Description
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!
Strength: 22 (+2.5 per level)
Agility: 14 (+1.5 per level)
Intelligence: 22 (+2.0 per level)
Move Speed: 300
Attach Range: 150Goblin Toss [Q]

[ Target Entity ]
King Klout gets seven minions to throw at enemies.
When learned you get up to
7 minions that follow you around, gaining 1 every 8 seconds. Target an enemy to throw the first one at them, doing one of three things:
- ^bBLUE: Deals
{70,90,110,130} Magic Damage, chaining to nearby enemies.
-
RED: Applies
{85,110,135,160} Magic Damage and a
{10,15,20,25}% Tapering Movespeed Slow over 3 seconds within the area
-
GREEN: Same as
RED, but bounces to two additional nearby enemies.
Minion Burn Effect(s):When learned you get up to
7 minions that follow you around, gaining 1 every 8 seconds. Target an enemy to throw the first one at them, doing one of three things:
- ^bBLUE: Deals
{70,90,110,130} Magic Damage, chaining to nearby enemies.
-
RED: Deals
{30,40,50,60} Magic Damage with another
{55,70,85,100} Magic Damage 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.
-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 Minon spawned is a
RED one.
-There is a 10% chance that when a ^bBLUE Minion spawns it will be upgraded to a
RED Minion.
-There is a 25% chance that when a
RED Minion spawns it will be upgraded to a
GREEN Minion.
Bluster [W]

[ Self Position ]
King Klout's voice pierces the minds of any around him, causing them to be unable to act until they get away.
On use and every 2 seconds for the next 6 seconds (4 times total), deals
{0,20,40,60} Magic Damage and applies a
1 second Silence and Disarm to all enemies around you.
Hitting Enemy Heroes several times will upgrade your Minions.
Bluster Effect(s):On use and every 2 seconds for the next 6 seconds (4 times total), deals
{0,20,40,60} Magic Damage and applies a
1 second Silence and Disarm to all enemies around you.
Hitting Enemy Heroes several times will upgrade your Minions.
-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.
Conscription [E]

[ Passive ]
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 for 3 seconds; each stack
lowers Magic Armor by {0.4,0.6,0.8,1}.
When someone receives
{5} stacks, they take
{20,40,60,80} Magic Damage, Transformed and Slowed for
{1.5,2,2.5,3} seconds, and one of your Minions is upgraded.
Conscription Effect(s):All non-DOT damage you deal applies stacks of Conscription for 3 seconds; each stack
lowers Magic Armor by {0.4,0.6,0.8,1}.
When someone receives
{5} stacks, they take
{20,40,60,80} Magic Damage, Transformed and Slowed for
{1.5,2,2.5,3} seconds, and one of your Minions is upgraded.
-You cannot build stacks on the target 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.
Parade of Power [R]

[ Target Position ]
King Klout lets out a wave of fear that travels across the map, letting him warp to its position.
Target a direction to fire a bolt 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.
Activate the ability again to teleport to its location, sending another
Parade of Power back to where you teleported from.
Hitting enemy heroes upgrades your Minions.
On use, teleports you to the location of your Parade of Power.
Creates a second Parade of Power that travels back to your current position.
Any enemy hit by the wave takes up to
{150,250,350} Magic Damage and player-controlled units are
Feared for up to {1.5,2,2.5} seconds.
King Klout's Parade Effect(s):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.
Activate the ability again to teleport to its location, sending another
Parade of Power back to where you teleported from.
Hitting enemy heroes upgrades your Minions.
-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
On use, teleports you to the location of your Parade of Power.
Creates a second Parade of Power that travels back to your current position.
Any enemy hit by the wave takes up to
{150,250,350} Magic Damage and player-controlled units are
Feared for up to {1.5,2,2.5} seconds.
-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