Mirage: Difference between revisions

QuinnBinn (talk | contribs)
Updated abilities, gathering icons
Line 37: Line 37:
| ability_name    = Mirage_tornado.png
| ability_name    = Mirage_tornado.png
| name            = Tornado
| name            = Tornado
| radius          = 3.5m
| duration        = 0.75s
| duration        = 2s
| cooldown        = 32s
| cooldown        = 30s
| description    = Transform yourself into a tornado that travels forward, '''damaging enemies''' and '''lifting them up in the air'''. After emerging from the tornado you gain '''bullet evasion'''.
| description    = Send out a tornado that '''damages enemies''' and '''lifts them up in the air''' While they're up in the air, targets '''will fully evade all bullets'''.
| effect1        = '''70''' Damage {{ss|0.7}}
| effect1        = '''Damage:''' 60 {{ss|1}}
| effect2        = '''1.5s''' Lift Duration
| effect2        = '''Lift Duration:''' 1.25s
| effect3        = '''30%''' Bullet Evasion Chance
| effect3        = '''Radius:''' 3.5m
| upgrade1        = '''+0.5s''' Lift Duration
| upgrade1        = '''+0.75s''' Lift Duration.
| upgrade2        = '''-14s''' Cooldown
| upgrade2        = '''-14s''' Cooldown
| upgrade3        = '''-15%''' Spirit Resist
| upgrade3        = '''+20%''' Bullet Evasion Chance
}}
}}


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{{Ability card
{{Ability card
| ability_name    = Mirage_fire_beetles.png
| ability_name    = Mirage_fire_beetles.png
| name            = Fire Beetles
| name            = Fire Scarabs
| radius          = 4m
| description    = Start launching fire beetles. Each beetle can be '''launched separately''', stealing '''max health from enemies''' and applying '''bullet resist reduction'''. Cannot apply multiple scarabs to the same enemy. The health gain from hitting heroes is 3x as effective as against non-heroes.
| cooldown        = 35s
| effect1        = '''90''' Max Health Steal {{ss|0.9}}
| description    = Start launching fire beetles. Each beetle can be '''launched separately''', applying a '''lifesteal over time''' to enemies they hit. Once the launch window ends, this ability goes on cooldown.
| effect2        = '''-10%''' Bullet Resist
| effect1        = '''Charges:''' 3
| effect3        = '''5s''' Launch Window
| effect2        = '''DPS:''' 20 {{ss|0.3}}
| effect4        = '''14s''' Debuff Duration
| effect3        = '''Heal vs Heroes:''' 40%
| effect5        = '''32s''' Cooldown
| effect4        = '''Debuff Duration:''' 4s
| effect6        = '''25%''' Heal vs Non-Heroes
| effect5        = '''Launch Window:''' 15s
| upgrade1        = '''-15s''' Cooldown
| effect6        = '''Heal vs Non-Heroes:''' 15%
| upgrade2        = '''-15%''' Bullet Resist
| upgrade1        = '''+2''' Charges
| upgrade3        = '''+70''' Max Health Steal
| upgrade2        = '''+40%''' Heal vs Heroes
| upgrade3        = '''+40''' DPS
}}
}}


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{{Ability card
{{Ability card
| ability_name    = Mirage_Dervish.png
| ability_name    = Mirage_Dervish.png
| name            = Tempest Ward
| name            = Djinn's Mark
| description    = Passive: Your next shot is amplified with '''Spirit Damage'''. Each amplified shot that hits the same target increases the Spirit Damage dealt.<br><br>You become enveloped in a whirlwind that provides '''bullet evasion''' and '''movement speed'''.
| description    = Passive: Your shots '''apply an increasing multiplier''' on the target. When the multiplier on a target expires or you reach the max, it's consumed and the target suffers '''Spirit Damage''' and is briefly '''revealed on the map'''. The final damage is the base damage times the multiplier.
| effect1        = '''Spirit Damage''': 20 {{ss|0.2}}
Active: '''Consume multiplier''' on Djinn's Mark to deal its damage now.
| effect2        = '''Escalating Spirit Damage''':15 {{ss|0.2}}
| effect1        = '''16''' Base Damage {{ss|0.4}}
| effect3        = '''Proc Cooldown''':2s
| effect2        = '''8x''' Max Multiplier
| effect4        = '''Max Stacks''': 5
| effect3        = '''2.5s''' Cooldown Between Multiplier
| effect5        = '''Bullet Evasion Chance''': 50%
| effect4        = '''4.5s''' Multiplier Duration
| effect6       = '''Duration''': 3.5s
| effect5        = '''2s''' Reveal Duration
| effect7        = '''Cooldown''': 37s
| upgrade1       = Apply 80% Slow for 0.5s whenever you increase the multiplier.
| upgrade1       = '''+30%''' Bullet Evasion Chance
| upgrade2       = '''+4s''' Multiplier Duration and '''+10''' Base Damage.
| upgrade2        = '''+10''' Escalating Spirit Damage
| upgrade3        = '''+4''' Max Multiplier
| upgrade3        = '''-19s''' Cooldown
}}
}}


|-|(4) Djinn Bomb=
|-|(4) Djinn Bomb=
{{Ability card
{{Ability card
| ability_name    = Charged_Shot.png
| name            = Djinn Bomb
| name            = Djinn Bomb
| radius          = 11m
| description    = Channeled. Target an ally or visible enemy hero on the minimap, then '''teleport''' to where they were when your channel started. After teleporting, you gain '''movement speed''' as well as '''fire rate until your next reload'''.
| description    = Launch a slow projectile that you can activate anywhere along its path to detonate it, dealing damage to enemies caught in its radius. Deals bonus damage for each additional hero hit.
| cooldown        = 130s
| cooldown        = 74s
| effect1        = '''2.5s''' Channel Duration
| effect1        = '''Damage:''' 225 {{ss|2.2}}
| effect2        = '''+2m/s''' Move Speed
| effect2        = '''Bonus Damage Per Hero''': 60 {{ss|0.6}}
| effect3        = '''+20%''' Fire Rate
| effect3         = '''Lifetime''': 8s
| effect4         = '''4s''' Move Speed Duration
| upgrade1        = '''-28s''' Cooldown
| upgrade1        = '''-20s''' Cooldown
| upgrade2        = '''+40''' Bonus Damage Per Hero
| upgrade2        = '''+2m/s''' Move Speed
| upgrade3        = '''+150''' Damage
| upgrade3        = '''+20%''' Fire Rate
}}
}}
</tabber>
</tabber>