Every ability has levels from 1 to 20 and evolves twice: to "+" at level 10 and to "++" at level 20, each time with an effect of its own. The values below are those of level 1. Ranked plays every ability at the level of your rank, so only skill decides there.
Melee10
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Charge
Aimed · Physical
You rush forward behind your shield. The first enemy you hit takes damage and is knocked back, which interrupts spells.
Charge+ at level 10: Your next basic attack within 3 seconds deals 140% more damage.
Charge++ at level 20: The hit also slows by 70% for 3 seconds.
- Damage: 64
- Knockback: 2.5 m
- Cooldown: 8 s
- Range: 7 m
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Whirlwind
Instant · Physical
You spin with your weapon for 1.5 seconds and hit every enemy around you three times. You move 30% slower while spinning.
Whirlwind+ at level 10: You take 12% less damage while spinning.
Whirlwind++ at level 20: The last spin hits twice as hard and knocks enemies back.
- Damage: 32 every 0.5 s for 1.5 s, radius 2.2 m
- You move 30% slower while spinning
- Cooldown: 10 s
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Battle Shout
Instant · Physical
A war cry. You and your allies within 8 meters deal 50% more damage for 6 seconds and shake off all slows; enemies in reach deal 20% less.
Battle Shout+ at level 10: The shout also grants a shield.
Battle Shout++ at level 20: Enemies within 8 meters are slowed by 50% for 3 seconds.
- You and allies within 8 m: +50% damage for 6 s
- Removes all slows
- Enemies within 8 m deal 20% less damage for 6 s
- Cooldown: 14 s
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Leap
Aimed · Physical
Jump up to 7 meters and slam the ground where you land: damage and a slow to enemies around you.
Leap+ at level 10: The slam grows to 3 meters.
Leap++ at level 20: After landing you take 30% less damage for 2 seconds.
- Leap up to 7 m
- Damage: 118 in a 2 m radius
- Slow: 40% for 2 s
- Cooldown: 8 s
- Range: 7 m
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Mortal Blow
Aimed · Physical
A heavy cleave in front of you. Everyone hit is wounded and receives 30% less healing for 6 seconds.
Mortal Blow+ at level 10: Wounds cut healing by 60%.
Mortal Blow++ at level 20: Strikes 70% harder at enemies below 35% health.
- Damage: 46 in a 2.8 m cone
- Wounded: 30% less healing received for 6 s
- Cooldown: 8 s
- Range: 2.8 m
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Vengeful Strike
Aimed · Shadow
A dark strike at the enemy in front. Heals you for 16% of the damage you took in the last 5 seconds, at least 4% of your health.
Vengeful Strike+ at level 10: Remembers 6 seconds and heals at least 6%.
Vengeful Strike++ at level 20: Healing beyond full health becomes a shield.
- Damage: 44
- Heals 16% of the damage you took in the last 5 s, at least 4% of your health
- Cooldown: 9 s
- Range: 2.6 m
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Hemorrhage
Aimed · Physical
A quick slash in front that opens a bleeding wound. Every slash adds a stack, up to three.
Hemorrhage+ at level 10: Bleeding enemies are 20% slower.
Hemorrhage++ at level 20: At three stacks the next slash rips the wound open: the bleed lands at once, and more.
- Damage: 28 in a 2.6 m cone
- Bleed: 16 over 6 s per stack, up to 3 stacks
- Cooldown: 6 s
- Range: 2.6 m
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Shockwave
Cast · Physical
After a short wind-up, a cone of force stuns everyone in front of you for 1 second.
Shockwave+ at level 10: Stuns for 1.25 seconds.
Shockwave++ at level 20: Reaches 6 meters and hits harder.
- Damage: 65 in a 5 m cone
- Stun: 1 s
- Cooldown: 14 s
- Cast Time: 0.35 s
- Range: 5 m
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Resonant Strike
Aimed · Physical
A wave of force marks the first enemy it hits. Press again within 3 seconds to dash to it and strike, harder the more health it has lost.
Resonant Strike+ at level 10: You take 20% less damage as you dash.
Resonant Strike++ at level 20: The strike kicks the enemy back 3 meters.
- Wave: 26 damage, marks the enemy for 3 s
- Press again: dash to the mark and strike for 26 plus 6% of its missing health
- Cooldown: 11 s
- Range: 12 m
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Pommel Strike
Aimed · Physical
A quick blow with the hilt that silences the enemy for 1 second. A broken cast silences it for 2.5 seconds.
Pommel Strike+ at level 10: Dazes the enemy: 40% slower for 2 seconds.
Pommel Strike++ at level 20: Breaking a cast halves the cooldown.
- Damage: 48
- Silences for 1 s; a broken cast silences for 2.5 s
- Cooldown: 9 s
- Range: 2.8 m
Ranged8
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Poison Arrow
Aimed · Nature
A quick arrow that poisons the first enemy hit. The poison deals damage over 6 seconds and stacks up to three times; the target receives 30% less healing while it lasts.
Poison Arrow+ at level 10: Poisoned targets receive 75% less healing.
Poison Arrow++ at level 20: The arrow pierces and poisons every enemy in its path.
- Damage: 17
- Poison: 22 over 6 s
- Poisoned targets receive 30% less healing
- Stacks up to 3 times
- Cooldown: 10 s
- Range: 11 m
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Javelin
Aimed · Physical
Hurl a javelin far across the field. The farther it flies, the harder it hits.
Javelin+ at level 10: The javelin pierces every enemy in its path.
Javelin++ at level 20: A hit from more than 7 meters away stuns for 1 second.
- Damage: 42 up close, up to 80 from afar
- +4 damage per meter flown
- Cooldown: 8 s
- Range: 13 m
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Piercing Shot
Cast · Physical
Draw and loose an arrow that flies far and through every enemy in its line.
Piercing Shot+ at level 10: Draws in 0.45 seconds.
Piercing Shot++ at level 20: Slows everyone hit by 30%.
- Damage: 130, 15% less for each enemy after the first
- Pierces all enemies
- Cooldown: 8 s
- Cast Time: 0.35 s
- Range: 16 m
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Rapid Fire
Channeled · Physical
Loose a stream of eight arrows at the enemy you aim at while you walk slowly.
Rapid Fire+ at level 10: Ten arrows.
Rapid Fire++ at level 20: The last arrow knocks back.
- 8 arrows over 2 s, 14 damage each
- You move slower while shooting
- Cooldown: 12 s
- Channel: 2 s
- Range: 12 m
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Concussive Bolt
Aimed · Physical
A heavy crossbow bolt that knocks the enemy back. Slammed into a wall or pillar, it is stunned for 1.5 seconds and hurt again.
Concussive Bolt+ at level 10: Knocks back 4 meters.
Concussive Bolt++ at level 20: Slows the enemy after the throw.
- Damage: 26, knockback 3 m
- Into a wall: stun 1.5 s and 18 more damage
- Cooldown: 12 s
- Range: 10 m
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Frostbound Arrow
Aimed · Frost
A great slow arrow of ice across the arena. The farther it flew, the longer it freezes the enemy it hits; enemies around are slowed.
Frostbound Arrow+ at level 10: Flies 25% faster.
Frostbound Arrow++ at level 20: Enemies around take damage too.
- Damage: 72
- Freeze: 0.6 s plus 0.04 s per meter flown, at most 1.5 s
- Enemies within 2.5 m: 50% slower for 2 s
- Cooldown: 16 s
- Range: 22 m
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Glaive Toss
Aimed · Physical
Throw a spinning glaive that comes back to you, cutting and slowing every enemy on both ways.
Glaive Toss+ at level 10: Cuts 30% harder on the way back.
Glaive Toss++ at level 20: Catching a glaive that hit takes 2 seconds off the cooldown.
- Damage: 26 on the way out and back
- Slow: 25% for 1.5 s
- Cooldown: 8 s
- Range: 10 m
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Hunter's Mark
Aimed · Physical
A fast dart that marks the first enemy for 8 seconds: it takes 20% more damage from you and your summons, and cannot hide in stealth.
Hunter's Mark+ at level 10: The mark adds 25%.
Hunter's Mark++ at level 20: When the marked enemy falls below 30% health, you are 30% faster for 3 seconds.
- Damage: 28
- Marked for 8 s: +20% damage from you and your summons, no stealth
- Cooldown: 12 s
- Range: 14 m
Spells14
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Fireball
Cast · Fire
After a short cast, a fireball flies out, explodes on the first enemy and sets everyone it hits on fire.
Fireball+ at level 10: The explosion leaves burning ground for 2 seconds.
Fireball++ at level 20: The blast radius grows by 15%.
- Damage: 100 in a 1.5 m radius
- Burn: 24 over 3 s
- Cooldown: 6 s
- Cast Time: 0.5 s
- Range: 10 m
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Frost Lance
Aimed · Frost
A fast, narrow lance of ice that damages and slows its target. It strikes frozen or rooted targets two and a half times as hard.
Frost Lance+ at level 10: The lance pierces every enemy in its path.
Frost Lance++ at level 20: A target that is already slowed freezes for 1.5 seconds instead.
- Damage: 24
- Slow: 30% for 2.5 s
- Shatter Lance: 2.5 times the damage on frozen or rooted targets
- Cooldown: 6 s
- Range: 11 m
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Meteor
Aimed · Fire
A glowing circle marks the impact, then a burning rock falls from the sky. Damage, a stun and a burning crater.
Meteor+ at level 10: The crater burns 1 second longer and grows by 0.5 meters.
Meteor++ at level 20: Shortly after the impact, two smaller meteors strike enemies nearby for 120 damage each.
- Damage: 104 in a 2.5 m radius, stuns for 0.75 s
- Crater: 12 per second for 3 s, radius 2.5 m
- Cooldown: 16 s
- Range: 9 m
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Chain Lightning
Cast · Light
After a short cast, a bolt of lightning strikes the first enemy in its path and jumps on to two more enemies nearby, weaker with every jump.
Chain Lightning+ at level 10: The bolt jumps to one more enemy.
Chain Lightning++ at level 20: The first target is stunned for 1.4 seconds.
- Damage: 116
- Jumps to 2 more enemies within 5 m, 30% less each time
- Cooldown: 7 s
- Cast Time: 0.6 s
- Range: 9 m
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Blizzard
Aimed · Frost
An ice storm rages over a wide circle for 4 seconds. It damages and slows enemies inside and freezes everyone still in it at the end.
Blizzard+ at level 10: The storm grows by 1 meter.
Blizzard++ at level 20: Frozen enemies shatter for 60 extra damage.
- Damage: 8 every 0.5 s for 4 s, radius 4 m
- Slow: 40% while inside
- Freezes everyone still inside at the end for 0.75 s
- Cooldown: 18 s
- Range: 9 m
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Ember Volley
Aimed · Fire
Fling a fan of three burning bolts. Each one hits the first enemy in its way and sets it on fire. Three bolts on one enemy make your next cast instant.
Ember Volley+ at level 10: The burn deals 55 instead of 30.
Ember Volley++ at level 20: You fling five bolts.
- 3 bolts: 18 damage each
- Burn: 12 over 3 s
- Hot Streak: 3 bolts on one enemy make your next cast instant (8 s)
- Cooldown: 9 s
- Range: 9 m
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Soul Leech
Aimed · Shadow
A shadow bolt ties a tether to the first enemy hit and drains its health into you for 4 seconds.
Soul Leech+ at level 10: The drain lasts 6 seconds.
Soul Leech++ at level 20: The drained target is slowed by 50%.
- Damage: 17
- Drains 14 over 4 s and heals you for it
- Cooldown: 12 s
- Range: 9 m
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Starfall
Aimed · Light
Stars rain down on a wide circle for 4 seconds, each a small blast, half of them on enemies inside, and a last great star stuns.
Starfall+ at level 10: More stars fall.
Starfall++ at level 20: The last star covers the whole circle.
- 11 stars over 4 s: 14 damage each
- Half of them fall on an enemy inside the circle
- Last star: 40 damage, stuns for 0.6 s
- Radius: 4 m
- Cooldown: 18 s
- Range: 9 m
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Dragon Breath
Aimed · Fire
Breathe a cone of fire in front of you that burns everyone in it.
Dragon Breath+ at level 10: The burn deals 45 instead of 36.
Dragon Breath++ at level 20: The cone reaches 6.5 meters.
- Damage: 22 in a 5 m cone
- Burn: 14 over 3 s
- Cooldown: 10 s
- Range: 5 m
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Hex of Ruin
Aimed · Shadow
A cursed bolt hexes the first enemy it hits. When the hex ends, part of all the damage it took meanwhile strikes it again.
Hex of Ruin+ at level 10: Hexed enemies are slowed by 20%.
Hex of Ruin++ at level 20: 80% of the damage strikes again instead of 45%.
- Damage: 32
- Hexed for 4 s: then 45% of the damage taken meanwhile strikes again
- Cooldown: 11 s
- Range: 9 m
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Spirit Wolf
Aimed · Nature
Call a spirit wolf that hunts the nearest enemy and bites it until it fades.
Spirit Wolf+ at level 10: The wolf stays 12 seconds instead of 8.
Spirit Wolf++ at level 20: Two wolves answer the call, each a little frailer.
- Calls a wolf for 8 s with 96 health
- Bites for 8 every 1 s
- Cooldown: 20 s
- Range: 6 m
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Life Drain
Channeled · Shadow
Tie a beam to the enemy you aim at and drain its life into you for 3 seconds. The beam tears beyond 10 meters or behind a wall.
Life Drain+ at level 10: The drained enemy is 25% slower.
Life Drain++ at level 20: Every tick drains more than the last.
- Drains 10 6 times over 3 s and heals you for it
- Breaks beyond 10 m or behind a wall
- Cooldown: 12 s
- Channel: 3 s
- Range: 8 m
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Prismatic Missiles
Channeled · Light
Loose six homing missiles of light at the enemy you aim at; they curve after it.
Prismatic Missiles+ at level 10: Seven missiles.
Prismatic Missiles++ at level 20: The last missile bursts around its target.
- 6 homing missiles over 1.5 s, 14 damage each
- Cooldown: 9 s
- Channel: 1.5 s
- Range: 10 m
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Summon Infernal
Aimed · Fire
Call a burning golem from the sky. It stuns where it lands and fights beside you for 8 seconds, burning every enemy close to it.
Summon Infernal+ at level 10: The infernal stays 11 seconds.
Summon Infernal++ at level 20: The infernal bursts when it fades.
- Lands after 0.8 s: 28 damage and a 0.75 s stun
- The infernal fights 8 s with 120 health, slams for 11
- Burns enemies within 2.5 m for 3 a second
- Cooldown: 20 s
- Range: 9 m
Healing9
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Healing Prayer
Cast · Light
You bow your head and pray. After 1.2 seconds, a golden pillar of light heals you, up to 60% more the lower your health.
Healing Prayer+ at level 10: Heals another 50 over the next 4 seconds.
Healing Prayer++ at level 20: After the prayer, you deal 30% more damage for 4 seconds.
- Healing: 89
- Heals up to 60% more the lower your health, all of it at 25%
- Cooldown: 14 s
- Cast Time: 1.2 s
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Healing Spring
Aimed · Nature
A seed of light creates a healing spring. For 5 seconds, it heals your team inside it for 110 per second.
Healing Spring+ at level 10: Enemies in the spring are slowed by 50%.
Healing Spring++ at level 20: The radius grows by 15%, and the last pulse heals an extra 15.
- Healing: 44 per second for 5 s
- Radius: 2.5 m
- Cooldown: 14 s
- Range: 8 m
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Smite
Cast · Light
After a short cast, holy light strikes a small circle and heals you for 30% of the damage it deals.
Smite+ at level 10: The circle grows to 1.3 meters.
Smite++ at level 20: The heal also reaches allies within 4 meters.
- Damage: 58 in a 1.2 m radius
- Heals you for 30% of the damage
- Cooldown: 8 s
- Cast Time: 0.5 s
- Range: 8 m
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Lifebloom
Instant · Nature
Heal the most hurt ally near you, or yourself, over 6 seconds; then the healing blooms in one burst.
Lifebloom+ at level 10: The bloom heals everyone around its bearer.
Lifebloom++ at level 20: The bloom guards its bearer for 3 seconds.
- Heals the most hurt ally within 9 m (you when alone) for 24 over 6 s
- Then blooms for 20
- Cooldown: 12 s
- Range: 9 m
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Penance
Channeled · Light
Loose three holy bolts at the enemy you aim at. Every bolt also heals you and the allies near you.
Penance+ at level 10: Four bolts.
Penance++ at level 20: Heals 50% more below 40% health.
- 3 bolts over 1.5 s, 12 damage each
- Each bolt heals you and allies within 6 m for 9
- Cooldown: 10 s
- Channel: 1.5 s
- Range: 10 m
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Guardian Spirit
Instant · Light
A spirit watches over the most hurt ally near you, or yourself, for 8 seconds: more healing received, and a deadly blow leaves 1 health and heals instead.
Guardian Spirit+ at level 10: 35% more healing received.
Guardian Spirit++ at level 20: The saving blow stuns enemies near.
- On the most hurt ally within 9 m (you when alone) for 8 s
- +25% healing received
- A deadly blow leaves 1 health and heals 45% of health instead
- Cooldown: 18 s
- Range: 9 m
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Tranquility
Channeled · Nature
Channel calm for 3 seconds: you and every ally near are healed in pulses, and you take less damage meanwhile.
Tranquility+ at level 10: Every pulse removes slows.
Tranquility++ at level 20: The last pulse heals 2.4 times as much.
- Heals you and allies within 8 m 6 times for 22 over 3 s
- You take 30% less damage while channeling
- Cooldown: 18 s
- Channel: 3 s
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Prayer of Mending
Instant · Light
A charm on the most hurt ally near you, or yourself. Every direct hit on its bearer heals and sends the charm on, four times.
Prayer of Mending+ at level 10: Five charges.
Prayer of Mending++ at level 20: Heals more at low health.
- A charm with 4 charges on the most hurt ally within 15 m (you when alone), for 15 s
- Every direct hit on its bearer heals 13 and the charm jumps on
- Cooldown: 14 s
- Range: 15 m
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Purify
Instant · Light
Works even while stunned or silenced. Ends every harmful effect on you, crowd control and damage over time alike, and heals you a little.
Purify+ at level 10: Heals more, and crowd control misses you for 1 second.
Purify++ at level 20: 2 seconds, and it purifies the allies near you too.
- Usable while stunned, feared, sealed or silenced
- Ends stun, freeze, fear, prison, roots, slows, silence, burns, poison, bleeding, hexes and wounds
- Heals 48
- Cooldown: 15 s
Defense9
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Shield Block
Instant · Physical
A dome of silvery hexagons absorbs damage from every direction for 3 seconds. When it ends, you strike back at the nearest enemy with half of what it took; a broken dome stuns it.
Shield Block+ at level 10: When the shield ends, it heals your team within 4 meters for 25.
Shield Block++ at level 20: When the shield ends, the earth quakes: 80 damage and a 30% slow within 3 meters.
- Shield: 59 for 3 s
- Revenge: strikes the nearest enemy within 3 m for 50% of what the shield took (at least 16); a broken shield stuns for 0.5 s
- Cooldown: 15 s
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Guardian Totem
Aimed · Nature
Place a totem for 7 seconds. You and your allies take 44% less damage inside its circle. A tap places it at your feet.
Guardian Totem+ at level 10: The totem also heals your team inside.
Guardian Totem++ at level 20: When it ends, the totem bursts and damages enemies inside.
- Your team takes 44% less damage inside for 7 s
- Radius: 3.5 m
- Cooldown: 18 s
- Range: 6 m
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Mirror Ward
Instant · Light
A mirror of light surrounds you for 2.5 seconds. The next enemy projectile that hits you flies back at them.
Mirror Ward+ at level 10: The ward lasts 3 seconds.
Mirror Ward++ at level 20: It sends back two projectiles; the cooldown grows to 7 seconds.
- For 2.5 s: sends back the next enemy projectile
- Cooldown: 6 s
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Rune of Return
Instant · Light
Draw a rune at your feet. After 3 seconds you return to it and regain part of the health you lost since.
Rune of Return+ at level 10: You regain 90% instead of 72%.
Rune of Return++ at level 20: The return also ends burning, poison, slows and roots, and 10% more of the lost health comes back.
- After 3 s you return to the rune
- Regain 72% of the health lost since
- Cooldown: 9 s
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Aegis of Dawn
Instant · Light
A dome of sunlight: nothing hurts or holds you for 2.5 seconds, but you deal 30% less damage inside it.
Aegis of Dawn+ at level 10: Lasts 2.8 seconds.
Aegis of Dawn++ at level 20: Heals 6% of your health when it fades.
- Immune to damage and crowd control for 2.5 s
- You deal 30% less damage meanwhile
- Cooldown: 16 s
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Riposte
Instant · Physical
Take a parrying stance. The first direct hit from close range is turned aside and answered with a cut that stuns for 1.25 seconds.
Riposte+ at level 10: The answer heals you.
Riposte++ at level 20: A longer stance and a harder answer.
- For 2 s the first direct hit from within 3.2 m is parried
- The answer: 82 damage and a 1.25 s stun
- You move 30% slower in the stance
- Cooldown: 10 s
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Barkskin
Instant · Nature
Works even while stunned. Bark covers you: 35% less damage for 8 seconds.
Barkskin+ at level 10: 40% less damage.
Barkskin++ at level 20: Heals you while it lasts.
- 35% less damage for 8 s
- Usable while stunned or silenced
- Cooldown: 18 s
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Bulwark
Instant · Physical
Raise a tower shield toward the nearest enemy for 2.5 seconds: 60% less damage from the front, and enemy projectiles from the front break on it. You walk slowly.
Bulwark+ at level 10: Hold it 3.5 seconds.
Bulwark++ at level 20: Ends with a bash that knocks back.
- For 2.5 s: 60% less damage from the front
- Enemy projectiles from the front break on the shield
- You move 40% slower
- Cooldown: 14 s
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Spellward
Instant · Shadow
A shell that swallows up to 345 magic damage for 4 seconds and keeps silence and fear away. Physical damage passes.
Spellward+ at level 10: Swallows 405.
Spellward++ at level 20: What it swallowed empowers you afterwards.
- Absorbs up to 138 magic damage for 4 s; physical damage passes
- Immune to silence and fear meanwhile
- Cooldown: 14 s
Utility10
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Shadow Step
Aimed · Shadow
You dissolve into shadow and reappear up to 7 meters away. Walls do not stop you. Your next basic attack within 3 seconds deals 4.2 times its damage.
Shadow Step+ at level 10: Removes all slows when used.
Shadow Step++ at level 20: A shadow echo stays behind and explodes after 1 second: 60 damage within 2 meters.
- Teleport up to 7 m
- Next basic attack within 3 s: 320% more damage
- Cooldown: 6 s
- Range: 7 m
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Grappling Hook
Aimed · Physical
Throw a chain hook. The first enemy hit is dragged up to 6 meters toward you and stunned for a moment.
Grappling Hook+ at level 10: The target is slowed by 40% for 2 seconds afterwards.
Grappling Hook++ at level 20: A hit gives back 4 seconds of cooldown.
- Damage: 40, stuns for 0.5 s
- Pulls the target up to 6 m toward you
- Cooldown: 11 s
- Range: 8 m
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Void Rift
Aimed · Shadow
Mark a circle. A moment later a rift tears open, damages every enemy inside and drags them to its center.
Void Rift+ at level 10: The rift stays open for 2 seconds and slows enemies inside.
Void Rift++ at level 20: The rift pulses a second time for a quarter of the damage.
- Damage: 88 in a 2.5 m radius after 0.85 s
- Pulls enemies up to 2.5 m to the center
- Cooldown: 11 s
- Range: 8 m
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Ice Wall
Aimed · Frost
Raise a 5 meter wall of ice across the aimed point. Enemies next to it as it rises take frost damage. For 4 seconds it blocks movement and projectiles for everyone.
Ice Wall+ at level 10: The wall grows to 7 meters.
Ice Wall++ at level 20: Enemies next to the wall are slowed by 70% for 4.5 seconds.
- A 5 m wall for 4 s, blocks movement and projectiles
- Enemies next to it as it rises: 42 damage
- Cooldown: 10 s
- Range: 7 m
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Thorn Snare
Aimed · Nature
Hide a snare of thorns on the ground. The first enemy to step on it takes damage and is rooted for 2 seconds.
Thorn Snare+ at level 10: The root lasts 3.5 seconds.
Thorn Snare++ at level 20: The snare roots every enemy within 2.5 meters and hits 40% harder.
- Damage: 70, roots for 2 s
- Stays 20 s until an enemy steps on it
- Cooldown: 12 s
- Range: 7 m
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Eclipse
Aimed · Shadow
Darkness falls over a wide circle for 3 seconds: enemies inside take shadow damage and cannot use abilities.
Eclipse+ at level 10: The circle grows by 1 meter.
Eclipse++ at level 20: When the darkness ends, it bursts for 50 damage to enemies inside.
- Damage: 11 every 0.5 s for 3 s, radius 4 m
- Enemies inside are silenced: no abilities
- Cooldown: 18 s
- Range: 9 m
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Vanish
Instant · Shadow
Slip out of slows and roots and into stealth for 4 seconds, healing as you hide. Enemies see you only up close; your first hit from stealth deals double damage.
Vanish+ at level 10: 5 seconds, and you move faster in stealth.
Vanish++ at level 20: The opening hit stuns.
- Ends slows and roots, stealth for 4 s
- Enemies see you only within 2.5 m
- The first hit from stealth deals 100% more
- Heals 8% of your health over the stealth
- Any attack or ability ends stealth; a marked hero cannot vanish
- Cooldown: 12 s
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Dread
Aimed · Shadow
A bolt of terror. The enemy it hits runs away in fear and cannot act for 1.75 seconds, until enough damage breaks the fear.
Dread+ at level 10: Fear lasts 2 seconds.
Dread++ at level 20: A shadow hurts the feared enemy without breaking the fear.
- Damage: 20
- Fear: 1.75 s, broken by 48 damage
- Cooldown: 14 s
- Range: 9 m
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Prism Prison
Cast · Light
Seal the enemy you hit in crystal for 2.5 seconds: it cannot act or move, and nothing can hurt it. When the crystal breaks, it bursts on the enemy.
Prism Prison+ at level 10: Casts in 0.45 seconds.
Prism Prison++ at level 20: When the crystal breaks, the enemy is 40% slower.
- Seals the enemy hit in crystal for 2.5 s: no actions, no movement, no damage
- When it breaks, the crystal bursts for 148
- Cooldown: 11 s
- Cast Time: 0.65 s
- Range: 10 m
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Frost Nova
Instant · Frost
A ring of frost bursts from you: every enemy near is hurt and frozen to the ground for 2 seconds, still able to strike and cast.
Frost Nova+ at level 10: Roots for 2.5 seconds.
Frost Nova++ at level 20: The enemies stay slowed when the root thaws.
- Enemies within 4 m: 58 damage, rooted 2 s
- Cooldown: 9 s