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Theorycraft: Hero Arena Revisited

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I originally posted this at wc3c.net, but I know that lot of Hive users don't go there. I would like to share this with you guys, as well.

This is a revisit to my previous idea about having variable level heroes. This idea stems off of that and includes a plethora of new ideas that add an extra dimension of gameplay and addresses issues that my previous idea had.

Making a map like this is absolutely possible, but it would require too much work to actually make. Now that Starcraft 2 is out, I don't expect a map like this map any time soon. Also, the mission of my Autocast channeling tests was so I could make a map like this, but since the autocast channeling test failed miserably, a major gameplay asset cannot function and thus ruins a lot the how fluid it should be to change the levels of all abilities, yet keep them active.

This hero arena is extremely fast paced with tons of action. If your not paying attention, you're doomed. Of course, such a game requires a completely lagless environment and a computer that will not lag when a lot of action onscreen occurs and you can still see what is going on. Players will assemble in two teams of three, so only six people can participate in each game.

Learning Curve: Very steep. The faint of heart won't find themselves getting far. Hardcore players will find the gameplay intense, exciting, and very competitive.

There are two major modes of gameplay and 2 smaller modes in each.

Solo Based - Standard free-style matches.
  • Free for All - Every hero for themselves. Let chaos reign!
  • Elimination - Compete for 1st place. Players will be randomly matched together and fight solo in a tournament-style elimination. All heroes have maxed hero level and skill level.
Team Based - Standard three on three matches.
  • Standard - Decimate the opposing team in the original hero arena setting.
  • Shuffle 1 vs 1 - A player from each team will be randomly paired for a solo battle. Best two out of three wins. All heroes have maxed hero level and skill level.

First, we will focus on gameplay. Then, we move onto heroes.

1. Main Ideas
  • General
  • Leveling Up and Down
  • Gaining Experience
  • Mana and Stamina
  • Attack Types, Armor, and Resistances
  • Guarding and Reaction Abilities
2. Heroes
  • Strength Heroes
  • Agility Heroes
  • Intelligence Heroes
  • Choosing a Second Hero
  • Spirits
  • In-Depth Analysis: One Hero at a Time
======

1a. General

This theory is originally based off this idea: "What if a hero's level could scale up and down?" Then, "What if is this was important to gameplay?" I have grown tired of the standard hero arenas. Cast a bunch of abilities, the hero who can farm faster is the one that wins, etc. This idea is focused towards hero arenas, but it can also be used for an AoS with a few major changes.

To save us time of making heroes with themes, we will use the default 24 heroes given to us by Warcraft III. The Paladin, Archmage, Mountain King, Bloodmage, Blademaster, Far Seer, Tauren Chieftain, Shadow Hunter, Death Knight, Dreadlord, Lich, Crypt Lord, Priestess of the Moon, Keeper of the Grove, Demon Hunter, Warden, Tinker, Alchemist, Naga Sea Witch, Dark Ranger, Pit Lord, Fire Lord, Beastmaster, and finally the Pandaren Brewmaster. However, due to the nature of the major gameplay changes, the current abilities given to the 24 heroes listed are completely obsolete. We would have to do our best to renew every ability and ultimate via triggering them.

To keep the game lively and continually challenging, all abilities have lost their "point, click, and watch stuff happen" attribute. You must manually aim for every ability. Thus, everything is avoidable. You can also cancel out of any skill if you know are you in danger.

1b. Leveling Up and Down
What does that even mean? Before hand, I said that your hero's levels were real estimates of their power; the level of the hero determined what abilities they could use. Thus, it would also cost levels to use abilities.

The hero's level that is kept track of normally via experience and leveling up still allows the hero use higher, more powerful abilities. It costs levels to use abilities, but you will are no longer required to level up the abilities, use them, then lose them because of inadequate leveling. Now, every hero starts with every single ability and you should be able to right-click the ability to change it's power level. Normal abilities have a power level that ranges from one to three while ultimates are technically always at power level 4 (costing 4 levels). A hero's level is capped at level 10. There is no need for more or less.

Heroes also have another type of level. A hero's skill level keeps track of the total experience a hero has gained. For a hero to gain a skill level, they need tenfold the amount of experience it takes to gain a regular level. Your hero's skill level allows your hero to learn special abilities called Spirits. Skill levels are capped at level 10.

1c. Gaining Experience
In a map like this, how would you gain experience if there is nothing to kill? After all, it's just you, possibly your teammates, and everyone else who are trying to destroy you.

That's what a normal attack is for. Every hero has a normal attack of different proportions except Intelligence heroes (explained later). Like everything else in the game, standard attacks are manual aim, melee ranged AoE attacks-- kind of like Cleaving Attack, but more quirky. While they do not hit a lot, keep in mind that abilities- unless they say so- do not drop any gems at all.

When you strike an enemy with a standard attack, it causes the enemy to drop gems that are the same color as the player that hit the hero. So, if you're red, or Player 1, then the gems that drop when you hit an enemy are also red. Pick up the gems by getting near them. The collision size of your hero plays a part in how big the pick up range is, so fatter heroes have a higher pick up radius than smaller heroes. That being said, fatter heroes are more often to get hit by AoE attacks, which every attack in the game composes of. You can only pick up the gems that are of your own color. After a few seconds, your allies will be able to pick up the gems your hero created. After some time, probably about 10 seconds or so, the gems will disappear if they are not grabbed.

As you collect these gems, you will gain experience. Although, since gems are a magnet for attracting heroes, don't get greedy...

1d. Mana and Stamina
The concept that mana be turned into stamina has changed. Mana and stamina are now separate things. Mana is still mana, but a third "bar" is added to all heroes: Stamina.

Mana is used by some of a hero's normal abilities, but more specifically, you need mana to use special abilities called Spirits. This idea is taken from a specific game I'm thinking of, because I really love the concept. Spirits offer immediate, technical gains that usually only last a small time frame- in this case, the effect of Spirits should be useful for the span of one encounter with an opposing hero. I say "one encounter" because a single Spirit used by your hero or another hero can mean the difference between winning and losing.

Stamina is used by everything. It costs stamina to use abilities, use items, and normally attack enemies. If you run out of stamina, you can't do anything. Stamina can be gained easily by standing still. Your hero will recover their stamina back extremely fast (a second or so of standing still). Movement stunts stamina recovery. If a hero moves with full stamina, their stamina will decrease to 99%.

1e. Attack Types, Armor, and Resistances
There are three types of Physical attack types and three types of Spell attack types.

Physical
  • Slash - Physical damage from attacks that slice and/or strike.
  • Pierce - Physical damage from attacks that stab and/or jab.
  • Bash - Physical damage from attacks that sweep and/or swing.
Spell
  • Wicca - Spell damage from the elements, like fire, ice, etc.
  • Soul - Spell damage from the non-elements, like light, dark, etc.
  • Vega - Spell damage that is neither Wicca or Soul.

Resistance to each element is important at any time because it can be altered dynamically (via items or something). Armor, which reduces damage in general is harder to come by.

1f. Guarding and Reaction Abilities
Every hero has the Defend ability. In turn for standing still, your hero will take significantly reduced damage from any harm that comes their way. Every time you take damage, your stamina will reduce. Therefore, the duration of your hero's guarding corresponds to their stamina. Also, even though you are standing there, you are still performing an action, so you do not gain stamina while defending. While defending, your hero cannot use Spirits. To stop defending, do anything else that isn't Defend.

As your hero defends themselves from damage, their Reaction ability activates. It is a retaliation to discourage opposing heroes from prolonged attacking (plus they're wasting their own levels, mana, and stamina). These are the current types of Reaction abilities I have thought of:
  • Health - Recover health proportionate to the amount of damage the hero should have taken.
  • Mana - Recover mana proportionate to the amount of damage the hero should have taken.
  • Stun - Project a missile that temporarily stuns the attacker for some amount of time. Can be avoided.
  • Stun AoE - Project multiple missiles that temporarily stun surrounding enemies in a large AoE for a small amount of time. Can be avoided.
  • Redirect - Launch homing projectiles at the attacker, dealing damage proportionate to the amount of damage the hero should have taken. Can be avoided.
  • Redirect AoE - Launch homing projectiles at nearby opponents, dealing damage proportionate to the amount of damage the hero should have taken. Can be avoided.
  • Stamina - The attacking hero loses the same amount of stamina it takes for the defending hero to guard their attack.
  • Ally Gem - Player-colored gems will drop in a small radius around the defending hero. The amount dropped is proportionate to the amount of damage the hero should have taken.
  • Neutral Gem - Neutral gems that can be picked up by any hero will drop in a wide radius around the defending hero. The amount dropped is proportionate to the amount of damage the hero should have taken.
  • Note: There's no Reaction ability for recovering stamina because it would encourage infinite defending.
You are required to have a Reaction ability and can change it at any time via a building or some sort.

If your stamina runs out while you are defending, Defend breaks and the hero is deterred. Unless the hero fully recovers all of their stamina, every action (except Defend) they can take will not work. The hero will take extra damage from all attacks, their health and mana regeneration will cease and while the hero may still defend, it's activation time is delayed and their Reaction ability no longer works.

Proceed with caution and know which heroes have abilities and Spirits that allow their attacks to instantly break Defend. When Defend is broken by an ability or Spirit, the hero's current stamina is reduced by 75% instantly. Understand that Defend is different than a shield (explained in Spirits section) and Wall (Spirits section).

======

Compared to my last analysis of this, the heroes are much more specified and instead of being separated by class, they are separated by their main attribute. What makes each branch of heroes a little more special than the other two branches? The hero's role is not necessarily determined by the abilities they have, but the Spirits they can use.

2a. Strength Heroes

Paladin (Defensive/Support)
Mountain King (Offensive)
Tauren Chieftain (All Rounder)
Death Knight (Offensive/Support)
Dreadlord (Offensive)
Crypt Lord (Defensive)
Alchemist (Support)
Pit Lord (Offensive)
Beastmaster (Support)
Pandaren Brewmaster (Offensive/Defensive)

In a generic sense, their stats look like this:
Health: A
Mana: C
Stamina: B

Special Ability: Freedom - All Strength heroes get a free Spirit. Freedom removes all status ailments from the user.
Experience Wealth: High. The default attack of casual Strength heroes is slow, but enemies hit by them will cause a lot of gems to drop. Plus, they have wide ranging hits so it allows them to strike multiple enemies, having them all drop gems.

2b. Agility Heroes

Blademaster (Offensive)
Shadow Hunter (Support)
Priestess of the Moon (Offensive/Support)
Demon Hunter (Defensive)
Warden (All Rounder)
Dark Ranger (Defensive/Support)
Fire Lord (Offensive)

In a generic sense, their stats look like this:
Health: B
Mana: C+
Stamina: A

Special Ability: Dash - All Agility heroes get a free Spirit. Dash allows the user to make a quick step forward.
Experience Wealth: Moderate to High. The default attack of melee Agility heroes can seldom times hit multiple enemies. The net amount of gems dropped from hitting enemies doesn't match Strength heroes. While ranged Agility heroes' attacks cause an enemy to drop a lot of gems, they can only hit one enemy and this assumes that you are good at the handicap of manual aim.

2c. Intelligence Heroes

Archmage (Offensive/Support)
Blood Mage (Offensive)
Far Seer (Defensive)
Lich (Offensive/Support)
Keeper of the Grove (All Rounder)
Naga Sea Witch (Defensive/Support)
Tinker (Offensive)

In a generic sense, their stats look like this:
Health: C
Mana: A+
Stamina: C+

Special Ability: Default Attack Spell - All Intelligence heroes do not have a standard attack. It is instead replaced with a Default Attack Spell (or DAS for short). DASs vary from a little amount of gems to a lot, depending on the DAS of the hero. Intelligence heroes cannot make gems easily-- instead, the majority of the experience from their Default Attack Spells is given just for using the DAS.

2d. Choosing a Second Hero

What does it mean to "choose a second hero"? After all players have selected their primary hero, you will be required to pick a second hero out of the remaining heroes. Each hero picked as a support give your primary hero an ability that you may use at absolutely no cost (except a cooldown). Depending on who you pick, each hero will help your primary hero in different ways. Choose the one that best compliments your hero, your style of play, or covers an aspect your hero has trouble with. Try them out and see what they do and/or learn how to use them properly.

2e. Spirits
Like I said before, "Spirits offer immediate, technical gains that usually only last a small time frame- in this case, the effect of Spirits should be useful for the span of one encounter with an opposing hero. A single Spirit used by your hero or another hero can mean the difference between winning and losing."

Spirits can make your life easier, but if your opponent skillfully uses them, Spirits can easily become the bane of your hero's existence. I really can't say much more than this. You'll get a a really good idea of HOW Spirits should be used once you see what each hero obtains. Unlike abilities, Spirits are instant use while a few are target-and-use.

Here is a list of what Spirits do. They are listed here in detail, while in each hero's list of learnable Spirits they are only explained in brief.

Offensive Spirits
  • Blind - May reduce an enemy's field of vision by 50%. Lasts 10 seconds. This reduces the target's sight range.
  • Paralyze - May inhibit the enemy from using abilities. Lasts 10 seconds. The target will still be able to use abilities, but under Paralyze they'll be forced to stop before the ability can take effect.
  • Silence - May inhibit the enemy from using Spirits. Lasts 10 seconds. The target will still be able to use Spirit, but under Silence they'll be forced to stop before the Spirit can take effect.
  • Slow - May reduce an enemy's Movement Speed by 30%. Lasts 10 seconds. Casual slow.
  • Focus - Attacks cannot be condition evaded. This cancels the Demon Hunter's Evasion ability (which sort of does the same thing) and the Evasion Spirit.
  • Passion - Increases ability damage by 50%. Lasts for one ability.
  • Rage - Doubles ability damage. Lasts for one ability. Takes precedence over Passion.
  • Wrath - Triples ability damage. Lasts for one ability. Takes precedence over Passion and Rage.
  • Force - The user's next hit will instantly break an opponent's Defend.
  • Resolve - The user's next hit will instantly break an opponent's Shield.
  • Bleed - Movement causes unconditional damage to the target. Lasts until they Defend.
  • Leech - Converts 50% of an ability's damage dealt into HP.
  • Mercy - The user's next attack always deals 1 damage. Lasts for one attack or one ability.
  • Vanish - The user becomes invisible for 15 seconds. This behaves just like Invisibility.
Super Offensive Spirits
  • Fury - All of the user's hits from the next offensive ability will instantly break an opponent's Defend.
  • Soul - Casts Focus, Rage, Fury, Vaccine, and Adversity on the user.
  • Stack - Casts Passion, Rage, and Wrath all at once. They stack additively.
  • Demonize - Casts Focus, Leech, Force, Endure, and Passion on the user.

Defensive Spirits
  • Pain - The attacker takes the same amount of damage the user takes from their attack. Lasts for 10 seconds or one ability.
  • Veteran - All stats increase gradually every second for 20 seconds. The maxed stats will stay on the user for an additional 10 seconds. Health, mana, and stamina are not lost due to percent proportioning; you will keep whatever you have unless they exceed what the hero can initially keep.
  • Lure - The user automatically draws fire from projectile-based attacks. Lasts for one ability.
  • Adversity - Raises the health of the user depending on the number of opponents within range. Lasts for 15 seconds.
  • Blindside - The user will instantaneously use Defend when attacked from behind. Lasts for one attack or one ability.
  • Endure - Incoming attacks will deal damage, but cannot kill the user. The user will always remain with at least 1 point of health. Once the hero has 1 health remaining, all incoming attacks deal zero damage. Lasts 5 seconds.
  • Alert - Enemy attacks show identifiers revealing the target location and effective range of their attack. Lasts for one AoE ability.
  • Foresight - Reveals the location of all enemies. This reveals invisible heroes, too.
  • Vaccine - The user is immune to status ailments for 30 seconds. This also protects from stuns.
  • Evasion - All incoming attacks are condition evaded. Lasts for one attack or one ability. Condition evasion is when your hero can get hit by an attack and still come out alive. The damage mitigated is not as good as defending, but it doesn't cost stamina to take the damage.
  • Stop - Forces the attacking hero to use the 'Stop' command. Used on self and triggers when an opponent uses a damage dealing ability on the user. When forcefully stopped, the attacking hero cannot use any abilities, Spirits, and cannot Defend, but they are invulnerable for 3 seconds. Since every ability can be canceled, this forces them to stop in the middle of their abilities.
  • Wall - A special type of Defend that cannot be broken, but taking hits costs double the stamina compared to Defend.
  • Fragile - The user takes double damage from all damage sources.
Super Defensive Spirits
  • Vengeance - The attacker takes double the damage the user takes from their attack. Lasts for one ability. Only the Warden gets this.
  • Invulnerability - All incoming attacks are nullified. Lasts one second beyond the last hit the user takes. Takes precedence over everything.
  • Penance - Casts Health, Adversity, Pain, and Wrath on the user.
  • Punishment - Casts Lure, Pain, Fragile, Alert, and Endure on the user.

Supportive Spirits (Support Spirits can mostly used on allies)
  • Heal - Restores 50% of the user's health.
  • Health - Fully restores of the user's health.
  • Surge - Restores half of the user's stamina.
  • Enliven - Fully restores the user's stamina.
  • Loner - Increases the user's maximum Stamina by 50%. Lasts 15 seconds.
  • Restore - Restores 30% of a target ally's health, no matter where they are.
  • Fondness - Restores 30% of all allies' health, no matter where they are.
  • Bond - Restores 50% of all allies' health, no matter where they are.
  • Love - The user conjures a wave of light, fully restoring the health of all allies within range.
  • Energy - Restores some mana and some stamina to a single ally. This can alternatively be used on oneself for a way to get some stamina back at a very cheap cost.
  • Freedom - Removes all status ailments from the user. All Strength heroes already have this.
  • Dash - The user makes a quick step forward. All Agility heroes already have this.
  • Antidote - Removes all status ailments from a single ally.
  • Nurse - Removes all status ailments from all allies, no matter where they are.
  • Life - Returns a fallen ally to battle with 50% of their maximum health.
  • Charge - Increases the Movement Speed of an ally by 30%. Lasts 10 seconds.
  • Gamble - The user obtains a random Spirit. Contains Spirits that can only be used on a single person.
  • Charity - The targeted ally obtains a random Spirit. Contains Spirits that can only be used on a single person. Can also be used on self. The only hero who has Gamble and Charity together (and not one or the other) is the Alchemist.
  • Force Shield - Increases resistances to all physical damage by 50%. Lasts 10 seconds.
  • Spell Shield - Increases resistances to all spell damage by 50%. Lasts 10 seconds.
  • Bright Shield - Produce a shield around an allied target that significantly reduces the amount of damage the user takes (about 90%). This triggers due to an ability and lasts until the ability that triggered it ends.
Super Supportive Spirits
  • Resurrect - Returns a fallen ally with full health and stamina. Only the Paladin learns this.
  • Embrace - Fully restores an ally's health, mana, and stamina. Cannot be used on self.
  • Guardian Angel - Casts Health, Antidote, Loner, Vaccine, and Invulnerability on an allied target. Cannot be used on self.
 
Level 5
Joined
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Messages
170
2f. In-Depth Analysis: One Hero at a Time
Remember that the letter-grade values are in comparison to their own branch. A C grade doesn't mean that it's bad; it just means that the attribute in question isn't a highlight for that particular hero.

STR: C-
AGI: D+
INT: A
Health: C
Mana: B+
Stamina: C
Normal Attack: Swing one's hammer in a 135 degree angle. The second swing also unleashes a wave of holy power. 3 Hits.
Support: Devotee - Casts Bright Shield and Lure on the support user.
holybolt.gif

Holy Light - Invoke a stream of brilliant spheres to impact a small area. Each sphere restores health to allies and deals Soul damage to enemies. Higher levels summon more spheres and increase projectile speed.
divineshield.gif

Blessed Hammers - Channel a field of holy energy around the Paladin, dealing Soul damage to all surrounding enemies. Flying hammers are constantly summoned during this time, dealing Bash damage as they collide into enemies. Higher levels increase the field's effective range, initial damage, and the hammer damage. On Level 3, the Paladin is granted Invulnerability.
View attachment 49371
Intervention - Bestow upon the land a great divine barrier, rendering only enemy projectile useless. Higher levels increase the effective range and duration of the barrier. This is a wall-type spell.
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Ultimate: Powerful Word - Unleash a majestic string of sacred runes in a target direction. Upon collision with an enemy, they cannot guard, use abilities, or use Spirits. The runes will envelope the target and eventually wreath them in light, dealing heavy Soul and Vega damage. Instantly breaks Defend and shields.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Paladin learns the following Spirits:
Bond - Restores 50% of all allies' health.
Surge - Restores half of the user's stamina.
Lure - The user automatically draws fire from projectile-based attacks.
Nurse - Removes all status ailments from all allies.
Bright Shield - Produce a shield around an ally that withstands attacks.
Passion - Increases ability damage by 50%.
Fury - The user's hits from the next ability instantly break Defend.
Stop - Forces the attacking hero to use the 'Stop' command.
Resurrect - Returns a fallen ally with full health and stamina.
Penance - Casts Health, Adversity, Pain, and Wrath on the user.

STR: B+
AGI: D
INT: C-
Health: B
Mana: D
Stamina: C
Normal Attack: Move forward and constantly attack all enemies directly in front. 12 Hits.
Support: Iron Arm - Jump into battle and cause a small tremor at the target point, then jump again to cause another tremor. Deals some Bash damage and may inflict Slow.
stormbolt.gif

Storm Bolt - Knock all surrounding enemies to the side, dealing small Bash damage and toss an enchanted hammer at the target point. Enemies that collide into the flying hammer take Bash damage. When the hammer makes impact, it unleashes lightning, dealing Wicca damage to all enemies in range. Higher levels increase the impact and collision damage. On level 3, projectile speed increases. Effective against shields.
thunderclap.gif

Thunder Clap - Charge forward and inflict a series of blows to all frontal enemies, dealing Bash damage. Ends with a shocking slam on the ground, dealing Wicca damage to all enemies within range and may inflict Slow. Higher levels increase melee and slam damage. Level 3 always inflicts Slow on enemies.
avatar.gif

Avatar - Turns the Mountain King into stone for 10 seconds. During this time, he takes reduced damage from Slash and Pierce damage and increased damage from Bash. Higher levels further increases Slash and Pierce resistance. Level 3 automatically casts Bright Shield on the Mountain King.
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Ultimate: Wild Pitch - Swing and spin both hammer and axe in full throttle, causing a vacuum that slowly sucks enemies in and dealing heavy Bash, Slash, and Wicca damage to enemies on contact. Enemies that take damage will be sent flying out of range. Ends with the Mountain King tossing both weapons, each dealing heavy Bash damage to unwary enemies.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Mountain King learns the following Spirits:
Heal - Restores 50% of the user's health.
Force - The user's next hit will instantly break an opponent's Defend.
Veteran - All stats increase gradually every second for 20 seconds.
Alert - Enemy AoE attacks' target location and effective range are revealed.
Rage - Doubles ability damage.
Antidote - Removes all status ailments from a single ally.
Endure - Incoming attacks cannot kill the user. Lasts 5 seconds.
Focus - Attacks cannot be condition evaded.
Soul - Casts Focus, Rage, Fury, Vaccine, and Adversity on the user.
Enliven - Fully restores the user's stamina.

STR: D
AGI: C+
INT: A
Health: D-
Mana: A+
Stamina: C-
dispelmagic.gif

Default Attack Spell: Energy Field - Channel a field of magic, dealing some Vega damage to all enemies and restoring some health to all allies within range. Also provides all allies within range with a small amount of experience. Excludes skill experience. Pierces through Defend and Shields.
Support: Mana Missile - Summon arcane missiles that aim after nearby enemies, dealing a little Wicca damage and stealing a little mana that is given to the support user.
blizzard.gif

Blizzard - A shower of cold and ice falls upon a target point. Each shard that falls deals Wicca and some Soul damage within a certain AoE depending on its size and may inflict Slow. Higher levels deal more damage and have a higher likeliness for larger shards. This is not a channeling spell.
summonwaterelemental.gif

Water Elementals - Summon two Water Elementals that wreck havoc by splashing continuously in a specific direction, dealing Wicca damage to enemies they run across. Click on the Water Elementals to view and specify their wave types: Straight (the fastest), Concave (upside-down U shape), and Convex (U shape). Higher levels increase damage and number of splashes.
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Mana Missile - Launches multiple homing projectiles that deal Vega damage as they collide into enemies. Enemies that take damage from the missiles lose some mana that is given to the Archmage. Higher levels increase the number of missiles launched.
massteleport.gif

Ultimate: Mass Teleport - In open arena modes, Mass Teleport instantly moves all allies (no matter where they are) back to base. In arena modes with rounds, Mass Teleport restarts the current round. It can only be used once per round. Unlike other Ultimates, Mass Teleport only costs 1 level.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Archmage learns the following Spirits:
Passion - Increases ability damage by 50%.
Blind - May reduce an enemy's field of vision by 50%. Lasts 10 seconds.
Fondness - Restores 30% of all allies' health.
Spell Shield - Halves spell damage taken. Lasts 10 seconds.
Focus - Attacks cannot be condition evaded.
Blindside - The user immediately uses Defend when attacked from behind.
Force Shield - Halves physical damage taken. Lasts 10 seconds.
Energy - Restores some mana and some stamina to a single ally.
Charge - Raises Movement Speed of an ally by 30%. Lasts 10 seconds.
Stack - Casts Passion, Rage, and Wrath all at once.

STR: B
AGI: C+
INT: C
Health: C+
Mana: C
Stamina: B
banish.gif

Default Attack Spell: Banish - A wispy-like entity jets forth, dealing some Vega damage and banishing all enemies who touch it for 5 seconds. Banished units cannot take physical damage, but take 33% more spell damage. Pierces Defend and Shields.
Support: Lava Coil - Lay an invisible, infernal rune on the floor where the support user stands for 20 seconds. Unsuspecting enemies that stumble into its proximinity will cause the rune to detonate and unleeash coils of fire, dealing some Wicca damage and immobilizing them for 1 second.
flamestrike.gif

Flame Strike - Lay an invisible, infernal rune on the floor where the Blood Mage stands for 20 seconds. Unsuspecting enemies that stumble into its proximity will cause the rune to detonate and unleash a column of flames, dealing heavy Wicca damage. Higher levels increase damage and effective range. On level 3, the rune cannot be detected by Foresight.
siphonmana.gif

Siphon Mana - The Blood Mage channels a string of telepathic energy at a target point. Enemies within the effective range gradually lose mana that is transferred to the Blood Mage. Allies within the effective range gradually recover mana that is transferred from the Blood Mage. Higher levels increase the transfer rate.
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Ion Sphere - The Blood Mage randomly places 3 magical orbs in front of him. During this time, the orbs can be manually moved in any direction and any distance. After 3 seconds, the orbs will conjure a powerful explosion, dealing Wicca and Vega damage to enemies too close. Higher levels increases damage and significantly increases the movement speed of the orbs.
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Ultimate: Phoenix - Summon the legendary Phoenix at a target point. The Phoenix charges towards the ground, temporarily stunning and dealing Wicca damage to all enemies caught. As the Phoenix hits the surface, it dies and becomes an egg. After two seconds, the Phoenix is reborn and soars back into the sky, dealing heavy Wicca and Soul damage to all enemies in a large AoE.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Blood Mage learns the following Spirits:
Alert - Enemy AoE attacks' target location and effective range are revealed.
Paralyze - May inhibit the enemy from using abilities. Lasts 10 seconds.
Rage - Doubles ability damage.
Dash - The user makes a quick step forward.
Vaccine - The user is immune to status ailments for 30 seconds.
Leech - Converts 50% of an ability's damage dealt into HP.
Surge - Restores half of the user's stamina.
Force - The user's next hit will instantly break an opponent's Defend.
Love - Fully restores the health of all allies within range.
Soul - Casts Focus, Rage, Fury, Vaccine, and Adversity on the user.

STR: B
AGI: A+
INT: C
Health: C
Mana: C-
Stamina: C
Normal Attack: Spin rapidly while attacking all surrounding units indiscriminately, dealing some Slash and Pierce damage. 16 Hits.
Support: Blade Whirl - From the support user's position, the Blademaster dashes forward instantly while slashing all enemies ahead, dealing some Slash damage. After a second, he will spin rapidly and damage all enemies he comes into contact with as he moves in an outward spiral.
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Phantom - The Blademaster dashes very quickly in a single direction, dealing Slash damage to enemies caught within the line multiple times. Enemies caught cannot attack or use abilities while they are being attacked by Phantom. At the end, it takes time for the Blademaster to come to a halt (leaving him vulnerable).
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Critical Strike - Prepare two seconds for an instantaneous, lethal slash, dealing heavy Slash and some Pierce damage to all enemies in a 90-degree cone of the Blademaster. Higher levels slightly increase damage. On level 2, Critical Strike's angel of attack reaches 180 degrees. On level 3, Critical Strike attacks full circle. Instantly breaks Defend.
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Mirror Image - The Blademaster creates illusions of himself, each one having movement independent of his own. Whenever the Blademaster uses a Spirit on himself or an ability, his images will fake doing it themselves (and fake losing mana), as well. Higher levels grant more illusions.
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Ultimate: Thousand Blades - The Blademaster leaps high into the air and comes crashing back down. As he makes contact with the floor, countless swords will fall with him and smother the impact area, dealing severe Slash damage to any enemies caught. Instantly breaks Defend and Shields.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Blademaster learns the following Spirits:
Vanish - The user becomes invisible for 15 seconds.
Charge - Raises Movement Speed of an ally by 30%. Lasts 10 seconds.
Blindside - The user immediately uses Defend when attacked from behind.
Blind - May reduce an enemy's field of vision by 50%. Lasts 10 seconds.
Rage - Doubles ability damage.
Bleed - Movement causes unconditional damage to the target.
Wrath - Triples ability damage.
Freedom - Removes all status ailments from the user.
Resolve - The user's next hit will instantly break an opponent's Shield.
Heal - Restores 50% of the user's health.

STR: C
AGI: A
INT: C
Health: C+
Mana: C
Stamina: A
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Default Attack Spell: Lightning Beam - A beam of static electricity pulsates from the Far Seer into a single direction, dealing Wicca damage. Enemies that stand in the beam will take the most hits and damage. Effective against Defend and Shields.
Support: Earth Hound - Three wolves will give chase to randomly selected enemies within the support user's vicinity. The wolves move at incredible speed and are able to shove enemies.
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Chain Lightning - The Farseer randomly places bits of static energy at the target point. After all have been placed, the Farseer shoots bolts of lightning that are guided by each of the static energy bits, dealing Wicca damage to enemies in the path of electricity. Higher levels increase the number of bits and number of lightning bolts created.
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Spirit Wolves - The Farseer summons three Spirit Wolves into battle. The wolves will constantly run in three different circles around the Farseer, dealing Slash and Pierce damage to enemies that come too close. After 8 seconds, the wolves will burst into flames, dealing Wicca damage to enemies within range. Higher levels increase Slash and Pierce damage and running speed of the Wolves.
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Stone Wall - Raise the earth to become a impassable barrier that protects against projectiles and charging enemies. Higher levels reduce the delay of the wall's birth and slightly increases the distance it covers. This is a wall-type spell.
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Ultimate: Earthquake - Cause a terrible tremor to befall the planet, stunning all enemies in a huge AoE for two seconds. After five seconds, the aftershock will awaken and rend the earth, dealing heavy Wicca damage to all enemies within range. Instantly breaks Defend.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Farseer learns the following Spirits:
Foresight - Reveals the location of all enemies.
Alert - Enemy AoE attacks' target location and effective range are revealed.
Stop - Forces the attacking hero to use the 'Stop' command.
Dash - The user makes a quick step forward.
Restore - Restores 30% of a target ally's health
Gamble - The user obtains a random Spirit.
Evasion - All incoming attacks are condition evaded.
Lure - The user automatically draws fire from projectile-based attacks.
Silence - May inhibit the enemy from using Spirits. Lasts 10 seconds.
Passion - Increases ability damage by 50%.

STR: B+
AGI: F
INT: C
Health: B+
Mana: D
Stamina: C+
Normal Attack: Step forward and make a long, decisive swing. Effective against Defend. 1 Hit.
Support: Persevere - The Tauren Chieftain charges onscreen near the support user and slams the ground, momentarily stunning all enemies around him. Also casts Endure on the support user.
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Shockwave - The Tauren Chieftain strikes all enemies in front of with a series of attacks, dealing Slash damage. A powerful stomp stuns all surrounding enemies, then he unleashes an extremely powerful burst of energy, dealing Bash, Wicca, and Soul damage while dragging enemies with it.
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War Stomp - Unleash three deafening slams on the ground, dealing Wicca and some Bash damage to all enemies within range. As this progresses, the stomps have more delay time between each one, but the damage and effective range increase each time. Higher levels increase the number of stomps made.
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Reincarnation - A passive ability. When the Tauren Chieftain dies, he is reborn with full health, mana, and stamina. However, he cannot use any abilities or Spirits for the first 10 seconds of being reborn. Higher levels reduce the cooldown and repercussion time.
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Ultimate: Earth Heal - The Tauren Chieftain attacks surrounding enemies twice, dealing Slash damage, then causes a huge tremor with his halberd, stunning all enemies in a huge AoE. As the enemies are stunned, the Tauren Chieftain channels a soothing energy that upwells from the earth, restoring the health and stamina of all allies surrounding him overtime. The channeling can be held for up to 30 seconds.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Tauren Chieftain learns the following Spirits:
Endure - Incoming attacks cannot kill the user. Lasts 5 seconds.
Force - The user's next hit will instantly break an opponent's Defend.
Veteran - All stats increase gradually every second for 20 seconds.
Bond - Restores 50% of all allies' health.
Focus - Attacks cannot be condition evaded.
Life - Returns a fallen ally to battle with 50% of their maximum health.
Wall - Defend that cannot be broken, but costs double the stamina.
Enliven - Fully restores the user's stamina.
Nurse - Removes all status ailments from all allies.
Rage - Doubles ability damage.

STR: B
AGI: D+
INT: B
Health: B
Mana: C+
Stamina: D
Normal Attack: Launch a fast, whirling glaive at a target point. Enemies that come into contact with it take damage multiple times. 6 Hits.
Support: Karma - Curses a large area with powerful voodoo, dealing constant Vega damage to all enemies within range. The amount of damage dealt is determined by the level and skill level of the hero. Higher leveled heroes take more damage.
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Healing Wave - After a few seconds of casting time, the Shadow Hunter unleashes a purified wave of healing power around himself, restoring a large amount of health and removing all status ailments from all allies. Higher levels increase the wave's traveling speed.
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Hex - The Shadow Hunter channels for a powerful critter-morphing spell on a single target. The amount of time invested channeling in this spell determines the ratio of hexing power the Shadow Hunter will get against an opponent. Higher levels slightly increase the ratio of hexing power and casting range. This is one of the few abilities that target another hero.
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Serpent Ward - Summons a Serpent Ward at the target point. When summoned, this ability is replaced with a new ability that commands the ward to launch a large projectile in the targeted direction, dealing Vega damage to all enemies within range. May also inflict Blind. Higher levels increase damage and projectile speed.
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Ultimate: Taboo - The Shadow Hunter turns the next ability he casts into a taboo. Healing Wave counts as a healing spell, Hex is an attack spell, and Serpent Ward is a summoning spell. There are abilities that qualify into more than one category. There are also abilities that do not qualify into any category. If any hero breaks the taboo (friend or foe, including the Shadow Hunter), they will take heavy Vega damage and be inflicted with Blind, Paralyze, Silence, and Slow. The taboo wears off after 30 seconds. Instantly breaks Defend and Shields. Status ailments from this ability cannot be guarded against.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Shadow Hunter learns the following Spirits:
Surge - Restores half of the user's stamina.
Gamble - The user obtains a random Spirit.
Freedom - Removes all status ailments from the user.
Pain - The attacker takes the same amount of damage the user takes.
Force Shield - Halves physical damage taken. Lasts 10 seconds.
Stack - Casts Passion, Rage, and Wrath all at once.
Vaccine - The user is immune to status ailments for 30 seconds.
Paralyze - May inhibit the enemy from using abilities. Lasts 10 seconds.
Health - Fully restores of the user's health.
Invulnerability - All incoming attacks are nullified.

STR: C-
AGI: C+
INT: B
Health: C-
Mana: B-
Stamina: C
Normal Attack: Strike enemies in front with a blade infused with unholy energy. Has a low cooldown. 4 Hits.
Support: Grave Robber - Zombies arise from the ground, forming a circle. The Death Knight waits two seconds before unleashing death coils at all zombies, causing them to explode and deal some Bash and Wicca damage.
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Death Coil - Create a large unholy mantra on the battlefield. Enemies that step within the effective range will be chased by menacing spirits, taking Soul damage as the spirits collide into heroes. The spirits may heal allies, but Death Pact is required. While the spirits are swift, they cannot leave the range of the unholy mantra. Higher levels increase spirit spawn rate and effective range. On level 3, the damage and healing ability of the spirits increases.
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Death Pact - The Death Knight unleashes the wave of Shades in a single direction, attaching themselves to nearby allies and enemies. Enemies take Soul damage and have greater priority to be attacked by Death Coil's spirits. The spirits will only heal allies if Shades are attached to them.
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Play the Puppet - Summon helpless zombies to do the Death Knight's horrific bidding by turning them into plague-filled bombs. While slow walking, when enemies come into close proximity, the zombies will burst, dealing Bash damage. After exploding, the zombies leave behind a caustic gas, dealing Soul damage to enemies within range.
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Ultimate: Powerful Word - A corrupted version of the Paladin's ultimate ability. The Death Knight encases the target point in a ill inducing cage of runes, constantly dealing Soul damage to all enemies within range. The cage also destroys all projectiles that enter it. As this progresses, the cage gradually expands. This is a wall-type spell.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Death Knight learns the following Spirits:
Pain - The attacker takes the same amount of damage the user takes.
Dash - The user makes a quick step forward.
Vaccine - The user is immune to status ailments for 30 seconds.
Force - The user's next hit will instantly break an opponent's Defend.
Charge - Increases the Movement Speed of an ally by 30%.
Leech - Converts 50% of an ability's damage dealt into HP.
Heal - Restores 50% of the user's health.
Soul - Casts Focus, Rage, Fury, Vaccine, and Adversity on the user.
Veteran - All stats increase gradually every second for 20 seconds.
Evasion - All incoming attacks are condition evaded.

STR: C+
AGI: D
INT: B
Health: C
Mana: B+
Stamina: D
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Default Attack Spell: Ether Frost - Channel a field of sheer cold, causing a frost slow effect on all enemies in a large AoE surrounding the Lich every second that only lasts for one second. This is not considered an attack and will never activate a Spirit.
Support: Winter Pelt - The Lich rises from the ground in a polar spire, dealing a little Wicca damage to all enemies within range and knocks enemies to the side. After one second, the spire breaks and turns into a storm of ice shards, dealing a little Wicca damage constantly. As this progresses, the storm's effective range increases.
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Frost Nova - Channel polar wind to concentrate at the target point. Each second creates a momentary frost effect on all enemies within range and increases the total damage and effective range of this ability. When released, the concentrated power explodes into a wreath of ice, dealing Wicca and some Soul damage to all enemies within range. Channels for a maximum of 5 seconds. Higher levels increase base damage and duration of the frost effect.
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Polar Spire - Impale the earth with a cold, silver spire that knocks enemies to the side and deals some Wicca damage as it spawns. The spire can block projectiles. When summoned, this ability is replaced with a new ability that commands the spire to slide in a single direction, dealing Bash and some Wicca damage if it collides into an enemy. If it hits a wall, cliff, another wall-based spell, or travels a certain distance, the spire will shatter and nothing happens. Higher levels increase collision damage and traveling distance. On level 3, the spire will instantly break Defend.
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Cold Shining Chain - The Lich shackles himself to another hero with cold energy. The shackled target's movement is limited to the circular space between the target and the Lich. The chain lasts for 8 seconds or until it is broken by another hero (friend or foe) that runs through any part of it. However, the hero that breaks the chain is inflicted with Slow and instantly breaks Defend.
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Ultimate: Death and Decay - Curse the land with a huge hole of ominous power that rots everything indiscriminately for 10 seconds. All heroes within range (including the Lich) will quickly lose 5% of their health per second. Death and Decay acts as a "wall", destroying projectiles that wander into it. This is not a channeling spell, but takes some time to cast. This is a wall-type spell.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Lich learns the following Spirits:
Slow - May reduce an enemy's Movement Speed by 30%. Lasts 10 seconds.
Bleed - Movement causes unconditional damage to the target.
Vanish - The user becomes invisible for 15 seconds.
Bright Shield - Produce a shield around an ally that withstands attacks.
Focus - Attacks cannot be condition evaded.
Freedom - Removes all status ailments from the user.
Rage - Doubles ability damage.
Enliven - Fully restores the user's stamina.
Blindside - The user immediately uses Defend when attacked from behind.
Leech - Converts 50% of an ability's damage dealt into HP.

STR: D
AGI: B
INT: B
Health: D
Mana: B
Stamina: C-
Normal Attack: Unleashes a clawing frenzy for a few seconds. The Dreadlord can move while using this. 14 Hits.
Support: Vampire Alley - The Dreadlord charges from behind the support user with a swarm of bats, quickly carrying the support herowhile dealing a little Slash and Pierce damage to all enemies they pass.
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Carrion Swarm - The Dreadlord takes a step back and unleashes a wave of cursed bats and charges with them in a single direction, disappearing in the swarm. Enemies within the wave will constantly take damage while those in the center also take Slash damage. When Carrion Swarm ends, the Dreadlord may choose whether he returns to the point of casting, returns to the back stepped point, or remains at the end point of the swarm. Higher levels increase total number of hits and slightly increases distance traveled.
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Sleep - Lulls a single hero to sleep, gradually restoring some health, mana, and stamina. The target is invulnerable for the duration of Sleep plus one second after awaking. Higher levels increase sleeping time and recovery rate.
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Vampire Night - Grants Passion and Leech to all allies, no matter where they are. Level 2 also casts Charge on all allies. Level 3 also casts Charge and replaces Passion with Rage.
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Ultimate: Infernal - Summon an Infernal that blazes down from the sky and impacts with the ground, dealing Bash, Wicca, and Soul damage to unsuspecting enemies. The searing rock stays on the ground for 6 seconds, dealing constant Soul damage to nearby enemies.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Dreadlord learns the following Spirits:
Leech - Converts 50% of an ability's damage dealt into HP.
Vaccine -The user is immune to status ailments for 30 seconds.
Resolve - The user's next hit will instantly break an opponent's Shield.
Enliven - Fully restores the user's stamina.
Bleed - Movement causes unconditional damage to the target.
Slow - May reduce an enemy's Movement Speed by 30%. Lasts 10 seconds.
Vanish - The user becomes invisible for 15 seconds.
Antidote - Removes all status ailments from a single ally.
Demonize - Casts Focus, Leech, Force, Endure, and Passion on the user.
Fury - The user's hits from the next ability instantly break Defend.

STR: B+
AGI: F
INT: C
Health: A
Mana: C
Stamina: D
Normal Attack: Strike enemies in front with a blade infused with unholy energy. Has a low cooldown. 4 Hits.
Support: Chaos Spike - The Crypt Lord charges forward, dealing some Pierce and Bash damage and catching all enemy heroes in his path. Instantly breaks Defend. After traveling a certain distance, all enemies will be launched into the air behind him towards the support user. Does not catch enemy heroes that guard using Wall.
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Impale - Giant tendrils spike from the ground in a long, skinny cone, dealing Pierce damage to all enemies. Enemies are caught within the tendrils for half of a second. Higher levels increases number of tendrils.
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Shredder - Spin in place while fashioning a spiked carapace, increases his armor and dealing Slash damage to all enemies within range multiple times. After starting up, the Crypt Lord is able to a move small distance quickly. Higher levels increase armor and damage.
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Chaos Spike - The Crypt Lord charges forward, catching all heroes in his path, dealing Pierce and Bash damage to enemies specifically. After traveling a certain distance, he will hurl all heroes into the air behind him. Instantly breaks Defend. Higher levels increase damage and traveling speed. On level 3, this ability cannot be affected by Stop.
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Ultimate: Kamikaze - Summon a suicidal storm of locusts. The locusts attach onto enemies and can be destroyed by abilities, but after 3 seconds of attachment, they will explode, dealing Vega damage to the enemy it attached to. Pierces Defend and Shields.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Crypt Lord learns the following Spirits:
Wall - Defend that cannot be broken, but costs double the stamina.
Adversity - Raises health depending on number of surrounding enemies.
Fury - The user's hits from the next ability instantly break Defend.
Stop - Forces the attacking hero to use the 'Stop' command.
Bleed - Movement causes unconditional damage to the target.
Antidote - Removes all status ailments from a single ally.
Alert - Enemy AoE attacks' target location and effective range are revealed.
Punishment - Casts Lure, Pain, Fragile, Alert, and Endure on the user.
Focus - Attacks cannot be condition evaded.
Wrath - Triples ability damage.

STR: D+
AGI: C
INT: B
Health: D
Mana: B+
Stamina: C+
Normal Attack: Launch a fast, straight shot arrow. Instantly breaks Defend. 1 Hit.
Support: Lunar Tide - Moonlight shines on the support user, providing Heal, Energy, and Gamble.
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Starfall - Convey a lunar symbol on the floor and drizzle the target point in falling stars, dealing some Wicca damage to all enemies within range. Enemies that stay in the effective range take more damage. Higher levels increase number of stars created within the same time frame.
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Searing Arrows - Channel a volley of arrows that are shot wide-spread in a single direction. When the Priestess of the Moon stops herself from using this ability, she will shoot a giant ball of fire at the target point, dealing Wicca damage to all enemies within range multiple times. Higher levels increase arrow frequency and fire ball damage. On level 3, projectile speed increases.
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Owl Scout - Summon an invulnerable, magical owl that can scout territory for 10 seconds. When summoned, this ability is replaced with another ability that allows the Owl Scout to swoop down and collide into an enemy hero, dealing Vega damage and inflicting Blind. Unlike many abilities, Owl Scout only costs one level.
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Ultimate: Graviton Moon - Creates an artificial night (using in-game time) and makes the entire battlefield dark for all enemy heroes. During this time, Starfall no longer has an indicator symbol, Searing Arrows pierces Defend and Shields, and Owl Scouts become permanently invisible even when swooping. Lasts 30 seconds.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Priestess of the Moon learns the following Spirits:
Bond - Restores 50% of all allies' health.
Passion - Increases ability damage by 50%.
Charge - Raises Movement Speed of an ally by 30%. Lasts 10 seconds.
Vanish - The user becomes invisible for 15 seconds.
Energy - Restores some mana and some stamina to a single ally.
Focus - Attacks cannot be condition evaded.
Charity - The targeted ally obtains a random Spirit.
Evasion - All incoming attacks are condition evaded.
Silence - May inhibit the enemy from using Spirits. Lasts 10 seconds.
Guardian Angel - Casts Health, Antidote, Loner, Vaccine, and Invulnerability on an ally.

STR: D
AGI: A
INT: C
Health: D+
Mana: C
Stamina: A+
Normal Attack: The Demon Hunter summons 3 illusions of himself and surround a space at the corners of a diamond-like shape. All four Demon Hunters slash repeatedly, dealing some Slash damage to enemies within range. As the real Demon Hunter takes damage, he will switch in and out between his illusions. 6 Hits per Demon Hunter; 24 Hits total.
Support: Chase Fire - The Demon Hunter immolates his body and chases down a single enemy while creating illusions also set on fire. As the illusions spawn, they will also give chase to nearby enemies.
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Mana Burn - Quickly channel a field of negative energy at the target point that slowly burns away at their mana. Heroes that lose mana from Mana Burn also take Vega damage proportionate the amount of mana lost. Higher levels burn more mana and slightly increase the effective range.
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Immolate Meld - As the Demon Hunter travels, he will leave behind stationary illusions of himself set on fire, dealing constantly Wicca damage to enemies within range. Higher levels increase the number of illusions spawned and duration. On level 3, the images can move and be controlled.
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Evasive Maneuvers - Casts Evasion on all allies, no matter where they are. On level 2, Alert is also cast on all allies. On level 3, Blindside and Adversity are also cast on all allies.
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Ultimate: Metamorphosis - Transforms the Demon Hunter into that which he seeks to destroy, raising his maximum health and armor. His normal attack is replaced with a Default Attack Spell.
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Default Attack Spell: Chaos Reign - Can only be used while in demon form. Launch a flaming green boulder at the target point, dealing Vega damage to all enemies within range as it impacts the ground. If the boulder hits an enemy before impact, they will take heavy Bash damage. Instantly breaks Defend and Shields.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Demon Hunter learns the following Spirits:
Evasion - All incoming attacks are condition evaded.
Lure - The user automatically draws fire from projectile-based attacks.
Fury - The user's hits from the next ability instantly break Defend.
Demonize - Casts Focus, Leech, Force, Endure, and Passion on the user.
Stop - Forces the attacking hero to use the 'Stop' command.
Slow - May reduce an enemy's Movement Speed by 30%. Lasts 10 seconds.
Foresight - Reveals the location of all enemies.
Resolve - The user's next hit will instantly break an opponent's Shield.
Wrath - Triples ability damage.
Penance - Casts Health, Adversity, Pain, and Wrath on the user.

STR: C
AGI: C
INT: C
Health: C
Mana: C
Stamina: C
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Default Attack Spell: Aiming Wisps - Channel one Wisp per half second. When released, the Wisps home in on enemies within the Keeper of the Grove's line of sight and collide into them, dealing some Soul and Vega damage per collision. If no enemies are within range, the Wisps will seek allies, restoring a small amount of health. The Wisps will only heal the Keeper of the Grove if he is the only hero within his line of sight.
Support: Nature's Womb - Appear and emit a radiant light that causes the ground to fester with roots, slowing all enemies for a few seconds. Also casts Fondness and Nurse.
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Entangling Roots - Roots fester and rise from the ground, slowing enemies within range. As this progresses, the roots continue to grow and enemies within range will become slower and slower. This spell is not considered an attack and will not activate Spirits. Higher levels increase the effective range and total duration of the roots.
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Force of Nature - Summon numerous Treants that initially form a line and last for 10 seconds. When summoned, this ability is replaced with a new ability that commands the Treants to move in any direction the Keeper of the Grove pleases, potentially getting in the way of heroes and projectiles. Higher levels increase the number of Treants created and their movement speed. This is a wall-type spell.
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Tranquility - Channel blessed rain to fall upon all heroes in a large AoE surrounding the Keeper of the Grove, gradually restoring their health for up to 20 seconds. When the Keeper of the Grove stops channeling this spell, the rain persists for an additional ten seconds before disappearing. Higher levels increase the effective range and slightly increases the amount of health restored. On level 3, the Keeper of the Grove also casts Invulnerability on himself.
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Ultimate: Throne of Thorns - Invoke a surge of rattling, barbed vines. Each vine that spurs from the ground deals Slash and Pierce damage to all enemies multiple times. This is not a channeling spell. Pierces Defend and breaks Shields.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Keeper of the Grove learns the following Spirits:
Focus - Attacks cannot be condition evaded.
Love - Fully restores the health of all allies within range.
Veteran - All stats increase gradually every second for 20 seconds.
Life - Returns a fallen ally to battle with 50% of their maximum health.
Spell Shield - Halves spell damage taken. Lasts 10 seconds.
Lure - The user automatically draws fire from projectile-based attacks.
Wrath - Triples ability damage.
Antidote - Removes all status ailments from a single ally.
Embrace - Fully restores an ally's health, mana, and stamina.
Soul - Casts Focus, Rage, Fury, Vaccine, and Adversity on the user.

STR: C-
AGI: B
INT: C
Health: C-
Mana: C+
Stamina: B
Normal Attack: Travel swiftly in one direction, gliding past enemies while slashing them with chakrams. Causes a lot of gems to drop. 8 Hits.
Support: Blink - The Warden blinks to the support user's side and shoots 3 fast traveling lights, one after another with a 45 degree angle difference between each. When a light comes into contact of any other unit (enemy or ally), the Warden will teleport the support user to them instantly.
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Fan of Knives - Channel a consistent flurry of knives spanning 45 degrees. The Warden spin as the knives are thrown, creating a spiral-like pattern. Knives cut through enemies, dealing Slash and Pierce damage. Higher levels increase spin speed and the number of full circles that the Warden will spin.
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Shadow Strike - The Warden charges and stabs an enemy with a poisoned blade on contact, dealing heavy Pierce damage and knocking the target away. The poison constantly deals some Vega damage to the target every second for 10 seconds. Instantly breaks Shields. Higher levels increase impact damage and poison damage. On level 3, charging speed slightly increases.
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Blink - Shoot a fast traveling light in a single direction. Any hero who makes contact with the light will cause the Warden to relocate right next to them. If the targeted hero is poisoned due to Shadow Strike, the Warden will strike them many times from behind as she appears, dealing Slash damage. Higher levels increases the light's traveling distance. On level 3, the light can home in on enemies, making a slight curve.
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Ultimate: Predators - Allows the Warden and her allies to pass wall-type spells without worry. Predators also makes the Warden and her allies immune to damage and adverse effects caused by wall-type spells. Lasts for 30 seconds.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Warden learns the following Spirits:
Blind - May reduce an enemy's field of vision by 50%. Lasts 10 seconds.
Loner - Increases the user's maximum Stamina by 50%. Lasts 15 seconds.
Health - Fully restores of the user's health.
Vanish - The user becomes invisible for 15 seconds.
Alert - Enemy AoE attacks' target location and effective range are revealed.
Vengeance - The attacker takes double the damage the user takes.
Punishment - Casts Lure, Pain, Fragile, Alert, and Endure on the user.
Adversity - Raises health depending on number of surrounding enemies.
Rage - Doubles ability damage.
Stop - Forces the attacking hero to use the 'Stop' command.

STR: C
AGI: C+
INT: C+
Health: C
Mana: B
Stamina: B-
Normal Attack: Sweep using one's staff, dealing Bash damage to all enemies in front of the Pandaren Brewmaster and stun them momentarily. Ends with a series of hits, dealing Slash damage to all enemies in front. 5 Hits total.
Drunken Brawler Normal Attack: Randomly swat, stab, and poke all surrounding enemies with one's wooden staff, dealing some Slash and Bash damage. The Pandaren Brewmaster obtains conditional Evasion until this normal attack ends. 10 Hits.
Support: Triple Breath - Storm flies in and calls a raging storm that moves in a single direction and sucks up enemies while Earth hurls rocks into the storm, dealing Bash damage to enemies within range. After a certain distance, Storm, Earth, and Fire will turn into the Pandaren Brewmaster that breathes fire in the same direction, dealing some Wicca damage to all enemies multiple times.
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Drunken Brawler - There is no fiercer enemy than one that cannot be read... because they are not sober. The Pandaren Brewmaster takes a whopping one, restoring some health, mana, and fully restoring his stamina. For 30 seconds, the Pandaren Brewmaster goes into Drunken Brawler mode, changing his standard attack and how all of his abilities work. The Pandaren Brewmaster's abilities while in Drunken Brawler mode cannot be detected by Alert. Unlike most abilities, Drunken Brawler only costs one level.
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Breath of Fire - Breathe rolling flames in a expanding cone in a single direction, dealing Wicca damage much like his regular Breath of Fire. Higher levels increases the damage and distance of the flames. In Drunken Brawler mode, the Pandaren Brewmaster's movement speed increases as he spins continuously while breathing flames, becoming the center of a fire storm, dealing Wicca damage to all enemies within range. Higher levels increases his movement speed, damage, and slightly increases number of hits within the same time frame.
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Drunken Haze - Toss a large mug of ale that causes intoxicating, alcoholic fumes at the target point. Has a high chance of inflicting Slow and Blind. In Drunken Brawler mode, the Pandaren Brewmaster chucks multiple mugs of ale around himself, dealing Bash damage as they fall on enemies and splattering ale all over of the floor. The ale can be lit aflame by Breath of Fire, causing it to deal Wicca damage every second for 6 seconds. Higher levels increase Bash damage and Wicca damage.
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Ultimate: Storm, Earth, and Fire - Splits the Pandaren Brewmaster into three separate entities. Storm flies up high and causes a huge tornado at a target point, causing nearby enemies to travel towards the center. Fire turns the tornado into a raging storm of flames, causing constant Wicca damage to all enemies within range. After some time, Earth erupts from the center of the tornado, dealing heavy Bash damage to all enemies within the storm and causing all of them to go flying out.
Ultimate: Storm, Earth, and... Fire? - A strange variation of the Pandaren Brewmaster's ultimate only usable in Drunken Brawler mode. Storm creates a fast moving, average sized tornado that causes nearby enemies to travel towards the center. Meanwhile, Earth flings debris into the storm, causing Bash damage to enemies within range. Where did Fire go?
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Pandaren Brewmaster learns the following Spirits:
Vaccine - The user is immune to status ailments for 30 seconds.
Resolve - The user's next hit will instantly break an opponent's Shield.
Heal - Restores 50% of the user's health.
Passion - Increases ability damage by 50%.
Force - The user's next hit will instantly break an opponent's Defend.
Loner - Increases the user's maximum Stamina by 50%. Lasts 15 seconds.
Alert - Enemy AoE attacks' target location and effective range are revealed.
Embrace - Fully restores an ally's health, mana, and stamina.
Adversity - Raises health depending on number of surrounding enemies.
Rage - Doubles ability damage.

STR: B+
AGI: B
INT: D+
Health: B+
Mana: D+
Stamina: B+
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Default Attack Spell: Frost Arrow - Create and launch a huge shard of frozen water in a single direction, dealing Wicca and Pierce damage to any enemy it comes into contact with. Causes a lot of gems to drop, whether defended or not. Breaks Shields.
Support: Bubble Shield - Encases the support user in a large bubble for 10 seconds, protecting them from all wall-type spells and adverse effects caused by wall-type spells. As the user takes damage the bubble violently splashes, dealing Wicca damage proportionate to the amount of damage taken.
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Tidal Serpents - Channel streams of fast water to arc and pound down on the target point, dealing Slash and Wicca damage as they pass enemies. Even after the Naga Sea Witch stops channeling this ability, the streams of water will continue to spawn for a short duration. Higher levels increase spawn frequency and slightly increases the amount of time water continues to spawn after she stops channeling.
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Splash Bubble - Bubbly water seams from the earth and causes huge, pressurized bubbles to come to the surface, temporarily slowing enemies in the effective range. Once too many bubbles build up, one bubble explodes, causing all of the others to explode, dealing Bash and Wicca damage multiple times. Higher levels increase damage and effective range of each splash.
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Mother Ocean - Casts Bright Shield on all allies, no matter where they are. Level 2 also casts Spell Shield on all allies. Level 3 casts Bright Shield, Spell Shield, and Force Shield on all allies.
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Ultimate: Tornado - Summon a massive tornado that can be controlled, slowing all enemies down. The decreased movement speed is considered a wall-type effect. This is not a channeling spell. When summoned, this ability is replaced with a new ability that turns the tornado into a lethal storm flying in one direction, dealing heavy Wicca damage to all enemies it comes across.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Naga Sea Witch learns the following Spirits:
Surge - Restores half of the user's stamina.
Paralyze - May inhibit the enemy from using abilities. Lasts 10 seconds.
Leech - Converts 50% of an ability's damage dealt into HP.
Heal - Restores 50% of the user's health.
Vaccine - The user is immune to status ailments for 30 seconds.
Wall - Defend that cannot be broken, but costs double the stamina.
Silence - May inhibit the enemy from using Spirits. Lasts 10 seconds.
Pain - The attacker takes the same amount of damage the user takes.
Blind - May reduce an enemy's field of vision by 50%. Lasts 10 seconds.
Wrath - Triples ability damage.

STR: C+
AGI: D
INT: B
Health: C+
Mana: B+
Stamina: C
Normal Attack: Shoot an arrow infused with dark power, dealing Soul damage if it comes into contact with an enemy multiple times. If the arrow hits nothing after moving a certain distance it spawns five Skeleton Warriors, each one seeking out nearby enemies and dealing Slash damage before dying. The skeletons last 8 seconds.
Support: Blathering Curse - The Dark Ranger swiftly runs into the fray and envelopes an area in a deathbound curse, dealing some Soul damage all enemies within range. A brief pause occurs before she subdues all enemies hit by the curse with an eerie light that forces all enemies performing any action within the curse to stop immediately.
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Silent Wall - The Dark Ranger surrounds herself and surrounding allies in an large barrier made of eerie, lavish light, providing protection against projectiles for 10 seconds. The wall is transparent; enemies within the wall become silenced until they leave the effective range or the barrier disappears. Higher levels increase the effective range, duration of the wall, and the buff delay after enemies leave Silent Wall. This is a wall-type spell.
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Life Drain - The Dark Ranger channels a string of telepathic energy at a target point. Enemies within the effective range gradually lose health that is transferred to the Dark Ranger. Allies within the effective range gradually recover health that is transferred from the Dark Ranger at a ratio. Higher levels increase the transfer rate and ratio of health restored to allies to health lost. Life Drain cannot kill the Dark Ranger; she will be forced to cancel Life Drain if she has one point of health remaining.
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Dark Nova - Launch an arrow infused with corrupt energy, dealing Pierce and Soul damage to any enemy it comes into contact with. If the arrow reaches the target point, the arrow unleashes an expanding ring of dark power, dealing Soul damage to all enemies within range. Higher levels increase impact and nova damage. On level 3, the nova's total distance traveled increases.
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Ultimate: Charm - Casts Charm on an enemy hero. The next non-ultimate ability used works in favor of the Dark Ranger, whether they know it or not. If the targeted hero uses a damage dealing spell, they can also harm themselves if they are in the range and is considered damage from the Dark Ranger. Healing and status effect spells used will only benefit the Dark Ranger and her allies. The effect of summoning spells is given to the Dark Ranger. Credit for any hero kills that the targeted hero receives while using an ability under Charm goes to the Dark Ranger. Unlike many abilities, Charm is a single target spell. The buff from Charm is hidden and does not show on the targeted hero's status bar.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Dark Ranger learns the following Spirits:
Silence - May inhibit the enemy from using Spirits. Lasts 10 seconds.
Pain - The attacker takes the same amount of damage the user takes.
Evasion - All incoming attacks are condition evaded.
Focus - Attacks cannot be condition evaded.
Endure - Incoming attacks cannot kill the user. Lasts 5 seconds.
Fury - The user's hits from the next ability instantly break Defend.
Punishment - Casts Lure, Pain, Fragile, Alert, and Endure on the user.
Rage - Doubles ability damage.
Freedom - Removes all status ailments from the user.
Energy - Restores some mana and some stamina to a single ally.

STR: B
AGI: D
INT: C+
Health: B
Mana: B-
Stamina: D
Normal Attack: Slam the floor with monstrous strength, dealing Bash damage to all enemies within range. May inflict Paralyze. 4 Hits.
Support: Devil Dealing - The support user makes a deal for power with the Pit Lord. Provides Rage, Fury, and Evasion to the support user. However, if all are used within 15 seconds, the support user obtains Mercy and loses all of their stamina.
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Meteor Rain - Call upon huge, flaming boulders to come crashing down to the surface, each dealing Bash damage as they impact the floor. After a few seconds, the boulders will explode, dealing Wicca damage to all enemies within range. Higher levels increases the amount of boulders created. On level 3, the effective range of each explosion increases. The boulders can block projectiles and heroes. This is a wall-type spell.
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Howl of Terror - Unleash a blood-curdling cry the demoralizes surrounding enemy heroes in a large AoE, causing them to lose their Passion Spirit. On level 2, they will lose both Passion and Rage. On level 3, they will lose Passion, Rage, and Wrath.
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Cleave - The Pit Lord unleashes a single slashing arc that travels full circle around himself, dealing Slash and Pierce damage and knocking enemies away based on the angle that they took the attack. Unless enemy heroes use Wall, they will be knockbacked. Cleave does not hit enemies within melee range. Higher levels increases damage. On level 3, Cleave performs two full circles.
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Ultimate: Doom - The Pit Lord lays an extremely powerful curse on a hero (ally, enemy, even himself). Whenever an enemy of the Pit Lord gets near the cursed target, an invincible Doom Guard instantly appears and attacks them continuously until they get out of range, dealing Slash and Vega damage per hit.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Pit Lord learns the following Spirits:
Fury - The user's hits from the next ability instantly break Defend.
Bleed - Movement causes unconditional damage to the target.
Demonize - Casts Focus, Leech, Force, Endure, and Passion on the user.
Paralyze - May inhibit the enemy from using abilities.
Restore - Restores 30% of a target ally's health. Lasts 10 seconds.
Rage - Doubles ability damage.
Foresight - Reveals the location of all enemies. Lasts 10 seconds.
Charge - Increases the Movement Speed of an ally by 30%.
Soul - Casts Focus, Rage, Fury, Vaccine, and Adversity on the user.
Lure - The user automatically draws fire from projectile-based attacks.

STR: B+
AGI: D
INT: D-
Health: A
Mana: D
Stamina: C
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Default Attack Spell - Pocket Factory - Creates a dormant, invulnerable Pocket Factory at a target point. When summoned, this ability is replaced with a new ability that allows the Tinker to select one out of three operations the Pocket Factory can do. The Pocket Factory can spawn Clockwerk Goblins that seek out and attack the Tinker's nearest enemies (whether they can be seen or not), explode and deal Wicca damage to all enemies within range, or spawn a constant rate of Gems overtime. Each Pocket Factory lasts 15 seconds.
Support: Guided Missiles - The Tinker appears at the support user's side on stand by for up to 15 seconds. When the support user uses an ability that targets a unit or point, the Tinker follows up by launching 24 rockets, each dealing some Wicca damage.
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Cluster Rockets - The Tinker channels four free standing rockets per second, up to 36 rockets. When the Tinker stops channeling, this ability is replaced with a new ability that commands all rockets to pile on and explode upon impact on the target point, each rocket dealing some Bash and Wicca damage. Effective against Defend. Higher levels increase the amount of rockets spawned every second and the maximum number of rockets.
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Robo-Goblin - Transforms the Tinker into a goblin-made tank for 20 seconds, increasing his movement speed and collision radius (and gem capture radius). During this time, the Tinker takes reduced damage from physical attacks, but takes increased damage from spells and obtains immunity to status ailments during this time. Higher levels slightly increase his movement speed, increases the amount of damage reduced, reduces the amount of extra damage taken, and slightly raises his maximum health during transformation. On level 3, the Tinker casts Heal and Freedom on himself when he transforms.
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Engineering Upgrade - Passive ability. Allows the Tinker to store up to one hundred times his skill level in experience that he can use at a later time. Experience that the Tinker takes in excess automatically goes to this ability. Unlike many abilities, Engineering Upgrade is always active and does not cost anything to the Tinker.
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Ultimate: Air Strike - Call multiple Zeppelins into the scene that hover above the battlefield. As they come near the target point, they will unleash lines of bombs that explode upon impact of the ground, dealing Wicca damage to all enemies within range multiple times. This can be cast anywhere (unless stated otherwise). The Zeppelins give the Tinker sight over the areas they travel.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Tinker learns the following Spirits:
Passion - Increases ability damage by 50%.
Vanish - The user becomes invisible for 15 seconds.
Force - The user's next hit will instantly break an opponent's Defend.
Gamble - The user obtains a random Spirit.
Resolve - The user's next hit will instantly break an opponent's Shield.
Vaccine - The user is immune to status ailments for 30 seconds.
Focus - Attacks cannot be condition evaded.
Loner - Increases the user's maximum Stamina by 50%. Lasts 15 seconds.
Stack - Casts Passion, Rage, and Wrath all at once.
Stop - Forces the attacking hero to use the 'Stop' command.

STR: A
AGI: D
INT: D
Health: A+
Mana: D
Stamina: B+
Normal Attack: The Ogre slave carelessly charges in a single direction, dealing Bash damage as he rams into an enemy. If no enemy is hit, it takes time to come to a halt. Causes a lot of gems to drop. Instantly breaks Defend.
Support: Fool's Gold - The Alchemist sheepishly tosses around Gems near the support user. While most are real, there are a few fakes among the bunch that-- when grabbed by any unit (enemy, ally, even oneself), explode in one's face, dealing Wicca damage.
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Healing Machine - Lay down a small, invulnerable device that releases a curative wave of energy, restoring the health of all units (allies and enemies) every second for 20 seconds. When summoned, this ability is replaced with a new ability that that allows the Alchemist to turn the machine on and off at will, but it cannot be destroyed. On level 2, the machine also restores a small amount of health and some stamina. On level 3, the machine restores health, some stamina, and a little mana.
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Chemical Rage - The Alchemist puts his Ogre slave into a chemically induced rage. During this time, the Alchemist's normal attack length is doubled, his normal attack's damage increases by tenfold (it can actually kill), and grants Rage and Charge. On level 2, the Alchemist's normal attack length is tripled and attack damage increases significantly. On level 3, the Alchemist gains Fury and Demonize instead of Rage.
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Acid Bomb - The Alchemist throws a flask containing volatile acid at a target point, inflicting Fragile on allies and enemies in a small area. Unlike many abilities, Acid Bomb only costs one level.
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Ultimate: Fallout Greed - Douse enemies in a large shower of gold coins, dealing constant Bash and Vega damage to all enemies within range. As this progresses, bombs will continually drop with the coins, each dealing heavy Wicca damage to all enemies within range. This is not a channeling spell, but requires some time to cast.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Alchemist learns the following Spirits:
Gamble - The user obtains a random Spirit.
Charity - The targeted ally obtains a random Spirit.
Stop - Forces the attacking hero to use the 'Stop' command.
Lure - The user automatically draws fire from projectile-based attacks.
Rage - Doubles ability damage.
Spell Shield - Increases resistances to all physical damage by 50%.
Wall - Defend that cannot be broken, but costs double the stamina.
Antidote - Removes all status ailments from a single ally.
Embrace - Fully restores an ally's health, mana, and stamina.
Blind - May reduce an enemy's field of vision by 50%.

STR: D
AGI: F
INT: A
Health: C-
Mana: A
Stamina: D
Normal Attack: Sling a large ball of molten lava. The distance is based on how far the targeted point is. The lava sphere comes around and back to the Firelord, dealing Wicca and Pierce damage when it collides into enemies. Enemies can get hit by it more than once. 1 Hit (at a time).
Support: Grazing Heat - Smolders the surface of a large area surrounding the support user, dealing a little Wicca damage to enemies within range constantly. The support user is immune to the heat.
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Soul Burn - The Firelord unleashes a wreath of flames from his hands, dealing Wicca damage in a cone to all enemies within range. Enemies hit by the flames cannot use any abilities or any support ability for 5 seconds. May inflict Silence. Higher levels increases damage, slightly increases the cone's range, and increases the chance of Silence.
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Lava Spitter - The Firelord launches a sphere of boiling flames at a the target point. If the sphere does not hit an enemy, it eventually stops moving and turns into a Lava Spawn which spews another sphere at the nearest enemy, which turns into another Lava Spawn and attempts once more. Enemies hit by the projectile take heavy Wicca and Bash damage. Higher levels increases the number of Lava Spawns that attempt to hit an enemy.
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Volcano - Channel to conjure boiling magma that erupts towards the surface and splatting across the floor, dealing Wicca damage to all enemies as it splashes and more damage as enemies continue to step on the magma. Higher levels increase the effective range and overall damage of the ability. On level 3, channeling this spell is no longer required.
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Ultimate: Explosion - Summon a ball of concentrated flames to descend on the surface, constantly dealing Wicca damage to all enemies within the small range as it continues its travel downwards. After nesting in the ground for three seconds, the sphere unleashes an extremely huge, lasting explosion, dealing Wicca damage to all enemies within range constantly for 5 seconds. The explosion instantly breaks Defend and Shields and continues to break them throughout its duration. This is not a channeling spell.
Skills
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
The Firelord learns the following Spirits:
Passion - Increases ability damage by 50%.
Blind - May reduce an enemy's field of vision by 50%.
Foresight - Reveals the location of all enemies.
Leech - Converts 50% of an ability's damage dealt into HP.
Loner - Increases the user's maximum Stamina by 50%.
Evasion - All incoming attacks are condition evaded.
Wrath - Triples ability damage.
Bright Shield - Produce a shield around an ally that withstands attacks.
Silence - May inhibit the enemy from using Spirits.
Focus - Attacks cannot be condition evaded.
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