C

Abilities

NameDetails
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.

Spirit Fusion

Spirit Fusion allows the Shaman to temporarily attune themselves to a specific element, granting powerful, specialized buffs.

Sprouts of Envy

Envy Sin randomly spawns the phantom tentacles around him. These tentacles will remain stationary and attack all targets that get too close to them.

Stand Behind Me

Raises the shield and for a short duration reflects all the incoming damage back to an enemy. The Defender is still able to move while reflecting the damage. Preserving the type of reflected damage, the Defender becomes immune to crowd control and damage. They also create an area behind their backs in which allies take reduced incoming damage.
Must have shield in hand to activate the R ability.

Stand Behind Me

Raises the shield and for a short duration reflects all the incoming damage back to an enemy. The Defender is still able to move while reflecting the damage. Preserving the type of reflected damage, the Defender becomes immune to crowd control and damage. They also create an area behind their backs in which allies take reduced incoming damage.
Must have shield in hand to activate the R ability.

Stand Behind Me

Raises the shield and for a short duration reflects all the incoming damage back to an enemy. The Defender is still able to move while reflecting the damage. Preserving the type of reflected damage, the Defender becomes immune to crowd control and damage. They also create an area behind their backs in which allies take reduced incoming damage.
Must have shield in hand to activate the R ability.

Stand Behind Me

Raises the shield and for a short duration reflects all the incoming damage back to an enemy. The Defender is still able to move while reflecting the damage. Preserving the type of reflected damage, the Defender becomes immune to crowd control and damage. They also create an area behind their backs in which allies take reduced incoming damage.
Must have shield in hand to activate the R ability.

Stand Behind Me

Raises the shield and for a short duration reflects all the incoming damage back to an enemy. The Defender is still able to move while reflecting the damage. Preserving the type of reflected damage, the Defender becomes immune to crowd control and damage. They also create an area behind their backs in which allies take reduced incoming damage.
Must have shield in hand to activate the R ability.

Standard Stance

The Ranger can toggle between two stances. While in the standard stance, the Ranger has standard basic attacks. When switching to barrage stance, basic attack damage will be reduced by 50%, but deal physical damage to the two nearest targets with on-hit effects.

Static Charge

Becomes available at 5 stacks of Earth Elemental Mastery, replacing Lightning Strike. Infuse your fist with a static charge. Your next attack triggers static lightning, dealing magic damage to 4 enemies.

Stone Gaze

Envy Sin locks his gaze, accumulating ability stacks on the target. When the stack count reaches 20 the target will receive pure damage equal to the 10% of the target maximum health and become petrified for Value unavailable seconds.

Stone Gaze

Envy Sin locks his gaze, accumulating ability stacks on the target. When the stack count reaches 20 the target will receive pure damage equal to the 10% of the target maximum health and become petrified for Value unavailable seconds.

Stone Gaze

Envy Sin locks his gaze, accumulating ability stacks on the target. When the stack count reaches 20 the target will receive pure damage equal to the 10% of the target maximum health and become petrified for Value unavailable seconds.

Street Violence

The Infiltrator shadows steps into the specified area and upon landing, deals physical damage to the nearest enemy within a 2-meter radius. If the enemy's remaining health after the damage is at 5% or lower, the ability instantly kills them. If the enemy is killed, the ability recharges instantly.

Street Violence

The Infiltrator shadows steps into the specified area and upon landing, deals physical damage to the nearest enemy within a 2-meter radius. If the enemy's remaining health after the damage is at 5% or lower, the ability instantly kills them. If the enemy is killed, the ability recharges instantly.

Street Violence

The Infiltrator shadows steps into the specified area and upon landing, deals physical damage to the nearest enemy within a 2-meter radius. If the enemy's remaining health after the damage is at 5% or lower, the ability instantly kills them. If the enemy is killed, the ability recharges instantly.

Summon Campfire

Creates a campfire in a chosen location that will burn for 30 seconds. Interaction with the campfire increases regeneration.

Summon Campfire

Creates a campfire in a chosen location that will burn for 30 seconds. Interaction with the campfire increases regeneration.

Summon Hatchlings

The Archosaur summons two small Archosaurs to its side. These juvenile beasts harry the enemy by spitting tiny fireballs and diving headlong onto their targets, adding chaos and relentless pressure to the battlefield.

Summon Hatchlings

The Archosaur summons two small Archosaurs to its side. These juvenile beasts harry the enemy by spitting tiny fireballs and diving headlong onto their targets, adding chaos and relentless pressure to the battlefield.

Summon Ward

This item cannot be used in safe zones.

Summon Ward

This item cannot be used in safe zones.

Summon Ward

This item cannot be used in safe zones.

Summon Ward

This item cannot be used in safe zones.

Summon Ward

This item cannot be used in safe zones.

Summon Ward

This item cannot be used in safe zones.

Summon Ward

This item cannot be used in safe zones.

Summon Ward

This item cannot be used in safe zones.

Summon Ward

This item cannot be used in safe zones.

Summon Ward

This item cannot be used in safe zones.

Summon Ward

This item cannot be used in safe zones.

Sumo Stomp

The Troll stomps heavily, causing a small quake around it, dealing Value unavailable physical damage and stunning character for 2 seconds.

Sumo Stomp

The Troll stomps heavily, causing a small quake around it, dealing Value unavailable physical damage and stunning character for 2 seconds.

Sweeping Strike

The Defender jumps to a target location, striking with the sword and using a taunt to force all damaged enemies to target them.

Sweeping Strike

The Defender jumps to a target location, striking with the sword and using a taunt to force all damaged enemies to target them.

Tactical Leap

The Legionary leaps to a targeted location up to Value unavailable metres away.

Tactical Leap

The Legionary leaps to a targeted location up to Value unavailable metres away.

Tail Strike

A semicircular tail strike that hits targets in front, dealing Value unavailable physical damage and knocking them back 10 metres.

Tail Strike

A semicircular tail strike that hits targets in front, dealing Value unavailable physical damage and knocking them back 10 metres.

Tail Strike

Strikes with its tail in a cone zone in front, dealing Value unavailable physical damage. If the target has the "Dissonant Echo" debuff, they are stunned for 3 seconds.

Teleportation

A hero moves to a designated location through obstructions.

Tenderness

Envy Sin strikes the zone in front of him, dealing Value unavailable physical damage to all players who were caught in it. Each hit raises the Inflammation level by 1. When the Inflammation level reaches 5, assigns the Contagion debuff for 30 seconds that deals damage equal to Value unavailable magical damage. The damage from the debuff increases over time.

Thorn Barrage

The Archosaur locks onto 3 targets, then, after a 4-second preparation, launches a relentless hail of superheated thorns from its back for 5 seconds.
Each thorn explodes on impact, dealing Value unavailable magic damage. Thorns that miss their target embed themselves into the ground, remaining until the end of the battle. These cracked, volatile spikes detonate if approached, inflicting Value unavailable magic damage in a small radius.

Thorn Barrage

The Archosaur locks onto 3 targets, then, after a 4-second preparation, launches a relentless hail of superheated thorns from its back for 5 seconds.
Each thorn explodes on impact, dealing Value unavailable magic damage. Thorns that miss their target embed themselves into the ground, remaining until the end of the battle. These cracked, volatile spikes detonate if approached, inflicting Value unavailable magic damage in a small radius.

Thorn Barrage

The Archosaur locks onto 3 targets, then, after a 4-second preparation, launches a relentless hail of superheated thorns from its back for 5 seconds.
Each thorn explodes on impact, dealing Value unavailable magic damage. Thorns that miss their target embed themselves into the ground, remaining until the end of the battle. These cracked, volatile spikes detonate if approached, inflicting Value unavailable magic damage in a small radius.

Thorn Barrage

The Archosaur locks onto 3 targets, then, after a 4-second preparation, launches a relentless hail of superheated thorns from its back for 5 seconds.
Each thorn explodes on impact, dealing Value unavailable magic damage. Thorns that miss their target embed themselves into the ground, remaining until the end of the battle. These cracked, volatile spikes detonate if approached, inflicting Value unavailable magic damage in a small radius.

Tormenting Doubts

Envy Sin summons 10 phantom tentacles around him.

Tornado Swing

After a cast, Lizard Draco performs a powerful tail swing, sending out 3 tornadoes in a cone formation. The tornadoes deal Value unavailable magic damage to enemies and toss them 5 metres away. If a tornado hits a poison puddle, it blows it away, destroying it

Totemic Fury

Passive: Through meditation, the shaman increases both his and the wolf's attack speed and movement speed.
Active: With 5 charges of elemental power, the shaman can activate the skill and summon a totem within a 6-metre radius for 8 seconds. The type of totem depends on the chosen element in a special skill:

Totemic Fury

Passive: Through meditation, the shaman increases both his and the wolf's attack speed and movement speed.
Active: With 5 charges of elemental power, the shaman can activate the skill and summon a totem within a 6-metre radius for 8 seconds. The type of totem depends on the chosen element in a special skill: