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

Throw a bomb into the selected area, dealing physical damage to enemies and blinding affected enemies for 2 seconds. The bomber and their allies within the blast radius gain a 30 shield for 20 sec.
Cast time: 0.6 seconds
Range: 8 meters
Cost: 10/15/20 Mana
Cooldown: 18 seconds
Damage: 30/50/70 + 60/70/80% weapon damage
Shield: 30/50/70 + 100% spell power

Double trouble

The Blast Medic creates their duplicate and sends it to a target direction. When the ability is recast on the duplicate, the Blast Medic swaps places with the duplicate. Passing through enemies, the Blast Medic deals magic damage and regenerates health of allies they pass through.
Cast time: instant
Range: 8 meters
Cost: 10 Mana
Cooldown: 22 seconds
Damage: 20 + 100% spell power
Healing: 30 + 100% spell power

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.
Cast time: 0.5 seconds
Range: 14 meters
Cost: 40 Mana
Cooldown: 160 seconds
Healing: 90 + 120% spell power
Bonus movement speed: 10% + 5% spell power
Damage reduction: 30% + 20% spell power
Damage: 10 + 30% spell power

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%.
Cast time: instant
Cost: 5 Mana
Cooldown: 6 seconds
Not in Game Yet
Grenadiers are ranged heroes who use a plasma gun, bombs, and grenades to deal massive explosive damage. Thanks to the R ability, they can instantly reset the cooldown on all their abilities. They can also assist allies, dragging them back to help avoid attacks or knocking enemies back.

Skills:

The Grenadier deals magic damage (Spell Power) and knocks back an enemy. When the ability is applied to an ally, they are dragged back to the Grenadier and gain increased movement speed (Spirit) for 3 seconds.
Cast time: instant
Range: 6 meters
Damage: 50/65/80/95/110/125/140/155/170/185/200/215
Cost: 18/23/28/33/38/43/48/53/58/63/68/73 Mana
Cooldown: 12 seconds
The Grenadier throws a grenade at a target enemy. It sticks to a target and explodes with a 2-second delay, dealing magic damage (Spell Power). Enemies caught in the blast range take 50% of the damage dealt to a primary target and are slowed (Spirit). The grenade can be attached to an ally. After the explosion, all allies caught in the blast range gain bonus Attack Speed (Intelligence) and bonus ability haste (Intelligence).
Cast time: instant
Range: 9 meters
Damage: 80/105/130/155/180/205/230/255/280/305/330/355
Cost: 33/38/43/48/53/58/63/68/73/78/83/88 Mana
Cooldown: 15 seconds

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.

Cast time: instant
Range: 6 meters
Damage: 30/45/60/75/90/105/120/135/150/165/180/195
Bonus spell power: 4/5/6/7/8/9/10/11/12/13/14/15
Cost: 20/25/30/35/40/45/50/55/60/65/70/75 Mana
Cooldown: 8 seconds
The Grenadier instantly resets cooldown on all their abilities.
Cast time: 0.5 seconds
Cost: 75/100/125/150 Mana
Cooldown: 90/70/50/30 seconds

Special Ability

Each Grenadier’s ability leaves explosive charges on an enemy, which lasts 5 seconds and stacks up to 6 times. When the Grenadier uses the special ability, the charges detonate, triggering an explosion and dealing magic damage (Spell Power).
Damage: 10-20 (based on the hero’s level)

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

Infiltrator uses a device and tansitions into invisibility for 7 seconds over 2 seconds. Movement speed while in camouflage is reduced by 20%. Any action breaks the invisibility effet. First attack from invisibility deals (120%) damage and catches enemy off guard, preventing them from using abilities for 2 seconds.
Weapon specialization bonus +1 camouflage duration
Cast time: 0.2 seconds
Damage: 120/125/130/135/140/145%
Cost: 5/10/15/20/25/30 Mana
Cooldown: 24/22/20/18/16/14 seconds

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.

Cast time: 0.2 second
Range: 10 meters
Base damage: 25/45/65/85/105/125
Scaling damage from spell power: 60/70/80/90/100/110%
Cost: 10/15/25/45/75/115 M

Carpet bombing

The Infiltrator throws a cluster of grenades on the ground in front of them (with a width of 3 meters).
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.
Cast time: 0.3 seconds
Range: 10 meters
Base damage: 10/25/40/55/70/85
Cost: 10/15/20/25/30/35 Mana
Cooldown: 10 seconds

Street violence

Infiltrator shadows into the specified area and upon landing, deals [50 + 120% * Attack Power] physical damage to the nearest enemy within a 2-meter radius. If the enemy’s remaining health after the damage is at [5% + 2% Spell Power] or lower, the ability instantly kills them. If the enemy is killed, the ability recharges instantly.
Cast time: instant
Range: 5 meters
Base damage: 50/100/150/200/250/250
Scale from attack power: 90/100/110/120/130/130%
Cost: 40/50/60/70/80/80 Mana
Cooldown: 120/105/90/75/60/60 seconds

Special Ability

Assassin’s edge

Attacks and abilities directed at an enemy’s back receive a bonus damage of [10% + 2% * Attack Power or SpellPower]. The Bomber can activate a special ability and throw a dagger in the chosen direction, followed by a second dagger within 2 seconds. Upon hitting the target, the dagger impales and deals [100% * Attack Power] physical damage. Cooldown is 30 seconds. After using the special ability, the Bomber remains unarmed for 5 seconds.
Weapon Specialization Bonus: +0.5% damage from behind.
Cast time: 0.3 seconds
Range: 12 meters
Cost: 38 Mana
Cooldown: 30 seconds

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.

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