C

Abilities

NameDetails
Embrace of Envy

Envy Sin tries to catch its target in his embrace, from beneath. If he succeeds the target will become strangled by the tentacle. Tentacle must be killed in order to release the target.

Energy Drink

Temporary increases movement speed by 30%.

Explosive shot

Engineer shoots a shell in a target. Fractions deal 100% physical damage to this target and 33% physical damage to a zone around it without dealing additional damage to the target.

Fade Away

After using the ultimate ability and hitting an enemy with it, if the skill hasn't recharged, the Infiltrator can go invisible for 3 seconds within 2 seconds. Resets all aggro.

Fartious Charge

The Troll charges toward its target. If it reaches the victim, it kicks its victim 12 meters away, dealing Value unavailable physical damage and slowing them by Value unavailable. If it misses, the Troll falls down, stunning everyone nearby for 0.5 seconds. If the Troll collides with an obstacle during the charge, it stuns itself for 10 seconds. Can kill previously summoned Lacertians and Ribbits during its charge.

Fartious Charge

The Troll charges toward its target. If it reaches the victim, it kicks its victim 12 meters away, dealing Value unavailable physical damage and slowing them by Value unavailable. If it misses, the Troll falls down, stunning everyone nearby for 0.5 seconds. If the Troll collides with an obstacle during the charge, it stuns itself for 10 seconds. Can kill previously summoned Lacertians and Ribbits during its charge.

Fartious Charge

The Troll charges toward its target. If it reaches the victim, it kicks its victim 12 meters away, dealing Value unavailable physical damage and slowing them by Value unavailable. If it misses, the Troll falls down, stunning everyone nearby for 0.5 seconds. If the Troll collides with an obstacle during the charge, it stuns itself for 10 seconds. Can kill previously summoned Lacertians and Ribbits during its charge.

Feces Throw

The Troll takes out a feces and throws it at the player. Stepping on it causes character to leave behind foul tracks for 3 seconds, dealing Value unavailable magic damage to anyone who steps into them.

Feces Throw

The Troll takes out a feces and throws it at the player. Stepping on it causes character to leave behind foul tracks for 3 seconds, dealing Value unavailable magic damage to anyone who steps into them.

Fire trap

Sets up a trap that sets enemies on fire when detonated.

Firestorm

Fire drops fall from skies on a zone pointed by Pyromancer and deal magical damage. This ability could be interrapted by a movement, auto-attack or control.

Fist Slam

The Troll strikes in front of itself with both fists, stunning the player for 0.5 seconds and dealing Value unavailable physical damage. Can kill previously summoned Lacertians and Ribbits during its charge.

Fist Slam

The Troll strikes in front of itself with both fists, stunning the player for 0.5 seconds and dealing Value unavailable physical damage. Can kill previously summoned Lacertians and Ribbits during its charge.

Flare

Fires a flare into the air like a firework, revealing all stealthed enemies within 10 meters for Value unavailable seconds.
Cooldown: Value unavailable seconds.

Flashbang Shield Generator

The Blast Medic throws a bomb to a target area. The Blast Medic and allies, who were in the range of explosion, are shielded.

Flashbang Shield Generator

The Blast Medic throws a bomb to a target area. The Blast Medic and allies, who were in the range of explosion, are shielded.

Follow-Up Rush

The ability can be reactivated within 2 seconds: The Legionary makes a dash towards the thrown target.

Forest Rhapsody

The Deer gathers the energy of nature between its antlers and fires a beam at a random player, applying the Rhapsody mark for 10 seconds.
When Rhapsody expires, the marked player erupts in an explosion, dealing Value unavailable magical damage to all players in the arena. That damage has 70% Resist penetration.

Forest Wrath

Wooden Deer concentrates its floral power to apply shield equal to Value unavailable and enter Forest Wrath. While this effect is active, the Deer can deliver 1 to 3 powerful attacks by stomping its hooves on the ground repeatedly. Each stomp creates a damaging wave spreading outward dealing Value unavailable magical damage with every consecutive stomp being more powerful than the previous. Waves can be avoided by elevation or jumping over them.

Forest Wrath

Wooden Deer concentrates its floral power to apply shield equal to Value unavailable and enter Forest Wrath. While this effect is active, the Deer can deliver 1 to 3 powerful attacks by stomping its hooves on the ground repeatedly. Each stomp creates a damaging wave spreading outward dealing Value unavailable magical damage with every consecutive stomp being more powerful than the previous. Waves can be avoided by elevation or jumping over them.

Frenzy

Champion empowers himself and rises probability of physical critical hit to 100%. Every hit and skill is critical now.

Frightening Roar

Unleash a terrifying shout that strikes terror into a single enemy. The target flees in fear, running away from the Destroyer and unable to act for 3 seconds.

Front Kick

For 4 seconds after a Shield Throw or Shield Bash, the Defender can kick the target dealing physical damage, knocking them back by 1 meter and stunning them (this stun does not trigger diminishing returns on crowd control). Resets the auto-attack.

Full Block

For Value unavailable seconds, the Tank gains a barrier that completely blocks the damage of the next incoming ability.
Cooldown: Value unavailable seconds.

Furious Charge

Prances for 5 seconds, then performs a rapid dash toward the target. Hitting a target deals near-lethal damage, having 70% Armor Penetration (Value unavailable physical damage) and stunning for 2 seconds.
If the Raptor misses and hits an obstacle, it is stunned for 15 seconds, and its Armor and Resist are reduced by 40%.
If the Raptor misses the target entirely or hits an enemy, it transitions into the "Enraged" state. Dealing double damage with its Ram ability and summoning 5 young timbers.

Get off robot

Allows to leave exoskeleton

Glass Dust

Releases a cloud of glass dust that applies blindness and disorientation on enemies hit for [2 / 3 / 4 / 5] seconds. Any damage taken removes these effects.
Cooldown: Value unavailable seconds.

Greedy Takeover

Envy Sin strikes around him with the weight of his body, dealing Value unavailable physical damage and stunning for Value unavailable seconds. At Keys Level 5 to 8, the Envy Sin can execute two jumps using two possible impact circles: a default 4-meter area and a mid-range 4 to 8-meter circle. This ability scales at Keys Level 9 to 12 and Contested Mode, increasing the jump count to three and adding an outer circle spanning 8 to 12 meters. Across all Key levels, the selection order of these jump zones is random, and a zone can only be called upon once per sequence.

Greedy Takeover

Envy Sin strikes around him with the weight of his body, dealing Value unavailable physical damage and stunning for Value unavailable seconds. At Keys Level 5 to 8, the Envy Sin can execute two jumps using two possible impact circles: a default 4-meter area and a mid-range 4 to 8-meter circle. This ability scales at Keys Level 9 to 12 and Contested Mode, increasing the jump count to three and adding an outer circle spanning 8 to 12 meters. Across all Key levels, the selection order of these jump zones is random, and a zone can only be called upon once per sequence.

Greedy Takeover

Envy Sin strikes around him with the weight of his body, dealing Value unavailable physical damage and stunning for Value unavailable seconds. At Keys Level 5 to 8, the Envy Sin can execute two jumps using two possible impact circles: a default 4-meter area and a mid-range 4 to 8-meter circle. This ability scales at Keys Level 9 to 12 and Contested Mode, increasing the jump count to three and adding an outer circle spanning 8 to 12 meters. Across all Key levels, the selection order of these jump zones is random, and a zone can only be called upon once per sequence.

Hammer Crush

A heavy steel hammer drops from above onto the targeted location after 0.4 second, dealing Value unavailable = [100 + (20%)Armor + (70%)Attack Power] physical damage in a Value unavailable-meter radius. The impact breaks the target’s Armor by Value unavailable for Value unavailable seconds, stacking up to 3 times. Generates increased Aggro.
Cooldown: Value unavailable seconds.

Hammer Crush

A heavy steel hammer drops from above onto the targeted location after 0.4 second, dealing Value unavailable = [100 + (40%)Armor + (70%)Attack Power] physical damage in a Value unavailable-meter radius. The impact breaks the target’s Armor by Value unavailable for Value unavailable seconds, stacking up to 3 times. Generates increased Aggro.
Cooldown: Value unavailable seconds.

Harpoon Arrows

The Ranger's basic attacks leave arrows in enemies. The Ranger gains bonus attack speed for each arrow. The effect stacks 10 times. The special ability can be activated, which triggers an explosion of all arrows stuck in enemies dealing physical damage.

Headbutt

The Archosaur ferociously slams its massive head forward, dealing Value unavailable physical damage in a cone to all enemies caught in its path.

Healing

Instantly restores 120 Health to character.

Healing Hand

Emits a stream of energy that heals the target for Value unavailable = [80 + Value unavailable Heal and Shield Power].
Cooldown: Value unavailable seconds.

Healing Star

The medic throws a small clump of positive energy with a Value unavailable-meter radius. If it hits the target, it applies a heal-over-time effect for Value unavailable seconds that restores Value unavailable health = [(20%)Heal and Shield Power] per second.
Cooldown: Value unavailable seconds.

Holo-Decoy Projector

The Blast Medic creates their duplicate and sends it to a target direction. When the ability is recasted on the duplicate, the Blast Medic swaps places with the duplicate. Passing through enemies the Blast Medic deals magic damage and regenerates health of allies they pass through.

Holo-Decoy Projector

The Blast Medic creates their duplicate and sends it to a target direction. When the ability is recasted on the duplicate, the Blast Medic swaps places with the duplicate. Passing through enemies the Blast Medic deals magic damage and regenerates health of allies they pass through.

Holo-Decoy Projector

The Blast Medic creates their duplicate and sends it to a target direction. When the ability is recast on the duplicate, the Blast Medic swaps places with the duplicate. Passing through enemies the Blast Medic deals magic damage and regenerates health of allies they pass through. If there are enemies between the Blast Medic and the duplicate while the Blast Medic is teleporting, enemies are additionally stunned.

Holo-Decoy Projector

The Blast Medic creates their duplicate and sends it to a target direction. When the ability is recast on the duplicate, the Blast Medic swaps places with the duplicate. Passing through enemies the Blast Medic deals magic damage and regenerates health of allies they pass through. If there are enemies between the Blast Medic and the duplicate while the Blast Medic is teleporting, enemies are additionally stunned.

Hoof Strike

Delivers a powerful kick with its forehooves, striking enemies directly ahead and dealing Value unavailable.

Horn Dash

Charges forward, attacking with its horns and dealing Value unavailable physical damage. If the target is Vulnerable the damage is Critical. On hit, can immediately summon small Dendroids to aid him in the fight.

Horn Strike

The deer makes an arched strike in front of it using its horns to knockback the target. This attack deals Value unavailable physical damage, applies a bleeding debuff for 10 seconds that deals physical damage in the amount of Value unavailable per second and makes the target Vulnerable to the next Charge ability.

Hunters Mark

Places a mark on the enemy for 7 seconds that increases the first instance of damage they take from you by Value unavailable = [10% + 5% per quality level]. Does not apply to DoT effects.
Range: Value unavailable meters.
Cooldown: Value unavailable seconds.

Hypnosis

A Ninja-Shadow Specter flies toward the enemy with a whisper, bursts against them like a small cloud, and disappears.
If it strikes the target within Value unavailable meters, it puts the foe into a hypnotic trance, rendering them unconscious for 8 seconds = [24 seconds for monsters]. The target must not be in combat.
The ability can be used from up to 12 meters away, but the effect duration is halved.
Any damage breaks the hypnosis.
Cooldown: Value unavailable seconds.

Immobilizing Trap

Throws a trap on the ground that arms in 1 second and remains active for 1 minute. It immobilizes a caught target for Value unavailable seconds. The trap is only visible within 2 meters.
Cooldown: Value unavailable seconds.

Inferno Arrow

If the ability immobilizes an opponent, the skill can be reused - the Ranger charges up a fiery arrow in the specified direction for 0.4 seconds. Range of this arrow is affected by the charging time - from min 4 meters up to 12 max. You can hold the shot for up to 1 second after the ability is fully charged. The arrow deals Value unavailable physical damage = [(120%)Attack Power]on initial hit. On impact, it explodes in a fiery cone behind the target dealing Value unavailable magic damage = [Value unavailable base damage + (Value unavailable)Spell Power] It also ignites the target, dealing Value unavailable magic damage = [Value unavailable base damage + (100%)Spell Power]over time for 3 seconds. Enemies immobilized by the ability are ignited for 6 seconds, but the root effect fades after 0.5 sec.

Inferno Arrow

If the ability immobilizes an opponent, the skill can be reused - the Ranger charges up a fiery arrow in the specified direction for 0.4 seconds. Range of this arrow is affected by the charging time - from min 4 meters up to 12 max. You can hold the shot for up to 1 second after the ability is fully charged. The arrow deals Value unavailable physical damage = [(120%)Attack Power]on initial hit. On impact, it explodes in a fiery cone behind the target dealing Value unavailable magic damage = [Value unavailable base damage + (Value unavailable)Spell Power] It also ignites the target, dealing Value unavailable magic damage = [Value unavailable base damage + (100%)Spell Power]over time for 3 seconds. Enemies immobilized by the ability are ignited for 6 seconds, but the root effect fades after 0.5 sec.

Inferno Breath

The Archosaur unleashes a torrent of searing flames for 8 seconds, engulfing everything before it, dealing Value unavailable magic damage each second. Ground at the far reach of the fire starts to burn, leaving behind blazing firepools that sear all who step within, dealing Value unavailable magic damage per second.
Breath begins with a fiery shockwave that ripples outward, dealing Value unavailable magic damage to all foes and branding them with ignite, which deals Value unavailable magic damage every second. As the onslaught ends, Archosaur coughs up a blazing orb of condensed fire. Those who claim it are granted a 20,000 magical shield for 20 seconds, forged from the remnants of the Archosaur’s wrath.