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

The Legionary smashes the enemies in front of them with their shield dealing physical damage. The strike knocks enemies back and makes them vulnerable for 5 seconds. If the ability hits an enemy casting a spell, the ability is interrupted and goes on cooldown. Make 130% aggro.
Cast time: 0.3 seconds
Range: 2.5 meters
Cost: 5/10/15/20/25/30/35/40 Mana
Cooldown: 14/13/12/11/10/9/8/7 seconds
Damage: 125 + 130% attack power + 50% armour

Catapult

The Legionary throws the nearest ally or enemy to a target area. All enemies in that area take 8.85% target max health physical damage. The tossed enemy also takes damage and stuns all vulnerable enemies for 2 seconds without 2.5 m radius. The tossed ally doesn’t take damage.
Cast time: instant
Range: 8 meters
Cost: 5/10/15/20/25/30/35/40 Mana
Cooldown: 18/16/14/12/10 seconds
Damage: 8% + 5% attack power

Spear throw

The Legionary readies and throws a spear in a target direction. The throw gains extra range, damage and mana cost the longer the Legionary spends preparing to launch the spear. It deals 30-45 physical damage to all enemies in its path. If the spear hits a vulnerable enemy, it taunts them, forcing to attack the Legionary for 3 seconds.
Cast time: instant
Range: 1-6 meters
Cost: 7/12/17 Mana
Cooldown: 16/14/12 seconds
Damage: 60 + 80% attack power

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.

Cast time: 0.3 seconds
Cost: 30 Mana
Cooldown: 150 seconds
Damage reduction: 50% + 2% bonus health
Movement speed increased: 10% + 5% attack power

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.

Cast time: instant
Cost: 0 Mana
Cooldown: 0 seconds
Commandos are ranged heroes – excellent minigun shooters. Their heavy fire penetrates enemies’ armor. Their poor mobility and long reload time is balanced with their ability to deal heavy damage within a short period of time.

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%.

Cast time: 3 seconds
Range: 7 meters
Damage: 70/95/120/145/170/195/220/245/270/295/320/345
Cost: 1 ammo

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).

Cast time: 0.2 seconds
Range: 7 meters
Damage: 30/45/60/75/90/105/120/135/150/165/180/195
Cost: 1 ammo

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.

Cast time: 0.2 seconds
Range: 7 meters
Damage: 45/60/75/90/105/120/135/150/165/180/195/210
Cost: 1 ammo
The Commando places a tripod and mounts a minigun on the ground. The damage they deal increases, their abilities are improved, and have increased range.
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.
Cast time: 0.3 seconds
Damage increased: 10/14/17/20%
Abilities range increased: 1/2/3/4 meters

Special Ability

The Commando has no cooldown on abilities, but they consume 1 ammo. The Commando has 4 ammo in stock.
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

The shaman quickly leaps towards the target, preparing to deliver a series of destabilizing strikes. The next 4 auto-attacks reduce the target’s armor and magic resistance by 5 units per auto-attack for 6 seconds. With 5 charges of elemental power, the target is immobilized for 2 seconds.
Consumes all charges of the special ability.
Weapon Specialization Bonus +0.2 to dash distance.
Cast time: 0.3 seconds
Range: 5 meters
Cost: 12/17/22/27/32/37 Mana
Cooldown: 14 seconds

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.

Cost: 12/15/18/21/24/27 Mana
Cooldown: 3 seconds
Increased movement speed: 1/2/3/4/5/6%
Increased attack speed: 4/8/12/16/20/24/27%
Fire totem damage: 3/6/9/12/15/18%
Fire totem damage scale from SP: 7/9/11/13/15/17%
Water totem heal: 3/6/9/12/15/18%
Water totem scale from SP: 7/9/11/13/15/17%
Earth totem AP buff: 5/10/15/20/25/30%

Lightning Strike

The shaman gathers electricity from the atmosphere and releases lightning at the target, dealing 30 magical damage = [30 + (70%) Spell Power]. With 5 charges of elemental power, the cast is instant. Consumes all charges of the special ability.
Weapon Specialization Bonus +0.5 ability range.
Cast time: 1.2 seconds
Range: 8 meters
Damage: 30/50/70/90/110/130
Damage from Spell Power: 70/85/100/115/130/145%
Cost: 10/15/20/25/30/35 Mana
Cooldown: 6 seconds

Call of the Wild

The shaman summons a wolf. There is a strong spiritual connection between the wolf and the shaman. The Attack Power, Attack Speed, Health, Armor, and Resist of the wolf are 50% of the shaman’s stats. If the wolf dies, the shaman loses 30% of his current health.
  • 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.
Cast time: 0.6 seconds
Range: 2 meters
Cost: 20 Mana
Cooldown: 60 seconds

Special Ability

Every 3rd auto-attack, the shaman increases his Attack Speed by 5% for 7 seconds and gains a charge of the elemental power. When the number of charges reaches 5, the shaman can summon the forces of the elements to his aid and improve his skills. By activating the special ability, the shaman switches between the elements of fire, water, and earth over 1.5 seconds.
Weapon Specialization Bonus +1% to total attack speed.
Cast time: 1.5 seconds
Cost: 10 Mana
Cooldown: 0 seconds

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.

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