Destroyers are melee heroes with a specialization in two-handed weapons. Having a high survival rate, they sweep right into the heart of a battle, dealing a lot of damage to their enemies. Fighting in a group, they can support their allies in critical moments restoring team members’ health for a certain amount of time.

Skills

Charge

The Champion performs a dash into the chosen area and deals physical damage in the area in front of them.
Cast time: 0.3 seconds
Range: 6 meters
Cost: 5/10/15/20/25 Mana
Cooldown: 14/13/12/11/10 seconds
Damage: 20/40/60/80/100 + 60/70/80/90/100% attack power

Circular strike

The Champion performs a circular strike, dealing physical damage. The area has two radius zones of impact. Enemies caught within the outer radius zone take 30% increased damage.
Cast time: instant
Range: 2.5 meters
Cost: 10/15/20/25/30/35/40/45 Mana
Cooldown: 10/9/8/7/6/5/4 seconds
Damage: 30/50/70/90/110/130/150/170 + 70/80/90/110/120/130/140/150% attack power

War cry

The champion lets out a cry and receives a 20 seconds buff that increases their 10% health and 10% attack power.
Cast time: instant
Cost: 15/20/25 Mana
Cooldown: 25 seconds
Health: 10% + 4% spell power
Attack power increase: 10% + 4% spell power

Crushing leap

The champion performs a leap to a selected location. Upon landing, they deal physical damage and stun all enemies in the area for 2 seconds.
Cast time: 0.2 seconds
Range: 6 meters
Cost: 30 Mana
Cooldown: 120/100/80/60 seconds
Damage: 70 + 120% attack power

Special Ability

Battle

For each auto-attack or ability that successfully hits an enemy, the Destroyer gains 1% bonus to their attack power. The enhancement stacks up to 10 charges. Each charge lasts for 5 seconds and refreshes upon activation.
Upon activating the special ability (only possible with 10 charges), the Destroyer begins to spin around themselves, dealing physical damage with their weapon to nearby enemies every 0.75 seconds for 5 seconds. After the ability concludes, all charges are reset to zero.
Cast time: instant
Scaling damage: 100% attack power
Cost: 5 Mana
Cooldown: 0 seconds
Rangers are heroes who use a bow and arrows. Toggling between two stances, they can choose to deal damage either to a target area or severely struck a particular target. Being part of a group, Rangers can be the main source of dealing damage but can also use crowd control to root and slow enemies.

Skills:

Net shot

A shot of an arrow with an attached net, skill shot, deals [15 + 70 %attack power] a small physical damage and applies a 3 seconds immobilization effect.
Weapon Specialization Bonus +0.3 seconds to immobilization effect duration.
Cast time: 0.2 seconds
Range: 8 meters
Damage: 15/25/35/45/55/65
Cost: 5/10/15/20/25/30 Mana
Cooldown: 18 seconds

Arrow rain

Firing a volley of arrows into the specified area deals [20 + 60% attack power] + 5% missing Health physical damage and slows affected enemies by 20% for 3 seconds.
Weapon Specialization Bonus +2% to slowing power.
Cast time: 0.2 seconds
Range: 10 meters
Damage: 20/40/60/80/100/120
Damage from AP: 60/70/80/90/100/110%
Cost: 10/15/20/25/30/35 Mana
Cooldown: 12/11/10/9/8/7 seconds

Hunter stance – Ranger stance

Switches between two stances. The switching time is 1 second.

Stance 1 (Standard) – fires regular auto-attacks.

Stance 2 (Barrage) – auto-attacks also hit the two nearest targets (additional targets also receive on-hit effects). All targets take 50% damage from a regular attack. Arrows remain in the affected targets. Bonus attack speed is applied only to the primary target. Each shot consumes mana.

Weapon Specialization Bonus -0.2 seconds to cooldown time.
Cost: 3 Mana
Cooldown: 6 seconds

Saltation

Performs a shot in a cone in front of themselves and then recoils backward. Hit enemies receive significant damage 100 and become disarmed for 2 seconds
Cast time: 0.3 seconds
Range: 10 meters
Damage: 100
Cost: 40 Mana
Cooldown: 80 seconds

Special Ability

The Ranger’s basic attacks leave arrows in enemies. The Ranger gains bonus attack speed for each arrow. The effect stacks 10 times. The special ability can be activated, which triggers an immediate explosion of all arrows stuck in enemies dealing physical damage (Dexterity). While the ability is on cooldown, the Ranger’s basic attacks don’t leave arrows in enemies.

Cooldown: 

15 seconds
Not In Game Yet

Defenders are tanks who use their sword and shield in a melee fight. They can withstand a lot of incoming damage and help reduce damage to their allies. While in a group, Defenders taunt enemies to make sure they’re the ones taking the most damage and attacks.

Skills: 

The Defender empowers their next basic attack. An empowered basic attack during 7 seconds permits them to hit a target with a powerful strike dealing physical damage (Attack Power). After this empowered strike, the Defender buffs themselves, which reduces incoming damage by 3% (Armor, Magic Resistance). This effect lasts 10 seconds, stacks up to 5 times, and refreshes its effect period with each stack.
Cast time: instant
Damage: 20/30/40/50/60/70/80/90/100/110/120/130
Cost: 5/8/10/13/15/18/20/23/25/28/30/33 Mana
Cooldown: 8 seconds
The Defender throws their shield in a target. If the shield hits a target, it bounces to the enemies several times, dealing physical damage (Attack Power). The first target hit by the shield is stunned (Spirit).
Cast time: 0.2 seconds
Range: 7 meters
Damage: 60/75/90/105/120/135/150/165/180/195/210/225
Cost: 23/33/43/53/63/73/83/93/103/113/123/133 Mana
Cooldown: 15 seconds
The Defender jumps to a target location dealing physical damage (Attack Power) upon landing and taunts all enemies to attack them for 2 seconds.
Cast time: instant
Range: 6 meters
Damage: 50/65/80/95/110/125/140/155/170/185/200/215
Cost: 15/20/25/30/35/40/45/50/55/60/65/70 Mana
Cooldown: 12 seconds
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 (Spirit).
Cast time: 2/3/4/5 seconds
Cost: 25/50/75/100 Mana
Cooldown: 170/140/110/80 seconds

Special Ability

The Defender gains bonus Armor and magic resistance (Vitality) for each enemy in the 3 meters range around the Defender.
Armor and magic resistance bonuses: 5-10 points (based on the hero’s level)

Noble warriors, Champions seek out battles and live for glory. They unleash their rage upon their foes like an unstoppable hurricane of power, breaking them with ease and knocking the absolute stuffing out of them. Champions bravely rush into a battle – launching a volley of arrows, striking enemies with their mighty sword, and rarely ever denting their shield. Their proud spirit, valor, and nerves of steel never let Champions down in a fight bringing them victory after victory

Please Login to Comment.

LIVE on Twitch OFFLINE on Twitch