...they no longer have Chaos damage, unless Zero changed that back.
Anyway.
Clairvoyance is an innate ability that the Archer starts with. It increases his sight range. If you notice, his sight range is crazy.
You shouldn't miss out that his move speed is maxed from the very beginning!
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1st ability: Stealth Walk
It's Wind Walk. Like that of other characters', it increases your move speed (like you need it), makes you invisible, and when you break invisibility, you do about 180 damage at max level.
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2nd ability: Mana Burst
Increases the Archer's ranged damage by a %. 5% per level, caps out at 50%.
To use this ability well, you want to get things that increase your agility. For example, a Double-Barreled Shotgun. Imagine it adds +90 agility. That's actually 90 + 45 damage for you! Much more massive than most other items can give you; even the Battle Axe. Don't forget you can have two.
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Nosferatu:
Str-based hero; hero name: Vampire
Has no innate ability.
1st skill: Blood Drain
Drains some life on hit.
Level 1: 10%, 16 life.
Level 2: 20%, 17 life.
Level 3: 30%, 18 life.
Level 4: 40%, 19 life.
Level 5: 50%, 20 life.
Level 6: 60%, 21 life.
Level 7: 70%, 22 life.
Level 8: 80%, 23 life.
Level 9: 90%, 24 life.
Level 10: 100%, 25 life.
Your strongest skill early game, and definitely a helper. This actually works on allied units so just keep targeting them and you can TK. Anyway, you can use this to drain life from the footman at Arcania. XD
Seriously, though, use this with Hyper Orb and you have 63 Life Drain on every hit. Sound good? The graphics are on different parts of the Vampire, so you can see them working.
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Level 2: Blood Spiral
My pride and joy. You have a chance to get an armor boost and damage boost when you kill a unit. This buff stacks up for each unit you kill, but only lasts 30 seconds from the last unit you kill. So kill many, and kill fast!
Level 1: 6% chance, caps at 3 units.
Level 2: 7% chance, caps at 6 units.
Level 3: 8% chance, caps at 9 units.
Level 4: 9% chance, caps at 12 units.
Level 5: 10% chance, caps at 15 units.
Level 6: 11% chance, caps at 18 untis.
Level 7: 12% chance, caps at 21 units.
Level 8: 13% chance, caps at 24 units.
Level 9: 14% chance, caps at 27 units.
Level 10: 15% chance, caps at 30 units.
2 armor and 2% damage per unit. This can stack up to be quite a lot. The armor makes it an awesome early skill, the damage makes it an awesome late skill. Invaluable, and also the first skill you get to Level 10.
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Level 3: Vital Strike
Melee-range Firebolt. 2 second stun at all levels. Big explosion of blood.
Level 1: 250 damage.
Level 2: 500 damage.
Level 3: 750 damage.
Level 4: 1000 damage.
Level 5: 1250 damage.
Level 6: 1500 damage.
Level 7: 1750 damage.
Level 8: 2000 damage.
Level 9: 2250 damage.
Level 10: 2500 damage.
IMBA.Sheep hates this skill, and so should you. Massive damage, low cooldown, decent stun. There's little to dislike about this skill unless you're me.
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Ultimate: Blood Strike
The crappiest ultimate ever. Deals damage equal to an amount based on your strength, and steals it back as life.
Level 1: 2x Strength.
Level 2: 4x Strength.
Is currently bugged and useless. Not that it wouldn't be useless if it wasn't bugged but yeah.