Legionaries are tank heroes who fight with spear and shield. They specialize in controlling enemies. They can stun and slow enemies with their mighty strikes and blows and make them vulnerable to their abilities. Their ultimate ability enables them to easily withstand a lot of damage.
Skills
Shield bash
Catapult
Spear throw
Unstoppable
The Legionary removes all crowd control effects on themself. For 10 seconds, they take reduced 50% damage, gain 10.9% bonus movement speed.
The Legionary restores 10% of missing health on an enemy kill or assist.
Special Ability
Iron skin
Each time the Legionary hits a target with an ability, they gain 1% armor and 1% magic resistance for 10 seconds. The effect stacks up to 10 times.
When the Legionary has 10 stacks part of the Legionary’s armour and magic resistance is converted into 9 bonus attack power.
Skills:
The Commando fires a torrent of shots from their minigun at a target direction for 3 seconds. Every 0.5 seconds (Attack Speed), all enemies hit take physical damage (Attack Power). While shooting, the Commando can still move.
Improvement: critical strike chance increased by 10%.
The Commando throws a smoke canister dealing physical damage (Attack Power) to an area. Enemies have their sight range reduced, and while they’re in the range of smoke, their movement speed is reduced by 50%.
Improvement: all enemies hit are rooted (Spirit).
The Commando fires a piercing shell in a target direction, hitting all enemies in its path. Enemies take physical damage (Attack Power) and an armor reduction debuff for 5 seconds. The effect stacks up to 3 times.
Improvement: critical damage power increased by 50%; enemies are knocked back and get the maximum amount of armor reduction stacks.
While the minigun is fixed on the tripod, the Commando can’t move.When the Commando re-casts the ability, they uninstall the tripod and pick up the minigun.
Special Ability
The minigun fires at a fixed rate.
The Commando reloads the minigun upon activating the special ability. Reload time is 4 seconds (Attack Speed).
Shamans are melee fighters, coming from a kindred of orcs who can talk with animal spirits and command the elements.
They wield different types of fist weapons to devastating effect. Their basic attacks will mark their enemies, and the mark can empower Shamans’ other abilities.
Skills:
Rip Apart
Consumes all charges of the special ability.
Weapon Specialization Bonus +0.2 to dash distance.
Totemic Fury
Passive: Through meditation, the shaman increases both his and the wolf’s 4% Attack Speed and 1% Movement Speed.
Active: With 5 charges of elemental power, the shaman can activate the skill and summon a totem within a 6-meter radius for 8 seconds. The type of totem depends on the chosen element in a special skill:
- Fire element
- Fire Totem. Deals 3 = [(3)+ (7%) Spell Power] magical damage to enemy within a 8-meter radius every 0.75 seconds.
- Water element – Healing Totem. Restores 3 = [(3)+(7%) Spell Power] health to the shaman and his allies within a 8-meter radius every 0.75 seconds.
- Earth element – Wolf Totem. Enhances the shaman’s attacks by 8 = [(5) + (15%) Attack Power] within an 8-meter radius. Allies receive 50% of the enhancements.
The totem consumes all charges of the special ability.
Weapon Specialization Bonus +0.5 seconds to totem duration.
Lightning Strike
Weapon Specialization Bonus +0.5 ability range.
Call of the Wild
- Direction to the enemy: The wolf attacks the designated target, and every 5th attack deals additional 40 = [(40) + (40%) Spell Power] magical damage.
- Direction to the shaman: The wolf returns to the shaman.
- Direction to the wolf: The shaman casts a channelling spell and transfers a portion of his health to the wolf during 5 seconds. Every second shaman loses 1% health, and in return, the wolf gains 3% health.
- Direction to the position: The wolf runs to the specified place and stays there. If the shaman moves beyond a 20-meter radius, the wolf returns to the shaman.
Special Ability
Weapon Specialization Bonus +1% to total attack speed.
Only the strongest of the orcs can become Warmongers. Hardened by innumerable battles, they won’t be stopped by any threat.
With countless combats under their belt, Warmongers are skilled warriors, fearing neither pain nor death itself. They can bring down enemies with suppressive heavy fire or hold the frontline with spear and shield. And if necessary Warmongers can summon a forest beast to help them.