Test page for ability interaction hint icons. Each block passes <code>hints=1</code> to switch the rail on; real hero pages don't, so they're unaffected.
Test page for ability interaction hint icons. Each block passes <code>hints=1</code> to switch the rail on; real hero pages don't, so they're unaffected.
Prepare to deflect the next incoming attack. On a successful deflection, briefly become invulnerable and target an enemy hero to dash towards them, stunning them and reducing their Melee Resist.
Press Ability 2 to select a target. Does not trigger against trooper or neutral damage.
0.3s
Invulnerability Duration
On Pommel Hit:
0.8s
Stun Duration
On Pommel Hit:
-25%
Melee Resist
3sMelee Resist Reduction Duration
1
-8s Cooldown
2
-25% Melee Resist and +0.4s Stun Duration
5
Gain 75% Bullet, Spirit & Melee Lifesteal against the Riposte target for 13s
Perform a series of lunges in any direction, delivering piercing stabs ahead of you. Hold your ability key to time your attacks, dealing more damage the longer it's held. Releasing your attack during the perfect window deals maximum damage.
Press Ability 3 to re-cast.
x0.55
25
Base Damage
x0.9
40
Max Hold Damage
3Max Lunges
0%Bullet Resist
On Perfect Hold:
x1.55
65
Perfect Damage
On Perfect Hold:
x0
0
Heal on hero hit
1
Perfect Hit on Hero: Heal 35
2
-12s Cooldown. Gain +60% Bullet Resist during lunge
Charge up and perform a long range slash. Struck enemies cannot take action or heal and are stuck in slow motion. When this effect expires, they suffer devastating damage, dealing bonus damage against half-health enemies.
While in slow motion, Apollo is invulnerable and enemies take reduced damage.
Blast enemies in a cone in front of you with a flare of light. Blasted enemies take spirit damage when attacked by Celeste and provides her spirit lifesteal.
Call down a beam of light from the sky. After a short duration, the beam will fully form, causing an explosion that deals spirit damage to all targets in the area.
Celeste will receive a stacking buff that increases her spirit damage anytime this hits an enemy hero.
x0.63
55
Impact Damage
7%
Spirit Amp per Stack
0%
Fire Rate per Stack
8mExplosion Radius
1.4sBeam Form Duration
6Max Stacks
30sBuff Duration
1
2 Charges
2
-22s Cooldown and +80 Impact Damage
5
9% Fire Rate per Stack +4% Spirit Amp per Stack
Shining Wonder
Shining Wonder
0
160s
Launch a deadly orb of light that deals spirit damage and applies slow and reduces Dash Distance on impact. The orb then bounces to the enemies within range. If no target is found, the orb will linger for a short duration while continuing to look for targets.
Throw out a call bell that deals spirit damage on impact. After a short delay it explodes, dealing additional spirit damage and causing affected enemies to suffer reduced weapon accuracy and movement slow.
Place two connected doors in the world. Players and most projectiles entering one door will exit out through the other. The doors will close at the end of the duration.
The two doors must be placed within the doorway distance of each other.
x0
65m
Doorway Distance
On Portal
x0
0
Barrier
On Portal
0s
Barrier Duration
1
20s Duration
2
Grants a Barrier first time traveling through doors
5
+30m Cast Range. +40m Doorway Distance and scales with Spirit Power.
Luggage Cart
Luggage Cart
20m
6s
0
30s
Send out a luggage Cart that deals spirit damage and pulls enemy heroes along its path.
Can be alt cast with Alternate cast to target friendly heroes instead.
x0.75
60
Cart Damage
If the cart collides with a wall while dragging an enemy, it will deal bonus damage to the targets.
Send the target's physical body to be a guest at the Baroness Hotel. The guest is to promptly make their way to the exit elevator, where they'll be sent back to their original position.
A stay at the Baroness Hotel is paid for in spirit damage. Failure to check-out on time costs additional spirit damage.
Cost of Stay
x1
75
Damage
Failure to Check-Out
x1.5
125
Damage
While a Guest
6.5s
Duration
While a Guest
{{{value}}}%
Slow
1
1 Stamina Drain and -20 Cooldown
2
+150 Damage +1.5s Stun on Failure to Check Out
5
Unstoppable while the Baroness is occupied. 15s Cooldown on Failure to Check Out.
Isolated heroes leave a trail as they move, and emit their heartbeat from afar.
You deal amplified damage against isolated heroes, and when isolated heroes die nearby you gain permanent weapon damage.
15%
Amplified Damage
20m
Isolation Range
0mMove Speed
On Isolated Hero Death:
3%
Permanent Weapon Damage
On Isolated Hero Death:
x0
0%
Missing Health as Healing
1
+3m/s Move Speed when around an isolated enemy hero
2
On isolated hero death: Heal 24% of your missing health and restores 2 Stamina
5
11% Amplified Damage
Healing amplified by Healing Booster and affected by healing reductionHealing triggers Healing Tempo's unique effect
Eternal Night
Eternal Night
100m
6.5s
0
145s
Surround nearby enemy heroes in darkness, severely limiting their vision of other units. Affected enemies are briefly revealed to you and are considered isolated for the duration.
Innate: Abilities can summon Ghouls that shamble toward the enemy base, dealing melee damage. They explode when they approach a hero or objective, dealing spirit damage in an area and applying a brief slow
Active: Create a gravestone at a target location that summons Ghouls over time. Enemies can destroy the gravestone with two heavy melees.
Charge up a powerful shot that pierces through enemies. Hold Ability 1 or Fire to hold the shot.
x1
80
Damage
1
1 Charges
2
+54 Damage
5
Improved damage scaling and -3s Charge Delay
Rain of Arrows
Rain of Arrows
4s
0
25s
Launches you high in the air, allowing you to glide slowly. While airborne, you gain Weapon Damage and multishot on your weapon. Alternate cast for reduced jump height. Press Jump / mantle to cancel the glide.
5
Weapon Multishot
3
Weapon Damage
0%Move Speed
0sSlow Duration
0%Bullet Lifesteal
0%Spirit Lifesteal
0%Bullet Evasion
1
While airborne, +3 Weapon Damage and weapon damage applies 30% movement slow for 1.5s
2
-12s Cooldown
5
While airborne, +30% Bullet Lifesteal, +30% Spirit Lifesteal and +30% Bullet Evasion
Throw out a trap that begins to arm itself. Once armed, the trap will trigger when an enemy enters its radius, applying Curse and Movement Slow that interrupts, Silences, Disarms, and prevents item usage. Hit the trap with a Charged Shot to detonate early with increased radius.
After 1.5s cast time, launch a spirit owl that you control and which explodes on impact, damaging and stunning enemies. Hold Move forward to accelerate the owl. Press Jump / mantle to release control. Gain permanent Spirit Power for each enemy hero killed with Guided Owl.
x0.937
230
Damage
12m
Explosion Radius
0.75s
Stun Duration
8Spirit Power Per Kill
1
85 Damage
2
-40s Cooldown
5
After hit, kills enemies that are below 22% Health
Throw a dagger that damages and sleeps the target. Sleeping targets wake up shortly after being damaged. Throwing a Dagger does not break your invisibility. Sleep Dagger does not interrupt enemies' channeling abilities.
x2.2
65
Damage
2.75s
Sleep Duration
0.2sMin Sleep Time
0.1sWake Up Delay
x0.002
1.5mSleep Movespeed
0mRicochet Range
1
-10% Bullet Resist Reduction for 6s on wake-up
2
+1s Sleep Duration Applies 15 Fixation Stacks
5
-17s Cooldown -50% Move and Dash Speed for 3s on wake-up
Fade out of sight, becoming invisible and gaining sprint speed. Attacking removes invisibility, but using items does not. Close enemies can see through your invisibility.
1.5s
Fade Time
18mSpot Radius
0mInvis Sprint Speed
0sBuff Duration
0sInvincible Duration
1
+7m Invis Sprint Speed
2
Enable 2 Ability Charges
5
Dispels non-ult debuffs Grants +50% Bullet Lifesteal for 5s
Fixation
Fixation
6s
0
Shooting a target increases your bullet damage on that target. Gain one stack per bullet hit, two if the hit is a headshot.
x0
0.2per stack
Weapon Damage
40
Max Stacks
x0
0
Spirit Damage
1
40 Spirit damage and 15% slow for 2s to target every 20 stacks
Connect with a nearby ally to gain bonuses, replicated healing, and ignore the move speed penalty while shooting. Receive 50% of Bonuses with no connection Connection requires line of sight.
x0.18
10%
Fire Rate
x0.15
15%
Bullet Lifesteal
x0.85
35%
Replicated Healing
0mMove Speed
1Tether Count
1
+2m Move Speed
2
+8% Fire Rate and +8% Bullet Lifesteal
5
Ability is always active
Healing amplified by Healing Booster and affected by healing reductionHealing triggers Healing Tempo's unique effect
Stone Form
Stone Form
6m
3s
0
40s
Turn yourself into impervious stone and smash into the ground, stunning and damaging enemies nearby. Heals you for a percentage of your max health.
x0.6
75
Damage
Stun
0.75s
Stun Duration
6%
Max Health Heal
1
7% Max Health Heal
2
-25s Cooldown
5
+0.75s Stun Duration and increased Damage spirit scaling
Grab an ally and take flight with them. Drop your ally to cause an explosion, dealing spirit damage. You and your ally gain increased Outgoing Damage when flying ends.
Cooldown reduced by 30% when used on allies. Taking damage briefly disables using the ability. While lifted, your ally cannot attack and deals -20% damage.
x0.7
115
Explode Damage
20%
Outgoing Damage Bonus
x0
0
Barrier
20mLanding Radius
8sBuff Duration
0%Move Speed
0sDebuff Duration
0%Bullet Resist
0sDuration
0sSilence Duration
1
On Fly End : 300 Barrier to Ivy and ally that scales with Spirit
2
+40% Slow for 3s on enemies hit
5
Silence for 3s on enemies hit. Increases damage and barrier scaling.
Kelvin creates a floating trail of ice and snow that gives movement bonuses to him and his allies. Kelvin gains 60% slow resistance for the duration. Enemies can also walk on the floating trail. Press Dash / Crouch / slide to travel up or down while in Ice Path.
2m
Move Speed
2m
Sprint Speed
18sIce Trail Duration
1
+2m Move Speed and +35% Bullet Resist for Kelvin while on Ice Path
2
-25s Cooldown
5
+35% Spirit and +20 Spirit for Kelvin while on Ice Path
Shoot freezing cold energy out in front of you, damaging targets and progressively reducing their movement and fire rate the longer you sustain the beam on them. You have reduced move speed while using Arctic Beam. The beam may also claim Souls.
x0.38
45
Damage Per Second
-20%
Max Move Speed
-20%
Max Fire Rate
2sTime To Max Debuff
25mBeam Length
2sDebuff Linger Duration
0mExtra Beam Range
-20%Max Dash Slow
1
-25% to Fire Rate and Move Speed
2
+20 DPS and increased Spirit Scaling
5
-13s Cooldown and Fires 2 additional Arctic Beams within 10m of the last target hit.
Target yourself or a Hero to freeze the air and create an impenetrable dome around them. While in the dome, allies gain rapid regeneration and enemies are slowed.
Objectives becomes Invulnerable and Frozen under Frozen Shelter
x0
90
Health Regen
-0%
Fire Rate
35%Move Speed
0%Max Health Heal
1
-20s Cooldown
2
1.5s Duration
5
Purges non-ult debuffs for you and your allies. +65 Health Regen that now scales with Spirit
Sacrifice some of your health to launch a bomb that deals damage after a brief arm time. Self damage type is Spirit and can be mitigated.
x1.22
90
Damage
30%
Health Cost
0.65sArming Duration
Bombs leave a toxic mess on the ground, dealing 26% of the original damage per second, for 6s.
0s
Toxic Mess Duration
1
-5s Cooldown
2
+2m Radius and +50 Damage.
5
Bombs leave a toxic mess on the ground, dealing 26% of the original damage per second, for 6s.
Life Drain
Life Drain
18m
2.5s
0
34s
Create a tether that drains enemy health over time and heals you. Target must be in line of sight and within max range to drain. You can shoot and use other abilities during the drain, but your move speed is reduced. Alternate cast to give health to friendly Heroes.
x0.323
24
Damage Per Second
100%Damage to Heal
28mMax Tether Range
1
13 Damage Per Second
2
2.5s Duration
5
Enables and Grants +2 Charges. Increases spirit scaling.
Sacrifice some of your health to launch blood shards that apply a stack of Malice. Each stack slows the victim and increases the damage they take from you. The slow effect decreases over time.
Swaps health levels with an enemy target. There is a minimum health percentage that enemies can be brought down to and a minimum amount of health received based on victims current health.
30%
Enemy Min Health
30%
Min Health Received
0sBuff Duration
0sSilence Duration
0mSilence Radius
1
-50s Cooldown
2
Silence enemies within 25m for 3s
5
On cast, +60 Spirit Power, +40% Fire Rate and +50% Spirit Resistance for 8s.
Stomp the ground beneath you, damaging enemies in front of you. If you perform Ground Strike while airborne, you quickly dive towards the ground. Damage grows slower after 25m.
x0.791
60
Stomp Damage
x0.04
5.5
Damage Per Meter
Displacement
0s
Duration
0%Enemy Move Speed
0sSlow Duration
1
-10s Cooldown
2
Struck enemies are knocked up and slowed by 50% for 3s
Focus on enemies to connect whips to them. After channeling, connected enemies are lifted and stunned then slammed into the ground. Your victims and any enemies in the landing zone will be damaged and slowed. Press Fire to throw connected enemies early. Enemies that are not in line of sight or go out of range during the latch time will not be grabbed.
Deploy a turret that shoots enemies, dealing spirit damage over time. The turret expires after a limited lifetime. Turrets deal reduced damage to troopers and objectives.
Deploy a spirit that provides healing to nearby allies.
x0.3
25/sec
Health Regen
6m
Heal Radius
0%
Fire Rate Bonus
0%Stamina Recovery
0%Max Health Regen
1
+1.5s Duration
2
-20s Cooldown and provides +100% Stamina Recovery
5
+2% Max HP Regen +3m Heal Radius +40% Spirit Resist
Healing amplified by Healing Booster and affected by healing reductionHealing triggers Healing Tempo's unique effect
Spectral Wall
Spectral Wall
50m
6s
0
50s
Cast a wall that applies slow on enemies it passes through. Erupt the wall to divide the terrain in half and damage nearby enemies. After casting, press Fire or Ability 3 to erupt the wall early.
Can be Destroyed with Melee Attacks
x0.731
60
Damage
-20%
Move Speed
Stun
0s
Stun Duration
5mMinimum Range
5mImpact Range
2.5sSlow Duration
0sDebuff Duration
1
Amplifies McGinnis's damage by +20% on hit enemies for 7s
2
-20s Cooldown and +2s Duration
5
Deploy 2 Mini Turrets near the wall for 8s +30% Slow
Transform yourself into a whirlwind that travels forward, damaging enemies, slowing their move speed and lifting them up in the air. After emerging from the tornado you gain bullet evasion.
Passive: Your shots apply a Djinn Mark on the target. When the mark expires or is consumed, it deals spirit damage and the target is briefly revealed on the map. Each added mark doubles the current damage. There is a per target Cooldown for applying additional marks
x0.35
11
Base Damage
2x
Damage Per Mark
4
Max Stacks
2.75sMax Frequency
5sDjinn's Mark Duration
6sReveal Duration
40mProc Max Range
0sStun Duration
Active: Consume all Djinn Mark's to deal its damage now.
1
On Proc: Apply a fading 60% Slow for 0.8s
2
+20 Base Damage and +3s Multiplier Duration
5
-0.75s Cooldown +1 Max Marks Stun Victim for 0.5s on Max Marks
Target a location on the minimap. After a brief wait, teleport to that location. Taking damage during the wait period causes the teleport to be interrupted.
2s
Wait Time
0%
Fire Rate
0m
Move Speed
x0
0
Barrier
0sMove Speed Duration
4sInterrupt Cooldown
1
+3m Move Speed and +20% Fire Rate for 12s
2
400 Barrier that scales with Spirit
5
-90s Cooldown
Mo & Krill
Scorn
Scorn
9m
0
13s
Deal damage to nearby enemies and heal yourself based on the damage done. Heal is stronger against enemy heroes.
x0.75
50
Damage
1.2x
Hero Damage to Heal
0.35xDamage to Heal
1
35 Damage
2
-5s Cooldown +1m Radius
5
Adds a debuff to enemies that lets Mo & Krill deal +15% Damage to them. Stacks and lasts 16s.
Hold the target in place, stunning them and dealing damage during the channel. If they die during, or within 3 seconds of Combo ending, you permanently gain max health.
x0.6
40
Damage Per Second
0%
Lifesteal
x2
40
Bonus Max Health Per Kill
1
+100% lifesteal
2
-30s Cooldown and +50% Bullet Resist
5
+0.7s Duration and +40 Damage Per Second and increased scaling
Throw a grenade that begins pulsing when it lands. Each pulse expands the radius and applies spirit damage, time slow, and stacking increased damage for Paradox against the victim.
Charge up a powerful shot of time energy, dealing spirit damage and applying a Time-Stop to enemies hit. The damage dealt increases with weapon damage. Move speed is increased while charging.
While in the air and charging, Zoom / alt-fire to timeslow your movement.
Channel to start launching projectiles that deal spirit damage and apply slow around their impact point. Projectiles that hit a hero grant Pocket increased damage that stacks. Casting while airborne will cause Pocket to float.
Casting AirDash or Flying Cloaking will not cancel Barrage.
Follow a trooper: Provides healing, damage, resists, and allows tagging along. When no hero is around, souls from trooper kills are split amongst the team.
Can be cast during Tag Along. Helpers will take a nap for 15.1s after following someone.
Shoot a ball of lightning that travels in a straight line. Does damage to all targets in its radius. Slows down when damaging enemies and stops if it hits the world.
Power up your weapon with a shock effect, making your bullets proc shock damage on your target. This shock damage bounces to enemies near your target. Occurs once per burst shot.
Channel an expanding storm cloud around you that damages all enemies within its radius. Enemies do not take damage when they are out of line-of-sight.
x0.6
95
Damage Per Second
1.5m
Flight Speed
10mInitial Radius
0%Bullet Resist
While channeling, press Fire to mark the targeted area to be struck with a powerful lightning bolt that knocks enemies away after a 0.25s delay. One use per cast.
75Strike Damage
x0.5
7mStrike Radius
1
+55% Bullet Resist while channeling Storm Cloud
2
+7s Channel Time +10m Final Radius +5m Initial Radius
5
+65 DPS +4m Flight Speed
Shiv
Serrated Knives
Serrated Knives
0.2s
2
2s
16s
Throw a knife that bleeds an enemy. Each additional hit adds a stack and refreshes the bleed duration, causing the bleed to increase per stack.
x0
0
Impact Damage
x0.13
10
Bleed DPS Per Knife
5s
Bleed Duration
Ultimate Unlock: While rage is full knives will ricochet to another enemy and apply a slow to enemies they bleed.
Instantly reload your gun. You gain bonus fire rate and deal bonus weapon damage based on the target's health for a limited number of shots, but suffer from reduced accuracy.
Deals bonus Weapon Damage against troopers and neutrals.
3
Max Shots
300%
Fire Rate
2.5%
Current Health as Damage
-30%Weapon Accuracy
0%Weapon Damage
0%Bonus Current Health as Damage
100%Weapon Damage vs. NPCs
1
+15% Weapon Damage
2
-10s Cooldown
5
If you hit all shots, deal +7% current health as damage
Boot Kick
Boot Kick
0.35s
10.6m
0
21s
Dash forward and kick the first enemy hit, dealing melee damage while pushing yourself off and marking them.
x0.9
45
Damage
Disarm
0s
Disarm Duration
0sDebuff Duration
Shooting the marked target deals spirit damage and removes the mark.
x2
25
Bonus Damage
3sMark Duration
1
-6s Cooldown
2
On Hero Hit: Restore 2 Stamina
5
+80 Bonus Damage and kicked enemies deal -35% Damage for 5s
Passive: Dealing damage generates bloodlust, increased at low health. At max bloodlust, you automatically cast Lycan Curse.
Active: Instantly transform, gaining increased max health, and stacking fire rate on enemy heroes, and replacing your abilities and weapon with their ferocious versions.
x15
125
Bonus Health
1.5m
Move Speed
0m
Sprint Speed
x0.45
60%
Fire Rate
0%Bullet Resist
0%Spirit Resist
30%Missing Health as Healing
0sKill Duration Bonus
0Heal Amount
x1
0Stamina
1
+15% Bullet & Spirit Resistance
2
+4 m/s Move Speed and 200 Bonus Health
5
On Hero Kill: Refresh abilities and duration
Healing amplified by Healing Booster and affected by healing reductionHealing triggers Healing Tempo's unique effect
Sinclair
Vexing Bolt
Vexing Bolt
500m
3.25m
1
3s
24s
Fire a bolt of magic that deals Damage, increasing as it travels. If you have an Assistant, they also cast Vexing Bolt at reduced damage.
Press Ability 1 to redirect the bolt towards your crosshairs.
Use your scoped rifle to fire a powerful shot over long distances. Deal only partial damage until fully charged after 1s of being scoped. Does bonus damage to enemies with less than 50% health remaining. Landing a killing blow on a player with Assassinate grants you bonus weapon damage.
x0.93
90
Damage
x2.3
90
Max Bonus Damage
6%
Weapon Damage Per Kill
1sFull Charge Time
50%No Charge Damage
20%Headshot Damage
1
-15s Cooldown
2
80 Max Bonus Damage
5
+4% Weapon Damage Per Kill
Viscous
Splatter
Splatter
5m
0
26s
Throw a ball of goo that deals damage and leaves puddles of goo behind that apply movement slow to enemies in the radius.
x0.7
55
Damage
2
Bounces
Multiple hits to the same target deal less damage.
Goo puddles linger on the ground and apply a movement slow to enemies walking on them.
Encase the target in a cube of restorative goo that protects from damage, and increases health regen. Target is unable to take any new actions while cubed. Can be used on self. Press Jump / mantle to escape early.
x0.3
40
Health Regen
3s
Duration
After exiting the cube, the target has increased move speed and stamina recovery for a short duration.
0m
Move Speed
0%
Stamina Recovery
8s
Buff Duration
1
Increases Move Speed and Stamina Recovery
2
+25 Health Regen and +1s Duration
5
Removes all non-ult Debuffs and -20s Cooldown
Healing amplified by Healing Booster and affected by healing reductionHealing triggers Healing Tempo's unique effect
Puddle Punch
Puddle Punch
40m
4m
1
1.7s
21s
Materialize a fist in the world that punches everyone in the area, applying knockup.
Morph into a large goo ball that deals damage and stuns enemies on impact. The ball grants large amounts of Bullet and Spirit resist, bounces off walls and can double jump.
After charging for 2s, release pulses that damage enemies and heal you based on the damage done. While channeling Last Stand you have greatly increased bullet and spirit resist.
x1.3
70
DPS
75%
Hero Lifesteal
0m
Move Speed
0.5sPulse Interval
10%Non-Hero Lifesteal
50%Bullet Resist
50%Spirit Resist
1
4m Radius
2
+40.5 DPS -30s Cooldown
5
+4s Duration Unstoppable and +30% Resists while channeling
Healing amplified by Healing Booster and affected by healing reductionHealing triggers Healing Tempo's unique effect
Wraith
Card Trick
Card Trick
500m
4m
2
0.6s
Deal weapon damage to summon cards of a random suit. Each card can be thrown, dealing damage and applying a different effect depending of its suit. Cards thrown fly towards the enemy or point under your crosshair.
Alt-cast to throw first card
x0.55
45
Damage
Each suit provides a different bonus. Jokers counts as all suits
Spade
60%
Bonus Damage
Diamond
-8%
Bullet and Spirit Resist Reduction
Club
-30%
Move Speed
Heart
x0.75
75
Heal
1
2 Charges
2
+40 Damage and increased Spirit Scaling
5
All suits are improved and higher chance for Jokers
Channel to increase damage over 1.4 seconds, then release a fully-charged sword strike. Press Ability 1 or Fire to trigger the strike early, dealing partial damage.
x1.85
145
Full Charge Damage
22m
Slash Length
0%Move Speed
0sSlow Duration
60%Bullet Resist
1
+40% Movement Slow for 3s
2
-4s Ability Cooldown
5
+8m Cast Range +150 Damage and Increases Spirit Power scaling
Become infused with Yamato's shadow soul. After an initial invincible transformation your abilities are refreshed and are 60% faster. You gain immunity to negative status effects and have greatly increased bullet and spirit resist. When you get a hero kill, you heal and the duration is extended.