.
That the movie takes the franchise in places I wasn't fond of doesn't help, but I knew that going in from the trailers. But the narrative inertia and lack of much entertainment value in the form of engaging action or nuanced screenwriting is something of a shock. The majority of its 2. But outside of the homages, the entire enterprise feels perfunctory in a way that the franchise has not felt since the tail end of the Roger Moore days, as even the promised tropes don't deliver. There is a third act escape sequence from a villain's abode that is so clean, so quick, and so video game-ish effortless that I honestly thought it was going to be revealed to be a dream sequence.
There is terrific stunt work on display in the first act car chase, the second act plane vs. And the film looks gorgeous when it steps outside for a stroll yes, it's worth the IMAX upgrade if you're so inclined.
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But there is no excitement, no urgency, no attempts to have the action sequences reveal character or move the plot forward. Evil's organization. The much-discussed Monica Bellucci appearance is a glorified cameo, one arbitrary conquest that borders on near rape for a beat or tw0 before being forgotten. You end up replaying the best parts of other films and reminding audiences that prior adventures did it better. And in a year when we've seen a number of spy films The Man From U. If they drop the ball this film, they can completely start over from scratch and try again next time out.
James Bond will return, but he'd better shape up before he ends up out like Flint. When James Bond needs to be saved, you know there is only one man you can call.