Masters of disguise, Snipers don’t give enemies the chance to get close — nor to survive. When faced with Snipers on the battlefield, all their victims usually manage to glimpse before their deaths is a muzzle flash. Snipers are extremely foresightful, and with pinpoint accuracy, they know exactly how much time they need to reload or chamber a cartridge. Each shot must kill or severely injure an enemy, reducing their movement speed. The price they pay for any mistake may be their lives. When Snipers meet an extremely dangerous enemy, they use Magnum cartridges.

Skills

The Sniper fires in a target direction, dealing physical damage (Dexterity) to the first enemy hit. Hitting a target reduces their armor for 5 seconds, stacking up to 5 times.
Additional effect from Magnum cartridges: The shot damages all enemies it hits in its path, slowing them.
Cast time: instant
Range: 13 meters
Damage: 70/85/100/115/130/145/160/175/190/205/220/235
Armor reduction: 1/2/3/4/5/6/7/8/9/10/11/12
The Sniper chambers a cartridge.
This ability can be cast while the Sniper is moving. The Sniper’s attack speed reduces the cast time of the ability.
Cast time: 0.5 seconds
The Sniper aims and fires at an enemy, dealing physical damage (Attack Power). The cooldown resets on an enemy kill.
Additional effect from Magnum cartridges: the ability always deals critical damage.
Cast time: 0.4 seconds
Range: 18 meters
Damage: 65/85/105/125/145/165/185/205/225/245/265/285
Cooldown: 15 seconds
The Sniper loads a magazine of Magnum cartridges. Shots gain additional effect for 10 seconds.
Cast time: instant
Cooldown: 90/80/70/60 seconds

Special Ability

Activating the special ability allows the Sniper to place a tracking totem that reveals a small area within the fog of war.

Passive: The Sniper can’t basic attack. To fire, a cartridge must be chambered. After 5 shots, the Sniper must reload, which takes 1.5 seconds (Attack Speed).

If the Sniper stands still for 3 seconds, they become invisible. When the Sniper moves or casts an ability, the invisibility effect ends.

Using the Q or E ability grants bonus movement speed.

Engineers are technical masters. They can assemble a turret that fires a barrage of bullets, dealing damage to enemies. If enemies dare to approach Engineers in a melee fight, they’ll either take a wrench to the head or be shot with a revolver at point-blank range. Each successful attack grants Engineers combo points, which empower their later attacks.

Skills:

If cast on an enemy:
The Engineer fires at a target, dealing physical damage (Attack Power). Every combo point increases the damage the ability deals by 10%. At maximum combo points, a critical damage the ability deals is increased by 50%.If cast on a turret:
The Engineer remotely buffs a turret. Its next three shots deal 10% (Spell Power) more damage.Each combo point increases the buffed turret’s damage by 5% and the number of empowered shots by 1. At maximum combo points, the turret’s attack range is also increased.
Cast time: instant
Range: 5 meters
Damage: 45/60/75/90/105/120/135/150/165/180/195/210
Cost: 20/25/30/35/40/45/50/55/60/65/70/75 Mana
Cooldown: 6 seconds
The Engineer places an automatic turret that deals magic damage (Spell Power) to all enemies in front of it.
If a second turret is nearby, the two will connect, creating an electric beam that reduces enemies’ movement speed by 40% and increases allies’ movement speed by 30%.
When placed, turrets have a durability level of 2 (out of a maximum of 4).
A turret’s durability level decreases over time and when it is damaged by enemies’ basic attacks. Each durability level increases the damage the turret deals by 15%.
The turret is destroyed when its durability level reaches 0.
Cast time: instant
Range: 4 meters
Turret damage: 20/23/26/29/32/35/38/41/44/47/50/53
Cost: 15/18/21/24/27/30/33/36/39/42/45/48 Mana
Cooldown: 9 seconds
Charges: 2
Max turrets deployed: 2
If cast on an enemy:
The Engineer delivers a powerful blow to a target, dealing physical damage (Attack Power) and stunning the target for 2 seconds.If cast on a turret:
The Engineer hits the turret, causing it to generate an electric pulse.
The pulse deals magic damage and slows enemies within a short range from the turret and increases the turret’s attack speed for 5 seconds.Generates 2 combo points.
Damage: 40/55/70/85/100/115/130/145/160/175/190/205
Electric pulse damage: 35/50/65/80/95/110/125/140/155/170/185/200
Turret attack speed: 5/10/15/20/25/30/35/40/45/50/55/60
Cost: 24/30/36/42/48/54/60/66/72/78/84/90 Mana
Cooldown: 15 seconds
The Engineer gains maximum combo points and a shield equal to 20% (Spell Power) from maximum Engineer’s health. For the next 7 seconds, the Engineer generates twice as many combo points.
While the ability is active, the Engineer can choose turret’s targets remotely.
Cast time: instant
Cost: 130/150/170/190 Mana
Cooldown: 110/100/90/80 seconds

Special Ability

A turret’s durability level increases by 1 when the Engineer basic attacks it.

A turret is surrounded by an aura that grants the Engineer bonus armor and resistance.

Basic attack generates a combo point.

Bonus armour: 8 – 30 (based on the hero’s level)
Bonus magic resistance: 8 – 30 (based on the hero’s level)

Berserkers fiercely rush into the midst of a battle, using their battle axes to split open the skulls of those unlucky enough to be on the wrong side. Fueled by battle, Berserkers’ rage grows with each strike, enabling them to deal additional damage to their opponents.

Skills: 

The Berserker throws an axe at a target location, dealing physical damage (Attack Power) to all enemies it passes through, and slowing them. The Berserker can pick up the axe to reduce the ability’s cooldown by 3 seconds.
The damage the ability deals is increased by 20% if the Berserker’s rage is greater than or equal to 50.
Cast time: instant
Range: 7 meters
Damage: 30/50/70/90/110/130/150/170/190/210/230/250
Cost: 25 Rage
Cooldown: 10 seconds
The Berserker’s attack speed is increased by 100% for the next 4 basic attacks. The fourth basic attack deals additional physical damage (Attack Power).
The ability causes an enemy to bleed (Strength) if the Berserker’s rage is greater than or equal to 50.
Cast time: instant
Damage: 25/35/45/55/65/75/85/95/105/115/125/135
Bleeding damage: 15/25/35/45/55/65/75/85/95/105/115/125
Cost: 40 Rage
Cooldown: 8 seconds
The Berserker leaps into a target area, stunning all enemies in the area for 1 second and dealing physical damage (Dexterity).
The leap generates 25 rage.
Cast time: instant
Damage: 50/65/80/95/110/125/140/155/170/185/200/215
Cooldown: 15 seconds
The Berserker unleashes their rage for 10 seconds, increasing their attack speed by 20% (Dexterity) and damage dealt by 30% (Strength).
While the ability is active, the Berserker gains twice as much rage.
Cast time: instant
Cooldown: 70/60/50/40 seconds

Special Ability

The Berserker’s basic attack generates 7 rage (critical damage generates 14 rage).

The Berserker has a 20% chance to land an additional hit on a target after a basic attack.

The Berserker gains 0% – 100% bonus attack power (based on their missing health).

Coming from a cold-hearted world of eternal winter, Mercenaries are not used to feeling pity: it’s kill or be killed. Usually, Mercenaries work as a trio: while Snipers take out enemies from a distance, Berserkers break through enemy ranks in a formidable onslaught, covered by heavy fire from Engineers’ turrets.

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