The team deluxe arena is full of your favorite warriors! Competing against one another for sport and mere fun!
Heroes can gain items to upgrade their stats, but leveling up will not upgrade natural stats. Instead, it enables the use of more spells and abilities. If all abilities are unlocked,
Heroes can gain items to upgrade their stats, but leveling up will not upgrade natural stats. Instead, it enables the use of more spells and abilities. If all abilities are unlocked,
Frontiers
Frontiers are the mighty men of the team. Having the natural ability to absorb a ton of damage and having abilities that consist mainly of survival, healing, absorbing, and other traits.
Frontiers are the mighty men of the team. Having the natural ability to absorb a ton of damage and having abilities that consist mainly of survival, healing, absorbing, and other traits.
Samurai Immortal
Book Balro's quests
Species: Snake
Healing points: 2000-5000 (+20 regeneration)
Energy points: 750-1500 (+-7.5-13.5 regeneration)
Melee: Dragon ram: 75-175 melee damage, slow swing rate.
Abilities:
Immortality! (Costs 75-150 energy, available at level 1, 15 second cooldown) Heals Immortal by +10%-20% of his health points and nearby allies will heal +5%-10% of their health points.
Dragon's flame (costs 150 energy, available at level 3, 12 second cooldown) Immortal's ram will unleash a storm of fire in front of Immortal. All enemies caught within the flame will suffer 50-80 damage per second and ignite to suffer 25-40 fire damage per second. Fire lasts for 5 seconds. The flame breath will last for a maximum of 6 seconds and can be canceled manually. Casting abilities, attacking, or recalling will interrupt dragon's flame.
Godly katana (costs 175 energy, available at level 5, 15 second cooldown) Immortal will summon a giant katana and slam it down on the ground. Enemies that are within the katana's range will suffer 200-300 melee damage and the katana's mark will leave a straight line of fire, enemies that cross the fire pool will ignite to suffer 10-35 fire damage per second. Fire lasts for 3 seconds and the fire pool lasts for 6 seconds.
God! (Costs 200 energy, available at level 7, 100 second cooldown) Samurai Immortal will become a godly being! Increasing his maximum health by +500-1000, immunity to slow effects, healing him by +500-1000, and increased size. Lasts for 6 seconds.
Unyielding (passive) If Immortal's health falls below 25% he will take 50% reduced damage for 3 seconds.
Dmitri:
Book: Dawn of the bounty hunter
Species: Snake
Health points: 1500-4300 (+11.5-45 regeneration)
Energy points: 400-2000 (+6.5-12.5 regeneration)
Melee: Fists of steel: 50-130 melee damage, fast swing rate
Abilities:
Ground slam (costs 100 energy) Dmitri will quickly pound the ground with both fists, dealing 75-225 damage to all nearby enemies and stunning them for 0.5-3 seconds. Dmitri is immobilized while slamming the ground.
Semitic crush (costs 150 energy, available at level 1, 10 second cooldown) Dmitri will pound the ground with one fist, sending a seismic wave of Earth straight forward. Enemies hit the wave will suffer 115-300 damage and be stunned for 3 seconds.
Enrage (costs 150 energy, available at level 1, 25 seconds cooldown) Dmitri will enter a reckless fury, glowing red, he will move 25% faster and swing 35% faster. Dmitri will also be immune to slowing effects.
Bullet storm (costs 175 energy, available at level 5, 50 second cooldown.) Dmitri will quickly pull out his chain gun while laughing. He will then spray the area in front of him with a storm of bullets. Enemies in the range will suffer 55-125 bullet damage every 0.8 second, enemies will suffer more damage if they are closer to Dmitri. Dmitri will keep firing for 5 seconds.
Brawl of men (passive) Dmitri will suffer 10%-25% reduced melee damage if Dmitri has raised his fists in combat, damage resistance increased as Dmitri levels up.
Warden Mik'kill:
Book: Guardian
Species: Snake
Health points: 1400-4200 (+11.5-45 regeneration)
Energy points: 500-1000 (+13.5 regeneration)
Melee: Kane's axe: 50-125 melee damage, fast swing rate
Abilities:
Kane's charge (costs 55/60/65/70/75 energy, available at level 1, 15 seconds cooldown) Mik'kill will raise his shield in front of him and begin charging. The longer Mik'kill travels, the more damage and faster he goes. At maximum speed, Mik'kill will stun enemies for 1.5 seconds. His movement speed will increase by 10%-35%, and damage impact will deal 50-150 melee damage. Increasing the rank of this ability will increase Mik'kill's movement speed and damage with his charge.
Release the slaves! (costs 70/72/74/78/80 energy, available at level 1, 20 seconds cooldown) Mik'kill will release devil cat slaves, casting 1-3 slaves in front of him. Each slave has 100/200/300/400/500 health points and deals 35/45/55/65/75 melee damage per hit. The slaves will pursue nearby enemy heroes until the hero is dead or they have ran too far. Slaves will expire after 5 seconds.
Cleave (Costs 35/40/45/50/55 energy, available at level 1, 8 seconds cooldown) Mik'kill will cleave his axe horizontally, dealing 60/80/100/120/140 melee damage to all enemies in front of him. If Mik'kill cleaves an enemy that is stunned, that enemy will bleed for 4 seconds, dealing 10/15/20/25/30 bleeding damage per second.
Centurion Akul
Book: The Zarin Legacy
Species: Snake
Health points: 1400-4200
Energy points: 200-1000
Melee: 50-125 melee damage, average swing rate.
Abilities:
Shields up! (costs 50 energy, available at level 1, 12 seconds cooldown) Akul will raise his shield, absorbing 10-25% ranged damage and 20-35% melee damage for 5 seconds, Akul can manually cancel this.
Javelin throw (Costs 85 energy, available at level 1, 18 seconds cooldown.) Akul will toss a javelin that will pierce through all targets. Each target will suffer 75-195 magic damage and bleed for 2 seconds. Akul can throw javelins with his shield up.
Call to war (costs 75 energy, available at level 1, 25 seconds cooldown) Akul will blow a trumpet.
Shield wall! (costs 100 energy, available at level 5, 100 seconds cooldown) Akul will blow a trumpet that will summon Venetian reinforcements! 5 Venetian legionaries with shields and javelins will form an arc in front of Akul, each legionary has 450 health points, absorb 50% ranged damage from the front, and are immune to ANY debuffs. Allies can pass through the legionaries but enemies cannot. Nearby enemies will also suffer 40-100 melee damage every 2 seconds they are near the legionaries. Allies behind the legionaries deal 5% more damage and heal +25-50 health per second. The reinforcements will last for 16 seconds or until they are killed.
Hold the line (passive) Akul's shield will aid Akul in battle. For every attack his shield absorbs, his abilities will have a -1 seconds cooldown per hit. Enemies the hit Akul's legionaries in the shield wall will reduce Akul's cooldowns by -0.5 seconds per hit.
Book Balro's quests
Species: Snake
Healing points: 2000-5000 (+20 regeneration)
Energy points: 750-1500 (+-7.5-13.5 regeneration)
Melee: Dragon ram: 75-175 melee damage, slow swing rate.
Abilities:
Immortality! (Costs 75-150 energy, available at level 1, 15 second cooldown) Heals Immortal by +10%-20% of his health points and nearby allies will heal +5%-10% of their health points.
Dragon's flame (costs 150 energy, available at level 3, 12 second cooldown) Immortal's ram will unleash a storm of fire in front of Immortal. All enemies caught within the flame will suffer 50-80 damage per second and ignite to suffer 25-40 fire damage per second. Fire lasts for 5 seconds. The flame breath will last for a maximum of 6 seconds and can be canceled manually. Casting abilities, attacking, or recalling will interrupt dragon's flame.
Godly katana (costs 175 energy, available at level 5, 15 second cooldown) Immortal will summon a giant katana and slam it down on the ground. Enemies that are within the katana's range will suffer 200-300 melee damage and the katana's mark will leave a straight line of fire, enemies that cross the fire pool will ignite to suffer 10-35 fire damage per second. Fire lasts for 3 seconds and the fire pool lasts for 6 seconds.
God! (Costs 200 energy, available at level 7, 100 second cooldown) Samurai Immortal will become a godly being! Increasing his maximum health by +500-1000, immunity to slow effects, healing him by +500-1000, and increased size. Lasts for 6 seconds.
Unyielding (passive) If Immortal's health falls below 25% he will take 50% reduced damage for 3 seconds.
Dmitri:
Book: Dawn of the bounty hunter
Species: Snake
Health points: 1500-4300 (+11.5-45 regeneration)
Energy points: 400-2000 (+6.5-12.5 regeneration)
Melee: Fists of steel: 50-130 melee damage, fast swing rate
Abilities:
Ground slam (costs 100 energy) Dmitri will quickly pound the ground with both fists, dealing 75-225 damage to all nearby enemies and stunning them for 0.5-3 seconds. Dmitri is immobilized while slamming the ground.
Semitic crush (costs 150 energy, available at level 1, 10 second cooldown) Dmitri will pound the ground with one fist, sending a seismic wave of Earth straight forward. Enemies hit the wave will suffer 115-300 damage and be stunned for 3 seconds.
Enrage (costs 150 energy, available at level 1, 25 seconds cooldown) Dmitri will enter a reckless fury, glowing red, he will move 25% faster and swing 35% faster. Dmitri will also be immune to slowing effects.
Bullet storm (costs 175 energy, available at level 5, 50 second cooldown.) Dmitri will quickly pull out his chain gun while laughing. He will then spray the area in front of him with a storm of bullets. Enemies in the range will suffer 55-125 bullet damage every 0.8 second, enemies will suffer more damage if they are closer to Dmitri. Dmitri will keep firing for 5 seconds.
Brawl of men (passive) Dmitri will suffer 10%-25% reduced melee damage if Dmitri has raised his fists in combat, damage resistance increased as Dmitri levels up.
Warden Mik'kill:
Book: Guardian
Species: Snake
Health points: 1400-4200 (+11.5-45 regeneration)
Energy points: 500-1000 (+13.5 regeneration)
Melee: Kane's axe: 50-125 melee damage, fast swing rate
Abilities:
Kane's charge (costs 55/60/65/70/75 energy, available at level 1, 15 seconds cooldown) Mik'kill will raise his shield in front of him and begin charging. The longer Mik'kill travels, the more damage and faster he goes. At maximum speed, Mik'kill will stun enemies for 1.5 seconds. His movement speed will increase by 10%-35%, and damage impact will deal 50-150 melee damage. Increasing the rank of this ability will increase Mik'kill's movement speed and damage with his charge.
Release the slaves! (costs 70/72/74/78/80 energy, available at level 1, 20 seconds cooldown) Mik'kill will release devil cat slaves, casting 1-3 slaves in front of him. Each slave has 100/200/300/400/500 health points and deals 35/45/55/65/75 melee damage per hit. The slaves will pursue nearby enemy heroes until the hero is dead or they have ran too far. Slaves will expire after 5 seconds.
Cleave (Costs 35/40/45/50/55 energy, available at level 1, 8 seconds cooldown) Mik'kill will cleave his axe horizontally, dealing 60/80/100/120/140 melee damage to all enemies in front of him. If Mik'kill cleaves an enemy that is stunned, that enemy will bleed for 4 seconds, dealing 10/15/20/25/30 bleeding damage per second.
Centurion Akul
Book: The Zarin Legacy
Species: Snake
Health points: 1400-4200
Energy points: 200-1000
Melee: 50-125 melee damage, average swing rate.
Abilities:
Shields up! (costs 50 energy, available at level 1, 12 seconds cooldown) Akul will raise his shield, absorbing 10-25% ranged damage and 20-35% melee damage for 5 seconds, Akul can manually cancel this.
Javelin throw (Costs 85 energy, available at level 1, 18 seconds cooldown.) Akul will toss a javelin that will pierce through all targets. Each target will suffer 75-195 magic damage and bleed for 2 seconds. Akul can throw javelins with his shield up.
Call to war (costs 75 energy, available at level 1, 25 seconds cooldown) Akul will blow a trumpet.
Shield wall! (costs 100 energy, available at level 5, 100 seconds cooldown) Akul will blow a trumpet that will summon Venetian reinforcements! 5 Venetian legionaries with shields and javelins will form an arc in front of Akul, each legionary has 450 health points, absorb 50% ranged damage from the front, and are immune to ANY debuffs. Allies can pass through the legionaries but enemies cannot. Nearby enemies will also suffer 40-100 melee damage every 2 seconds they are near the legionaries. Allies behind the legionaries deal 5% more damage and heal +25-50 health per second. The reinforcements will last for 16 seconds or until they are killed.
Hold the line (passive) Akul's shield will aid Akul in battle. For every attack his shield absorbs, his abilities will have a -1 seconds cooldown per hit. Enemies the hit Akul's legionaries in the shield wall will reduce Akul's cooldowns by -0.5 seconds per hit.
Strikers
Strikers concentrate upon their damage and survival abilities. A combination of an assassin and a frontier, their job as fundamental hunters and pushers. They can deal a lot of damage in a short span of time while absorbing quite a number of damage.
Strikers concentrate upon their damage and survival abilities. A combination of an assassin and a frontier, their job as fundamental hunters and pushers. They can deal a lot of damage in a short span of time while absorbing quite a number of damage.
Samurai Zall:
Book: Guardian
Species: Snake
Health points: 1250-3075
Energy points: 200-1000
Melee: Katana: 70-225 average swing rate
Abilities:
Suicide dash (costs 50 energy, available at level 1, 10 second cooldown) Zall will charge up his katana for several seconds, once his blade is fully charge. He will dash forward while waving his sword in different directions, all enemy minions in Zall's path will suffer 125-250 melee damage and the first enemy hero in his way will stop Zall and make him shove his blade through them. The hero will suffer 125-350 melee damage and bleed for 1-4 second(s).
Whirlwind (costs 50 energy, available at level 1, 12 seconds cooldown) Zall will stick out his katana and spin 360 degrees. Dealing 70-220 melee damage to all enemies around Zall.
Yumi (costs 80 energy, available at level 1, 8 seconds cooldown) Zall will draw his yumi and fire a magical arrow that pierces through 3 targets before disintegrating. The first arrow strike will deal 65-200 projectile damage, the arrow will deal 5% reduced damage for every enemy it pierces.
Fight to the death! (costs 100 energy, available at level 5, 80 seconds cooldown) Zall will create a ring of samurai statues around him, creating a ring that enemies and Zall cannot pass through. If enemies wipe in the ring, Zall will heal +10% of his maximum health and deal +25 more melee damage with his basic sword attacks for 30 seconds.
Honour (passive) Zall will heal by +5% of his maximum health when he wipes an enemy, if Zall is full on health, he will gain +50 shield instead.
Patch:
Book: Balro's quests
Species: Snake
Health points: 1250-3075
Energy: 200-1000
Melee: Spear: 65-210 fast swing rate.
Abilities:
Mini-spikes (costs 50 energy, available at level 1, 12 seconds cooldown) Patch will hit the ground with his cursed hammer with one hand on the grip. Earth spikes will rise from the ground from Patch straight forward. Each spike will deal 75-250 melee damage and bleed for 3 seconds.
Earth wall (costs 80 energy, available at level 1, 20 seconds cooldown) Patch will pound the ground with his cursed hammer with both hands on the grip. A wall of Earth spikes will then pop up from the ground in front of Patch to form an arced wall. Each spike has 250-500 health points. The Earth spikes will expire after 25 seconds.
Shockwave (costs 75 energy, available at level 1, 10 seconds cooldown) Patch will smash his hammer down with extreme force. A shockwave will be sent forward that knocks enemies back and deals 40-175 magic damage.
Earth boulder (costs 200 energy, available at level 5, 100 seconds cooldown) Patch will hit the ground with his cursed hammer with so much force, it will cause a giant boulder to roll towards enemies. Each enemy crushed by the boulder will suffer 400-600 damage and will be stunned for 3 seconds. The boulder will expire after 6 seconds.
Magical swords (passive) Patch will switch to his magical swords after 10 successful basic attacks, the swords swing 20% faster and each hit will create orange rings from the target that will expand outwards to damage other enemies, dealing 50-75 magical damage. The magical swords will be sheathed after 5 hits or Patch is out of combat.
Rohiv:
Book: The tale of Jenna
Species: Snake
Health points: 700-3075
Energy points: 200-2000
Ranged: Fire bolt: 50-135, average fire rate
Abilities:
Scorching ground (costs 70 energy, available at level 1, 12 seconds cooldown) Rohiv will fire an flaming iron ball out of his flamethrower, the iron ball is an arced projectile, once it hits the ground, it will leave a small circle of lava that will deal 30-100 magic damage per second and ignite enemies to deal 10-65 fire damage for 2.5 seconds. The lava will harden after 3.5 seconds. Enemies on the scorched ground will also be slowed by 20% and they cannot use abilities that increase their speed.
Flame forward (costs 50-100 energy, available at level 1, 15 seconds cooldown) Rohiv will use his flamethrower for it's primary use, throwing flame out. Enemies caught in Rohiv's flamethrower will suffer 35-125 magic damage per second and ignite to suffer 35-85 fire damage for 5 seconds. Rohiv can manually cancel this ability or it will expire after 5.5 seconds. Rohiv will have a combat penalty while using this ability.
Extinguishing splash (costs 60 energy, available at level 1, 10 seconds cooldown) Rohiv will splash water on himself, extinguishing all allies around him. Rohiv and all nearby allies will also heal by +60-125 health points.
Ring of fire (costs 125 energy, available at level 5, 60 seconds cooldown) Rohiv will begin spinning in circles with his flamethrower active. All nearby enemies will suffer 100-250 magic damage per second and ignite to suffer 50-95 fire damage per second for 1.2 seconds. Rohiv is immune to stuns and interrupts while this active. This will last for 6 seconds and can be manually disabled.
Rubber armour (passive) Rohiv has rubber on, rubber is fire-resistant so Rohiv is immune to after-burns that deal fire damage.
Book: Guardian
Species: Snake
Health points: 1250-3075
Energy points: 200-1000
Melee: Katana: 70-225 average swing rate
Abilities:
Suicide dash (costs 50 energy, available at level 1, 10 second cooldown) Zall will charge up his katana for several seconds, once his blade is fully charge. He will dash forward while waving his sword in different directions, all enemy minions in Zall's path will suffer 125-250 melee damage and the first enemy hero in his way will stop Zall and make him shove his blade through them. The hero will suffer 125-350 melee damage and bleed for 1-4 second(s).
Whirlwind (costs 50 energy, available at level 1, 12 seconds cooldown) Zall will stick out his katana and spin 360 degrees. Dealing 70-220 melee damage to all enemies around Zall.
Yumi (costs 80 energy, available at level 1, 8 seconds cooldown) Zall will draw his yumi and fire a magical arrow that pierces through 3 targets before disintegrating. The first arrow strike will deal 65-200 projectile damage, the arrow will deal 5% reduced damage for every enemy it pierces.
Fight to the death! (costs 100 energy, available at level 5, 80 seconds cooldown) Zall will create a ring of samurai statues around him, creating a ring that enemies and Zall cannot pass through. If enemies wipe in the ring, Zall will heal +10% of his maximum health and deal +25 more melee damage with his basic sword attacks for 30 seconds.
Honour (passive) Zall will heal by +5% of his maximum health when he wipes an enemy, if Zall is full on health, he will gain +50 shield instead.
Patch:
Book: Balro's quests
Species: Snake
Health points: 1250-3075
Energy: 200-1000
Melee: Spear: 65-210 fast swing rate.
Abilities:
Mini-spikes (costs 50 energy, available at level 1, 12 seconds cooldown) Patch will hit the ground with his cursed hammer with one hand on the grip. Earth spikes will rise from the ground from Patch straight forward. Each spike will deal 75-250 melee damage and bleed for 3 seconds.
Earth wall (costs 80 energy, available at level 1, 20 seconds cooldown) Patch will pound the ground with his cursed hammer with both hands on the grip. A wall of Earth spikes will then pop up from the ground in front of Patch to form an arced wall. Each spike has 250-500 health points. The Earth spikes will expire after 25 seconds.
Shockwave (costs 75 energy, available at level 1, 10 seconds cooldown) Patch will smash his hammer down with extreme force. A shockwave will be sent forward that knocks enemies back and deals 40-175 magic damage.
Earth boulder (costs 200 energy, available at level 5, 100 seconds cooldown) Patch will hit the ground with his cursed hammer with so much force, it will cause a giant boulder to roll towards enemies. Each enemy crushed by the boulder will suffer 400-600 damage and will be stunned for 3 seconds. The boulder will expire after 6 seconds.
Magical swords (passive) Patch will switch to his magical swords after 10 successful basic attacks, the swords swing 20% faster and each hit will create orange rings from the target that will expand outwards to damage other enemies, dealing 50-75 magical damage. The magical swords will be sheathed after 5 hits or Patch is out of combat.
Rohiv:
Book: The tale of Jenna
Species: Snake
Health points: 700-3075
Energy points: 200-2000
Ranged: Fire bolt: 50-135, average fire rate
Abilities:
Scorching ground (costs 70 energy, available at level 1, 12 seconds cooldown) Rohiv will fire an flaming iron ball out of his flamethrower, the iron ball is an arced projectile, once it hits the ground, it will leave a small circle of lava that will deal 30-100 magic damage per second and ignite enemies to deal 10-65 fire damage for 2.5 seconds. The lava will harden after 3.5 seconds. Enemies on the scorched ground will also be slowed by 20% and they cannot use abilities that increase their speed.
Flame forward (costs 50-100 energy, available at level 1, 15 seconds cooldown) Rohiv will use his flamethrower for it's primary use, throwing flame out. Enemies caught in Rohiv's flamethrower will suffer 35-125 magic damage per second and ignite to suffer 35-85 fire damage for 5 seconds. Rohiv can manually cancel this ability or it will expire after 5.5 seconds. Rohiv will have a combat penalty while using this ability.
Extinguishing splash (costs 60 energy, available at level 1, 10 seconds cooldown) Rohiv will splash water on himself, extinguishing all allies around him. Rohiv and all nearby allies will also heal by +60-125 health points.
Ring of fire (costs 125 energy, available at level 5, 60 seconds cooldown) Rohiv will begin spinning in circles with his flamethrower active. All nearby enemies will suffer 100-250 magic damage per second and ignite to suffer 50-95 fire damage per second for 1.2 seconds. Rohiv is immune to stuns and interrupts while this active. This will last for 6 seconds and can be manually disabled.
Rubber armour (passive) Rohiv has rubber on, rubber is fire-resistant so Rohiv is immune to after-burns that deal fire damage.
Assassins:
Assassins use deception, speed, and stealth to defeat their opponents. Assassins, deadly as they are, usually lack decent survival, but this sacrifice is necessary in killing enemies and hunting prey.
Assassins use deception, speed, and stealth to defeat their opponents. Assassins, deadly as they are, usually lack decent survival, but this sacrifice is necessary in killing enemies and hunting prey.
Sku'll
Book: The legend of Crypto
Species: Snake
Health points: 800-2950
Energy points: 550-2750
Melee: duel swords: 45-175 fast swing rate
Abilities:
Crippling axe (costs 55 energy, available at level 1, 15 seconds cooldown) Sku'll will toss an axe that weakens enemies. Dealing 55-225 ranged damage and slowing enemies by 5-25% for 4 seconds. Enemies hit by the crippling axe will also suffer 5% more damage from Sku'll's next attack for 4 seconds.
Head hunt (costs 75 energy, available at level 1, 20 seconds cooldown) Sku'll will leap forward with his swords ready. Once Sku'll lands in a target area, all nearby enemies will suffer 75 -325 magical damage, Sku'll will also deal 7.5% more damage to enemies hit by the leap.
Loosen heads (costs 75 energy, available at level 1, 20 seconds cooldown) Sku'll will raise his hand to muster fear in enemies. Enemies caught by the area will suffer 5-25% more damage from Sku'll next attack for 6 seconds.
Decapitate (costs 100 energy, available at level 5, 90 seconds cooldown) Sku'll will dash forward! Enemies caught in Sku'll path will be stunned, as Sku'll has his swords on their necks. After a 2 seconds delay, Sku'll will decapitate enemies, dealing 100-400 melee damage, enemies below 15% health though, will be executed.
Lust of skulls (passive) Sku'll is very tempted to gain skulls. Every 5 seconds out of combat, Sku'll will fill a skull. For each skull Sku'll has, his next normal attack will deal 2% more damage per skull. Sku'll can have a maximum of 5 skulls. Attacking an enemy will consume all skulls.
Book: The legend of Crypto
Species: Snake
Health points: 800-2950
Energy points: 550-2750
Melee: duel swords: 45-175 fast swing rate
Abilities:
Crippling axe (costs 55 energy, available at level 1, 15 seconds cooldown) Sku'll will toss an axe that weakens enemies. Dealing 55-225 ranged damage and slowing enemies by 5-25% for 4 seconds. Enemies hit by the crippling axe will also suffer 5% more damage from Sku'll's next attack for 4 seconds.
Head hunt (costs 75 energy, available at level 1, 20 seconds cooldown) Sku'll will leap forward with his swords ready. Once Sku'll lands in a target area, all nearby enemies will suffer 75 -325 magical damage, Sku'll will also deal 7.5% more damage to enemies hit by the leap.
Loosen heads (costs 75 energy, available at level 1, 20 seconds cooldown) Sku'll will raise his hand to muster fear in enemies. Enemies caught by the area will suffer 5-25% more damage from Sku'll next attack for 6 seconds.
Decapitate (costs 100 energy, available at level 5, 90 seconds cooldown) Sku'll will dash forward! Enemies caught in Sku'll path will be stunned, as Sku'll has his swords on their necks. After a 2 seconds delay, Sku'll will decapitate enemies, dealing 100-400 melee damage, enemies below 15% health though, will be executed.
Lust of skulls (passive) Sku'll is very tempted to gain skulls. Every 5 seconds out of combat, Sku'll will fill a skull. For each skull Sku'll has, his next normal attack will deal 2% more damage per skull. Sku'll can have a maximum of 5 skulls. Attacking an enemy will consume all skulls.
Rangers:
Rangers excel at range above all others. Their job is to strike and deal damage while suffering little to no damage at all. Although they lack a decent escape and good speed, their range makes them lethal defenders and grand support.
Rangers excel at range above all others. Their job is to strike and deal damage while suffering little to no damage at all. Although they lack a decent escape and good speed, their range makes them lethal defenders and grand support.
Lieutenant Huigufik
Book: Dawn of the bounty hunter
Species: Snake
Health points: 800-3500
Energy points: 400-4000
Ranged: M1 grand: 45-115, average fire rate.
Abilities:
Frag out (costs 65 energy, available at level 1, 15 seconds cooldown.) Huigufik will toss a frag grenade to a target position. Enemies in the explosive radius will suffer 75-200 ranged damage.
Bullet spray (Costs 65 energy, available at level 2, 12.5 seconds cooldown.) Huigufik will pull out his Tommy gun and begin firing in a cone shaped area. All enemies will suffer 35-190 ranged damage per bullet. Lasts for 3 seconds and can be manually disabled.
Paratroop supplies (Costs 80 energy, available at level 4, 30 seconds cooldown) Huigufik will call down a supply crate that is filled with weapons and med-kits, all nearby allies will gain 5-25 energy every 1.75 seconds, or 10-30 mana every 1.75 seconds. Standing near the supply crate will also decreased ability cooldowns by 1 second every 3.5 seconds you're standing near the supply crate. The supply crate has 150 health points and will expire after 20 seconds.
Skyward rocket (Costs 100 energy, available at level 5, 110 seconds cooldown) Huigufik will quickly rocket jump, blasting at his tail which deals 75-450 magic damage to all nearby enemies. While in the air, Huigufik can shoot a rocket at a target location to deal 150-750 ranged damage to all enemies in the target area. Huigufik can only remain in the air for 7.5 seconds before landing.
Veteran (passive) If Huigufik hits enemies with 6 successful basic hits, he will reload to increase his energy regeneration by +5 when he's out of combat.
Book: Dawn of the bounty hunter
Species: Snake
Health points: 800-3500
Energy points: 400-4000
Ranged: M1 grand: 45-115, average fire rate.
Abilities:
Frag out (costs 65 energy, available at level 1, 15 seconds cooldown.) Huigufik will toss a frag grenade to a target position. Enemies in the explosive radius will suffer 75-200 ranged damage.
Bullet spray (Costs 65 energy, available at level 2, 12.5 seconds cooldown.) Huigufik will pull out his Tommy gun and begin firing in a cone shaped area. All enemies will suffer 35-190 ranged damage per bullet. Lasts for 3 seconds and can be manually disabled.
Paratroop supplies (Costs 80 energy, available at level 4, 30 seconds cooldown) Huigufik will call down a supply crate that is filled with weapons and med-kits, all nearby allies will gain 5-25 energy every 1.75 seconds, or 10-30 mana every 1.75 seconds. Standing near the supply crate will also decreased ability cooldowns by 1 second every 3.5 seconds you're standing near the supply crate. The supply crate has 150 health points and will expire after 20 seconds.
Skyward rocket (Costs 100 energy, available at level 5, 110 seconds cooldown) Huigufik will quickly rocket jump, blasting at his tail which deals 75-450 magic damage to all nearby enemies. While in the air, Huigufik can shoot a rocket at a target location to deal 150-750 ranged damage to all enemies in the target area. Huigufik can only remain in the air for 7.5 seconds before landing.
Veteran (passive) If Huigufik hits enemies with 6 successful basic hits, he will reload to increase his energy regeneration by +5 when he's out of combat.
Mages:
Mages are magic casters, focusing on the power of their abilities rather than the damage of their basic attacks. Mages can be powerful but they lack the damage of their basic attacks. But such sacrifice is worth it for powerful damaging abilities, escape spells, or powerful healing.
Mages are magic casters, focusing on the power of their abilities rather than the damage of their basic attacks. Mages can be powerful but they lack the damage of their basic attacks. But such sacrifice is worth it for powerful damaging abilities, escape spells, or powerful healing.
Romanov:
Book: Balro's quests
Species: Devil cat
Health points: 960-2035
Mana pool: 900-2000
Ranged: Flame bolt: 35-75
Spells:
Fire breath (costs 50 mana, available at level 1, 12.5 seconds cooldown) Romanov will quickly exhale a breath of fire that goes forth a small distance. Enemies hit will suffer 65-150 magic damage and enemies will ignite to suffer 20-50 fire damage per second for 5 seconds.
Combustion (costs 65 mana, available at level 1, 8 seconds cooldown) Romanov will send an iron ball at an enemy, the iron ball will stick to the enemy if it hits. Romanov can detonate it at will or after a 5 second delay. The iron ball, upon detonation, will deal 75-165 magic damage to the host and 40-80 magic damage to all surrounding enemies.
Trail of flame (costs 55 mana, available at level 1, 10 seconds cooldown) Romanov will quickly begin to flap with his burning wings, increasing his speed by 15-55% for 5.25 seconds and leaving a trail of fire behind him. Enemies stuck in the trail of fire will ignite to suffer 35-75 fire damage per second for 8 seconds. The trail of fire will when Romanov gets of trail of flame.
Apocalypse (costs 100 mana, available at level 5, 90 seconds cooldown) Romanov will call down an apocalypse, summoning large meteors to hit the Earth. The meteors cover a very large radius. 8 meteors will strike, each dealing 85-175 magic damage and igniting enemies to deal 50-100 fire damage per second for 10 seconds.
Necro:
Book: Guardian
Species: Devil cat
Health points: 955-2175
Mana pool: 900-2000
Ranged: Death bolt: 35-75
Spells:
The dead rise! (costs 50-75 mana, available at level 1, 15 seconds cooldown) Necro will summon 1-5 skeletal warriors (more depending on the level the spell is) each skeletal warrior will defend Necro with their lives, each warrior has 100-350 health points and deal 10-25 melee damage with an average swing rate. The skeletal warriors will target a nearby enemy, an enemy that is attacking Necro, or an enemy Necro is attacking. They will also expire after 40 seconds.
Unholy ground (costs 60 mana, available at level 1, 20 seconds cooldown) Necro will summon a large ground of unholy power, enemy underlings will suffer 25-65 magic damage every 2.2 seconds, and friendly skeletal warriors will heal +35-65 health points every 2.2 seconds. Expires after 12 seconds and only 1 can be laid down.
Slayer (costs 75 mana, available at level 3, 60 seconds cooldown) If an enemy is below a 20% health threshold, Necro can summon a slayer, a slayer is a zombie with two sickles and burning eyes. The slayer will ruthlessly pursue the weak enemy, ignoring all in it's path (except obstacles) it has 300-600 health points and deals 65-115 melee damage per swing with an average attack rate. The slayer will move at a speed 1.5% faster than the target it is pursuing. If the target dies, the slayer will also die and it will grant Necro an extra 100 mana. The slayer cannot be healed by unholy ground and can go through enemies.
Night of the living dead (Costs 100 mana, available at level 6, 100 seconds cooldown) Necro will cast down a frightening spell. Summoning 3-8 skeletal warriors and ALL skeletal warriors Necro has created or creates until the spell expires will have a buff. The buff grants an extra +75-250 maximum health points to skeletal warriors and increases their attack rate by +5-25%. Lasts for 8 seconds.
Book: Balro's quests
Species: Devil cat
Health points: 960-2035
Mana pool: 900-2000
Ranged: Flame bolt: 35-75
Spells:
Fire breath (costs 50 mana, available at level 1, 12.5 seconds cooldown) Romanov will quickly exhale a breath of fire that goes forth a small distance. Enemies hit will suffer 65-150 magic damage and enemies will ignite to suffer 20-50 fire damage per second for 5 seconds.
Combustion (costs 65 mana, available at level 1, 8 seconds cooldown) Romanov will send an iron ball at an enemy, the iron ball will stick to the enemy if it hits. Romanov can detonate it at will or after a 5 second delay. The iron ball, upon detonation, will deal 75-165 magic damage to the host and 40-80 magic damage to all surrounding enemies.
Trail of flame (costs 55 mana, available at level 1, 10 seconds cooldown) Romanov will quickly begin to flap with his burning wings, increasing his speed by 15-55% for 5.25 seconds and leaving a trail of fire behind him. Enemies stuck in the trail of fire will ignite to suffer 35-75 fire damage per second for 8 seconds. The trail of fire will when Romanov gets of trail of flame.
Apocalypse (costs 100 mana, available at level 5, 90 seconds cooldown) Romanov will call down an apocalypse, summoning large meteors to hit the Earth. The meteors cover a very large radius. 8 meteors will strike, each dealing 85-175 magic damage and igniting enemies to deal 50-100 fire damage per second for 10 seconds.
Necro:
Book: Guardian
Species: Devil cat
Health points: 955-2175
Mana pool: 900-2000
Ranged: Death bolt: 35-75
Spells:
The dead rise! (costs 50-75 mana, available at level 1, 15 seconds cooldown) Necro will summon 1-5 skeletal warriors (more depending on the level the spell is) each skeletal warrior will defend Necro with their lives, each warrior has 100-350 health points and deal 10-25 melee damage with an average swing rate. The skeletal warriors will target a nearby enemy, an enemy that is attacking Necro, or an enemy Necro is attacking. They will also expire after 40 seconds.
Unholy ground (costs 60 mana, available at level 1, 20 seconds cooldown) Necro will summon a large ground of unholy power, enemy underlings will suffer 25-65 magic damage every 2.2 seconds, and friendly skeletal warriors will heal +35-65 health points every 2.2 seconds. Expires after 12 seconds and only 1 can be laid down.
Slayer (costs 75 mana, available at level 3, 60 seconds cooldown) If an enemy is below a 20% health threshold, Necro can summon a slayer, a slayer is a zombie with two sickles and burning eyes. The slayer will ruthlessly pursue the weak enemy, ignoring all in it's path (except obstacles) it has 300-600 health points and deals 65-115 melee damage per swing with an average attack rate. The slayer will move at a speed 1.5% faster than the target it is pursuing. If the target dies, the slayer will also die and it will grant Necro an extra 100 mana. The slayer cannot be healed by unholy ground and can go through enemies.
Night of the living dead (Costs 100 mana, available at level 6, 100 seconds cooldown) Necro will cast down a frightening spell. Summoning 3-8 skeletal warriors and ALL skeletal warriors Necro has created or creates until the spell expires will have a buff. The buff grants an extra +75-250 maximum health points to skeletal warriors and increases their attack rate by +5-25%. Lasts for 8 seconds.