C

Abilities

NameDetails
Camouflage

Infiltrator uses a device and transitions into invisibility for 7 seconds over 2 seconds. Movement speed while in camouflage is reduced by 20%. Any action breaks the invisibility effect. First damage from invisibility catches enemy off guard, preventing them from using abilities for 2 seconds. Branch stat increases invisibility duration by +1 second per talent.

Camouflage

Infiltrator uses a device and transitions into invisibility for 7 seconds over 2 seconds. Movement speed while in camouflage is reduced by 20%. Any action breaks the invisibility effect. First damage from invisibility catches enemy off guard, preventing them from using abilities for 2 seconds. Branch stat increases invisibility duration by +1 second per talent.

Camouflage

Activating this ability, the Infiltrator becomes invisible for 7 seconds and gains bonus movement speed.

Camouflage

Infiltrator uses a device and transitions into invisibility for 7 seconds over 2 seconds. Movement speed while in camouflage is reduced by 20%. Any action breaks the invisibility effect. First damage from invisibility catches enemy off guard, preventing them from using abilities for 2 seconds. Branch stat increases invisibility duration by +1 second per talent.

Carpet Bombing

The Infiltrator throws a cluster of grenades on the ground in front of them (with a width of 3 meters). All enemy targets in the area receive an electric shock dealing physical damage (100%Spell Power). Additionally, they are rooted for 2 seconds. After the explosion, a Static Field zone remains, dealing magic damage based on Spell Power every second to all enemies within it.

Cast off the shackles

When used, ironclad removes all controls from itself, takes 70% less damage, as well as a bonus to movement speed and tenacity. For each killed enemy, in the murder of which he took part, restores part of his health.

Catapult

The Legionary throws the nearest ally or enemy to a target area. All enemies in that area take physical damage. The tossed enemy also takes damage and stuns all vulnerable enemies within the landing area. The tossed ally doesn't take damage.

Catapult

The Legionary throws the nearest ally or enemy to a target area. All enemies in that area take physical damage. The tossed enemy also takes damage and stuns all vulnerable enemies within the landing area. The tossed ally doesn't take damage.

Catapult

The Legionary throws the nearest ally or enemy to a target area. All enemies in that area take physical damage. The tossed enemy also takes damage and stuns all vulnerable enemies within the landing area. The tossed ally doesn't take damage.

Catch Shishiga

Catches shishigas

Celestial Barrier

The Defender raises his shield and receives a beam of light from the sky, which, upon striking the shield, forms an energy dome lasting 5 seconds. Under the dome, the damage taken by all allies is reduced by an amount equal to the Defender's defensive stats

Chain Heal

The shaman gathers electricity from the atmosphere and releases lightning at the target, dealing magical damage Spell Power. With 5 charges of elemental power, the cast is instant. Consumes all charges of the special ability.

Chain Heal

The shaman gathers electricity from the atmosphere and releases lightning at the target, dealing magical damage Spell Power. With 5 charges of elemental power, the cast is instant. Consumes all charges of the special ability.

Chain Reaction

The mines within a radius of Value unavailable meters fly up (0.3 seconds) and explode, doubling the blast radius. When damaged by more than one mine, only [25% / 45% / 85%] of the damage is considered.

Champion Strike

The Defender empowers their next basic attack. After this empowered strike, the Defender buffs themself, which reduces incoming damage. This attack generates increased aggro and resets the auto-attack timer.

Champion Strike

The Defender empowers their next basic attack. After this empowered strike, the Defender buffs themself, which reduces incoming damage. This attack generates increased aggro and resets the auto-attack timer.

Charge

The champion performs a dash into the chosen area and deals physical damage in an area in front of them.

Charge

The champion performs a dash into the chosen area and deals physical damage in an area in front of them.

Charge

The champion performs a dash into the chosen area and deals physical damage in an area in front of them.

Circle strike

The champion performs a circular strike, dealing physical damage. The area has two radius zones of impact. Enemies caught within the outer radius zone take increased damage.

Circle strike

The champion performs a circular strike, dealing physical damage. The area has two radius zones of impact. Enemies caught within the outer radius zone take increased damage.

Circle Strike

The Destroyer throws their weapon in a target direction. It deals physical damage to all enemies it hits in its path.

Circle strike

The champion performs a circular strike, dealing Value unavailable = [Value unavailable + [70% / 80% / 90% / 100% / 110% / 120% / 120% / 130% / 140% / 150% / 160% / 170%] Attack Power] physical damage. The area has two radius zones of impact. Enemies caught within the outer radius zone take Value unavailable increased damage.
Resets Charge’s cooldown if it kills an enemy

Counterattack

Each time the player breaks out of a hard crowd control effect, they can activate this ability within 5 seconds to turn the next auto-attack into an empowered counterattack that deals Value unavailable = [(Value unavailable)Attack Power] physical damage.
Cooldown: Value unavailable seconds.

Crushing Leap

The Destroyer performs a jump to the specified location. Upon landing, it inflicts physical damage and stuns all enemies in the area for 3 seconds.

Crushing Leap

The Destroyer performs a jump to the specified location. Upon landing, it inflicts physical damage and stuns all enemies in the area for 3 seconds.

Crushing Leap

The Destroyer performs a jump to the specified location. Upon landing, it inflicts physical damage and stuns all enemies in the area for 3 seconds.

Cry for Help

Screeches, summoning 1 Leaf Dragon every second for 8 seconds. Leaf Dragons dash toward a target, sacrificing themselves on impact. They apply a Bleed debuff that deals 3% of the target's maximum health as physical damage per stack per second.

Cry for Help

Screeches, summoning 1 Leaf Dragon every second for 8 seconds. Leaf Dragons dash toward a target, sacrificing themselves on impact. They apply a Bleed debuff that deals 3% of the target's maximum health as physical damage per stack per second.

Dead Vacuum

The area of effect is expanded by 2 meters. The Destroyer pulls nearby enemies towards him, dealing Value unavailable = [Value unavailable + (Value unavailable) Attack Power] physical damage and rooting them for 3 seconds.

Dead Vacuum

The area of effect is expanded by 2 meters. The Destroyer pulls nearby enemies towards him, dealing Value unavailable = [Value unavailable + ([120% / 130% / 140% / 150% / 160% / 165%]) Attack Power] physical damage and rooting them for 3 seconds.

Dead Vacuum

The area of effect is expanded by 2 meters. The Destroyer pulls nearby enemies towards him, dealing Value unavailable = [Value unavailable + ([120% / 130% / 140% / 150% / 160% / 165%]) Attack Power] physical damage and rooting them for 3 seconds.

Deer's Roar

At 70%, 40% and 20% Health Wooden Deer screams to summon dendroids.

Deer's Roar

At 70%, 40% and 20% Health Wooden Deer screams to summon dendroids.

Demoralizing Slap

Strikes with a resounding slap, demoralizing character for 10 seconds and dealing Value unavailable physical damage.

Demoralizing Slap

Strikes with a resounding slap, demoralizing the character for 10 seconds and dealing Value unavailable physical damage.

Dendroid Strikes

Strikes with both hands in front, causing an earthquake that deals Value unavailable physical damage, stuns for 3 seconds, and reduces Armor by 50%.

Dendroid Strikes

Strikes with both hands in front, causing an earthquake that deals Value unavailable physical damage, stuns for 3 seconds, and reduces Armor by 50%.

Dendroid Strikes

Strikes with both hands in front, causing an earthquake that deals Value unavailable physical damage, stuns for 3 seconds, and reduces Armor by 50%.

Drunken Brawl

When the Troll has less than 20% of its health left, it slaps itself in the face and falls into a mad rage, then lunges at its victim with chaotic strikes, dealing Value unavailable physical damage.

Drunken Brawl

When the Troll has less than 20% of its health left, it slaps itself in the face and falls into a mad rage, then lunges at its victim with chaotic strikes, dealing Value unavailable physical damage.

Dual-Purpose Bouncy Bomb

The Blast Medic throws a bomb, which deals magic damage to enemies and heals allies. The bomb ricochets off the targets 2 times.

Dual-Purpose Bouncy Bomb

The Blast Medic throws a bomb, which deals magic damage to enemies and heals allies. The bomb ricochets off the targets 2 times.

Dual-Purpose Bouncy Bomb

The Blast Medic throws a bomb, which deals magic damage to enemies and heals allies. The bomb ricochets off the targets 2 times.

Earthquake

The Legionary smashes the enemies in front of them with their shield dealing Value unavailable = [([120% / 140% / 180%])Attack Power + (50%)ArmorBonus] magical damage. The strike knocks enemies back and makes them vulnerable for Value unavailable seconds. If the ability hits an enemy casting a spell, the ability is interrupted and goes on cooldown.

Earthquake

Slams the log into the ground, triggering an earthquake that deals damage in a 5-meter radius. The ability consists of two waves:
First Wave: Deals Value unavailable physical damage and slows targets by Value unavailable.
Second Wave: Deals Value unavailable physical damage, slows targets by an additional Value unavailable, then tosses them up and stuns them for 2 seconds..

Earthquake

Slams the log into the ground, triggering an earthquake that deals damage in a 5-meter radius. The ability consists of two waves:
First Wave: Deals Value unavailable physical damage and slows targets by Value unavailable.
Second Wave: Deals Value unavailable physical damage, slows targets by an additional Value unavailable, then tosses them up and stuns them for 2 seconds..

Earthquake

Slams the log into the ground, triggering an earthquake that deals damage in a 5-meter radius. The ability consists of two waves:
First Wave: Deals Value unavailable physical damage and slows targets by Value unavailable.
Second Wave: Deals Value unavailable physical damage, slows targets by an additional Value unavailable, then tosses them up and stuns them for 2 seconds..

Elemental Mastery

Every 3rd auto-attack, the shaman increases his attack speed by 3% for 7 seconds and gains a charge of the elemental power. When the number of charges reaches 5, the shaman can summon the forces of the elements to his aid and improve his skills. By activating the special ability, the shaman switches between the elements of fire, water, and earth over 1.5 seconds. While in the Earth element at 5 stacks, Lightning Strike is replaced by Static Charge.

Elemental Mastery

Every 3rd auto-attack, the shaman increases his attack speed by 3% for 7 seconds and gains a charge of the elemental power. When the number of charges reaches 5, the shaman can summon the forces of the elements to his aid and improve his skills. By activating the special ability, the shaman switches between the elements of fire, water, and earth over 1.5 seconds. While in the Earth element at 5 stacks, Lightning Strike is replaced by Static Charge.