Abilities
| Name | Details |
|---|---|
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 allows the Shaman to temporarily attune themselves to a specific element, granting powerful, specialized buffs. | |
Envy Sin randomly spawns the phantom tentacles around him. These tentacles will remain stationary and attack all targets that get too close to them. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. |
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. | |
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. | |
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. | |
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. | |
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. |
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. | |
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. |
The Troll stomps heavily, causing a small quake around it, dealing Value unavailable physical damage and stunning character for 2 seconds. | |
The Troll stomps heavily, causing a small quake around it, dealing Value unavailable physical damage and stunning character for 2 seconds. | |
The Defender jumps to a target location, striking with the sword and using a taunt to force all damaged enemies to target them. | |
The Defender jumps to a target location, striking with the sword and using a taunt to force all damaged enemies to target them. | |
The Legionary leaps to a targeted location up to Value unavailable metres away. | |
The Legionary leaps to a targeted location up to Value unavailable metres away. | |
A semicircular tail strike that hits targets in front, dealing Value unavailable physical damage and knocking them back 10 metres. | |
A semicircular tail strike that hits targets in front, dealing Value unavailable physical damage and knocking them back 10 metres. | |
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. |
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. |
| 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. |
| 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. |
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. | |
Envy Sin summons 10 phantom tentacles around him. | |
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 | |
Passive: Through meditation, the shaman increases both his and the wolf's attack speed and movement speed. | |
Passive: Through meditation, the shaman increases both his and the wolf's attack speed and movement speed. |