C

Abilities

NameDetails
Ram

Performs 6 consecutive dashes, dealing Value unavailable physical damage to the target he is aiming at and knocking the target back upon collision.
Enraged Ram: If the Raptor is enraged, each dash deals double damage.

Ram

Performs 6 consecutive dashes, dealing Value unavailable physical damage to the target he is aiming at and knocking the target back upon collision.
Enraged Ram: If the Raptor is enraged, each dash deals double damage.

Returner

A hero moves to the last remembered location.

Ribbits Summon

The Troll summons vicious Ribbits to attack the players.

Right Hook

Strikes with a powerful blow of its right hand, dealing Value unavailable physical damage.

Right Hook

Strikes with a powerful blow of its right hand, dealing Value unavailable physical damage.

Rip Apart

The shaman quickly leaps towards the target, preparing to deliver a series of destabilizing strikes. The next 4 auto-attacks reduce the target's armour and magical resistance by 5 units per auto-attack for 6 seconds, the target is immobilized for 1 second. With 5 charges of elemental power, the target is immobilized for 5 seconds. Consumes all charges of the special ability.

Rip Apart

The shaman quickly leaps towards the target, preparing to deliver a series of destabilizing strikes. The next 4 auto-attacks reduce the target's armour and magical resistance by 5 units per auto-attack for 6 seconds, the target is immobilized for 1 second. With 5 charges of elemental power, the target is immobilized for 5 seconds. Consumes all charges of the special ability.

Rip Apart

The shaman quickly leaps towards the target, preparing to deliver a series of destabilizing strikes. The next 4 auto-attacks reduce the target's armour and magical resistance by 5 units per auto-attack for 6 seconds, the target is immobilized for 1 second. With 5 charges of elemental power, the target is immobilized for 5 seconds. Consumes all charges of the special ability.

Rip Apart

The shaman quickly leaps towards the target, preparing to deliver a series of destabilizing strikes. The next 4 auto-attacks reduce the target's armour and magical resistance by 5 units per auto-attack for 6 seconds, the target is immobilized for 1 second. With 5 charges of elemental power, the target is immobilized for 5 seconds. Consumes all charges of the special ability.

Roar

Roars in a cone in front, dealing Value unavailable magic damage every 0.5 seconds. The damage increases by 10% with each hit. This ability also applies the "Dissonant Echo" debuff to the target.

Roar

Roars in a cone in front, dealing Value unavailable magic damage every 0.5 seconds. The damage increases by 10% with each hit. This ability also applies the "Dissonant Echo" debuff to the target.

Roll-out manoeuvre

If the Defender misses the skill, they can roll towards the shield and pick it up.

Sacrifice Protection

The Legionary takes less damage. Each charge of the special ability reduces incoming damage by 1%. Additionally Legionary can target an ally when using ultimate ability and redirect 50% incoming damage to this ally to himself for the duration of the ultimate ability. Can retarget protection by pressing R. The duration of the effect is increased by 0.5 seconds for each charge of the special ability.

Saltation

The Ranger fires a volley of arrows in front of them, dealing physical damage and disarming all enemies affected by the ability. The Ranger leaps 4 metres back.

Saltation

The Ranger fires a volley of arrows in front of them, dealing physical damage and disarming all enemies affected by the ability. The Ranger leaps 4 metres back.

Saltation

The Ranger fires a volley of arrows in front of them, dealing physical damage and disarming all enemies affected by the ability. The Ranger leaps 4 metres back.

Saltation

The Ranger fires a volley of arrows in front of them, dealing physical damage and disarming all enemies affected by the ability. The Ranger leaps 4 metres back.

Sapling Throw

Throws a sapling at a character, which deals Value unavailable magic damage in a 3-metre radius around it. Upon impact, the sapling scatters into 3 additional projectiles, launching them in different directions, with each dealing Value unavailable magic damage. If the sapling hits a character, 3 Dendroid Twigs sprout at the impact point.

Sapling Throw

Throws a sapling at a character, which deals Value unavailable magic damage in a 3-metre radius around it. Upon impact, the sapling scatters into 3 additional projectiles, launching them in different directions, with each dealing Value unavailable magic damage. If the sapling hits a character, 3 Dendroid Twigs sprout at the impact point.

Scorpion Tail Slam

Enters Rage Mode and delivers up to 5 overhead tail strikes in front, each dealing Value unavailable physical damage. These attacks have a 50% PercentArmourPenetrationBonus bonus.

Scorpion Tail Slam

Enters Rage Mode and delivers up to 5 overhead tail strikes in front, each dealing Value unavailable physical damage. These attacks have a 50% PercentArmourPenetrationBonus bonus.

Scorpion Tail Slam

Enters Rage Mode and delivers up to 5 overhead tail strikes in front, each dealing Value unavailable physical damage. These attacks have a 50% PercentArmourPenetrationBonus bonus.

Seed Launch

Fires 10 seeds from its head, each dealing Value unavailable physical damage upon landing. A sapling grows from each seed after 3 second, spawning a small Dendroid. Seeds can be destroyed by stepping on them, which prevents a Dendroid from spawning. When a summoned Dendroid is killed, it explodes, dealing Value unavailable physical damage in a 5-metre radius.

Seed Launch

Fires 10 seeds from its head, each dealing Value unavailable physical damage upon landing. A sapling grows from each seed after 3 second, spawning a small Dendroid. Seeds can be destroyed by stepping on them, which prevents a Dendroid from spawning. When a summoned Dendroid is killed, it explodes, dealing Value unavailable physical damage in a 5-metre radius.

Shadow Step

The Infiltrator shadow step behind the enemy and delivers a dual dagger strike that deals Value unavailable = [(100%)Attack Power] damage. The skill has 3 charges. If the target's Health is at 20% or below, the Bomber deals 20% more damage.

Shadow Step

The Infiltrator shadow step behind the enemy and delivers a dual dagger strike that deals Value unavailable = [(100%)Attack Power] damage. The skill has 3 charges. If the target's Health is at 20% or below, the Bomber deals 20% more damage.

Shield

The Priestess applies a shield to herself or a friendly target to absorb damage.

Shield bash

For 4 seconds after hitting a target with a skill, the Defender can strike with their shield. The strike hits all enemies in front in a semicircle dealing physical damage, knocks them back by 1 metre, and stuns for 1 second (this stun does not trigger diminishing returns on crowd control). Resets the auto-attack.

Shield Bash

The Legionary smashes the enemies in front of them with their shield, dealing physical damage. The strike knocks enemies back and makes them vulnerable. If the ability hits an enemy casting a spell, the ability is interrupted and goes on cooldown.

Shield Bash

The Legionary smashes the enemies in front of them with their shield, dealing physical damage. The strike knocks enemies back and makes them vulnerable. If the ability hits an enemy casting a spell, the ability is interrupted and goes on cooldown.

Shield Block

Increases Shield Block Chance to 100%

Shield Throw

The Defender throws their shield at a target within a 4-metre radius. When the shield hits the target, it bounces back to the Defender.

Shield Throw

The Defender throws their shield at a target within a 4-metre radius. When the shield hits the target, it bounces back to the Defender.

Shield Throw

The Defender throws their shield at a target within a 4-metre radius. When the shield hits the target, it bounces back to the Defender.

Shield Throw

The Defender throws their shield at a target within a 4-metre radius. When the shield hits the target, it bounces back to the Defender.

Shielding Echo

The Blast Medic activates a shield on allies that absorbs damage for 3 seconds.

Shockwave Recoil

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.

Shrine–
Shrine–
Shrine–
Shrine Blessing–
Shrine Blessing–
Shuriken

Throws a shuriken that deals Value unavailable physical damage = [(Value unavailable)Attack Power] and inflicts a Bleed for Value unavailable seconds, dealing Value unavailable physical damage = [(Value unavailable)Attack Power] per second. Has 2 charges.
Cooldown: Value unavailable seconds.

Sky Kick

The Archosaur lunges skyward with a sudden burst of power, then kicks forward with its hind legs, knocking enemies 12 metres back and dealing Value unavailable physical damage.

Sleep Dart

Fires a poisoned dart that puts the target to sleep for 8 seconds = [24 seconds for monsters].
Range Value unavailable metres. Any damage breaks the sleep effect.
Cooldown: Value unavailable seconds.

Sleepy Fart

The Troll can cover you from head to toe with fart, dealing Value unavailable magic damage each second. While in the affected area, character fall asleep for 20 seconds.

Sleepy Fart

The Troll can cover you from head to toe with fart, dealing Value unavailable magic damage each second. While in the affected area, character fall asleep for 20 seconds.

Spear Lunge

If the ability hits an enemy, it can be reactivated. The legionnaire performs a spear lunge, dealing 70 - 250 (depending on hero level) (Attack Damage) physical damage. For each charge of the special ability, the lunge ignores 2% of the enemy's armour.

Spear Throw

The Legionary readies and throws a spear in a target direction. The throw gains extra range and damage the longer the Legionary spends preparing to launch the spear. It deals physical damage to all enemies in its path. If the spear hits a vulnerable enemy, it taunts them, forcing them to attack the Legionary for 2 seconds.