Abilities
| Name | Details |
|---|---|
The 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. The first damage from invisibility catches the enemy off guard, preventing them from using abilities for 2 seconds. Branch stat increases invisibility duration by +1 second per talent. | |
The 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. The first damage from invisibility catches the enemy off guard, preventing them from using abilities for 2 seconds. Branch stat increases invisibility duration by +1 second per talent. | |
Activating this ability, the Infiltrator becomes invisible for 7 seconds and gains bonus movement speed. | |
The 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. The first damage from invisibility catches the enemy off guard, preventing them from using abilities for 2 seconds. Branch stat increases invisibility duration by +1 second per talent. | |
The Infiltrator throws a cluster of grenades on the ground in front of them (with a width of 3 metres). 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. |
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. | |
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. | |
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 |
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 | |
The shaman gathers electricity from the atmosphere and releases lightning at the target, dealing magical damage equal to Spell Power. With 5 charges of elemental power, the cast is instant. Consumes all charges of the special ability. | |
The shaman gathers electricity from the atmosphere and releases lightning at the target, dealing magical damage equal to Spell Power. With 5 charges of elemental power, the cast is instant. Consumes all charges of the special ability. | |
The mines within a radius of Value unavailable metres 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. | |
The Defender empowers their next basic attack. After this empowered strike, the Defender buffs themselves, which reduces incoming damage. This attack generates increased aggro and resets the auto-attack timer. | |
The Defender empowers their next basic attack. After this empowered strike, the Defender buffs themselves, which reduces incoming damage. This attack generates increased aggro and resets the auto-attack timer. | |
The champion performs a dash into the chosen area and deals physical damage in an area in front of them. | |
The champion performs a dash into the chosen area and deals physical damage in an area in front of them. | |
The champion performs a dash into the chosen area and deals physical damage in an area in front of them. | |
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. | |
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. | |
The Destroyer throws their weapon in a target direction. It deals physical damage to all enemies it hits in its path. | |
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. | |
| 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. |
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. | |
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. | |
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. | |
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. | |
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. | |
The area of effect is expanded by 2 metres. The Destroyer pulls nearby enemies towards him, dealing Value unavailable = [Value unavailable + (Value unavailable) Attack Power] physical damage and rooting them for 3 seconds. | |
The area of effect is expanded by 2 metres. 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. | |
The area of effect is expanded by 2 metres. 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. |
Strikes with a resounding slap, demoralising character for 10 seconds and dealing Value unavailable physical damage. | |
Strikes with a resounding slap, demoralising 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 Armour by 50%. |
Strikes with both hands in front, causing an earthquake that deals Value unavailable physical damage, stuns for 3 seconds, and reduces Armour by 50%. | |
Strikes with both hands in front, causing an earthquake that deals Value unavailable physical damage, stuns for 3 seconds, and reduces Armour by 50%. | |
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. | |
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. | |
The Blast Medic throws a bomb that deals magic damage to enemies and heals allies. The bomb ricochets off the targets 2 times. | |
The Blast Medic throws a bomb that deals magic damage to enemies and heals allies. The bomb ricochets off the targets 2 times. | |
The Blast Medic throws a bomb that deals magic damage to enemies and heals allies. The bomb ricochets off the targets 2 times. | |
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. | |
Slams the log into the ground, triggering an earthquake that deals damage in a 5-metre radius. The ability consists of two waves: | |
Slams the log into the ground, triggering an earthquake that deals damage in a 5-metre radius. The ability consists of two waves: | |
| Earthquake | Slams the log into the ground, triggering an earthquake that deals damage in a 5-metre radius. The ability consists of two waves: |
| 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. |