Blast Medics are ranged support heroes who use grenade launchers and can wield various explosives like hand grenades or bombs. These heroes heal allies, buff them, and use crowd control against enemies. They can create illusions to trick their enemies.
Skills
Ricochet bomb
The Blast Medic throws a bomb, which deals magic damage to enemies and heals allies. The bomb ricochets off the targets 2 times.
With every ricochet, the damage dealt to enemies increases by 10% and the healing effect to allies decreases by 10%. The Blast Medic will need some time to use the ability.
Cast time: 1.2 seconds
Range: 7 meters
Cost: 10/25/40/60/75/95 Mana
Cooldown: 0 seconds
Damage per ricochet: 20/40/60/80/100/120 + 60/70/80/90/100/110% spell power
Healing per ricochet: 20/40/60/80/100/120 + 60/70/80/90/100/110% spell power
Number of ricochet: 2
Blinding bomb
Double trouble
Fusion
The Blast Medic sends a drone to a target hero. The drone is active for 10 seconds.
- If a target is an ally, they are buffed with periodic heal. A target gains bonus movement speed.
- If a target is the Blast Medic, they will be shielded, their incoming damage will be decreased by 30% and he reflect 20% of incoming damage.
- If a target is an enemy, they will be debuffed, taking additional magic damage alongside the damage dealt by basic attacks.
Special Ability
Multi-dimensional atomizer
The Bomber begins cycling through enhancements (after activating, the effect changes every 5 seconds). Reactivating the ability activates the current enhancement.
- Enhancement 1: Outcoming healing is increased by 30%.
- Enhancement 2: The bomber delivers the next 3 auto-attacks at maximum attack speed 300%
- Enhancement 3: Inflicted magical damage is increased by 30%.
Not in Game Yet
Skills:
The Grenadier throws a bomb in a target area. Enemies struck by the explosion take magic damage (Spell Power).
If the ability hits at least one enemy, the Grenadier gets one charge of increased Spell Power for 10 seconds. The amount of charges increases by 1, and the time of the buff refreshes if an enemy is hit again. The maximum amount of empowered charges is 5.
Special Ability
Infiltrators are melee assassins who deal massive damage in a short amount of time. Infiltrators use double daggers and mines. They can become invisible to foes for some time, easily finish off enemies with low health.
Skills:
Camouflage
Weapon specialization bonus +1 camouflage duration
Mine throw
Infiltrator throws a mine to the specified location.
Upon landing, the mine burrows into the ground after 1 second, activates, and becomes invisible for 30 seconds. If an enemy is within a 2 meters radius of the active mine, it detones. Upon detonation, the mine deals 25 magic damage in a 2 meters radius around itself and applies a slowing effect to all enemies damaged by the ability for 3 seconds. The mine instantly detonates if an enemy is within a 1 meter radius of its landing location.
Only one mine can be active at a time.
Weapon specialization bonus: +3 seconds to mine duration.
Carpet bombing
All enemy targets in the area receive an electric shock and 10 magical damage. Additionally, they are rooted for 2 seconds by the electric shock.
Weapon specialization bonus: 0.2 seconds to root duration.
Street violence
Special Ability
Assassin’s edge
Weapon Specialization Bonus: +0.5% damage from behind.
Coming of age in a concrete jungle surrounded by street gangs at war, bright and youthful Bombers had to grow up early. They managed to survive with the help of their trickery and razor-sharp wit.
Speed is their advantage, and explosives their best friend. Bombers are unrivalled when it comes to illusions and hoaxes. They might seem like they’re just playing with matches, but watch out – or their little games might be the last thing you see before you die.