This is an interactive overview of SMITE®s gods with their associated pantheon and role. This is especially useful for the weekly quests, which may focus on a specific pantheon or role.
Lancelot does a quick dash and thrust forwards with his lance. He deals damage to enemies in his path and those hit by the extending lance. If he hits an enemy he may dash again within 3s.!
Cost: 50/55/60/65/70
Cooldown: 10s
Ability Type:Dash, Damage
Range:20
Skilled Strikes
Lancelot slams his shield into enemies in a small area in front of him, dealing damage and knocking them back. He follows up this attack with a sweep of his lance dealing damage again and bonus damage to enemies that are further away.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Cone, Knockback, Damage
Range:15/25
Mount up
Lancelot mounts onto his trusty steed charging forwards with increased movement speed. While on his horse Lancelot gains a Health Shield that builds over time and his abilities change.
Lancelot can cancel this ability to dismount normally which will not trigger a Cooldown. If Lancelot's Health Shield is depleted, he is forced off his horse.
While Mounted, Lancelot is immune to CC effects except Stuns and Time Dilation.!
Cost: 50
Cooldown: 14s
Ability Type:Buff
The Grand Joust
Lancelot mounts and rears up his horse as a large jousting list is created, crippling enemies in the area. Lancelot charges ahead, dealing damage to all enemies hit and refreshing his mounted Health Shield.!
Cost: 80/85/90/95/100
Cooldown: 90s
Ability Type:Line, Cripple, Damage
Range:80
Camelot's Quest
Lancelot receives 1 Stack for a god kill/assist and 1 Stack for every 5 minion kills (max. 40 Stacks).
While Mounted, each stack provides increased Movement Speed.
While Unmounted, each stack provides reduced basic attack damage received from directly in front.!
Merlin conjures an orb of condensed celestial energy that grows in size as it travels, dealing damage every 0.4s and marking Enemies hit.
Enemies marked take additional damage if they stay within the outer range of Eclipse.
(Change stance to Fire/Ice for more information)!
Cost: 60
Cooldown: 14s
Ability Type:Circle, Damage
Range/Radius:60/15,35
Vortex (Dragonfire/Blizzard)
Merlin deploys a field of arcane energy at a location. After a delay, the Vortex deals damage and pulls Enemies towards the center.
(Change stance to Fire/Ice for more information)!
Cost: 60/65/70/75/80
Cooldown: 16/15/14/13/12s
Ability Type:Circle, Knockup, Damage
Range/Radius:60/20
Flicker
Merlin quickly teleports a short distance in front of him.!
Cost: 70
Cooldown: 24/23/22/21/20s
Ability Type:Teleport
Range:30
Elemental Mastery
Merlin taps into his inner potential, exploding with energy in the stance he is currently attuned to. During this time Merlin can choose which stance to enter into next.
After the explosion reaches its apex, it collapses in on itself. Enemies are dealt damage from the both the explosion and the implosion and suffer different effects depending on which stance's energy they are being hit by.!
Cost: 40/50/60/70/80
Cooldown: 30/27.5/25/22.5/20s
Ability Type:Circle, Crowd Control, Damage
Radius:25
Overload
Every time Merlin casts a spell he gains a stack of Overload. When Merlin next fires a basic attack it will be augmented with lightning, dealing extra damage to the first Enemy.!
Morgan Le Fay summons a crashing magical sword, imbued by a sigil of her choice which is briefly carved into the ground. Enemy gods hit are Marked while the Sigil causes secondary effects.
Mark of Mind, fearing enemies from the center of the Sigil.
Mark of Body, creating a slowing field.
Mark of Soul, spawning a decoy that attacks enemy gods hit for 4s.!
Cost: 50/55/60/65/70
Cooldown: 11s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:55/20
Dragonflight
Morgan Le Fay summons a dragon apparition which bursts from the ground in front of her, dealing damage and knocking up enemies hit.
The dragon then flies forward, dealing damage again and knocking back enemies.
Applies Mark of Spirit to enemy gods hit.!
Cost: 70/75/80/85/90
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Area, Crowd Control, Damage
Range:60
Shroud of Wildfire
Morgan Le Fay dons and sends out a cloak of wildfire, damaging enemies and stopping on enemy gods. On expiring the wildfire explodes, leaving a 4s debuff on enemies that continues to deal damage. While the debuff persists, enemies that use a movement ability combust, taking damage again. Morgan Le Fay gains Movement speed for using this ability and can extend the debuff on enemies with continued basic attacks. Applies Mark of Matter to enemy gods hit.!
Cost: 60
Cooldown: 13s
Ability Type:Line, Debuff, Damage
Range/Radius:60/12
Consuming Power
Morgan Le Fay rises into the air, consuming the Marks on enemies in front of her, dealing damage and empowering her next strikes.
For a short duration after Morgan Le fay can fire out 3 devastating strikes of dark energy, dealing damage and providing a Missing Health Heal per enemy god hit.
Initial Marks consumed increase the width of the energy projectiles. Subsequent heals per projectile is reduced by 50%.!
Cost: 80/85/90/95/100
Cooldown: 90s
Ability Type:Area, Heal, Damage
Range:70/100
Empowered Blade
Morgan Le Fay's abilities Mark enemy gods also activating the shared Symbol on her sword providing Magical Power. Once her sword has gained all 5 Symbols, Morgan Le Fay becomes empowered, gaining double the Magical Power buff and reducing the cooldown of Consuming Power by 10s before the Symbols are all drained.!
Standard: King Arthur deals a devastating overhead blow in Melee range that creates a slashing attack that travels forwards. Enemies hit by the Melee strike take bonus damage from the Slicing attack. Combo: King Arthur swipes low, crippling and damaging enemies that are struck.!
Cost: 35/40/45/50/55
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Line, Damage
Range:70
Battle Stomp (Uppercut)
Standard: King Arthur stomps on the ground with heavy force, causing enemies around him to take damage and become slowed. Combo: King Arthur charges forward, stopping on first god hit. At the end of the charge King Arthur unleashes an uppercut, knocking up enemies into the air.!
Cost: 40/45/50/55/60
Cooldown: 14s
Ability Type:Circle, Slow, Damage
Radius:20
Twin Cleave (Bladestorm)
Standard: King Arthur unleashes two cleave attacks while charging forward. Enemies hit by a cleave take damage and have their protections reduced. Combo: King Arthur swings Excalibur around him, charging forward and damaging enemies 5 times before winding up a final strike that deals more damage. King Arthur is immune to Knockup for the duration.!
Cost: 40/45/50/55/60
Cooldown: 16s
Ability Type:Dash, Debuff, Damage
Range/Radius:30/10
Sundering Strike (Excalibur's Wrath)
35 Energy: King Arthur winds up a massive jab, charging forwards slightly before striking. Enemies hit by this jab are stunned for 1s. 80 Energy: King Arthur charges forward with Excalibur drawn. If King Arthur hits an enemy god, he launches them into the air and unleashes a barrage of 6 attacks, after which he launches them back to the ground dealing damage to the target and any enemy below.!
Cost: 35 (80) Energy & 40 Mana
Cooldown: 20
Ability Type:Line, Stun, Damage
Range:45
Steadfast
Each ability that damages a god results in a stack of Steadfast, reducing damage taken, and increasing energy gain. Each time King Arthur uses an ability he swaps between his Standard and Combo Abilities. All abilities are Instant Cast. Attack Speed does not benefit his Basic Attacks, and instead increases his energy gain.!
Ishtar imbues her arrows with heavenly light, enhancing her Basic Attacks in one of three ways for 6s. The three varieties include Strike Shot, a lobbed explosive arrow, Spread Shot, a volley of five arrows, and Storm Shot, a fast-paced long range snipe. Ishtar cannot hit Structures during the duration.!
Cost: 60/65/70/75/80
Cooldown: 9s
Ability Type:Buff
Rolling Thunder
Ishtar calls down four strikes of lightning in a line, damaging Enemies within their area. Ishtar may aim which direction the strikes travel. If an Enemy is hit by more than one strike, they are mesmerized.!
Cost: 55/60/65/70/75
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Area, Mesmerize, Damage
Range/Radius:70/15
Jolt
Ishtar draws her blades and charges forward, striking all Enemies in her path. If she hits an Enemy God, she stops and roots them for 1s as she backflips off of them. As Ishtar is in the air, she fires her bow, dealing damage in an area around the affected God. This shot may Crit and trigger Basic Attack item effects.!
Cost: 60
Cooldown: 15s
Ability Type:Dash, Root, Damage
Range/Radius:55/15
Blades of Retribution
Ishtar becomes CC-immune and summons five swords of light, firing them out in a cone in front of her. Each sword damages and cripples enemies for 1.25s. When the swords reach their destination, Ishtar may recall them to her location within 3s. If an Enemy is hit by both the initial fire and the recall, they are stunned for 1s. Each sword hit after the first deals reduced damage, resetting before recalling.!
Cost: 100
Cooldown: 90s
Ability Type:Cone, Crowd Control, Damage
Range:80
Mark of Vengeance
When Ishtar drops below 75% Health, she marks the Enemy God that most recently damaged her for 10s. Each time Ishtar deals damage to the marked God with a Basic Attack, she gains a stacking Attack Speed buff. If Ishtar receives a kill or assist on the marked God, she gains a Movement Speed buff. This passive has a 20 second cooldown.!
Tiamat gathers power, allowing her to fire orbs of energy at the end of the channel. Each orb damages enemies and stops on enemy gods.
Hitting the same enemy deals 15% less damage each time, to a maximum of 70% reduction.
This ability can fire additional projectiles at ranks 3 and 5.!
Cost: 55/60/65/70/75
Cooldown: 10s
Ability Type:Line, Damage
Range:70
Ruination
Tiamat creates an energy field dealing low damage to enemies in the entire area and then a larger amount in the inner area. The inner area of the field also stuns enemies for a short duration.!
Cost: 65/70/75/80/85
Cooldown: 16/15/14/13/12s
Ability Type:Area, Stun, Damage
Range:55
Grounding Dive
Tiamat dives into the fight landing on all fours, dealing damage and switching to her Ground stance. This ability also provides Tiamat one Hardened Scale.!
Cost: 40
Cooldown: 20/18.5/17/15.5/14s
Ability Type:Circle, Leap, Damage
Range/Radius:50/15
Children of Creation
Tiamat is able to summon one of her children onto the battlefield.
Summon Serpents: Serpents that travel down lanes and act as minions.
Summon Beast: Kusarikku who stands guard waiting for enemy gods.
Summon Storm: Umu Dabrutu, the storm that chases enemies.!
Cost: 0
Cooldown: 0s
Ability Type:Pet, Damage
Range:50
Death Begets Life
While in Flying stance Tiamat heals from nearby ally and enemy deaths, less from minions. In Ground stance she gains up to 5 Hardened Scales, damage mitigation that breaks after a certain amount of damage is taken. Normal minions do not provide Hardened Scales. Passive Healing does not proc item effects.!
Gilgamesh ignites his sword with the ferocity of the Sun for 3s. Enemies around the ignition take damage and are slowed for 2s. Lane Minions take an extra +40% damage. Gilgamesh's Basic Attack deals bonus damage equal to 3% of his Maximum Health to enemies hit. When Gilgamesh successfully hits an enemy with his Basic Attack the duration of this effect is extended for 0.8s, up to a maximum of 6s. Gilgamesh gains HP5 per rank of this ability.!
Cost: 50/55/60/65/70
Cooldown: 12/11.5/11/10.5/10
Ability Type:Circle, Slow, Damage
Radius:20
Drop Kick
Gilgamesh drop kicks an area in front of him. Enemies in the area are damaged while the closest enemy is launched through these enemies. The launched enemy takes bonus damage when hitting a minion or takes burst damage and is stunned if hitting a God or a Wall. If the launched enemy hits the Winds of Shamash they are thrown toward the center of the ring. Minions hit by the launched enemy take bonus damage. Gods hit by the launched enemy take burst damage and are stunned.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Line, Crowd Control, Damage
Range:25
Hero's Advance
Gilgamesh leaps into the air, crashing down at a target location. Enemies around the impact take damage. Gilgamesh infuses the ground with energy, causing a beacon to appear for 5s. Allies who run towards the beacon will gain Movement Speed, halving once they enter the beacon. Allies who enter the beacon will gain bonus Lifesteal, boosted by 10% of Gilgamesh's highest Protection.!
Cost: 70
Cooldown: 16s
Ability Type:Circle, Leap, Damage
Range/Radius:55/30
Winds of Shamash
Gilgamesh calls upon Shamash to create a ring of wind at a target location for 6s. Enemies inside this ring when it starts take damage and are slowed for 2s. Enemies inside the ring take wind damage every .5s. Enemies who try to escape the ring are heavily slowed. If Gilgamesh damages an enemy trying to flee they are thrown back towards the center of the ring. The wind turns into thread over 6s; damaging and Rooting enemies who are still inside the ring. !
Cost: 80/85/90/95/100
Cooldown: 90s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:45/35
Epic of Gilgamesh
Gilgamesh Embarks! At level 5 and 10 Gilgamesh gains a quest. The first quest is to visit a specific location on the map. The second quest is to defeat gods equal to half of an enemy team (rounded up) in a single fight. Each time Gilgamesh completes a quest he is awarded a Tier 1 item or 500 gold if he has a full inventory.!
Cliodhna wails at enemies before her, causing damage 3 times, with the final hit being the strongest. The final hit will also cause enemies to be silenced and deafened for 1.5s. While channeling this scream Cliodhna is immune to knockups. While inside a wall Cliodhna will cause a spectral face to appear and wail in her stead that damages only enemy gods in a wider cone. !
Cost: 50/55/60/65/70
Cooldown: 12
Ability Type:Cone, Silence, Damage
Range:30
Flickering Visions
Cliodhna fires a distorting bolt of energy that explodes on contact with a living soul. Enemy gods hit by this explosion lose the ability to perceive Cliodhna for 5s. If Cliodhna attacks or is hit she flickers back into vision before fading back out. As long as one enemy god is debuffed Cliodhna gains a Movement Speed Buff.!
Cost: 40/50/60/70/80
Cooldown: 14
Ability Type:Line, Blind, Damage
Range/Radius:60/15
Lurching Claw
Cliodhna dashes forward, damaging enemies she passes through. At max range, if she cancels this dash, or upon refiring the ability she will unleash a claw swipe that deals heavy damage. Cliodhna can cast this while inside a wall, resulting in the dash traveling further.!
Cost: 50/55/60/65/70
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Dash, Damage
Range:75,85
Tearing The Veil
Cliodhna tears the veil between life and death. When the rift first opens it deals heavy damage and then deals rift damage to targets in a line and slows them. Minions take 25% reduced damage, and all enemies hit by subsequent hits take 40% less damage, stacking twice up to 80%. This ability has 2 charges. Rifts can be destroyed by basic attacks. Cliodhna can use this ability while inside a wall. When used this way the veil is not fully torn, instead activating when a target gets too close. Cliodhna can have up to 3 rifts active.!
Cost: 30/35/40/45/50
Cooldown: 55/50/45/40/35
Ability Type:Cone, Slow, Damage
Range:85
Phantasmal
Cliodhna can walk into walls once every 12s. While inside a wall she can move freely and use some of her abilities. Every 0.4s she loses 0.12% of her health, stacking in intensity up to 40 times. She cannot enter a wall while below 25% Health or crippled. For 6s after exiting she gains 15% Physical Ability Lifesteal.!
Druid: Artio pulses out a strong wave of energy that damages enemies. She will heal herself and allies within 65 units for each enemy god hit by this ability.
Bear Form: Artio slashes twice with her claws, damaging enemies with each swipe. !
Cost: 40/45/50/55/60
Cooldown: 12s
Ability Type:Cone, Heal, Damage
Range:25
Entangling Vines (Ferocious Roar)
Druid Form: Artio creates a thicket of vines around herself that cripples enemy gods and decreases their Magical or Physical Power as long as they are in the area. Bear Form: Artio lets out a ferocious roar that Stuns all nearby enemies and increases her own Physical and Magical Protections for 4s.!
Cost: 50/55/60/65/70
Cooldown: 15s
Ability Type:Circle, Cripple
Radius:20
Life Tap (Heavy Charge)
Druid Form: Artio channels for 2s, draining the life from enemies. While channeling she deals damage up to 5 times and heals herself up to 5 times. Each hit increasingly Slows enemies and enemies hit all 5 times are Rooted for 1s.
Bear Form: Artio charges forward at an increased movement speed for 3s. Enemies she charges through take damage and are Slowed for 2s.!
Cost: 55
Cooldown: 15s
Ability Type:Line, Crowd Control, Damage
Range:55
Shapeshift
Active: Artio Shapeshifts between her Druid stance and Bear stance.
Passive: Every time Artio hits at least 1 enemy with an ability she gains 1 stack of Invigoration. Invigoration stacks increase her Movement Speed and MP5. Stacks last 6s, and stack up to 8 times. !
Cost: 0
Cooldown: 1s
Ability Type:Buff
Decompose
Enemy gods hit by Artio's Druid or Bear damaging abilities will begin to decompose. This effect decreases their Physical and Magical Protections. This effect stacks. !
Cernnunos imbues his glaive with the power of the 4 seasons. Activating this ability rotates him through 4 different bonuses to his basic attacks.
Spring Growth: Bonus Physical Lifesteal
Summer Heat: Bonus Damage
Autumn Decay: Physical Protections debuff for 10s
Winter Chill: Slows for 1.4s!
Cost: None
Cooldown: 0s
Ability Type:Buff
Bramble Blast
Cernunnos fires a bramble forward in a line that roots and cripples a single enemy hit. Upon hitting an enemy, wall, or reaching max range it will explode dealing damage and spawning an area of brambles at the location. This area deals damage every .5s and persists for 5s.!
Cost: 60/65/70/75/80
Cooldown: 15s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:55/20
Horn Charge
Cernunnos charges forward, damaging and crashing through all types of enemies.!
Cost: 70/75/80/85/90
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Dash, Damage
Range:55
The Wild Hunt
Cernunnos selects an area where The Wild Hunt will begin. After a 1s delay, enemies in the area will be damaged and gods will be Polymorphed into wild boars. Polymorphed gods are silenced, disarmed and slowed. Polymorph is not affected by diminishing returns.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Polymorph, Damage
Range/Radius:55/25
Heavy Glaive
Cernunnos wields a Glaive as a weapon. His basic attacks deal additional damage to all enemies in melee range while he is throwing it. The additional damage from Heavy Glaive does not trigger any effects from items or abilities. It also can not Critical Strike.!
When activated, The Morrigan begins combining the power from all three of her forms. When activated again, they simultaneously damage and stun enemies in front of them. Jungle Camps take an extra +15% damage.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Cone, Stun, Damage
Range:30
Dark Omen
The Morrigan launches a wave of dark magic at her enemies that deals damage, deals bonus damage to minions, and applies an Omen to enemy gods for 8 seconds. Gods with an Omen will take bonus damage the next time they are hit by any damaging ability. !
Cost: 60/65/70/75/80
Cooldown: 7s
Ability Type:Line, Damage
Range:70
Confusion
The Morrigan creates a phantom of herself while becoming stealthed and increasing her Movement Speed. The phantom runs to the targeted area, deals no damage, and will die if it takes any damage. If The Morrigan attacks or takes damage, she will be revealed and lose her increased Movement Speed.!
Cost: 60/65/70/75/80
Cooldown: 15s
Ability Type:Buff
Range:80
Changeling
The Morrigan selects a God from the current match to become a copy of and cleanses herself of all effects. She copies all of their current stats and may use all of their abilities for the duration. She retains her own Relics and cannot use Consumables.
The Rank of her abilities will transfer to the skills of the god she copies. This ability's cooldown will be increased to match the target God's ultimate ability cooldown. You may hover over a target and cancel to pre-select them, so you do not need to use the cursor on activation. !
Cost: 100
Cooldown: 140/130/120/110/100s
Ability Type:Buff
Doomsayer
The 3rd hit of The Morrigan’s hit chain will explode, dealing damage to all enemies within range and Dooming all enemies hit. Doomed Enemies will take additional Basic Attack damage over time.!
Cu Chulainn thrusts his spear forward, damaging all enemies in front of him and stunning less powerful minions. Successfully hitting an enemy minion with this ability restores 5 Rage, 8 for a god (to a max of 18). Barbs from his spear stick in opponents and reduce their healing received for 5s.
In his Berserk Form, Cu Chulainn instead slams his massive arms down, damaging and rooting all enemies in front of him and this ability costs no Rage.!
Cost: 9 Rage
Cooldown: 16/15/13/13/12s
Ability Type:Line, Debuff, Damage
Range:45
Vent Anger
Cu Chulainn vents his anger as superheated steam, increasing his Movement Speed and draining his Rage. Every .5s while in this state, all enemies within range are damaged by the heat. Vent Anger does not return Rage.
In his Berserk form, Cu Chulainn Vents Anger automatically and does not drain Rage.!
Cost: 16 Rage
Cooldown: 6s
Ability Type:Circle, Buff, Damage
Radius:22.5
Salmon's Leap (Furious Charge)
Cu Chulainn vaults over his spear, leaping to a target location and slamming it down to damage enemies around and in front of him. Successfully hitting an enemy minion with this ability restores 5 Rage, 8 for a god (to a max of 18).
In his Berserk Form, Cu Chulainn instead charges forward damaging, stunning and driving all enemies back with him and this ability costs no Rage.!
Cost: 9 Rage
Cooldown: 15s
Ability Type:Area, Leap, Damage
Range/Radius:35/15
Spear of Mortal Pain (War Cry)
Cu Chulainn swings his spear Gae Bulg in a circle around him, Damaging and Knocking Up all Enemies. Successfully hitting an enemy minion with this ability restores 10 Rage, 26 for a god (to a max of 36).
In his Berserk Form, Cu Chulainn instead gives a terrifying yell, Damaging all Enemies and causing them to Tremble. This yell costs no Rage and has a 35s cooldown.!
Cost: 14 Rage
Cooldown: 105/100/95/90/85s
Ability Type:Circle, Knockup, Damage
Radius:30
Berserk
Cu Chulainn's Mana, MP5, and Mana Heals are applied to his Health pool. Abilities consume Rage, which stops regen at 25, but he gains Rage upon hitting with his Abilities as well as 1 Rage for Basic Attacks and .5 when he or allies take damage. After 2s above 85, he goes Berserk. While Berserk, Cu Chulainn gains Power and a Health Shield.!
Da Ji heats up her claws, causing her next successfully hit Basic Attack to burn the target, dealing instant bonus damage, additional damage every 1s for 3s and Slowing them for 3s. Da Ji gains Haste when this ability activates, which lasts until she hits a target.!
Cost: 50
Cooldown: 9s
Ability Type:Buff, Damage
One Thousand Cuts
Da Ji lashes out with her claws at nearby enemies, executing 4 strikes that damage all enemies in range and apply the Bleed from Torture Blades.
While this ability is channeling Da Ji moves freely in all directions, gains 40% increased Movement Speed, immunity to Slows and Knockups, and her tails mitigate Damage dealt to her by Enemy Gods who are behind her.!
Cost: 60/65/70/75/80
Cooldown: 11s
Ability Type:Area, Buff, Damage
Radius:20
Trickster Spirit
Da Ji selects a single allied or enemy target and teleports to their location after a short delay. Upon arriving at the target, she lashes out with her claws, dealing damage and applying the Bleed from Torture Blades to all enemies around her.!
Cost: 60/65/70/75/80
Cooldown: 15s
Ability Type:Circle, Teleport, Damage
Range/Radius:55/10
Paolao
Da Ji Summons her signature torture device, the Paolao. As she hovers above the device she may fire up to 3 shots. Enemy gods hit take damage and become Chained and Slowed. At the end of her ability Chained enemies are pulled to the Paolao becoming Stunned and then taking damage 3 times over 2s. If a god hit by this ability becomes Crowd Control Immune at any time, they break the Chain on them and cannot be Chained again until this ability ends.!
Cost: 100
Cooldown: 120s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:80/10
Torture Blades
Da Ji's sharp claws cause her enemies to Bleed when struck by her basic attacks. Bleeding causes the enemy to take additional damage every 1s for 2s (This damage does not trigger Item effects). Bleed can stack any number of times on the same target. !
Pros: High Single Target Damage, Medium Crowd Control
Cons:
Abilities:
Universe Ring Toss
Ne Zha throws the Universe Ring, bouncing several times, dealing damage, applying a Physical Protection Debuff for 3s and Slowing by 12.5% for 1s. Each hit also stacks a movement speed buff on Ne Zha for 2s. Subsequent hits on the same target deal 35% less damage and double the Slow's effectiveness.!
Cost: 50/55/60/65/70
Cooldown: 14s
Ability Type:Line, Slow, Damage
Range:55
Flaming Spear
Ne Zha empowers himself with fighting spirit, igniting his spear for increased Attack Speed and Critical Strike Chance for a short duration. Upon activation, Ne Zha also heals himself based on each stack of his passive ability.!
Cost: 55/60/65/70/75
Cooldown: 14s
Ability Type:Buff
Armillary Sash
Ne Zha throws out his Armillary Sash hitting the first enemy god in its path. The target is Stunned as Ne Zha yanks himself toward the target, dealing a powerful blow to all enemies in the area as he arrives.!
Cost: 75
Cooldown: 12s
Ability Type:Line, Stun, Damage
Range:70
Wind Fire Wheels
Ne Zha dashes forward, gaining bonus Protections for 4s and becoming CC immune. If he hits an enemy god he lifts them into the sky for 4s, unleashing a 3-hit combo. Successfully timed attacks during the combo result in these hits dealing Critical Damage. They are then smashed back to Earth, slightly knocking up and damaging the target and enemies around the landing location. When Ne Zha lands he gains bonus Protections for 5s and dashes back to where he cast this ability.!
Cost: 80/90/100/110/120
Cooldown: 90/85/80/75/70s
Ability Type:Dash, Crowd Control, Damage
Range:55
Righteous Spirit
Ne Zha's spirit is strengthened as he successfully hits enemies with abilities and basic attacks. Each hit provides 1 stack and each Critical Hit provides 2 stacks. Stacks reset if Ne Zha has not taken or dealt damage in the last 12s.!
Xing Tian shouts from his chest with great force, damaging enemies and reducing their Basic Attack damage. Enemies also take damage over time based on their maximum health.!
Cost: 55/60/65/70/75
Cooldown: 14s
Ability Type:Line, Debuff, Damage
Range:45
Hook Slam
Xing Tian first launches an attack with his axe, knocking the opponents into the air before slamming them into the ground and rooting them.!
Cost: 50/55/60/65/70
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Area, Crowd Control, Damage
Range/Radius:25/20
Sky-Cutting Axe
Xing Tian leaps forward, dealing damage to enemies when he lands, and he may leap again within 4s. While in the air, Xing Tian has increased protections, which are refreshed if he connects with a target.!
Cost: 60
Cooldown: 15s
Ability Type:Leap, Circle, Damage
Range/Radius:35/12
Whirlwind of Rage and Steel
Xing Tian spins grabbing and hitting enemies with his axe before throwing them in the direction he is facing.
Damage is dealt to enemies once each on the grab and throw as well as three times during the spin.!
Cost: 70/80/90/100/110
Cooldown: 90s
Ability Type:Circle, Knockup, Damage
Radius:20
Smouldering Rage
Xing Tian gains stacks of Smouldering Rage each time he hits an enemy with an ability. For each stack of rage Xing Tian has, he gains HP5 and temporary maximum Health for 18s. Xing Tian's HP5 has no cap.!
Hou Yi fires a powerful shot that can ricochet off of walls. After firing, if this arrow bounces off of a wall it will travel 70 units from that point and gain +40% bonus damage to gods per bounce up to a maximum of 2 bounces. This arrow will stun if the target has Mark of the Golden Crow.!
Cost: 60/65/70/75/80
Cooldown: 10/9.5/9/8.5/8s
Ability Type:Line, Damage
Range:70
Mark of the Golden Crow
Hou Yi marks an enemy with Mark of the Golden Crow. Marked enemies take extra damage for every 10% of their missing health from Hou Yi’s abilities and basic attacks. Also, marked enemies, including stealthed gods, are visible to Hou Yi on the minimap. The mark lasts for 10s.!
Cost: 50
Cooldown: 14s
Ability Type:Target, Debuff
Range/Radius:55/10
Divebomb
Hou Yi launches into the air, and for a short time may target some distance away to quickly dive towards the ground damaging any enemies in the immediate area. If the target has Mark of the Golden Crow they are knocked back.!
Cost: 70
Cooldown: 15s
Ability Type:Circle, Leap, Damage
Range/Radius:55/20
Sunbreaker
Hou Yi shoots nine arrows into the sky, striking one sun with each arrow. The nine suns come crashing down one by one, slowing and dealing damage in a target area over time. A target with Mark of the Golden Crow will have their movement speed slowed by an additional 20%.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Slow, Damage
Range/Radius:55/30
Suntouched
After taking a critical hit, Hou Yi can’t be critically hit again for 3s and his cooldowns are reduced by 2s.!
Jing Wei creates a gust of wind that damages enemies and knocks up enemy gods when summoned. The gust persists for 6s and continues to knock up and deal additional damage to enemies every 1s. If Jing Wei walks onto the area she is knocked into the air and gains an attack speed buff for 7s.!
Cost: 60/65/70/75/80
Cooldown: 12/11.5/11/10.5/10s
Ability Type:Circle, Knockup, Damage
Range/Radius:55/10
Explosive Bolts
Jing Wei loads her crossbow with explosive bolts that augment her next 3 Basic Attacks. These attacks are wider, have increased critical chance, and deal area of effect damage.!
Cost: 50
Cooldown: 12/11.5/11/10.5/10s
Ability Type:Area Basic, Buff
Range/Radius:55/10
Agility
Jing Wei dashes straight forward. She may use this ability while knocked into the air for a longer range dash. She also gains a 5s increase to Physical Power and Movement Speed upon using Agility. The effect of this buff is increased if Agility is used from the air. !
Cost: 60
Cooldown: 16s
Ability Type:Line, Dash
Range:35/55
Air Strike
Jing Wei channels briefly before taking to the sky. She then flies forward and upward while covering the area below her in explosions that damage all enemies in the area. After her attack she hovers for up to 2s before landing at a ground target location. !
Cost: 80/90/100/110/120
Cooldown: 90s
Ability Type:Line, Damage
Range:70
Rapid Reincarnation
When exiting the fountain, Jing Wei prepares for takeoff and then ascends into the sky, allowing her to fly over obstacles at an increased speed with Crowd Control immunity. Jing Wei can decline to fly by canceling the ability on her way out of the fountain.!
Ao Kuang Teleports forward into Stealth, leaving behind a watery form of himself. He remains in Stealth for 5s or until he attacks or takes damage.
Ao Kuang may activate this ability again to detonate the watery form, dealing damage to nearby enemies.!
Cost: 70
Cooldown: 15s
Ability Type:Circle, Teleport, Damage
Range/Radius:30/20
Dragon Call
Ao Kuang summons 6 dragons to his side. For every successful Basic Attack Ao Kuang makes, a dragon will dive to the target dealing additional damage. This ability ends after all dragons are used, or after 10s. Ao Kuang may activate this ability again to send forward any remaining dragons in a ranged attack. The dragons damage and Slow the first enemy they hit.!
Cost: 60/65/70/75/80
Cooldown: 15/14/13/12/11s
Ability Type:Line, Buff, Damage
Range:55
Wild Storm
Ao Kuang unleashes a storm of lightning from his sword, damaging all enemies in front of him. This hit will send a Dragon from Dragon's Call forth, dealing damage to hit targets.!
Cost: 50/55/60/65/70
Cooldown: 7s
Ability Type:Cone, Damage
Range:30
King of the Eastern Seas
Ao Kuang grabs a single target, damaging and knocking them into the air. If the target is below a Health threshold, Ao Kuang will also reveal his true form, becoming an airborne Dragon and executing them restoring Health. After transforming Ao Kuang then picks a new location to land, dealing damage to enemies within 20 units.!
Cost: 90/100/110/120/130
Cooldown: 100s
Ability Type:Target, Knockup, Damage
Range:15
Dragon King's Sword
Every 10 seconds Ao Kuang gets a stack of Dragon King's Sword. With a stack available, his next non-ultimate ability that deals damage to an Enemy god has a reduced cooldown and heals Ao Kuang. Successfully executing an Enemy god with King of the Eastern Seas fully charges Dragon King's Sword.!
Chang'e flings a crescent moon in an arc, dealing damage to all enemies in its path.!
Cost: 60/65/70/75/80
Cooldown: 6s
Ability Type:Cone, Damage
Range:35
Moonlit Waltz
Chang'e performs an evasive spin dance. She is immune to damage and Crowd Control during the action. For each tick of damage from an ability or Basic Attack that was avoided, Chang'e restores Mana to herself and her allies.!
Cost: 60
Cooldown: 20/18.5/17/15.5/14s
Ability Type:Circle, Buff
Radius:20
Moonflower Dance
Chang'e twirls, scattering flowers around her, and healing herself and all nearby allies and damaging nearby enemies.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Circle, Heal, Damage
Radius:30
Waxing Moon
Chang'e's Waxing Moon dance is captivating, with this dance dealing damage and Stunning enemy gods in front of her. Each subsequent god that gets Stunned is Stunned for longer than the previous one.!
Cost: 80/90/100/110/120
Cooldown: 100s
Ability Type:Line, Stun, Damage
Range:70
Jade Rabbit
Chang'e can purchase/sell items anywhere and her Jade Rabbit will fetch them. Only one item can be purchased/sold in this way at a time. Chang'e also gains +40% movement speed with no backpedal penalty when using her dances and her abilities apply a debuff to enemies, causing them to take 3% extra damage from her abilities within the next 5s, stacking 3 times.!
Nu Wa condenses moisture into fog at her location which then rolls forward away from her. She and all allies are Stealthed while inside the fog, and have increased movement speed. Attacking breaks the Stealth effect for 1s.
Enemies that run into the fog take damage, and continue to take additional damage again every second they are in the fog.!
Cost: 60/65/70/75/80
Cooldown: 13s
Ability Type:Circle, Buff, Damage
Range/Radius:110/20
Clay Soldiers
Nu Wa conjures Clay Soldiers from the Earth. If she marked a target while summoning them, they will pursue that target until it dies. If she summoned them with no target, they will attack enemy gods who damage Nu Wa, or closest enemies.
Soldiers live for 10s. First they will dash at enemies within 30 units, dealing damage and applying a stack of protection reduction. Stacks up to 3 times, stacks last 2s. They will basic attack after that. !
Cost: 60/70/80/90/100
Cooldown: 16s
Ability Type:Circle, Pet, Damage
Range/Radius:40/10
Shining Metal
Nu Wa launches a mass of shining metal, damaging all enemies it hits. If it hits one of her Clay Soldiers, it explodes, dealing additional damage and Stunning enemies.!
Cost: 50
Cooldown: 9s
Ability Type:Line, Damage
Range:55
Fire Shards
Nu Wa flies up into the clouds, gaining visibility on all enemy gods, and summoning fire shards from the sky to damage each of them. As she lifts off the ground, she can pass through player-made deployables.!
Cost: 100
Cooldown: 120s
Ability Type:Damage
Strength of Wood
After 5 successful Basic Attacks, Nu Wa's next Basic Attack will Root enemies.!
Yu Huang conjures four cinders of the phoenix, spreading them in an X shape. The cinders rush inward, dealing damage once as they travel. When the cinders meet, they explode in a field of flames that persists for 3s, burning enemies inside. If Yu Huang is Attuned, when the cinders explode, all enemies in the area have their Magical Protections reduced.!
Cost: 60/65/70/75/80
Cooldown: 9s
Ability Type:Area, Debuff, Damage
Range/Radius:55/12.5
Dao Cultivation
Yu Huang begins cultivating his Dao before firing a projectile that damages and slows enemies it passes through. As it travels, it leaves behind a trail that explodes, damaging and rooting all enemies. Yu Huang can also continue charging up to 3s to earn more Dao on firing.!
Cost: 60/65/70/75/80
Cooldown: 13/12.5/12/11.5/11s
Ability Type:Line, Crowd Control, Damage
Range:60
Celestial Flight
Yu Huang calls forth the Pearl Dragon from beneath him, banishing himself into the air and becoming untargetable. He then gracefully floats back down to the ground in a controlled flight, damaging enemies where he lands. While Yu Huang is floating, he may refire this ability to increase his downward momentum, causing him to fall faster. If Yu Huang is Attuned, the Pearl Dragon follows him as he descends, knocking back any enemies beneath him.!
Cost: 70
Cooldown: 20/19.5/19/18.5/18s
Ability Type:Circle, Knockup, Damage
Radius:15
Dueling Dragons
Yu Huang manifests a huge surge of dragon-shaped energy, becoming CC immune and summoning the Pearl Dragon to oppose him. He then has 3s to aim his dragon of energy toward the Pearl Dragon, who will charge directly at it. Both dragons damage and push enemies caught in the blast. If the dragons collide, a damaging explosion occurs in the area. If Yu Huang is Attuned, the width of the dragons is increased by 50%.!
Cost: 100
Cooldown: 90s
Ability Type:Area, Knockback, Damage
Range/Radius:100/18
Master of the Dao
Yu Huang attunes himself to the Dao, giving his Basic Attacks and Abilities additional effects. He gains a stack of Dao every 3s. He may also gain 2 stacks by hitting an enemy after not taking or dealing damage for 3s. Once he has 6 or more stacks, Yu Huang becomes Attuned, allowing his Basic Attacks chain to one additional enemy.!
Zhong Kui pastes a card on all enemies in front of him, marking them as a demon, Slowing and damaging them each second while they are marked. If the card is removed, 75% of the remaining damage is done instantly.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Line, Slow, Damage
Range:55
Exorcism
Zhong Kui drives out the demons of his enemies, dealing damage as they leave the body. Demons exorcised from Enemies marked by Expose Evil will be absorbed by Zhong Kui, healing him per demon (up to 3), and will remove the card.!
Cost: 60/65/70/75/80
Cooldown: 10s
Ability Type:Cone, Heal, Damage
Range:35
Book of Demons
When fired, the Book of Demons deals damage and Stuns enemies, stunning marked enemies for 2x the duration and removing the card. Once this ability has been ranked, the Book of Demons flies nearby Zhong Kui, firing for 50% of Zhong Kui's basic damage.!
Cost: 60/65/70/75/80
Cooldown: 13s
Ability Type:Circle, Stun, Damage
Radius:20
Recall Demons
Upon activation, demons pulse out from his bag at nearby players every second for 5s. They chase and accelerate over time, doing damage to enemies as they enter the body. Zhong Kui is immune to Knockback and Slows for the duration.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Buff, Damage
Radius:40
Demon Bag
Zhong Kui captures demons each time anything dies within 80 units of him and stores them in his Demon Bag, giving him additional Protections. When Recall Demons is activated, Zhong Kui gains double the Protections from his Demon Bag, but loses half the demons in the process. Zhong Kui also loses half the demons in his bag if he dies.!
Pros: High Single Target Damage, High Attack Speed
Cons:
Abilities:
Spot Weakness
Erlang Shen opens his third eye and analyzes the enemy's strengths and weaknesses. When activated, Erlang Shen gains additional Physical Damage and Lifesteal on each strike. He also applies a stacking debuff to enemy gods, reducing their damage dealt to all sources. Stacks last 3s. If the buff effect has ended and the ability is on Cooldown, successful Basic Attacks reduce the Cooldown of this ability by 1s.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Buff, Damage
Pin
Erlang Shen launches a spear that damages enemies on impact. Enemies in the dead center of the effect when it lands are Rooted in place.!
Cost: 50/55/60/65/70
Cooldown: 16s
Ability Type:Circle, Root, Damage
Range/Radius:60/20
72 Transformations
Erlang Shen transforms into a Mink or Turtle and charges forward, becoming immune to knock ups and slows. Mink: Damages all enemies, stopping on first god hit and increasing Attack Speed and Movement Speed for 4s. Turtle: Knocka up enemy gods and gains a health shield that is boosted by 75% of your protections from items for 12s.!
Cost: 65/70/75/80/85
Cooldown: 18/17.5/17/16.5/16s
Ability Type:Line, Buff, Damage
9 Turns Blessing
Erlang Shen Taunts nearby Enemy gods, gaining Damage Mitigation for the next 4s. Afterwards, if Erlang Shen is still alive he is Healed for a flat amount plus 12% of his Maximum Health.!
Cost: 80/85/90/95/100
Cooldown: 85s
Ability Type:Cone, Taunt
Range:30
Howling Celestial Dog
Each time Erlang Shen hits an enemy with a Basic Attack, his dog hits as well for 5% of his Basic Attack power and 2% of the target's max. health. The percentage damage only works against gods and minions.!
Guan Yu's courageous leadership is infectious and, when focused, heals himself and his allies. Healing friendly gods reduces all Cooldowns by 2s for Guan Yu and 1s for his allies.!
Cost: 45
Cooldown: 14s
Ability Type:Circle, Heal
Radius:30
Warrior's Will
Guan Yu charges forward, his Green Dragon Crescent Blade extended in front of him. All enemies in his path take damage and are Slowed. Hitting enemy gods lowers all of Guan Yu's Cooldowns by 2s. Guan Yu is immune to Roots, Cripples, and Knockups while dashing.!
Cost: 50
Cooldown: 13s
Ability Type:Dash, Slow, Damage
Range:30
Taolu Assault
Guan Yu spins his blade in a controlled but furious display, slicing enemies for damage every .3s for 3s. Each hit steals enemy Protections, giving them to Guan Yu. Guan Yu is immune to Knockback for the duration.!
Cost: 55/60/65/70/75
Cooldown: 13s
Ability Type:Line, Debuff, Damage
Range:30
Cavalry Charge
Guan Yu mounts his warhorse and charges for 4s. While mounted, he can steer and attack and is immune to Crowd Control. Enemies hit take damage and are Slowed. Each hit increases damage from consecutive hits against that target by 20%. Enemies hit on the dismount are Stunned. You can dismount at any time by canceling.!
Cost: 80/90/100/110/120
Cooldown: 90s
Ability Type:Circle, Stun, Damage
Radius:20
Painless
Each time Guan Yu takes or deals damage he gains stacks. At max stacks Painless becomes active and all of Guan Yu's abilities gain boosted effects. Once active, stacks will reset if Guan Yu has not taken or dealt damage in the last 5s.!
Mulan swings her sword with precision, striking twice and dealing damage to all enemies hit.
Skilled - Mulan gains an Attack Speed increase after using this ability.
Adept - Mulan strikes a third time in a large cone in front of her.
Mastered - Mulan gains 10% Attack Speed.!
Cost: 60/65/70/75/80
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Area, Buff, Damage
Range:25
Spear Thrust
Mulan brings forth her spear striking in front of her, dealing damage and slowing all enemies hit.
Skilled - Mulan heals for up to 3 enemies hit.
Adept - Mulan strikes a second time further in front of her, dealing bonus damage if she hits the same enemy.
Mastered - Mulan gains 5% Power.!
Cost: 50/55/60/65/70
Cooldown: 14s
Ability Type:Line, Slow, Damage
Range:25/35
Grapple
Mulan readies herself and fires an arrow with a rope attached to it. If she hits an enemy god she stuns them, dealing damage and pulling them towards her while dashing and hitting them again for extra damage.
Skilled - Mulan gains a Protection buff after hitting an enemy god.
Adept - Mulan is able to dash to walls.
Mastered - Mulan gains 5% Movement Speed & 5% Protections.!
Cost: 60
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Line, Stun, Damage
Range:60
Divine Mastery
Mulan brings forth her entire arsenal dashing forwards with sword slashes, dealing damage and rooting enemies for 1s. Then, Mulan uses her new divine energy to knock up enemies with her spear before firing a large projectile attack with her bow.
Dealing damage with any part of this ability gains Skill towards the weapon used. Mulan also gains Protections for the duration.!
Cost: 100
Cooldown: 90s
Ability Type:Area, Crowd Control, Damage
Range:65/65/85
Training Arc
Mulan utilizes a Sword, Spear and Bow with her abilities and can gain Skill towards them by damaging enemy gods. Her expertise in each weapon provides different bonuses. Mulan also gains a buff every 10 seconds that reduces the cooldown of the next non-ultimate ability used by 2 seconds.!
Sun Wukong's Magic Cudgel grows in length, and he slams it down, damaging all enemies in front of him. Minions and Jungle Camps take an extra +20% damage.!
Cost: 50/55/60/65/70
Cooldown: 12s
Ability Type:Line, Damage
Range:55
Master's Will
Sun Wukong strikes around him, damaging, Slowing, and Slowing the Attack Speed of all enemies hit.!
Cost: 60
Cooldown: 11s
Ability Type:Circle, Slow, Damage
Radius:20
72 Transformations
Sun Wukong transforms into an Eagle, Tiger, or Ox, and charges forward. Eagle: Is the fastest of the three forms. Immune to Slow and Root effects. Tiger: Mauls the first enemy runs into, Stunning and causing damage. Ox: Knocks aside all enemies in his path and causes damage. Immune to Slow, Root, and Knockup effects.!
Cost: 65/70/75/80/85
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Dash, Crowd Control, Damage
Somersault Cloud
Sun Wukong leaps onto his cloud for up to 5s, leaving a Pet behind to fight. While on the cloud Sun Wukong is invisible, and regenerates Health. He may leap off before the duration expires, dealing damage. The Pet inherits 100% of Sun Wukong's Health and Protections and 50% of his Basic Attack Power. The Pet is killed instantly if hit by a hard Crowd Control excluding Banishes and Knockbacks. If the Pet dies, Sun Wukong is revealed on his cloud.!
Cost: 100
Cooldown: 110/105/100/95/90s
Ability Type:Circle, Heal, Damage
Range/Radius:60/25
Undefeated Body
When Sun Wukong is below 60% Health, he gains +10 Physical Power and +10 Protections, plus another 1.5 Physical Power and 2 Protections for his current level. While Undefeated Body is active, if Sun Wukong goes above 50% Health, he maintains the buff for 8s.!
Bastet pounces to her target location, damaging enemies within the radius. For 4 seconds after pouncing, you can press the button again to pounce back to your initial location. Bastet moves 25% faster while in the return pounce state. Bastet may cancel this ability early to put it on cooldown.!
Cost: 60/65/70/75/80
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Circle, Leap, Damage
Range/Radius:55/20
Razor Whip
Bastet swipes at her enemies, causing them to Bleed for damage every 0.66 seconds for the duration.!
Cost: 40/45/50/55/60
Cooldown: 10s
Ability Type:Cone, Damage
Range:35
Ensnaring Claw
Bastet sends a cat forward at her enemies. If a cat finds an enemy, it ensnares them and all enemies around them, damaging them and rooting them for .5s. The cat persists for 4s or until defeated, continuing to attack nearby enemies. The cats attacks will apply a 2s slow to the enemy.!
Cost: 60/65/70/75/80
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Line, Root, Damage
Range/Radius:70/10
Huntress of Bast
Bastet becomes CC Immune and conjures a radiant projectile that travels forward in a line damaging and stunning the first enemy god hit. A Huntress of Bast appears near the hit target and a destination is marked at Bastet. The Huntress then picks up and carries the enemy hit to the marked location.
On successful capture, a pool of quicksand is formed under the enemy creating a Vortex which drags targets toward the center and deals damage.!
Cost: 80/85/90/95/100
Cooldown: 110/105/100/95/90s
Ability Type:Line, Crowd Control, Damage
Range:100
Nightstalker
Bastet gains Physical Lifesteal and Physical Ability Lifesteal when hitting enemies. Additionally enemy gods hit are revealed to Bastet for 6s.!
Serqet dashes three times from side to side, dealing damage and applying Deathbane Poison to each enemy hit. This ability can Critical Hit, and Serqet is immune to Knockup while dashing.
Deathbane Poison reduces a target's Physical Protection for a short time, and remains in a lingering dormant state for 20s.!
Cost: 60
Cooldown: 13s
Ability Type:Dash, Debuff, Damage
Range:50
Cobra's Kiss
Serqet launches her two blades forward, dealing damage and applying the Cobra's Kiss Poison. Cobra's Kiss Poison drives gods to madness, forcing them to attack nearby allies dealing this damage again, or walk harmlessly towards Serqet. Cobra's Kiss remains in a lingering dormant state for 20s.!
Cost: 70/75/80/85/90
Cooldown: 12s
Ability Type:Line, Crowd Control, Damage
Range:40
Ambush
Serqet vanishes, Rooting herself in place. She may leap once, revealing herself and dealing damage to enemies. She will stay hidden until she leaps or cancels this ability. Enemy gods within range 12.5 will also reveal her.!
Cost: 70
Cooldown: 16s
Ability Type:Circle, Leap, Damage
Range/Radius:65/15
Last Breath
Passive: Serqet gains increased Critical Strike Chance.
Active: Serqet leaps to an enemy, Stunning them and gaining 50% damage mitigation. She applies the Last Breath poison and pushes them 30 units away. The poison deals true damage to the target over the next 5s, and prevents them from healing. If an enemy dies while infected with Last Breath, they explode, applying the poison to all enemies within 20 units.!
Cost: 100
Cooldown: 90s
Ability Type:Target, Debuff, Damage
Radius:10
Catalyst
Serqet's damaging Basic Attacks apply Catalyst, which consumes her lingering poisons from Deathbane and Cobra's Kiss. If the target is affected by two or three different poisons, they take additional damage.!
Set amasses his hatred, throwing it forward. Enemies caught in its path are damaged and slowed for 3s.
Set's spawn are commanded when Set fires this attack, dashing towards a location Set determines. Enemies hit by a Spawn's dash take damage and are slowed for 3s. Any dash after the first will deal 40% damage. !
Cost: 40/45/50/55/60
Cooldown: 9s
Ability Type:Line, Slow, Damage
Range:60
Spawn of Set
Set conjures a Spawn of himself made of sand. These spawn will stand where summoned and attack nearby enemies. Set can have up to 2 charges of this ability, allowing him to conjure spawn in quick succession. Set can interact with these Spawn with his other abilities, commanding them to attack or teleporting to them. Set can only have 8 Spawn at any given time. This ability does not trigger Item effects.!
Cost: 30
Cooldown: 11/10.5/10/9.5/9s
Ability Type:Pet, Damage
Range/Radius:70/12
Sandstorm
Set conjures a Sandstorm around him, protecting him from Damage and causing him to be immune to Slows. Enemies near Set are damaged every .3s for 6s and have their vision obscured by the sands.
If Set is targeting a spawn when this ability is cast he will immediately teleport to the spawn. Otherwise, he can reactivate this ability to teleport. Set can only teleport once per Sandstorm.!
Cost: 50/55/60/65/70
Cooldown: 10s
Ability Type:Circle, Teleport, Damage
Range/Radius:65/16
Kingslayer
Set enrages, channeling his rage towards his enemies, gaining increased Movement Speed. Each time Set's attacks damage a god they gain a Mark of Set. At 4 Marks the target erupts. Enemies take a burst of damage on each explosion while Set becomes empowered, restoring Health and immediately gaining a charge of Spawn of Set. Excess charges are immediately consumed, causing a Spawn to appear near Set.!
Cost: 80/85/90/95/100
Cooldown: 90/85/80/75/70s
Ability Type:Buff
Relentless
Each time Set damages an enemy, Set gains a stack of Relentless. If Horus is the enemy being damaged, Set gains 2 stacks. Each stack increases Set's Attack Speed. Relentless stacks to a max count of 10 for 6s. While Kingslayer is active, Relentless has no maximum stack count.!
Geb turns into a mass of rolling earth, damaging and Slowing enemies he encounters, stopping at the first god he hits. He increases speed as he travels and his damage increases from 75% to 100% over 3s. Once at his top speed, Geb becomes immune to Crowd Control, and will also Knockback enemy gods.!
Cost: 50/55/60/65/70
Cooldown: 14/13/12/11/10s
Ability Type:Dash, Knockback, Damage
Shock Wave
Geb creates a shock wave, which ripples out from him in a cone, causing damage and Knockup to all enemies. The damage decreases the further the enemy is from Geb, down to 80% at the maximum range.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Cone, Knockup, Damage
Range:55
Stone Shield
Geb targets himself or an ally to put a Shield around. The Shield blocks all damage and lasts until its time expires or it takes enough damage to be destroyed. The Shield also cleanses any Crowd Control when applied.!
Cost: 60
Cooldown: 17s
Ability Type:Target, Buff
Range/Radius:55/15
Cataclysm
Geb becomes immune to Crowd Control as he pulls apart the earth, dealing Magical Damage and stunning enemy gods hit. Targets take additional damage based on their current Health.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Stun, Damage
Radius:30
Hard as Rock
Critical Strike bonus damage taken is decreased by 65%.!
Khepri lunges forward, dealing damage to enemies he passes through. If he connects with an enemy god he stops, grabs them, and starts pulling them backwards while gaining increased Protections. Enemies are silenced for the duration of the pull.!
Cost: 60
Cooldown: 14s
Ability Type:Dash, Crowd Control, Damage
Range:40
Rising Dawn
Khepri rolls the sun forward, setting ablaze all enemies it touches, reducing physical protections, and dealing damage over time. Allies that are hit take reduced damage from enemies for the duration.!
Cost: 50/55/60/65/70
Cooldown: 12s
Ability Type:Line, Buff, Damage
Range:70
Solar Flare
Khepri calls down the sun's ire at the target location, dealing damage and rooting all targets in the area.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Circle, Root, Damage
Range/Radius:55/15
Scarab's Blessing
Khepri blesses an allied god, immediately cleansing them of all crowd control as well as granting them Movement Speed, and immunity to slow effects. If the marked ally would die while blessed, they are instead revived with a percentage of their maximum Health at Khepri's location. Executed allies do not revive.!
Cost: 80/90/100/110/120
Cooldown: 110s
Ability Type:Target, Buff
Range/Radius:55/15
Fortitude
Every 5s, Khepri applies a shield to himself and nearby allied gods for 2% of the target's Maximum Health for 15s. The rate is slowed to every 10s if Khepri has taken or dealt damage in the last 5s. (Max 10%)!
Sobek charges forward at a frenzied pace. If Sobek hits an enemy, he does damage, becomes briefly CC Immune, and throws the enemy behind him. Sobek is immune to Knockups while dashing.!
Cost: 70/75/80/85/90
Cooldown: 12s
Ability Type:Dash, Crowd Control, Damage
Range:55
Tail Whip
Sobek whips around in a circle, knocking enemies back and doing damage.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Circle, Knockup, Damage
Radius:20
Sickening Strike
Sobek does an axe attack that damages all enemies in front of him and lowers their healing received. In addition, Sobek heals for each enemy hit, up to 4.!
Cost: 60/65/70/75/80
Cooldown: 12/11.5/11/10.5/10s
Ability Type:Cone, Heal, Damage
Range:35
Lurking in the Waters
Sobek submerges himself, where he gains 20% protections, regenerates Mana, is immune to Crowd Control, may passthrough player-made walls, and he Slows all enemies. When Sobek emerges, he damages all enemies in the radius. Cancelling the ability decreases the damage.!
Cost: 80/90/100/110/120
Cooldown: 90s
Ability Type:Circle, Debuff, Damage
Radius:30
Blessing of the Nile
Sobek's Basic Attacks and abilities that hit an enemy grant him Protections for a short time.!
Anhur erects an obelisk from the ground, blocking all player movement. The surrounding sands Slow enemies and increase the damage of Anhur's Basic Attacks against targets in the sands.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Circle, Debuff
Range/Radius:70/30
Impale
Anhur hurls his spear with great might. If the spear hits a god, they take damage and are knocked back. Gods knocked back into a wall are Stunned. Enemies hit by the pushed god take damage. The spear passes through minions, doing damage to them as well.!
Cost: 70/75/80/85/90
Cooldown: 12s
Ability Type:Line, Crowd Control, Damage
Range:55
Disperse
Anhur leaps to his ground target location, doing damage and knocking back all enemies in the radius where he lands.!
Cost: 60/65/70/75/80
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Circle, Leap, Damage
Range/Radius:55/15
Desert Fury
Summoning the fury of the desert, Anhur hunkers down and throws empowered spears that pass through everything, doing damage to all enemies in their path. He is immune to Crowd Control for the duration.!
Cost: 80/90/100/110/120
Cooldown: 90s
Ability Type:Line, Damage
Range:80
Enfeeble
Anhur's spear attacks reduce the enemy target's Physical Protection for 3 seconds.!
Neith fires a shot that passes through everything. Each enemy hit takes damage and is Rooted. If the Spirit Arrow hits a Broken Weave, the Weave detonates, dealing an additional 100% of the damage and applying the Root to all enemies in the area.!
Cost: 40/45/50/55/60
Cooldown: 13/12.5/12/11.5/11s
Ability Type:Line, Root, Damage
Range/Radius:70/25
Unravel
Neith neatly unravels the world weaves, damaging all enemies in the target area, reducing their Attack Speed while increasing her own, and healing Neith for each enemy hit, up to 3. Any Broken Weaves in the area are removed, healing Neith an additional amount.!
Cost: 70
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Circle, Heal, Damage
Range/Radius:55/20
Backflip
Neith backflips through the air, creating a Broken Weave as she leaps while damaging and Slowing enemies in the area in front of her.!
Cost: 60/65/70/75/80
Cooldown: 16s
Ability Type:Cone, Leap, Damage
Range:35/60
World Weaver
Neith charges up and fires an arrow across the world, seeking its target through obstacles. Enemy gods take damage and are Stunned. The arrow can be fired quicker for diminished results.!
Cost: 80/90/100/110/120
Cooldown: 100s
Ability Type:Target, Stun, Damage
Range:Global
Broken Weave
A Broken Weave appears at the last location that each enemy god dies. The Broken Weaves give her abilities secondary effects when used on the Broken Weaves. These weaves last for 2 minutes.!
Nut enhances her Basic Attacks, firing 2 additional damaging projectiles from her sides at a converging angle. All projectiles pierce enemies but not walls, with the center dealing Basic Attack damage and the sides dealing ability damage. Nut always shoots at least once, but may fire up to an additional 4 shots by gaining stacks when damaging enemies with Basic Attacks. Nut gains 2 stacks for damaging enemy gods. Nut may cancel this ability to refund unused shots as stacks.!
Cost: 45/50/55/60/65
Cooldown: 13s
Ability Type:Area Basic, Buff
Range:55
Crashing Comet
Nut calls down a comet from the sky, which crashes in a circular area, dealing damage. After it lands, it sends out a damaging shockwave in a larger area. Enemies hit by the comet take a second instance of damage and are Rooted, while enemies in the shockwave are Trembled.!
Cost: 65
Cooldown: 15s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:55/25,10
Warp
Nut warps in the direction she is currently traveling. After she warps, she automatically fires 3 homing projectiles that spread out among nearby enemies, prioritizing gods. These projectiles deal damage and apply a stacking Slow to enemies. Additionally, Nut resets the cooldown of Convergence after using this ability.!
Cost: 40/45/50/55/60
Cooldown: 12/11.5/11/10.5/10s
Ability Type:Circle, Teleport, Damage
Range/Radius:15/45
Skyfall
Nut becomes Crowd Control immune and gathers all her energy, flying high into the air and becoming untargetable for 3s. Nut then may move and aim before firing a massive black hole toward the battleground that lands after a short delay, dealing damage to all enemies. After the black hole lands, a gravity surge extends outward, damaging and pulling all enemies toward the center. Nut then lands, returning to her initial location.!
Cost: 100
Cooldown: 100s
Ability Type:Circle, Knockup, Damage
Radius:20,40
Flux
When Nut hits an enemy god with a damaging ability, she gains a stacking Attack Speed buff for 5s. Nut may gain multiple stacks from a single ability.!
A plague of locusts bellows forth from Anubis' mouth, smothering all enemies in the area and doing damage every .25s for 3s. Anubis is immune to knockback while channeling and moves at 50% speed.!
Cost: 60/65/70/75/80
Cooldown: 10s
Ability Type:Cone, Damage
Range:35
Mummify
Anubis fires a bandage projectile, mummifying and stunning his target.!
Cost: 60
Cooldown: 16/15/14/13/12s
Ability Type:Line, Stun
Range:70
Grasping Hands
Anubis calls for help from the underworld as hands penetrate the ground and claw at his enemies, doing damage and Slowing every .5s for 2s.!
Cost: 60/65/70/75/80
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Circle, Slow, Damage
Range/Radius:55/20
Death Gaze
Anubis focuses all of his energy into a piercing gaze, doing damage to all enemies in the path, every 0.1 seconds for 3 seconds.!
Cost: 90
Cooldown: 90/85/80/75/70s
Ability Type:Line, Damage
Range:70
Sorrow
All of Anubis' abilities steal Physical and Magical Protection from the target and increase his Healing obtained from Magical Lifesteal. These effects stack on every tick of Anubis' abilities. Sorrow also grants Anubis an additional 30% reduction to all Crowd Control durations.!
Eset flaps her wings, gaining increased movement speed with no backpedal penalty, and sending forth 4 wing gusts in a line, each dealing Magical Damage to all targets in their path. Eset is immune to Root and Knockback effects while casting.!
Cost: 60/65/70/75/80
Cooldown: 10s
Ability Type:Line, Buff, Damage
Range:55
Spirit Ball
Eset sends forth a ball of spirit energy. As the ball travels, it gains in power up to 1.5x at max. range. At any time, Eset can activate the ability to detonate the ball, dealing Magical Damage and Stunning enemies within 10 units, scaling in duration up to 1.5s at max range.!
Cost: 70/75/80/85/90
Cooldown: 10s
Ability Type:Line, Stun, Damage
Range/Radius:80/10
Dispel Magic
Eset Silences and slows enemy gods at her target location. Enemy gods hit also lose a portion of their Magical Protection. If Eset successfully hits an enemy god, allies near the Dispel Magic or Eset gain a shield. If Eset hits multiple enemy gods, the shield is increased by 30% for each enemy hit after the first up to a maximum of 60%.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Circle, Silence, Damage
Range/Radius:55/15
Circle of Protection
Eset plants her staff at her target location for 5s. Allies within its radius take less damage. Any damage dealt within the radius charges up the staff. If Eset activates the staff again, it explodes, dealing damage to enemies inside and healing allies.!
Cost: 80/90/100/110/120
Cooldown: 90s
Ability Type:Circle, Buff, Damage
Range/Radius:40/30
Funeral Rites
Eset shares additional HP5 and MP5 with nearby allies. For every player death within 80 units, her aura gains an additional Stack (max. 10). Upon reaching 10 Stacks, Eset gains an additional 10% Cooldown Reduction. Additionally, Eset's final Basic Attack in her progression has a wider radius (+2).!
Ra summons a moving beam of intense light from the sky, doing damage to anyone caught under the beam.!
Cost: 60/65/70/75/80
Cooldown: 10s
Ability Type:Line, Damage
Range:80
Divine Light
Light starts to emanate from Ra, Stacking a Slow every .5s on enemies near him, and twice as fast on enemies facing him. After 2s, the light detonates, doing damage, applying another Slow stack, and increasing the Slow duration. Any enemies facing Ra at the time of the explosion are also Blinded. Additionally, Ra cleanses himself of slows and becomes immune to Slows for 0.6s when activated.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Circle, Crowd Control, Damage
Radius:30
Solar Blessing
Ra summons a pillar of blessed light that persists for 6s. Allies inside the blessing have increased Protections and Power and are Healed every second. Enemies are damaged every second.!
Cost: 50/60/70/80/90
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Circle, Buff, Damage
Range/Radius:55/20
Searing Pain
Ra calls on the power of the sun to decimate his foes in an extreme blast of heat in front of him, doing damage to all enemies unlucky enough to find themselves in the path. Enemy gods take additional damage based on their maximum Health as True Damage.!
Cost: 90
Cooldown: 80/75/70/65/60s
Ability Type:Line, Damage
Range:120
Speed of Light
Every time Ra uses an ability, his movement speed is increased.!
Thoth conjures three Hieroglyphs around him, ignoring the Basic Attack Movement penalty. His next 3 Basic Attacks pass through Enemies and apply Ability Damage instead. Additionally, these Basic Attacks deal an additional 25% damage to jungle minions. If these attacks pass through the Glyph of Pain, their range is increased by 30. Hitting an Enemy God with this ability increases the damage they take from each subsequent shot by 10% and reduces the cooldown by 0.5s (this can only occur once per shot).!
Cost: 50/55/60/65/70
Cooldown: 10s
Ability Type:Line, Damage
Range:55/85
Evade and Punish
Thoth dashes in the direction he is currently traveling. After dashing, for 5s Thoth's next basic attack is enhanced.
This projectile roots the first Enemy god hit while slowing all other Enemies, and also deals Ability Damage.
If either the Dash or Attack passes through the Glyph of Pain, their respective range is increased by 30.!
Cost: 70/75/80/85/90
Cooldown: 16/15/14/13/12s
Ability Type:Dash, Root, Damage
Range:45,55/75,85
Glyph of Pain
From his book, Thoth conjures forth a Hieroglyph in front of him. Thoth's ability projectiles passing through the glyph receive increased damage, and a range increase of 30. This damage does not trigger Item effects.
Thoth and allies' Basic Attack projectiles also receive a lesser damage bonus, but no range increase.!
Cost: 25/30/35/40/45
Cooldown: 5s
Ability Type:Area, Buff, Damage
Range:55
Final Judgement
Thoth conjures a large glyph from his book, and then inscribes three more at its corners. When all four have been summoned, he sends them forward damaging all Enemies in their path.
Thoth may activate this ability again to fire the ability early, doing a reduced amount of damage based on the number of glyphs currently summoned. Alternately he may cancel this ability at a cost of 30 mana.!
Cost: 100
Cooldown: 90s
Ability Type:Line, Damage
Range:100,130
Dead Reckoning
Thoth pens the names of his fallen opponents in his book, recording their weaknesses. After killing 20 Enemies, Thoth gains a stack of 3 Flat Magical Penetration and 1% Magical Penetration, and killing an Enemy God will complete the current stack. He unlocks a new stack every 4 levels, up to a maximum of 5 stacks at level 17.!
Horus uses his wings to create an updraft around himself, knocking nearby enemies into the air.
Using the currents from the updraft, Horus' next Basic Attack within 5s will create a gust of wind that travels forward, damaging enemies and slowing them for 2.5s. This attack cannot crit. Enemies that are knocked up when hit take bonus damage.!
Cost: 55/60/65/70/75
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Circle, Knockup, Damage
Range/Radius:55/12
Fracture
Horus dashes forward a short distance, ready to strike with his weapon. If Horus hits a god he stops and stuns the god for 1.25s. He will then wind up a heavy cleave. Enemies hit have their Protections reduced for 3s. !
Cost: 55/60/65/70/75
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Line, Dash, Damage
Range:40
Protector's Surge
Horus rushes to the aid of an ally. After selecting an ally, Horus will fly to their location before descending. Upon landing, the selected ally and all nearby allies have their health restored and gain protections for 5s.!
Cost: 45
Cooldown: 13s
Ability Type:Target, Buff
Range/Radius:60/10
To The Skies!
Horus sends a mirror image of himself into the sky that scouts for a location to fly to. Upon selecting a ground location, Horus will begin to channel for 2s. Allies near Horus after these 2 seconds are flown to the location Horus' image chose. Horus and his allies land with such force, enemies take damage and are knocked away from the landing location. Horus and allies at the landing location gain a protective shield for 4s.!
Cost: 90
Cooldown: 100s
Ability Type:Circle, Buff, Damage
Radius:20
Resolute
Each time Horus is damaged by an enemy god, Horus gains a stack of Resolute. If Set is the god damaging Horus, Horus gains 2 stacks. Each stack increases Horus' Protections and CCR. Resolute stacks to a max count of 10 for 3s. When Resolute fades, Horus is healed based on the amount of stacks. !
Osiris throws his Sickle forward. It passes through minions and stops on the first god hit, dealing damage and Slowing them. If the Sickle hits a god, it remains for the duration of the Slow. Additionally, the Sickle only deals 75% damage to minions.!
Cost: 30
Cooldown: 6s
Ability Type:Line, Slow, Damage
Range:55
Spirit Flail
Osiris imbues his flail with spiritual energy, striking at the target ground location. Enemies hit take damage, and Osiris gains movement speed. If an enemy is under the effect of Sickle Strike, the target's Slow is increased in power and duration.!
Cost: 50/55/60/65/70
Cooldown: 11s
Ability Type:Circle, Slow, Damage
Range/Radius:55/15
Judgement Tether
Osiris flings out mummy wraps, tethering himself to all nearby enemy gods. Targets hit have their Attack Speed reduced and deal reduced damage over the next 4s. The tether can be broken by targets moving far enough away from Osiris. Targets still in range when the duration expires are Stunned.!
Cost: 60/65/70/75/80
Cooldown: 15s
Ability Type:Circle, Stun
Radius:35
Lord of the Afterlife
Osiris sheds any remaining fragments, gaining the benefit of his Passive, and leaps forward. Osiris targets all enemy gods in the landing area, and rips a fragment of their spirits out, dealing damage, afflicting them with negative Cooldown Reduction, and preventing them from healing. Targets are Rooted for 0.8s during the attack. Enemy minions in the target area also take damage.!
Cost: 100
Cooldown: 70s
Ability Type:Circle, Leap, Damage
Range/Radius:60/15
Fragmented
Each time Osiris uses an ability he burns away a fragment of his body, gaining Damage Mitigation for each missing fragment. After losing 8 fragments, he becomes his spirit form. He may walk through enemies and enemy blockers, he gains additional Attack Speed, and his Basic Attacks do not incur a movement penalty. This effect lasts for 6 successful Basic Attacks.!
Cthulhu sends out a terrifying blast of energy, dealing damage to all enemies hit and reducing their Attack Speed. Enemies hit by this ability also do reduced damage to Cthulhu for 6s.
This ability applies 1 stack of Torment, 2 if the enemy hit is facing Cthulhu or Fears them instead if they are afflicted with Insanity.
Successfully consuming Insanity permanently increases the base mitigation of this ability.!
Cost: 60
Cooldown: 10s
Ability Type:Cone, Fear, Damage
Range:32
The Mire
Cthulhu summons a portal creating a slowing field of eldritch mire at the target location. The Mire continues to grow as the portal fires out two masses of corruption that hit and damage all enemies in the field.
The first shot also Slows enemies while the second Roots them, both hits applying 1 stack of Torment.!
Cost: 50/55/60/65/70
Cooldown: 14s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:55/30
Rushing Terror
Cthulhu creates two twisting projectiles at his sides as he unfurls his wings and charges forwards, damaging, stunning and knocking away enemies hit.
The projectiles follow at a slightly slower pace but travel further, damaging enemies as well.
Enemies hit by Cthulhu or the projectiles gain 1 stack of Torment.!
Cost: 60/65/70/75/80
Cooldown: 16s
Ability Type:Dash, Crowd Control, Damage
Range:50
Descend into Madness
Cthulhu reveals his true form as he plunges the battlefield into R'lyeh while any enemies caught nearby are damaged.
In this form Cthulhu gains increased Health, becomes immune to Crowd Control and gains access to new abilities. Enemies near Cthulhu gain stacks of Torment, increasing in pace if they are facing him. Enemies also suffer the debuff effects of Sanity Break, causing them to deal less damage to Cthulhu.
<font color='#9932CC'>Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.</font>!
Cost: 100
Cooldown: 120s
Ability Type:Circle, Buff, Damage
Radius:40
Prey on Fear
Cthulhu breaks down the mental fortitude of enemy gods, applying stacks of Torment with abilities and the final hit of his basic attack chain. On reaching 4 stacks of Torment, enemies are afflicted by Insanity. Additionally, Cthulhu gains Magical Power per nearby enemy god with Insanity.!
Upon activation, Arachne's next Basic Attack within 5s does additional damage and infects the target with Venom, dealing damage over time, lowering their healing received and healing Arachne every 0.5s for 3s.!
Cost: 60/65/70/75/80
Cooldown: 15/14/13/12/11s
Ability Type:Buff, Damage
Cocoon
Arachne spindles her webbing, increasing her Attack Speed for 4s. If 3 enhanced Basic Attacks hit the same target, that target is Stunned and have their active Cooldowns increased.!
Cost: 70
Cooldown: 14s
Ability Type:Buff, Stun
Web
Arachne shoots a line of Web forward. She is Immune to Slows and moves faster on Web. If the Web reaches max range a Web trap will spawn. Enemy gods who walk through the trap or get hit by the projectile are Slowed by 15%, revealed to Arachne, leave a trail of Web behind them, and are attacked by Pet Broodlings. Arachne can only have 3 Web traps or projectiles active at a time.!
Cost: 50/55/60/65/70
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Line, Slow, Damage
Range:45
Night Crawler
Arachne flips up to her infinite web, hanging upside down above the lane and increasing her movement speed. She may leap off the web to deal damage to all enemies in the target area and create a large web around the target area. The web area provides the same slow to enemies and benefit to Arachne as her Web Trail. Arachne may activate Ability 1 and 2 while running on this web.!
Cost: 100
Cooldown: 90/85/80/75/70s
Ability Type:Circle, Slow, Damage
Radius:15
Predator
Arachne's Basic Attacks gain 1.25% Physical damage for every 5% of a target's missing Health. !
Nemesis dashes in a line, dealing damage to enemies in her path and may dash again within 2s. She may use Basic Attacks and Abilities between the dashes.!
Cost: 50
Cooldown: 13/12.5/12/11.5/11s
Ability Type:Dash, Damage
Range:30
Slice and Dice
Nemesis swings her blade, dealing damage in an area in front of her. Enemies in the center of her swing are struck for 2x damage and Slowed for 2s.!
Cost: 60/65/70/75/80
Cooldown: 11s
Ability Type:Cone, Slow, Damage
Range:35
Retribution
Nemesis activates a temporary Shield around herself that protects her from a set amount of damage, or until time expires. A percentage of incoming damage from gods is healed and reflected back to the source. Hard Crowd Control effects remove the Shield.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Buff, Damage
Divine Judgement
Nemesis chooses a single enemy god, reducing their Health and movement speed and stealing a portion of their Protections for a time period. Her movement speed is also increased during this time.!
Cost: 90/95/100/105/110
Cooldown: 90s
Ability Type:Target, Debuff, Damage
Range/Radius:55/10
Scales of Fate
Nemesis holds the scales of balance. Hitting enemies with Basic Attacks tips the scales in her favor, reducing her target's Physical and Magical Power and increasing hers (Stacking).!
Thanatos flings his scythe at an enemy, dealing damage and an additional 10% of the target's maximum Health against enemy gods. Enemies hit are slowed for 3s and heal Thanatos based on damage dealt. Consumes 4% of Thanatos' current HP when used.!
Cost: 25/35/45/55/65
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Line, Slow, Damage
Range:70
Scent of Death
Thanatos senses death, gaining immunity to Slow effects and additional move speed and Physical Penetration for 6s. His speed bonus increases up to double when moving toward an enemy god within the instant kill Health threshold of his Ultimate. Consumes 4% of Thanatos' current HP when used.!
Cost: 20/25/30/35/40
Cooldown: 13s
Ability Type:Buff
Soul Reap
Thanatos swings his scythe, dealing Physical damage and Silencing enemies he hits. Thanatos moves at a reduced rate while swinging. Consumes 4% of Thanatos' current HP when used.!
Cost: 25/30/35/40/45
Cooldown: 14s
Ability Type:Cone, Silence, Damage
Range:35
Hovering Death
Thanatos flaps his wings and ascends for 5s, unable to be hit. While airborne, he moves unimpeded at an increased speed before diving to his target location, dealing damage. Enemies below a Health threshold are instantly killed. All others are Stunned. Consumes 8% of Thanatos' current HP when used.!
Cost: 40/50/60/70/80
Cooldown: 110/105/100/95/90s
Ability Type:Circle, Stun, Damage
Range/Radius:55/15
Harvester of Souls
Enemy gods within his ultimate's execute Health threshold are revealed to Thanatos. Dealing the killing blow to enemies also empowers Thanatos, healing him based on the max HP of his target and reducing his active cooldowns. Additionally, all of Thanatos' abilities cost Health and Mana to use.!
Chains extend from Ares' shield, doing damage to all enemies in its path. Hitting a god shackles them to Ares, Cripples them, preventing movement abilities, dealing the same damage every second while slowing them by 15% and buffing Ares. While shackled, Ares can fire another chain for free within 2s. Jungle Camps take an extra +40% damage.!
Cost: 70/75/80/85/90
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Line, Cripple, Damage
Range:55
Bolster Defenses
Ares strengthens the defenses of himself and all nearby allies for 6s, granting Basic Attack Damage, Protections, HP5, and reducing Crowd Control durations. For each shackled enemy, the Protection Buffs are increased.!
Cost: 40/45/50/55/60
Cooldown: 15s
Ability Type:Circle, Buff
Radius:35
Searing Flesh
Flames pour forth from Ares' shield, engulfing enemies in a cone in front of him causing damage every .5s for 4s. Ares is immune to Knockback for the duration.!
Cost: 55/60/65/70/75
Cooldown: 12s
Ability Type:Cone, Damage
Range:35
No Escape
Ares throws chains out to all enemy gods in an area around him, gaining Crowd Control immunity and Damage Mitigation. All enemies hit by the chains are pulled to Ares after 2.5s, taking damage and are Stunned.!
Cost: 80/85/90/95/100
Cooldown: 90s
Ability Type:Circle, Stun, Damage
Radius:35
Blessed Presence
Each Tier 3 aura item that Ares owns grants him 30 additional Magical Power. Additionally, Ares gains bonus Basic Attack damage per level.!
Athena powers up for a dash. While dashing, Athena will pass through minions, stop and hit the first enemy god she encounters, dealing damage. If she hits an enemy, Athena gains a stack (max 3), reducing the next source of Basic Attack damage from any god that hits her. Athena may also gain these stacks by hitting an enemy god with Reach, once per attack.!
Cost: 60/70/80/90/100
Cooldown: 15s
Ability Type:Dash, Slow, Damage
Range:55
Confound
Athena releases a shockwave of power from her shield, Taunting enemy gods and decreasing their Attack Speed as she forces them to fight or chase her.!
Cost: 60/65/70/75/80
Cooldown: 18s
Ability Type:Cone, Taunt, Damage
Range:35
Shield Wall
Athena summons a group of Athenian warriors who do damage and Slow upon arrival. After 2s, they strike again, dealing additional damage and Slowing.!
Cost: 60/65/70/75/80
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Circle, Damage
Radius:15
Defender of Olympus
Athena picks a single allied god anywhere in the world, and launches herself up into the air, landing next to that god 3.6 seconds later. During that 3.6 seconds, both Athena and the allied god gain Damage Mitigation, and the allied god also gains Movement Speed. Enemies nearby when Athena lands take damage.!
Cost: 80/90/100/110/120
Cooldown: 120s
Ability Type:Teleport, Buff, Damage
Radius:20
Reach
After using an ability Athena's next Basic Attack is ranged, passes through and hits all enemies, and deals 50% increased damage to the first enemy hit. Reach's damage will trigger Basic Attack Item Effects, but not Ability ones.!
Atlas throws his Astrolabe to a target location, damaging and slowing enemies where it lands. While deployed, his Basic Attack will cause an explosion at the target area. This explosion deals 50% damage to Minions and costs 5 Mana to use. After 5s or when he re-fires this ability, the Astrolabe will return to him. Atlas' second ability changes based on whether his Astrolabe is deployed or held.!
Cost: 65/70/75/80/85
Cooldown: 14/13/12/11/10s
Ability Type:Circle, Slow, Damage
Range/Radius:50/25
Gravity Pull
Atlas pulls enemies towards his Astrolabe. Enemy gods who are too close get pulled into the Astrolabe. If Atlas is holding the Astrolabe he becomes immune to knockups, and enemies who get pulled into the Astrolabe get held in front of Atlas. After a brief delay, the held targets get launched in the direction Atlas is facing. If Atlas has thrown the Astrolabe, enemies who get pulled into the Astrolabe will get held at the Astrolabe's location before being launched towards Atlas.!
Cost: 50/55/60/65/70
Cooldown: 16s
Ability Type:Cone, Crowd Control, Damage
Range:35
Kinetic Charge
Atlas charges forward, damaging minions and cleansing himself of slows. Each allied god he charges near will have their burdens removed, cleansing them of any current slows and increasing their movement speed. While Atlas is charging, he is immune to slows and knockups. When Atlas collides with an enemy god he will release accumulated burdens in an explosion, slowing enemies in a 15 unit radius. For every burden accumulated, the slow is increased by 25% up to a maximum of 75%. !
Cost: 60/65/70/75/80
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Dash, Buff, Damage
Gamma-Ray Burst
Atlas tears the sky asunder and calls forth a Gamma-Ray Burst. Enemies in this area are hit every 0.5s and gain a stack of Radiation. Radiation can stack up to !{rankprog:5,5,6,6,7}! times and lowers the enemy's Protections and Power. After 5s or upon re-fire the Gamma-Ray Burst will focus in power and begin traveling across the battleground. Enemies hit by this focused ray take heavier damage and gain Focused Radiation, lowering Protections and Power equal to 3 stacks of Radiation.!
Cost: 60/70/80/90/100
Cooldown: 90s
Ability Type:Circle, Debuff, Damage
Range/Radius:55/30
The Astrolabe
As Atlas takes damage from Gods or when he deals damage with his Basic Attacks or Abilities, he accumulates 1.25 Energy in his Astrolabe. Minions provide 1/10th of the Energy. When he reaches 20 Energy his next Basic Attack has 1.5x damage, 1.5s swing time, and deals bonus damage in an area in front of him. Gods hit are Trembled for 2s while minions are stunned. Atlas can store up to 30 Energy.!
Cerberus's snake tail spits venom that passes through and damages Enemies. If Cerberus's dog heads are Alert, they then also spit venom when the ability is fired. Each head is alerted upon hitting an Enemy with a Basic Attack, and all are alerted after Ghastly Breath. Each projectile that hits the same target deals 20% less damage, but hitting an Enemy with all 4 Stuns them.!
Cost: 60/65/70/75/80
Cooldown: 13/12.5/12/11.5/11s
Ability Type:Area, Stun, Damage
Range:55
Ghastly Breath
Each of Cerberus's 3 heads releases a cone of noxious breath in front of them, damaging all Enemies in range 7 times over 2.4s and reducing their Magical Protection up to three times. Enemies in the center of his breath are also Slowed up to three times. This attack immediately puts all three of Cerberus's heads on Alert for Paralyzing Spit.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Cone, Debuff, Damage
Range:35
Soul Expulsion
Cerberus leaps a short distance forward, dealing damage on impact and severing the souls of Enemies. These souls will not block Cerberus's attacks, and killing the souls heals Cerberus, and for each god soul killed, the cooldown of Soul Expulsion is reduced by 2s.!
Cost: 55
Cooldown: 14s
Ability Type:Circle, Leap, Damage
Range/Radius:55/15
Stygian Torment
Cerberus's haunting wail summons below him the souls of the damned, which then knockup all Enemy Gods into the air while stretching the link between their bodies and souls, Damaging them. This knockup can be cleansed. A short time later, Cerberus uses this link to pull the Enemies to him. This attack immediately puts all three of Cerberus's heads on Alert for Paralyzing Spit.!
Cost: 90/95/100/105/110
Cooldown: 100s
Ability Type:Circle, Crowd Control, Damage
Radius:30
Spirit of Death
Any time an Enemy God within 40 units of Cerberus is healed, that healing is reduced by 40% and Cerberus receives 80% of the heal. Cerberus reduces all types of healing, and steals from all types except HP5. The amount stolen is based off the heals base effect, and does not include any increase or reduction applied.!
Charon plucks a soul out of the Styx, firing it as a line projectile that damages and Slows all enemies while stopping on the first god hit. If the soul hits an enemy god, it then explodes in a damaging and Silencing area around the target. All enemy gods hit by the explosion leave behind a damaging trail of the Styx for the next 3s. !
Cost: 60/65/70/75/80
Cooldown: 15s
Ability Type:Line, Crowd Control, Damage
Range/Radius:60/15
Damnation
After a short delay, Charon creates a rift to the underworld in an area, dealing damage and marking all enemy gods hit for the next 3s. The marked gods are revealed and have their Attack Speed reduced. Additionally, any time an allied god hits a marked god once per mark per ability or basic attack, that ally gains a shield for 3s. Subsequent shields only grant 25% of the original value.!
Cost: 60/65/70/75/80
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Circle, Debuff, Damage
Range/Radius:55/15
Swift Voyage
Charon forcibly rows at a break-neck pace, charging forward with increased Movement Speed and reduced turn radius for 2.5s. Charon is Slow and Knockback immune while charging. Charon deals damage to and Roots enemies he collides with as well as those directly to his sides in the wake of his boat.!
Cost: 60/65/70/75/80
Cooldown: 17/16.5/16/15.5/15s
Ability Type:Dash, Root, Damage
Summon Styx
Charon gains Crowd Control immunity and summons a massive tidal wave that he sends forth across the entire battlefield. Enemy gods hit by the wave are Feared, while allied gods gain Protections for 3s. Additionally, if an allied god is within 60 units directly behind the wave, they gain Movement Speed.!
Cost: 100
Cooldown: 110s
Ability Type:Area, Fear, Damage
Range:Global
Ferryman of Souls
If Charon is in assist range while any friendly lane minion or jungle monster dies, their essence persists for Charon to collect for 8s, granting him 1 gold and a Soul stack each. When Charon returns to base, he loses all Soul stacks and gains a permanent 2 Max Health per stack.!
Apollo strums a single chord on his lyre. It's so beautiful it hurts, and all enemies in a long range line take damage.!
Cost: 60/65/70/75/80
Cooldown: 11s
Ability Type:Line, Damage
Range:55
Serenade
Apollo uses his amazing voice to Mesmerize all nearby enemies and bolster himself with additional Protections. Any damage done breaks the effect.!
Cost: 60
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Circle, Mesmerize
Radius:20
The Moves
Apollo runs forward and slides on his knees, dealing damage, knocking aside all enemies and adding a stack of Audacity for each enemy hit. At the end of the slide, the movement speed is decreased for enemies and increased for himself and allies.!
Cost: 70
Cooldown: 15s
Ability Type:Dash, Buff, Damage
Range/Radius:45/20
Across The Sky
Apollo rides his chariot across the sky, choosing when to land, dealing damage every .15s for .6s as he lands. Enemies hit by the last tick of the landing will also be knocked up.!
Cost: 20 + 35/40/45/50/55 per second
Cooldown: 110s
Ability Type:Circle, Knockup, Damage
Range/Radius:60/20
Audacity
After 10 successful Basic Attacks, Apollo gains Audacity, increasing his Attack Speed by 100% and his Basic Attack projectile speed for the next 5 Basic Attacks (hit or miss) he makes. Apollo also gains 1 stack of Audacity for each successful damaging ability on Enemy gods.!
Artemis places a trap on the ground. Enemy gods coming within 5 units of her traps activate them, Rooting, Crippling, and revealing the enemy god while dealing damage every second for 3s.!
Cost: 45
Cooldown: 14/13/12/11/10s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:40/5
Vengeful Assault
Artemis attacks at a furious pace, increasing her Attack and Movement Speed significantly. Additionally, Artemis cleanses herself of slows and becomes immune to Slows for 0.6s when activated.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Buff
Suppress the Insolent
Artemis fires a volley into a ground target, suppressing all of her enemies. Enemies caught within the volley are damaged and are Slowed.!
Cost: 50/55/60/65/70
Cooldown: 9s
Ability Type:Circle, Slow, Damage
Range/Radius:55/15
Calydonian Boar
Artemis summons the great Calydonian Boar on her enemies, doing damage to the nearest enemy god and Stunning them, and itself. The boar is immune until it hits the first god and then continues to charge other gods for its lifetime. Artemis is also immune to Crowd Control for 1.5s.!
Cost: 80/90/100/110/120
Cooldown: 90s
Ability Type:Circle, Stun, Damage
Radius:60
Still Target
Artemis deals 15% increased Basic Attack damage to gods and 30% to minions who are afflicted by Crowd Control. !
Charybdis reveals The Maw as it fires large spikes for a short duration dealing Basic Attack damage. These projectiles pass through minions and are wider and faster than normal Basic Attacks.
On hitting enemy gods and walls, the spikes splinter dealing additional damage.!
Cost: 50/55/60/65/70
Cooldown: 14/13/12/11/10s
Ability Type:Ranged Basic, Buff, Damage
Range:55
Capsize
Charybdis absorbs water from around her before firing a quick blast from The Maw. Enemies are hit by a rapidly decaying Slow and Physical Protection debuff.
This ability can be channeled for longer, consuming Tide on fire, to become wider, strengthen the debuff effects and deal more damage.
Up to 40% Tide consumed.!
Cost: 60/65/70/75/80
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Cone, Debuff, Damage
Range:45
Whirlpool Form
Charybdis dives into a whirlpool she creates, expanding and revealing the terrifying Maw. Charybdis deals damage to enemies caught in the area.
This ability can be amplified by toggling it again and spending 30% Tide. Doing so increases the damage dealt as well as providing Movement Speed, extra damage, and a knockup on exiting.
While submerged, Charybdis is untargetable and immune to damage for up to 3s.!
Cost: 70/75/80/85/90
Cooldown: 17/16.5/16/15.5/15s
Ability Type:Circle, Knockup, Damage
Radius:15
The Maw Hungers
Charybdis reveals her true nature, becoming immune to Crowd Control for the next 6s, and gaining movement speed. She may make one powerful attack as The Maw charges forward, damaging and carrying back enemies hit before chomping down, damaging again and stunning.
If she kills an enemy god with the attack, she gains another 6s and may attack again.!
Cost: 100
Cooldown: 90s
Ability Type:Area, Crowd Control, Damage
Range:70
Raging Tides
Charybdis' attack speed increases as her Tide increases. Successful Basic Attack hits increase her Tide.
Charybdis deals less damage with item effect procs on only her rapid fire Basic Attacks.!
Chiron warns his teammates to evade the area, granting them .5s of Crowd Control Immunity so they can escape before it explodes and does damage to all enemies in the area. Applies Target Mark!
Cost: 55/60/65/70/75
Cooldown: 13s
Ability Type:Circle, Buff, Damage
Range/Radius:55/17.5
Masterful Shot
Chiron passively marks his enemies as targets when he damages them with Basic Attacks, Training Exercise, or Centaurus, reducing their Physical Protections by 5%. He may activate this ability to fire seeking arrows at all marked targets within range, damaging and slowing them.!
Cost: 65
Cooldown: 15s
Ability Type:Target, Slow, Damage
Giddyup!
Chiron gallops forward damaging enemies, knocking up minions, and kicking enemy gods behind him. Chiron is immune to knockups while charging.
Chiron may fire Basic Attacks and Masterful Shot while charging.!
Cost: 70
Cooldown: 16s
Ability Type:Dash, Knockback, Damage
Centaurus
Chiron is transformed into a constellation, and can fire three long-distance shots, even through walls.
If Chiron would be killed during this ability, he does not die until he runs out of time or shots. Killing an enemy with this ability when Chiron would have died returns him to life with health equal to the damage dealt instead.
Applies target mark.!
Cost: 80/90/100/110/120
Cooldown: 90s
Ability Type:Line, Damage
Range:130
Herbal Medicine
Every 12s Chiron collects herbs for a poultice. Each time he uses an ability, a poultice is consumed to heal himself or an ally within 30 units, based on who has the lowest health. Healed allies also gain Physical and Magical Power.!
Pros: Medium Single Target Damage, Medium Area Damage
Cons:
Abilities:
Acid Rain
Martichoras fires hundreds of venomous spikes from his wings, creating a circular rain of spikes that deals damage as it rolls forward. As the rain moves, it leaves behind a toxic trail that slows and damages all enemies within the trail.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Area, Slow, Damage
Range/Radius:40,60/11
Poisoned Barb
Martichoras shoots a stinger, dealing damage, piercing minions, and stopping on the first enemy god hit. The stinger then persists for 3s attached to the enemy god, reducing their healing, or at a point on the ground. Martichoras can explode it by hitting it with a basic attack or ability. The explosion deals damage, reduces healing, and Roots the god who held the stinger.!
Cost: 40/45/50/55/60
Cooldown: 13s
Ability Type:Line, Root, Damage
Range/Radius:55/20
Stalk Prey
Martichoras creates a patch of stealth grass in which he and all allied gods may hide. While inside and on exiting the patch, Martichoras gains Movement Speed. Martichoras’ Basic Attacks from stealth apply 8 stacks of Venom. Enemies may reveal anyone hidden in the patch by entering it or by placing a ward inside its range.!
Cost: 60/65/70/75/80
Cooldown: 25/24/23/22/21s
Ability Type:Area, Buff
Range/Radius:55/27
Death From Above
Martichoras becomes Crowd Control immune and untargetable as he soars into the air, raining down 12 bursts of damaging toxins over 3s. Each time an enemy is hit with a burst, their Physical Protections are reduced.!
Cost: 100
Cooldown: 110s
Ability Type:Circle, Debuff, Damage
Range/Radius:55/10
Monstrosity
Martichoras gains up to 100 stacks of Ferocity for hitting Basics, Abilities, and earning kills or assists. Once maxed, he loses all Ferocity and gains an Attack Speed buff that increases in duration by Basic Attacking gods. He also gains a permanent Monstrosity stack of 0.75% Physical Lifesteal and 0.75% Physical Ability Lifesteal.!
Medusa gains increased attack speed and her basic attacks become augmented, shooting Vipers that poison the targets hit dealing damage over time.!
Cost: 50
Cooldown: 12/11.5/11/10.5/10s
Ability Type:Ranged Basic, Buff, Damage
Range:55
Acid Spray
Medusa hurls back and spits out acid that damages the first enemy hit and sprays out acid in a cone behind them. Enemies hit by Acid Spray will have their healing taken reduced. Acid Spray will explode on statues Medusa has created.!
Cost: 40/45/50/55/60
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Line, Debuff, Damage
Range:45/35
Lacerate
Medusa quickly slithers forward damaging enemies she passes through. The first enemy god she encounters causes her to stop before she damages and roots the god hit.!
Cost: 70
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Dash, Root, Damage
Range:55
Petrify
Medusa removes her mask revealing her true face, delivering a powerful blast from her horrifying Gorgon gaze. Enemies take damage and are stunned if they are looking at Medusa. Enemies not looking at Medusa take 85% damage and are slowed. Enemy gods that are killed during Medusa's gaze will turn to a stone statue and remain behind as a reminder to others.!
Cost: 100
Cooldown: 100s
Ability Type:Cone, Stun, Damage
Range:70
Sidewinder
Medusa suffers no movement penalty when side strafing and half of the movement penalty when moving backward.!
Aphrodite blows a kiss to an allied god, making them her soul mate and giving them both increased movement speed. If it hits an ally, it has a reduced 1s cooldown. If the kiss hits an enemy god, they are Damaged, Stunned and Aphrodite's soul mate gets jealous, increasing their damage. Also Aphrodite's soul mate gains 50% of her MP5 and 10% of her Physical and Magical Protections.!
Cost: 50/55/60/65/70
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Line, Buff
Range:55
Back Off!
Agitated by all the attention, Aphrodite commands enemies to get away from her, doing damage around her, slowing them by 25% for 2s and knocking them back to 25 units from her.
If Aphrodite has a soul mate, an explosion originates on them in addition, dealing damage as well as slowing enemies.
If an enemy would be hit by both blasts, they will only be affected by the one originating from Aphrodite.!
Cost: 70/75/80/85/90
Cooldown: 12s
Ability Type:Circle, Knockback, Damage
Radius:20
Love Birds
Aphrodite calls forth a flock of beautiful doves that fly forward in the area in front of her. The doves circle around all enemies in the path, damaging enemies every .5s for 3s. Aphrodite and her soul mate receive healing when cast and decreased ability cooldowns.!
Cost: 70/75/80/85/90
Cooldown: 16s
Ability Type:Line, Heal, Damage
Range:70
Undying Love
Aphrodite pledges undying love to herself and her soul mate, refreshing the cooldown of Love Birds. While this is active, her and her soul mate are invulnerable to all damage and gain the Jealousy effect for a short duration. All Crowd Control effects are also removed when activated.!
Cost: 100
Cooldown: 90s
Ability Type:Buff
Center of Attention
Aphrodite gains 4 Physical Protection and 4 Magical Protection for each friendly or enemy god within 70 feet of her.!
Chronos creates a rift in time, damaging all enemies in the area.!
Cost: 50/55/60/65/70
Cooldown: 5s
Ability Type:Circle, Damage
Range/Radius:55/10
Accelerate
Chronos accelerates himself over time, allowing him to move faster initially and gain speed over time. While active, his Attack Speed is increased. This ability also stops the Wheel of Time.
Section I: Heal 1% Max Health Per Second.
Section II: 100% Mana Refund On Abilities.
Section III: +35% Magical Power.
Section IV: +35% Magical Power Contribution to Basic Attacks.!
Cost: 60
Cooldown: 12s
Ability Type:Buff
Stop Time
Shooting forward spinning gears of time, any enemies hit by Chronos' attack have their Attack Speed reduced and Ramp to a Stun, taking damage on the initial hit and again when they are stunned.!
Cost: 65/70/75/80/85
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Line, Crowd Control, Damage
Range:70
Rewind
Chronos travels through time to where he was 8 seconds ago, gaining Health and Mana back to the values of that time. All of his Cooldowns are instantly reset as well.!
Cost: 100
Cooldown: 100/95/90/85/80s
Ability Type:Buff
Time Lord
Chronos becomes empowered as time flows around him. Every 1.5 minutes he gains a stack that increases his Magical Power. Stacks up to 25 times, stacks are permanent.!
Hades descends into the ground and erupts from below at his ground location, doing damage to all enemies in the area. If the enemy is Blighted, they are also Slowed. Applies Blight.!
Cost: 50/55/60/65/70
Cooldown: 14s
Ability Type:Circle, Leap, Damage
Range/Radius:55/20
Shroud of Darkness
Hades Silences all enemies in a cone in front of him. If the enemy is Blighted, they are also Feared. Applies Blight.!
Cost: 60
Cooldown: 13/12/11/10/9s
Ability Type:Cone, Crowd Control
Range:35
Devour Souls
Hades devours the souls of his enemies, dealing damage in an area around him. Blighted enemies hit by this ability are Detonated, dealing damage to enemies and healing your allies around the Detonated targets. Enemy gods only take 50% of the damage from Detonating Blights.!
Cost: 60/65/70/75/80
Cooldown: 10s
Ability Type:Circle, Heal, Damage
Radius:20
Pillar of Agony
Hades calls to all enemy souls nearby, creating a Vortex which drags targets toward him, dealing damage every .5s for 4s. For each enemy hit Hades reduces his ability cooldowns by 0.4s. If the enemy is Blighted, their Protections are reduced. Hades also gains Protections and 10% damage mitigation for the duration.!
Cost: 100
Cooldown: 90/85/80/75/70s
Ability Type:Circle, Vortex, Damage
Radius:30
Blight
Hades' normal staff attacks apply a Debuff to the enemy, called Blight. This Debuff stays on the target and can be refreshed. If an enemy is afflicted by Blight their Magical and Physical Power is reduced. Also each of Hades' other powers have an additional effect.!
Hera damages enemies in a cone in front of her before opening a portal for Argus to attack through. Enemy minions hit by this cone are knocked into Argus' path. Argus then slams his fists at the target location dealing heavy damage. If both of his fists connects with an enemy, it deals 15% extra damage.!
Cost: 55/60/65/70/75
Cooldown: 8s
Ability Type:Area, Damage
Range:50
Polymorph
Hera weaves magic in front of her before sending it out. Enemies hit by this ability take damage. If this ability hits a god it causes their form to shift into a monster.!
Cost: 60
Cooldown: 14s
Ability Type:Line, Polymorph, Damage
Range:80
Divine Shroud
Hera shrouds herself in her divine power, granting her a shield from damage and temporary movement speed that lasts as long as the shield remains.
If Argus is active, Argus shines with the same Divine power as Hera, causing him to deal radiant damage and move at an increased rate.!
Cost: 45/50/55/60/65
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Buff
Argus, the Defender
Hera brings Argus crashing down at a location, damaging and knocking up enemies. On landing Argus will attack the nearest target. Hera can control where Argus moves through refiring this ability onto an enemy or if he has a target, to recall him. While recalled Argus will defend Hera and attack anyone that gets close. Argus has a hit chain that starts with a normal basic attack, into a ground circle AoE slowing enemies by 20% for 1s, into a line attack.!
Cost: 80/85/90/95/100
Cooldown: 90s
Ability Type:Circle, Knockup, Damage
Range/Radius:65/20
Commanding Presence
Each time Hera deals damage to gods with her Abilities or Basic Attacks Argus, The Defender's cooldown is reduced by 1.5s and Divine Shroud's cooldown is reduced by 0.5s. If Argus is active he is instead healed.!
Persephone calls forth a Skeletal Warrior from the underworld. This warrior charges forward, damaging minions and stopping on gods. Enemy gods hit are slowed for 2.5s. Wherever it stops its skull falls, becoming a Harvest Skull.!
Cost: 60/65/70/75/80
Cooldown: 12/11.5/11/10.5/10s
Ability Type:Line, Slow, Damage
Range:65
Harvest
Persephone summons an explosion at a target location that places 3 Harvest Skulls. She can activate these Harvest plants with her Basic Attacks. When the Skulls are activated she restores health to herself. After 4s the Skulls turn into Harvest Flowers. When activated these Flowers charge forward in the direction hit, biting any target that gets close. Enemies recently bitten take reduced damage from other bites, stacking 3 times. She can have up to (5/5/6/6/7) Harvest Plants out at any time.!
Cost: 60/65/70/75/80
Cooldown: 13s
Ability Type:Circle, Damage
Range/Radius:50/12.5
Flourish
Persephone floods the ground with necrotic energy that propels her from the ground directly forwards or backwards; based on the direction she is moving. Harvest plants inside the area immediately become Harvest Flowers and activate, charging in the direction Persephone is facing. Enemies caught in this area take damage.!
Cost: 70
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Circle, Leap, Damage
Range/Radius:45/20
Grasp of Death
Persephone conjures Entrapping Vines that she throws forwards, entrapping the first enemy god or wall it touches. Entrapped gods are crippled and rooted. Vines then spawn from the Entrapped target, seeking nearby enemy gods. Gods bound are crippled, can no longer further than 55 units away, and are slowed while running away from the center. Entrapping Vines are destroyed if hit by 5 Basic Attacks (3 if it trapped a Wall), ending all effects.!
Cost: 100/110/120/130/140
Cooldown: 90
Ability Type:Line, Crowd Control, Damage
Range/Radius:Global/55
Pomegranate Seeds
When Persephone dies she travels to the plane of death where she can place 6 Harvest Seeds that will sprout when she respawns. Additionally, each time one of her Harvest plants wither she gains a Pomegranate Seed which can be sold at the fountain for 3g. Persephone can hold 100 seeds.!
Poseidon summons forth a wave that travels in a line, dealing damage and pushing back all enemies in its path.!
Cost: 60/65/70/75/80
Cooldown: 10s
Ability Type:Line, Knockback, Damage
Range:80
Trident
Poseidon activates his Trident, granting additional Attack Speed, Movement Speed and increases his Basic Attack damage by 25% for 6s. While this effect is active, Poseidon's Basic Attacks also fire two additional shots that apply ability damage and trigger ability on-hit effects. All shots increase Poseidon's Tide on successful hit.!
Cost: 55/60/65/70/75
Cooldown: 15s
Ability Type:Ranged Basic, Buff
Range:55
Whirlpool
Poseidon summons a whirlpool at his ground target location that Cripples targets, preventing movement abilities, and creating a Vortex which drags targets toward the center dealing damage every .5s for 3s.!
Cost: 60/65/70/75/80
Cooldown: 15/14/13/12/11s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:55/20
Release the Kraken!
Poseidon releases the Kraken, damaging and Slowing targets in its radius. Enemies in the center of the effect when it spawns take additional damage, are Knocked Up and Stunned.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:45/30
Changing Tides
Poseidon's movement speed increases and his abilities do additional damage as his Tide Level increases. Successful Basic Attack hits increase his Tide, and using abilities decreases it.!
Scylla sends two hounds forward, damaging, Rooting, and Crippling the first enemy hit.
At max rank, two additional enemies nearby the first target will also be hit.!
Cost: 60/65/70/75/80
Cooldown: 10s
Ability Type:Line, Crowd Control, Damage
Range/Radius:65/15
Crush
Scylla creates a Magical field that Slows enemies. After 5s it detonates and damages enemies, dealing 30% increased damage to Minions and Jungle Camps. Scylla may activate the ability again to detonate it early.
At max rank, enemies in the area also have their Magical Protection reduced, and targets hit by the damage retain the debuff and are Slowed for 1s.!
Cost: 70/75/80/85/90
Cooldown: 10s
Ability Type:Circle, Slow, Damage
Range/Radius:55/20
Sentinel
Passive: Scylla gains MP5.
Active: Scylla summons a sentinel to the target area, granting vision of enemies for 5s. Scylla may activate the ability again within 5s to move to the sentinel location.
At max rank, the vision is granted through line of sight blockers.!
Cost: 70/75/80/85/90
Cooldown: 15s
Ability Type:Teleport, Buff
Range:70
I'm a Monster
Scylla reveals her true nature, becoming immune to Crowd Control for the next 6s, and gaining movement speed. She may make one powerful attack during this time. If she kills an enemy god with the attack, she gains another 6s and may attack again.
At max rank, the movement speed bonus doubles.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Buff, Damage
Range/Radius:60/15
Quick Learner
Each of Scylla's abilities gain an additional effect at max rank. In addition, Scylla gains 25 Magical Power for each max rank ability.!
Zeus fires a bolt of lightning that arcs between enemies, doing damage and applying a charge on each hit.!
Cost: 50/55/60/65/70
Cooldown: 12s
Ability Type:Line, Slow, Damage
Range:55
Aegis Assault
Zeus throws his shield forward dealing damage to nearby enemies and apply a charge. The shield remains for 5s, and Zeus may target it with Basic Attacks or Chain Lightning. Each Basic Attack or first Chain Lightning arc that hits the shield will deal additional static damage and apply a charge in the area. While Zeus' shield is deployed, he gains Attack and Movement Speed. Zeus may refire the ability to recall the shield early.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Circle, Buff, Damage
Range/Radius:55/20
Detonate Charge
Zeus detonates any charges that have accumulated on enemies, doing damage, multiplied by 1/1.7/2.4 depending on the number of charges.!
Cost: 60
Cooldown: 10s
Ability Type:Target, Damage
Lightning Storm
Zeus conjures a lightning storm, striking enemies in the area every second. Applies a charge with each hit.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Damage
Range/Radius:55/30
Overcharge
In hand lightning bolt attacks against enemies will apply a charge. Basic Attacks against targets with charges deal increased damage. Charges last 5s.!
Achilles punches forward with the edge of his Shield, inflicting massive damage and stunning enemy targets hit by the impact. The force of his punch continues to radiate past his initial target area, dealing 70% damage to targets farther away. Lane Minions take an additional 15% damage.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Cone, Stun, Damage
Range:50
Radiant Glory
Achilles is blessed by the gods, giving him bonus Physical Power, Protections, and Crowd Control Reduction for 6 seconds. While this blessing is active, Achilles will heal himself upon successfully damaging enemies with abilities.!
Cost: 40/45/50/55/60
Cooldown: 9s
Ability Type:Buff
Combat Dodge
Achilles dodges his enemies' attacks before striking them in swift response. If Achilles successfully hits an enemy god with this strike, Achilles can use this ability once more before it goes on Cooldown.!
Cost: 22/24/26/28/30
Cooldown: 12/11.5/11/10.5/10s
Ability Type:Line, Dash, Damage
Range:35
Fatal Strike
Achilles dashes forward and attacks. While dashing, Achilles will pass through minions, stop and hit the first enemy god he encounters, dealing damage to all he hits and executing gods below 35% Health. If Achilles kills a god with this ability, he can use it again, up to 5 times. As Achilles successfully Executes his enemies, he becomes more reckless in combat and leaves his heel exposed. Achilles will become more susceptible to damage, stacking up to 5 times.!
Cost: 80/85/90/95/100
Cooldown: 90s
Ability Type:Line, Dash, Damage
Range:35
Gift of the Gods
Achilles adapts to the tide of Battle. While in the Fountain, Achilles can choose to wear armor, granting him bonus Health and Protections, or forgo it, granting him bonus Movement Speed and Physical Power. To swap, use Achilles' Basic Attack while the Passive targeter is active. !
Nike slams the ground three times, sending out fissures that deal damage. If a target is hit twice, that target loses protections for 5 seconds. If a target is hit three times, that target is disarmed. Nike is immune to Knockback for the duration.!
Cost: 60/65/70/75/80
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Line, Disarm, Damage
Range:50
Barrier Formation
Nike conjures a protective barrier in front of her that blocks ranged Basic Attacks. While focused on the barrier Nike's ability to turn is limited and she is knockback immune. Enemies who get near the barrier are repelled. At any point, Nike can re-fire the ability to collapse the barrier and deal damage to enemies in front of the barrier.!
Cost: 60/65/70/75/80
Cooldown: 13
Ability Type:Cone, Knockback, Damage
Range:25
Valiant Leap
Nike leaps into the air, then crashes down at a location dealing damage and knocking up enemies.!
Cost: 55/60/65/70/75
Cooldown: 16s
Ability Type:Circle, Leap, Damage
Range/Radius:55/15
Sentinel of Zeus
Nike transforms into an armored sentinel and sends out a shockwave that damages and slows enemies around her. While in this form, she gains a percentage of her max health as a shield that lasts for 10 seconds.!
Cost: 90/95/100/105/110
Cooldown: 90/85/80/75/70s
Ability Type:Circle, Slow, Damage
Radius:40
To Victory!
Nike sets three goals that the team can achieve to gain increased strength. Upon completing a goal, Nike's team gains a Laurel that increases Power and Movement Speed. This Laurel can increase up to 3 times.!
Bakasura leaps to his ground target location, dealing damage to all enemies in the area, increases the damage they take from all sources by 10% and lowers their healing received for 3s.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Circle, Leap, Damage
Range/Radius:55/15
Eat Minion
Bakasura grabs a minion and devours it, healing himself, restoring Mana, reducing His 1st and 3rd ability cooldowns, and gaining a Protections Buff. Large Jungle monsters must be at 33% Health to be eaten, but will provide 2 minions toward Regurgitate. Up to 6 minions can be stored for Regurgitate.!
Cost: 40
Cooldown: 10/9.5/9/8.5/8s
Ability Type:Target, Buff
Range:12
Butcher Blades
Bakasura passively gains Physical Power. When activated, he gains additional true damage on each strike for the duration.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Buff
Regurgitate
Bakasura regurgitates all of the minions consumed by his Eat Minion ability at his ground target location that Slows, Cripples, and damages enemy players every 0.5s. This area lasts for 6s. Bakasura's Basic Attacks become cone attacks and he is immune to Crowd Control for a short duration. Bakasura is able to use Eat Minion on his regurgitated minions.!
Cost: 80/90/100/110/120
Cooldown: 90/85/80/75/70s
Ability Type:Circle, Buff, Damage
Range/Radius:70/25
Insatiable Hunger
Bakasura's attack and movement speed temporarily increases for each enemy that he kills.!
Kali leaps forward, damaging enemies in the target area. If Kali damages an enemy god, she sets the lowest Current Health target as her Mark. Kali additionally heals herself for a percent of a single enemy's missing Health. Kali always heals from the target that would heal her the most.!
Cost: 60
Cooldown: 12s
Ability Type:Circle, Leap, Damage
Range/Radius:55/12
Lash
Kali throws several blades, that converge upon the target location. Each does damage and causes bleed. Kali gains Physical Lifesteal against targets affected by this Bleed.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Area, Buff, Damage
Range:70
Incense
Kali hurls her incense at her feet, exploding it. Enemies hit are Stunned, while Kali gains a Physical Power bonus.!
Cost: 60
Cooldown: 14s
Ability Type:Circle, Stun
Radius:20
Destruction
Kali becomes an unstoppable force of destruction, creating a damage aura around her. During this time, she can be reduced to 1 Health, but cannot die. She is Immune to Knockup, Slow effects, and protected from Root, but still vulnerable to Stuns. If Kali is under 15% of her total Health at the end of the duration, she will heal to 15% Health.!
Cost: 60/70/80/90/100
Cooldown: 90s
Ability Type:Circle, Buff, Damage
Radius:20
Marked for Death
Kali selects a god to Mark. Kali gains Physical Penetration against that god, and Heals 40% of her Max Health for killing the god or 15% for assisting. Gold Bounty from that god is increased by 20% for a Kill or Assist. If her marked target dies the enemy god closest to Kali becomes marked. If Kali is killed by an enemy god she may choose a new target.!
Ravana throws a powerful punch, projecting his prana with it to damage and slow all enemies in front of him.!
Cost: 30/38/45/53/60
Cooldown: 9s
Ability Type:Cone, Slow, Damage
Range:20
Overhead Kick
Ravana performs a high kick, sending a shockwave forward to damage all enemies in a line, increasing his Movement Speed and rendering him CC and damage immune for the duration.!
Cost: 60/65/70/75/80
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Line, Buff, Damage
Range:35
10-Hand Shadow Fist
Ravana's fists fly forward, damaging and passing through minions and damaging and rooting the first god hit. Ravana heals for each enemy hit - with maximum damage sources of one god and up to three minions.!
Cost: 55/60/65/70/75
Cooldown: 14s
Ability Type:Line, Root, Damage
Range:45
Mystic Rush
Ravana leaps to a target location, damaging all enemies in the area and applying a debuff to enemy gods that increases the damage they take from all sources. After landing, Ravana receives a buff that reduces the damage he takes from all sources.!
Cost: 80/90/100/110/120
Cooldown: 110/105/100/95/90s
Ability Type:Circle, Buff, Damage
Range/Radius:55/15
Chain of Blows
Successful Basic Attacks and abilities against an Enemy add to Ravana's Combo Chain. Each time his Chain reaches 8 he receives a Shield equal to 7% of his Maximum Health as well as 3% Movement Speed. This may stack up to 3 times. !
Ganesha curses his Enemies with his considerable willpower, damaging them. For each Enemy he hits (up to a maximum of 4), all Allied Gods within 55 units of Ganesha gain bonus Damage.!
Cost: 65/70/75/80/85
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Line, Buff, Damage
Range:55
Ohm
Ganesha begins chanting and rises into the lotus position, where he is slowed slightly but may travel freely in all directions. While chanting, he silences Enemy gods in a cone in front of him, increasing Physical and Magical Protections for all nearby Allied Gods. He gains an additional 50% of the Protections he provides, and he is knockback immune while channeling this ability.!
Cost: 55/60/65/70/75
Cooldown: 14/13/12/11/10s
Ability Type:Cone, Silence
Radius:35
Remove Obstacles
Ganesha charges forward, hooking an enemy with his goad, holding them in place and damaging the enemy before knocking them up. While dashing, Ganesha passes through player-made deployables.!
Cost: 70
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Dash, Crowd Control, Damage
Range:45
Dharmic Pillars
Ganesha summons the Four Great Pillars of Righteousness to imprison his Enemies. Between each pair of pillars a magical field is created, and Enemies who pass through the field take Damage, are Slowed, and have their Protections reduced for 3s.
The first tick of this damage does an additional 60%, and Enemy Minions and Jungle Monsters take 40% of this Damage.!
Cost: 80/85/90/95/100
Cooldown: 75s
Ability Type:Area, Slow, Damage
Range:40/55
Good Fortune
Any time Ganesha deals a killing blow, the nearest Friendly God receives credit for the kill and Ganesha receives the rewards for an assist instead. In addition, his assist range is increased by 20 and the time before he loses his assist credit is increased by 5s.!
Kumbhakarna sleepily runs forward. If he hits an enemy he stops and deals damage. If the enemy is a minion, he throws them, dealing increased damage to each enemy they hit.!
Cost: 55/60/65/70/75
Cooldown: 10s
Ability Type:Dash, Damage
Range:45,75
Groggy Strike
Kumbhakarna smashes down, damaging all enemies in front of him, Crippling, and Rooting them. This is Root duration is not affected by Diminishing Returns.!
Cost: 50/55/60/65/70
Cooldown: 10s
Ability Type:Line, Crowd Control, Damage
Range:40
Mighty Yawn
Kumbhakarna lets out a mighty yawn that Mesmerizes all enemies in range. If awakened early, enemies are Damaged, have their Attack Speed and Movement Speed Slowed. Kumbhakarna may use this ability while asleep.!
Cost: 50
Cooldown: 15s
Ability Type:Circle, Mesmerize
Radius:40
Epic Uppercut
Kumbhakarna moves forward, stops at the first enemy god he encounters, and delivers a massive melee attack that uppercuts the enemy directly into the air. When the enemy lands, it deals area damage and causes Knockup to enemies nearby.!
Cost: 100
Cooldown: 70s
Ability Type:Dash, Crowd Control, Damage
Range/Radius:30/20
Sleepy
Kumbhakarna does not die when he reaches 0 Health, instead he falls asleep. He will awaken after 8s at 40% Health and Mana, unless hit with 6 Basic Attacks (+1 every 5 levels) while sleeping. This passive ability has a 120s Cooldown. While it is on Cooldown, Kumbhakarna gains +20 HP5.!
Rama switches to a more powerful arrow that Pierces and Slows enemies. This ability consumes 1 of Rama's Astral Arrows and deals bonus damage with every shot. Damage from this ability is reduced to 80% for each enemy hit after the first. Rama cannot toggle this ability if he has no Astral Arrows. The Slow can be Stacked up to 3 times.!
Cost: 15 + 1 arrow per shot
Cooldown:
Ability Type:Line, Slow, Damage
Range:55
Infinite Arrows
Rama focuses his mind and gains increased Attack Speed. While this buff is active, every 3rd successful hit on an enemy god will immediately generate an Astral Arrow.!
Cost: 40/45/50/55/60
Cooldown: 15/14/13/12/11s
Ability Type:Buff
Rolling Assault
Rama performs a roll in the direction he is currently traveling. After performing a dodge roll, for 5s Rama's next Basic Attack will consume an Astral Arrow that Cripples the target and deals bonus damage. Rama incurs no movement penalty during this shot. !
Cost: 50/55/60/65/70
Cooldown: 11s
Ability Type:Dash, Cripple
Range:45
Astral Barrage
Rama launches into the air and shoots 3 powerful arrows at the ground, each successive shot increasing in damage (70%, 85%, 100%) and decreasing in AoE size (15, 10, 7.5). Every time Rama generates or picks up an Astral Arrow the cooldown of this ability is reduced by 0.4s.!
Cost: 80
Cooldown: 90s
Ability Type:Circle, Damage
Range/Radius:200/15,10,7.5
Astral Quiver
Rama's Astral Quiver generates an Astral Arrow every 12s. Each Basic Attack hit reduces the time to generate an Astral Arrow by 2s. The first time a fired Astral Arrow hits an enemy it has a chance to drop to the ground. Picking up an Astral Arrow restores 10 Mana.!
Agni summons a cloud of noxious fumes at his ground target location, doing damage every second. Firing any of Agni's abilities into the fumes detonates the gas, Stunning and damaging all enemies in the radius.!
Cost: 60/65/70/75/80
Cooldown: 13s
Ability Type:Circle, Stun, Damage
Range/Radius:55/20
Flame Wave
Agni summons a wave of fire in front of him that scorches all enemies in its path. Ignites Noxious Fumes.!
Cost: 60/65/70/75/80
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Line, Damage
Range:50
Path of Flames
Agni blazes a path forward in a quick dash, leaving flames trailing behind him. Any enemies passing through the flames catch fire and burn for damage every .5s for 2s. Ignites Noxious Fumes. Agni is immune to Knockback while dashing.!
Cost: 70/75/80/85/90
Cooldown: 16s
Ability Type:Dash, Damage
Range:60
Rain Fire
Every 18 seconds, Agni gains a flaming halo that can be expended to summon a giant meteor at his ground target location. He can summon 1 every .8 seconds. Ignites Noxious Fumes.!
Cost: 10
Cooldown: Dependent on Halos
Ability Type:Circle, Damage
Range/Radius:65/20
Combustion
Hitting an enemy with a Basic Attack provides 1 stack of Combustion. Hitting an enemy god provides 2. At 4 stacks Agni's next Flame Wave or Rain Fire will ignite all enemies hit, dealing damage every .5s for 3s.!
Shiva’s trident is emblazoned with the fire of Agni as he spins it around dealing damage, pulling in enemies and leaving behind a firewall at the edge.
Bliss - Allies gain a Movement Speed buff on passing the firewall.
Destruction - Enemies suffer a Protection Reduction debuff on passing the firewall.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Circle, Knockback, Damage
Radius:20
Damaru’s Tempo
Shiva hits the butt of his trident down into the ground, shaking the damaru drum and causing energy to dissipate and damage enemies. Depending on the selection, enemies in the chosen segment are knocked up as well.
Bliss - Allies gain an Attack Speed buff if the energy passes through them.
Destruction - Enemies suffer an Attack Speed debuff if the energy passes through them.!
Cost: 70/75/80/85/90
Cooldown: 13s
Ability Type:Cone, Knockup, Damage
Range:45
Pillar of Dawn
Shiva dashes into a pillar of fire where he meditates for a short duration, taking reduced damage and becoming immune to CC except for Stuns and Time Dilation, before being able to dash out again. Each dash deals damage to enemies and as he meditates the pillar emits an aura.
Bliss - Allies in the aura gain a block stack while Shiva gains up to 3 after leaving.
Destruction - Enemies in the aura suffer constant damage.!
Cost: 65/70/75/80/85
Cooldown: 18s
Ability Type:Dash, Buff, Damage
Range/Radius:30/30
Shiva Tandava
Shiva performs his Tandava, channeling for the next 6 seconds with CC Immunity. Every 1.5s he performs a step that can be preselected.
Step one - Ally Healing and Mana restore.
Step two - 50% Damage and Healing and also amplification of next step radius and effects.
Step three - Damage and Shield reduction to Enemies.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Buff, Damage
Radius:25/35
Samsara
Shiva cycles between the states of Bliss and Destruction by dealing damage to enemy gods with attacks and abilities. Each state provides benefits to himself and allies or hindrances to enemies. On switching between states Shiva's non-ultimate ability cooldowns are reduced by 2s.!
Vamana opens his umbrella in front of him and sprints forward, doing damage to all enemies and knocking them into the air.!
Cost: 70
Cooldown: 14s
Ability Type:Dash, Knockup, Damage
Armored Umbrella
Vamana infuses his umbrella with his armor, reinforcing it while he strikes forth, doing damage to all enemies in a cone.!
Cost: 60/65/70/75/80
Cooldown: 13/12.5/12/11.5/11s
Ability Type:Cone, Damage
Range:35
Umbrellarang
Vamana spins an umbrella out in front of him, hitting everyone in its path for damage and slowing your enemies' attack and movement speeds. After reaching its destination, the umbrella returns back to Vamana, hitting everyone in its path again.!
Cost: 60/65/70/75/80
Cooldown: 13s
Ability Type:Line, Slow, Damage
Range:70
Colossal Fury
Vamana grows to an enormous giant for 5s gaining immunity to Crowd Control, Protections, Physical Power, Physical Lifesteal, a stacking shield that cannot exceed 1000 Health, and his Basic Attacks now damage all nearby enemies. His Movement Penalty for Attacking, Backpedaling, and Strafing are reduced by 20% while in this state.
Successful attacks on enemies also provide stacking Movement Speed for 3s. When Vamana is in Colossal form, taking damage from gods increases the duration to a max of 9s and Vamana can pass through player made walls.
You may cancel his giant form early.!
Cost: 100
Cooldown: 90s
Ability Type:Area Basic, Buff
Range:16
Sleeping Giant
Vamana gains Physical Power and Attack Speed equal to a percentage of his Physical Protections.!
Susano moves thrice in quick succession; after each attack he has up to 3s to fire the next one. First Attack: 100% Damage to all Enemies in a cone. Second Attack: 100% Damage to all Enemies in a circle. Third Attack: 50% Damage while Dashing forward.!
Cost: 60/65/70/75/80
Cooldown: 16/15/14/13/12s
Ability Type:Area, Damage
Range/Radius:30,40/30
Wind Siphon
Susano commands the winds to blow, dealing damage in a cone in front of him. Enemies in the center of the attack are pulled towards him.!
Cost: 80/75/70/65/60
Cooldown: 16s
Ability Type:Cone, Knockback, Damage
Range:35
Jet Stream
Susano throws forward a gust of air which creates a whirlwind, dealing damage every .75s for 3s. He may activate this ability again to teleport to the whirlwind. If the initial gust hits an Enemy, the whirlwind surrounds and travels with them, and teleporting to the Enemy reduces this cooldown to 10s.!
Cost: 45/50/55/60/65
Cooldown: 16s
Ability Type:Circle, Teleport, Damage
Range/Radius:45/10
Typhoon
Susano summons a hurricane at his location, creating a Vortex that drags enemies towards the center while growing to up to twice its size, increasing the damage as it grows. Upon reaching full size, the storm is launched in the direction he is facing, knocking up opponents in its path. Susano may re-activate this ability early to fire the storm at it's current size for reduced damage. If fired at less than half of its maximum size, he also foregoes the knock-up.!
Cost: 80/85/90/95/100
Cooldown: 100s
Ability Type:Circle, Knockup, Damage
Range/Radius:70/15-30
Gathering Storm
Each time Susano successfully deals damage to at least one enemy god with an ability he gains a stack. At 4 stacks, his next ability within 5 seconds that hits an enemy god will deal bonus damage.!
Tsukuyomi throws a Dark Moon Shuriken that damages enemies and stops on gods, sticking into them. If Tsukuyomi gets close to the god he retrieves the Shuriken and reduces its cooldown. <font color='#b18cd9'>After casting this ability Shingetsu's next Basic Attack becomes ranged. This attack steals Movement Speed from the enemy hit.</font>!
Cost: 50/60/70/80/90
Cooldown: 14s
Ability Type:Line, Slow, Damage
Range:65
Kusarigama
Shingetsu and Mangetsu form themselves into a Kusarigama. Tsukuyomi swings the weapon to his left and right, damaging and disarming enemies hit. He then swings the weapon forward with more force stunning enemies hit. While channeling Tsukuyomi gains 25% Movement Speed and is immune to Knockups.!
Cost: 70/75/80/85/90
Cooldown: 14s
Ability Type:Area, Crowd Control, Damage
Range/Radius:30/20
Silver Moon Caltrops
Tsukuyomi scatters Caltrops on the ground which damage enemies in the area and slow them for 1.5s. Enemies who move inside this Caltrop field take damage and are slowed again. <font color='#DFEAFA'>After casting this ability Mangetsu's next Basic Attack becomes ranged. This attack deals bonus Physical Damage.</font>!
Cost: 40/45/50/55/60
Cooldown: 14s
Ability Type:Area, Slow, Damage
Range:55
Piercing Moonlight
Tsukuyomi channels the power of the Full Moon, gaining Crowd Control immunity and 20% Damage Reduction. He fires forward 4 powerful piercing beams of moonlight. Enemy gods damaged become marked. Each beam can hit up to 3 enemy gods. After firing all beams Tsukuyomi charges forward at light speed, dashing through all enemies in the order they were hit, dealing heavy damage. Tsukuyomi will end his dashing at the final enemy hit. If Tsukuyomi kills an enemy god with this ability Tsukuyomi he will gain both of his ranged basic attacks.!
Cost: 80/90/100/110/120
Cooldown: 90s
Ability Type:Line, Buff, Damage
Range:90
Shingetsu & Mangetsu
Tsukuyomi wields Shingetsu in his left hand and Mangetsu in his right hand. When these weapons damage an enemy they become empowered. <font color='#b18cd9'>Empowered Shingetsu gains a 50% cleave and restores mana.</font> <font color='#DFEAFA'>Empowered Mangetsu deals bonus damage and restores health.</font>!
Bake Kujira imbues himself with cursed energy. When activated, Bake Kujira gains increased Basic Attack range and reduced Movement Penalty when Basic Attacking. He also gains a stack of Protections for each enemy hit with his Basic Attacks.!
Cost: 60/65/70/75/80
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Buff
Sonic Wave
Bake Kujira sends out a wave of cursed energy. Enemies hit are slowed, damaged, and Cursed. Enemies that are Cursed deal reduced damage for 6s. If a Cursed enemy is hit by this ability, the slow is doubled and their Curse becomes amplified. Bake Kujira's Basic Attacks reduce this ability's Cooldown by 1s when hitting an enemy god and 0.1s when hitting an enemy minion.!
Cost: 40/45/50/55/60
Cooldown: 10s
Ability Type:Cone, Damage
Range:40
Twisting Dive
Bake Kujira gathers power then dashes straight ahead, damaging enemies around him. Enemies hit by the dash take additional damage and are stunned and pushed to Bake Kujira's ending location. Bake Kujira is immune to Knockback while using this ability.!
Cost: 50/55/60/65/70
Cooldown: 14s
Ability Type:Line, Dash, Damage
Range:40
Yokai's Lament
Bake Kujira begins to sing for the next 5s, gaining bonus Basic Attack Damage, increasing his Basic Attack range to 20, and distorting a large area around himself with the sound waves. Enemies between 20 and 50 units away gain stacks of time dilation every 0.25s, causing all of their actions to happen more slowly. Leaving the time dilation area will cause the stacks of time dilation to decay over time. Enemies within 20 units are not time dilated, but instead take increased damage.!
Cost: 100
Cooldown: 110/105/100/95/90s
Ability Type:Circle, Buff
Inner/Outer Radius:20/50
Curse of the Ghost Whale
Enemies that hard Crowd Control Bake Kujira are Cursed. If an enemy is already Cursed, it refreshes and strengthens. Bake Kujira converts Protections from Items and Abilities into Basic Attack damage, and Attack Speed into Haste. His Basic Attacks do not benefit from Attack Speed and proc item hit effects for 50% damage and healing.!
Kuzenbo summons and throws the powerful NeNe Kappa, who can ricochet off of walls. After firing, if the NeNe Kappa bounces off of a wall it will travel 70 units from that point up to a maximum of 2 bounces. After reaching maximum range, or if an Enemy God is hit by the NeNe Kappa, it will burst forth from its shell, slowing and attacking them for 6s. Kuzenbo transfers 20% of his Health and Protections to the NeNe Kappa.!
Cost: 70/75/80/85/90
Cooldown: 14s
Ability Type:Line, Pet, Damage
Range:70
Shell Spikes
The spikes on Kuzenbo’s back extend out, damaging enemies who attack Kuzenbo. While active, each time Kuzenbo takes damage, the cooldown on NeNe Kappa and Sumo Slam is reduced. Kuzenbo may activate this ability even while under the effects of Crowd Control.!
Cost: 50
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Buff, Damage
Sumo Slam
Kuzenbo charges forward, immune to slows, damaging Enemy minions and silencing using his immense strength to push the first Enemy God he hits along with him. Each subsequent Enemy he hits deals damage to both that Enemy and the god Kuzenbo is pushing. Colliding with a wall will also deal damage to the pushed god. Pushed targets can be hit a maximum of 3 times.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Dash, Crowd Control, Damage
Watery Grave
Kuzenbo pulls himself inwards under his shell and spins, summoning fierce currents that knock enemies back, increase his Movement Speed, grant him Damage Mitigation, render him immune to Crowd Control, and allow him to move freely in all directions for 2.1s. Each hit after the first on an enemy deals 40% reduced damage.!
Cost: 100
Cooldown: 75s
Ability Type:Circle, Knockup, Damage
Radius:22.5
Water Bowl
Each time Kuzenbo takes over 2% of his maximum health worth of damage, pre-mitigation, he is granted stacks of Damage Mitigation as his head fills with water (Max 10 Stacks). Stacks last 30s and refresh when he gains another. If he is affected by True Hard CC, the bowl loses half of its stacks. Kuzenbo may only lose stacks in this way every 1.5s.!
Danzaburou rolls out 3 money bags that pass through and damage Enemy minions but stop on Enemy gods, slowing as they travel. Gods hit are damaged and Intoxicated, dropping a gold coin that Danzaburou or his ally gods can pick up to provide him 10 gold.
When a money bag stops moving, it reveals to be an explosive which detonates after a short delay. Subsequent hits of the money bag or explosions deal 15% damage.!
Cost: 70/75/80/85/90
Cooldown: 12s
Ability Type:Line, Intoxicate, Damage
Range/Radius:70/12
Alluring Spirits
Danzaburou takes a swig of his sake bottle, gaining health, before hurling it in front of him dealing damage to Enemies in the inner circle. Jungle Camps take an extra+40% damage.
The bottle of sake applies stacks to Enemy gods in the area slowing, and upon reaching 3 stacks, taunting (with no DR) them towards the sake bottle. Enemies that take more than 30% of their max. Health while taunted are broken out early.!
Cost: 60/65/70/75/80
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:45/18
Tanuki Trickery
Danzaburou creates a field where he moves faster, is slow immune, takes less damage, and has no basic attack penalty. Enemies are slowed by 20%. If he leaves the field it fades turning him into a leaf with other decoys that mimic his movement. As a leaf his movement speed is increased, he is slow immune and can pass through enemies and allies. After a short delay from transforming, any hit from Enemy gods or if Danzaburou himself attacks, he will revert back.!
Cost: 70
Cooldown: 16s
Ability Type:Circle, Buff
Radius:24
Uproarious Rocket
Danzaburou summons a magical leaf which transforms into a large bamboo rocket! While preparing, Danzaburou can aim the rocket within 180 degrees to lock onto Enemy gods or he can refire this ability to become the rocket, also becoming damage immune.
Once fired the Rocket will pass through and damage Enemy minions, stopping on the first Enemy god hit damaging and stunning them while dealing 75% damage in a larger area. !
Cost: 100
Cooldown: 100s
Ability Type:Line, Crowd Control, Damage
Range/Radius:120/30
Dubious Savings
Every time Danzaburou actively gains gold, he stores 10% into one of his money pouches instead. When a pouch is completely filled, Danzaburou gains bonus gold and a permanent Physical Power increase before switching to a larger money pouch.!
When Hachiman toggles on this ability, instead of Basic Attacking he fires a series of arrows that travel further and deal additional damage. If an enemy is hit from 55 units away or further, the attack deals bonus scaling damage. Each hit may trigger item effects for basic attacks, and can critical hit.!
Cost: 50
Cooldown: 14/13/12/11/10s
Ability Type:Ranged Basic, Buff
Range:80
Heavenly Banner
Hachiman calls down sacred banners from heaven, damaging all enemies in range, granting himself Attack Speed, and leaving a banner which buffs his and allied Attack Speed while within range.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Area, Buff, Damage
Range/Radius:55/20
Iaijutsu
Hachiman dashes forward, damaging and passing through enemies. Upon reaching his destination, Hachiman swings his blade in a full circle, hitting all enemies in range. If hit by both attacks, enemy Gods are stunned.!
Cost: 70/75/80/85/90
Cooldown: 16s
Ability Type:Dash, Stun, Damage
Range/Radius:35/20
Mounted Archery
Hachiman leaps on his horse and charges forward. While mounted, he is immune to Crowd Control and can aim separately from the direction of his horse. He may fire to launch an arrow at every Enemy God within a cone.!
Cost: 80/90/100/110/120
Cooldown: 110s
Ability Type:Cone, Slow, Damage
Range:85
Master of Arms
Hachiman grows stronger as he lands his blows. Hitting enemies with Basic Attacks energizes Hachiman, granting him a stack of Attack Speed and MP5. Stacks up to 5 times, stacks last 8s.!
For 6s, Izanami throws her kama sickles even faster and more furiously. While active she gains Attack Speed, and her Basic Attacks no longer return to her, instead applying Bonus Damage in addition to 100% of her Basic Attack power per hit. This Bonus Damage applies to all targets, including Structures.!
Cost: 60/65/70/75/80
Cooldown: 10s
Ability Type:Ranged Basic, Buff
Range:55
Spectral Projection
Izanami sends forth a demonic visage of herself to strike down her enemies, damaging and Slowing all Enemies in a line.
If an Enemy God is killed while slowed by this ability, future uses of the slow will be increased by 10% per kill up to twice, for a maximum of 40%.!
Cost: 70
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Line, Slow, Damage
Range:70
Fade Away
Izanami descends into the underworld, becoming Stealthed, and leaps away from her current position.
Taking damage, or firing a damaging Ability or Basic Attack breaks her Stealth.!
Cost: 70
Cooldown: 15s
Ability Type:Leap
Range:55
Dark Portal
Izanami summons a dark portal which Damages and Silences all Enemies in range.!
Cost: 100
Cooldown: 80
Ability Type:Circle, Silence, Damage
Range/Radius:60/15
Death Draws Nigh
The closer Izanami gets to death, the more powerful she becomes. Izanami gains 4% Physical Penetration for each 10% of her Health that is missing, up to a maximum of 15%.
Izanami's Basic Attacks increase in projectile speed with higher Attack Speed and only trigger Item effects on the first target hit per attack.!
Raijin pounds his drums sending forth a peal of thunder in a line, then another, then two at once, each growing wider as it travels. The thunder deals Magical Damage to Enemies it hits.!
Cost: 50/55/60/65/70
Cooldown: 10s
Ability Type:Line, Damage
Range:65
Raiju
Raijin marks a target enemy by dismissing his ally Raiju, who deals damage as he hides in the enemy's navel. While asleep, Raiju slows and reveals the target to Raijin's team on the minimap. The next time Raijin hits the target, Raiju awakens and claws his way out, doubling the slow and damaging the target and 5 nearby enemies every .5s for 2.5s in his attempt to flee. Enemies hit by the bouncing Raiju take decreased damage.!
Cost: 60/65/70/75/80
Cooldown: 15/14/13/12/11s
Ability Type:Target, Slow, Damage
Range/Radius:55/12.5
Thunder Crash
Raijin sends a bolt of lightning crashing down at his ground target location mesmerizing enemies, while Raijin himself ascends into the sky. Shortly thereafter he crashes down at that location, doing a burst of damage to all enemies in the area. !
Cost: 70/75/80/85/90
Cooldown: 17/16.5/16/15.5/15s
Ability Type:Circle, Mesmerize, Damage
Range/Radius:60/25
Taiko Drums
Passive: Raijin gains increased Attack Speed.
Active: Raijin flies above the battlefield, beating his drums 4 times to summon peals of thunder. With each hit, he has a choice of three beats:
Beat one: 100% damage.
Beat two: Taunt and 50% Damage
Beat three: Fear and 50% Damage
While in the air, Raijin suffers a 20% Movement Speed Slow.!
Cost: 90
Cooldown: 90s
Ability Type:Line, Crowd Control, Damage
Range:100
Charged Tempo
For every 5 abilities cast, Raijin reduces the cooldown of all abilities currently on cooldown (including the one just cast) by 1.5s. Additionally, Raijin's Basic Attacks have a wider radius (+2) and hits reduce his non-ultimate cooldowns by 0.2s.!
Amaterasu harnesses the power of her jewel, gaining Attack Speed and healing herself every second for 4 seconds. She also creates a persistent aura that buffs nearby allied gods. Every time this ability is activated the aura switches between Valor and Benevolence. !
Cost: 50/55/60/65/70
Cooldown: 9s
Ability Type:Buff
Radius:30
Heavenly Reflection
Amaterasu charges her mirror for 5 seconds. While the mirror is charging she takes decreased damage. By activating the ability again or at the end of 5 seconds she will fire her mirror straight ahead, dealing damage. The mirror can be charged by successfully attacking enemies or from taking damage, and will deal up to double the base damage when fully charged.!
Cost: 60/65/70/75/80
Cooldown: 12/11.5/11/10.5/10s
Ability Type:Line, Buff, Damage
Range:55
Glorious Charge
Amaterasu shines light off of her sacred blade, silencing all enemies in front of her. She then dashes forward while dealing damage, piercing through minions or stopping at the first god hit. !
Cost: 60
Cooldown: 15s
Ability Type:Dash, Silence, Damage
Range:55
Dazzling Offensive
Amaterasu focuses the power of the heavens into an impressive 3 strike combination attack. The 2nd hit will do 20% more base damage and slow enemies by 30%. The 3rd hit will do 40% more base damage and stun enemies. She must hit an enemy with the 1st hit to receive the increased damage and CC on the 2nd hit. The same rule applies to the 2nd and 3rd hits.!
Cost: 100
Cooldown: 90/85/80/75/70s
Ability Type:Cone, Stun, Damage
Range:35
Illuminating Strike
Amaterasu illuminates enemies she hits with basic attacks. After 3 hits on the same target the enemy gains an aura, exposing their weaknesses and causing them to take more damage from all sources. Any other enemies that come near the afflicted target are weakened as well.!
Awilix mounts her Panther Suku, gaining movement speed but decreasing strafe speed. Awilix may leap off of Suku to deal damage to all enemies in the target area.
Canceling this ability before leaping will not trigger its Cooldown.!
Cost: 30/35/40/45/50
Cooldown: 15s
Ability Type:Circle, Buff, Damage
Range/Radius:55/15
Feather Step
Awilix flips over the last enemy she hit within 1.5s, Rooting, Crippling, and dealing damage as she passes over them. The damage dealt is modified based on the next attack in Awilix's Basic Attack progression.
If the next attack is her third attack, then she also hits all targets in the area around her.!
Cost: 60/65/70/75/80
Cooldown: 8s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:30/15
Moonlight Charge
Suku comes to Awilix's aid, rushing forward and damaging all enemies. If hit from the side or behind, enemies are also knocked up into the air.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Line, Knockup, Damage
Range:70
Gravity Surge
Awilix calls upon the power of the moon, immediately pulling to her the closest enemy god she is facing that is either leaping or knocked up into the air. The target god takes damage and is Stunned for 0.8s when they land.
Awilix is then bathed in moonlight, gaining bonus Attack Speed and Physical Power, along with protection against Roots, Slows, and Knockbacks for 6s.!
Cost: 100
Cooldown: 80/75/70/65/60s
Ability Type:Target, Crowd Control, Damage
Range:75
Initiative
If Awilix has not taken or dealt damage in the last 5s and she strikes an enemy first, she increases her Physical Power for a short duration.!
Camazotz screeches loudly and launches a sound wave that pierces through minions and deals damage.
If the screech hits an enemy god, the sound wave will echo. If Camazotz is hit by an echo, his team gains vision of the god that was hit by screech for the next 15s and he gains bonus Physical Power for the duration.!
Cost: 50/55/60/65/70
Cooldown: 12s
Ability Type:Line, Buff, Damage
Range:70
Vampire Bats
Camazotz commands a swarm of bats to fly out and attack a single target, damaging, slowing them by 40%, lowering their healing received for 3s and then carrying back a heal.
If the target was a Buff Holder, Oracle, or Alpha Harpy, they will be marked and Camazotz will receive a heal as well as a stackable Vampirism buff that lasts 300s. Marked monsters will not provide Camazotz with another stack of Vampirism or an additional heal.!
Cost: 60/65/70/75/80
Cooldown: 10s
Ability Type:Line, Slow, Damage
Range:55
Devour
Camazotz Leaps forward a short distance dealing damage on impact and healing himself per enemy hit. !
Cost: 60/65/70/75/80
Cooldown: 13s
Ability Type:Circle, Leap, Damage
Range/Radius:40/10
Bat Out of Hell
Camazotz flies into the air for the next 4s. While flying, he may swoop forward to deal damage. He may do this up to 3 times, landing on the 3rd time. Hitting more than one enemy god in a single swoop will deal increased damage per god.!
Cost: 100
Cooldown: 120/115/110/105/100s
Ability Type:Line, Damage
Range:35
Essence Drinker
Camazotz has a passive Essence Drinker bonus for Physical Lifesteal, Physical Ability Lifesteal, and Healing. Also, anytime a god dies they leave behind a pool of their essence in the spot they were slain. Camazotz may stand inside these pools to drink the essence every .5s, replenishing his Health and Mana.!
Hun Batz flips through the air, crashing down at his target location, doing damage to all nearby enemies and Slowing them.!
Cost: 60
Cooldown: 13/12.5/12/11.5/11s
Ability Type:Circle, Leap, Damage
Range/Radius:55/15
Overhand Smash
Hun Batz smashes his staff to the ground in front of him, doing damage to all enemies. While Hun Batz is channeling, he is immune to knockups.!
Cost: 60/65/70/75/80
Cooldown: 12/11/10/9/8s
Ability Type:Cone, Damage
Range:35
Sacred Monkey
Hun Batz commands a monkey through the air that pounces on enemy targets, doing damage on each pounce, hitting each god only once. The monkey can bounce back to minions it has already hit. Pressing the button again teleports Hun Batz to the next target hit.!
Cost: 60/65/70/75/80
Cooldown: 13s
Ability Type:Line, Teleport, Damage
Range:55
Fear No Evil
Hun Batz summons a totem from the ground to ward off all evil. Any enemy caught within the radius is feared directly away from the totem and takes damage every .25s.!
Cost: 100
Cooldown: 120/115/110/105/100s
Ability Type:Circle, Fear, Damage
Range/Radius:45/35
Infused Strikes
After using an ability, Hun Batz's next Basic Attack will deal 20% increased damage. !
Cabrakan becomes enraged, increasing his movement speed. While active, Cabrakan gains 70% increased Attack Speed and his next successful Basic Attack will Stun with no diminishing returns and do bonus damage. Additionally, Cabrakan gains Haste and is immune to Slows and Roots while this ability is active.!
Cost: 50/55/60/65/70
Cooldown: 14s
Ability Type:Stun, Damage
Refraction Shield
Passive: As Cabrakan's shields take damage they store energy and gain Protection stacks.
Active: Cabrakan slams his shields together creating a concussive blast and damaging enemies in front of him, granting him Mana per enemy hit. If his shields have the maximum number of Stacks then the enemy gods hit are Stunned. Stacks are removed.!
Cost: 10
Cooldown: 10s
Ability Type:Cone, Stun, Damage
Range:20
Tremors
Cabrakan repeatedly slams the ground with his shields creating an earthquake and causing enemy gods around him to Tremble. Enemies in the earthquake also take damage and are caught in a Vortex which drags them towards Cabrakan. This ability can only be channeled for a maximum amount of 10s.!
Cost: 20/30/40/50/60 every 0.5s.
Cooldown: 4s
Ability Type:Circle, Tremble, Damage
Radius:30
Tectonic Shift
Cabrakan stomps the ground creating a wall of earth and a fissure that travels out in front of him and damages any enemies caught in its path. The walls may be destroyed if they take enough hits. Cabrakan may destroy his own walls with a single Basic Attack.!
Cost: 100
Cooldown: 75s
Ability Type:Area, Wall, Damage
Range:35
Shadow Zone
Cabrakan and nearby allies take 5% reduced damage.!
Bees swarm at the ground target location, creating a new Hive that provides Movement Speed, Attack Speed and HP5 Buffs to Ah Muzen Cab. Hives reveal enemies within 30 units of them. The Hives can only be destroyed by Basic Attacks.!
Cost: 40
Cooldown: 12s
Ability Type:Circle, Buff
Radius:90
Swarm
Ah Muzen Cab summons a large swarm of bees that fly forward in a path in front of him, dealing damage to all enemies hit and applying Bees to them.!
Cost: 65/70/75/80/85
Cooldown: 15/14/13/12/11s
Ability Type:Line, Damage
Range:70
Honey
Ah Muzen Cab sprays honey that lasts for 4s at a moveable ground target location, Slowing all enemies in the area. Bees from Hives within 90 units and Swarm will fly over to protect the honey, dealing damage every .5 second and applying Bees! to all enemies as they leave the honey.!
Cost: 60
Cooldown: 12s
Ability Type:Area, Slow, Damage
Range/Radius:55/10
Stinger
Ah Muzen Cab fires off an enormous stinger that deals damage to all enemies in a line, sticking into the first god that is hit, applying Bees!, Slowing, Crippling, and decreasing their Physical Protections for 3 seconds. If the target dies or after 3 seconds, the stinger falls onto the ground for 4 seconds. If Ah Muzen Cab picks up his stinger, he gains a significant reduction to Stinger's Cooldown.!
Cost: 100
Cooldown: 100s
Ability Type:Line, Cripple, Damage
Range:70
Bees!
Enemies afflicted by Bees! take damage every .5s for 2s, are revealed on the minimap, and swarm nearby enemies. Basic Attacks refresh and extend the duration of Bees! by 1s. This damage does not trigger Item effects. !
Pros: High Single Target Damage, Medium Area Damage
Cons:
Abilities:
Branching Bola
When Xbalanque toggles on this ability, his Basic Attacks deal additional damage. When the bola hits, it splits into 2 that hit enemies up to 30 units behind the target for 37.5% damage. Pressing the ability again cancels toggle.!
Cost: 4/7/10/13/16 per shot
Cooldown: .5s
Ability Type:Area Basic, Damage
Range:55/30
Poison Darts
Xbalanque shoots 15 darts in a cone in front of him, dealing damage with each one. An enemy can be hit by 7 darts, with the other 4 doing 30% damage. Enemies hit are poisoned, taking additional damage every .5s and are Slowed.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Cone, Slow, Damage
Range:55
Rising Jaguar
Xbalanque rushes forward and then jumps into the air, becoming immune to Crowd Control. While in the air, he fires darts at all nearby enemies, dealing damage to all in the area. Any enemies that were poisoned by Xbalanque take additional damage.!
Cost: 60/65/70/75/80
Cooldown: 16s
Ability Type:Dash, Damage
Range/Radius:25/30
Darkest of Nights
Xbalanque shrouds enemies in darkness for 3s. During this time, Xbalanque's Basic Attack range, Attack Speed, and Movement Speed are increased.!
Cost: 100
Cooldown: 90s
Ability Type:Buff
Range/Radius:95/35
Dead of Night
As Xbalanque deals damage to enemy Gods he gains stacks of Dead of Night which increases his Physical Power permanently. For every 1500 damage dealt, after mitigations, Xbalanque gets 1 stack, up to 6 stacks.!
Ah Puch raises up to two decaying corpses from the underworld that surge forward exploding on anything they touch, when they reach max distance, or when Ah Puch reactivates Undead Surge dealing damage and slowing targets hit. Enemies hit also have their healing reduced by 40% for 5s. The corpses collapse after exploding remaining behind.!
Cost: 60/65/70/75/80
Cooldown: 11s
Ability Type:Line, Slow, Damage
Range/Radius:60/20
Corpse Explosion
Ah Puch causes the target area to explode dealing damage. Corpse Explosion also causes any decaying corpses in the area to explode.!
Cost: 60
Cooldown: 8s
Ability Type:Circle, Damage
Range/Radius:55/20,25
Fleeting Breath
Ah Puch throws a charm from the underworld which awakens a decaying corpse that applies miasma to targets in an area and falls to the ground, remaining behind. Targets take damage every second. After the duration, targets take additional damage and are stunned if they were healed by an ability during the initial duration.!
Cost: 60/65/70/75/80
Cooldown: 10s
Ability Type:Circle, Stun, Damage
Range/Radius:55/13
Empty the Crypts
Ah Puch unleashes an army of Wraiths from the Ninth Hell that swarm forward, damaging enemies and reducing their Healing and Damage Dealt.!
Cost: 100
Cooldown: 90s
Ability Type:Area, Damage
Range:75
Hollow Ground
Ah Puch is closely attuned with the dead and may exhume corpses at his will. When walking over a decaying corpse, Ah Puch lowers the cooldown of Undead Surge and Corpse Explosion by 1s, restores 4% of his maximum Health and 3% of his maximum Mana.!
Pros: High Crowd Control, High Sustain, Medium Area Damage
Cons:
Abilities:
Gleaming Blast (Threads of Light)
Gleaming Blast - Ix Chel fires a blast of gleaming light ahead of her dealing damage, piercing minions, and stopping on the first enemy god hit. Minions and Jungle Camps take an extra +40% damage. Hitting an enemy god causes this ability to change.
Threads of Light - Strands of light illuminate damaging enemies in their path. Enemies facing the strands as they illuminate are Blinded. Enemies hit by the tip of the field, take bonus damage.!
Cost: 40/45/50/55/60
Cooldown: 6s
Ability:Line, Damage
Range:70
Lunar Invocation
Ix Chel marks an area on the ground invoking it with lunar energy. After a short delay the energy explodes Knocking up and dealing damage to enemies while Healing allies.!
Cost: 65
Cooldown: 15s
Ability:Circle, Crowd Control, Damage
Range/Radius:55/20
Rainbow Crash
Ix Chel sends out an arcing, weaved rainbow towards a location while gaining a small burst of Movement Speed.
On landing the crashing rainbow deals damage and Roots enemies, splitting into smaller orbs of light. These orbs can be picked up by Ix Chel and her allies for increased Movement Speed.!
Cost: 50/55/60/65/70
Cooldown: 14/13.5/13/12.5/12s
Ability:Circle, Buff, Damage
Range/Radius:55/15
Great End
Ix Chel becomes CC immune as she channels all of her energy into a single intense beam of light. The beam deals damage to enemies and heals allied gods every 0.2s for 3s, increasing in duration if Ix Chel hits allied and enemy gods at the same time.
Enemy gods take increasing damage per tick which decays rapidly if not hit recently.
Healing an ally or damaging an enemy also heals Ix Chel. Ix Chel gains 6 stacks of Rainbow Weaver on firing.!
Cost: 90
Cooldown: 90s
Ability:Line, Heal, Damage
Range/Radius:70/2.5
Rainbow Weaver
Every time Ix Chel hits an enemy god or provides an allied god with a beneficial effect she gains one color of the rainbow. On obtaining all 6, her next basic attack has no movement penalty, is increased in size and deals bonus damage.!
Kukulkan fires a projectile breath attack that hits the first enemy in its path, doing damage and Slowing all enemies in the area around the impact.!
Cost: 55/60/65/70/75
Cooldown: 8s
Ability Type:Line, Slow, Damage
Range:70
Slipstream
Kukulkan channels the wind, allowing him to move faster and cleansing himself of Slows and becoming immune to Slows. This speed boost is strong at first but scales down gradually over the 4s duration.!
Cost: 65
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Buff
Whirlwind
Kukulkan summons a tornado at his ground target location. A smaller tornado branches off onto any enemies that come within the radius, doing damage every .5s for 2.5s and is refreshed if enemies stay within the radius, for a maximum of 12 ticks.!
Cost: 70/75/80/85/90
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Circle, Damage
Range/Radius:55/20
Spirit Of The Nine Winds
Kukulkan summons the Spirit Of The Nine Winds to breathe down destruction onto his enemies in a path in front of him, doing damage and knocking all of the enemies to the side.!
Chaac throws his axe forward, damaging all enemies in a radius around its landing location. The axe remains idle in the ground for 5s or until another ability is used.!
Cost: 50/55/60/65/70
Cooldown: 10s
Ability Type:Circle, Damage
Range/Radius:60/20
Torrent
Chaac spins his axe around him, damaging all enemies, and gaining Protections for each enemy hit (max. 4). Gods hits provide 2 stacks.
If his axe is out from Thunder Strike, he will first dash to the axe location, doing 50% base damage to enemies he passes through and then executing his spin attack. This dash can go through walls.!
Cost: 60/65/70/75/80
Cooldown: 13/12/11/10/9s
Ability Type:Circle, Teleport, Damage
Radius:20
Rain Dance
Chaac summons a rainstorm around his current location for 6s. While it rains, he regains Health, and enemies are caught in the mud and have their Movement Speed, Attack Speed, and Power reduced.
If his axe is out from Thunder Strike, a rainstorm will also spawn at that location. Enemies caught in the area of both rainstorms will have the Movement Slow and Attack Speed Reduction applied twice.!
Cost: 75
Cooldown: 15s
Ability Type:Circle, Slow
Radius:20
Storm Call
Chaac charges up his lightning axe for a short duration then unleashes a blast, Silencing, Knocking Up and damaging all enemies around him. While charging up, Chaac has Damage Mitigation and is immune to Crowd Control effects.!
Cost: 80/90/100/110/120
Cooldown: 90s
Ability Type:Circle, Crowd Control, Damage
Radius:25
Overflow
After 5 successful Basic Attacks, the next ability Chaac uses costs no Mana and has its cooldown reduced by 2s.!
Fenrir leaps forward, dealing damage to all enemies when he lands. At full Runes, the leap Stuns the enemies hit. If the leap hits a god, the Cooldown is reduced by 30%.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Circle, Leap, Damage
Range/Radius:55/15
Seething Howl
Fenrir rears back and howls, inspiring himself with a Physical Power, Attack Speed, and Lifesteal Buff. While inspired Fenrir generates 2 runes.!
Cost: 60
Cooldown: 13s
Ability Type:Buff
Brutalize
Fenrir gains increased protections and pounces to his ground target location. If there was an enemy in the radius, he strikes them 4 times, dealing damage with each strike and hits enemies around the target for 75% of the damage. While casting this ability Fenrir is immune to knockups. At full Runes, each strike gains 20% additional Physical Power scaling.!
Cost: 60/65/70/75/80
Cooldown: 12/11.5/11/10.5/10s
Ability Type:Target, Leap, Damage
Range/Radius:30/20
Ragnarok
Upon Ragnarok, Fenrir grows massive in size, becoming immune to Crowd Control while moving faster. Fenrir bites enemy gods, dealing Physical damage and carrying them away. Biting a Crowd Control immune target deals the damage but ends his Ultimate. At full Runes, he gains Protections.!
Cost: 100
Cooldown: 90s
Ability Type:Target, Grab, Damage
Range:15
Unbound Runes
Fenrir gains efficiency as he attacks. Every hit from a Basic Attack activates 1 Rune, up to a max. of 5. Unchained, Brutalize, and Ragnarok gain additional benefits when used at maximum Runes and the Runes are consumed. Enemy gods that Fenrir kills will fully activate all of his Runes. Assisting with a kill will grant Fenrir 3 Runes.!
Loki disappears in a puff of smoke. While invisible, he moves faster, removes Slow effects, and gains immunity to Slow effects. His next Basic Attack from Stealth (or for 2s after) applies a Bleed to his target, dealing damage every .5s and reveals Loki. If Loki takes damage while in stealth he will be revealed for .33s.!
Cost: 70/75/80/85/90
Cooldown: 15s
Ability Type:Buff
Agonizing Visions
Loki summons a vision of his tortured past at a target location for 4s. Enemies in range of the vision feel the poison themselves, taking damage and having their Damage Dealt reduced. This effect stacks up to 4 times. If an enemy gets 4 stacks they become Blinded, allowing Loki to benefit from Behind You! from any direction for 3s.!
Cost: 50/55/60/65/70
Cooldown: 12
Ability Type:Circle, Blind, Damage
Range/Radius:55/25
Flurry Strike
Loki unleashes a flurry of 5 dagger strikes quickly in front of him, damaging and slowing enemies by 15% for 3s. After this flurry he winds up for a final heavy strike that deals higher damage and slows enemies by 30% for 3s. Loki cannot be knocked up while firing this ability. This ability can benefit from Behind You!!
Cost: 50/55/60/65/70
Cooldown: 12
Ability Type:Cone, Slow, Damage
Range:20
Assassinate
Upon activation, Loki teleports to his ground target location. If an enemy god is within the radius, Loki will slice that target doing damage and crippling them for 1s. After he teleports he will wind up a heavier strike, damaging all enemies in front of him and stunning them. !
Cost: 60/70/80/90/100
Cooldown: 90s
Ability Type:Target, Crowd Control, Damage
Range/Radius:55,30/10
Behind You!
Loki deals more damage from his Basic Attacks when hitting enemies from behind. His Basic Attacks also utilize a 5 swing progressive chain.!
Ratatoskr dashes forward, damaging and slowing enemies for 3s. Dart pierces through minions and stops at the first god hit. Also, Dart's cooldown is reduced by 1s for each enemy god hit by Flurry or Acorn Blast.!
Cost: 50/55/60/65/70
Cooldown: 14s
Ability Type:Dash, Slow, Damage
Range:55
Flurry
Ratatoskr spins around in a flurry of attacks, damaging nearby enemies and reducing their Physical Protections up to 4 times. !
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Circle, Debuff, Damage
Radius:20
Acorn Blast
Ratatoskr shoots a blast of three acorns forward in a cone, each dealing damage. Enemies hit by multiple acorns take 40% less damage on each acorn, down to a minimum of 20% damage. Enemies hit by 3 acorns are stunned. !
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Cone, Stun, Damage
Range:55
Through the Cosmos
Ratatoskr charges up then leaps from the ground to a branch above his head. He may jump to 2 more branches before choosing a landing location. Upon landing he deals damage and Knocks up enemies. Through the Cosmos can be canceled or timed out from any of the branches, causing Ratatoskr to strike down at the current target location.!
Cost: 100
Cooldown: 110/105/100/95/90s
Ability Type:Circle, Knockup, Damage
Range/Radius:90/20
Acorn of Yggdrasil
Ratatoskr spawns with a powerful Magic Acorn from the World Tree in his inventory. He can upgrade this acorn through the item store from anywhere on the map. Each Acorn provides different bonuses to Ratatoskr.!
Pros: High Single Target Damage, Medium Crowd Control
Cons:
Abilities:
Mjolnir's Attunement
Thor throws Mjolnir forward, doing damage to all enemies in its path. If hit twice, minions will take 100% damage while gods take 200% damage from the return. While the hammer is flying, pressing the button again will teleport Thor to his hammer.!
Cost: 55/60/65/70/75
Cooldown: 14s
Ability Type:Line, Teleport, Damage
Range:70
Tectonic Rift
Thor slams his hammer on the ground, causing a fissure to appear in front of him, Stunning and damaging enemies, and blocking movement.!
Cost: 60
Cooldown: 17/16.5/16/15.5/15s
Ability Type:Line, Stun, Damage
Range:70
Berserker Barrage
Thor spins his hammer around him dealing damage to Enemies in front of him up to 3 times and those behind him up to 2 times. The final swing deals extra damage. Thor is immune to Knockup for the duration.!
Cost: 55/60/65/70/75
Cooldown: 12/11.5/11/10.5/10s
Ability Type:Circle, Damage
Radius:20
Anvil of Dawn
After a short buildup, Thor leaps into the air. While in the air, Thor can target a great distance away to come crashing down in the area, dealing damage and Stunning all enemies in the radius. For 6 seconds after landing, when Thor deals damage to a god lightning will arc, damaging the enemy hit and up to two additional enemies within 35 units. Subsequent lighting hits deal 50% damage.!
Cost: 80/90/100/110/120
Cooldown: 110/105/100/95/90s
Ability Type:Circle, Stun, Damage
Range/Radius:200/20
Warrior's Madness
Thor gains Physical Power for each enemy god within 55 units of him.!
Fafnir hurls his hammer forward, dealing damage to enemies in its path. If Fafnir hits a god the hammer stops short and Stuns them. The Stunned god also radiates out a cursed pulse, Slowing them and nearby enemies by 20% for 3s.
In dragon form, this ability deals increased damage that ticks 3 times over 3s. Also, the cursed pulse shreds Protections in addition to Slowing.!
Cost: 60/65/70/75/80
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Line, Crowd Control, Damage
Range/Radius:55/30
Coerce
Fafnir coerces his allies into fighting harder, boosting Attack Speed for 5s and healing himself. While Coerce is active Fafnir deals bonus Magic Damage whenever the affected ally damages an enemy.
In dragon form, this ability has a larger area of effect and can buff multiple allies.!
Cost: 50/55/60/65/70
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Target, Buff, Damage
Range/Radius:55/10,20
Underhanded Tactics
Fafnir leaps to a target location and executes a despicable strike, dealing damage and disarming enemies in front of him for 2s.
In dragon form, Fafnir can leap much further. Also, this ability deals increased damage that ticks three times over 3s and Fafnir Stuns the enemy god closest to him for 2s in addition to Disarming. !
Cost: 60
Cooldown: 15s
Ability Type:Cone, Leap, Damage
Range:75,90
Draconic Corruption
Fafnir transforms into a terrifying dragon and is untargetable during the process. When he emerges in dragon form, he regains 200 Mana and nearby enemies become poisoned, taking damage three times over 3s. He remains in this form for a duration or until the ability is activated again. As a dragon, his abilities have additional effects and his basic attack changes to a Dragon Breath that deals damage 3 times per second. Dragon Breath procs item hit effects for 25% damage and healing.!
Cost: 70
Cooldown: 90s
Ability Type:Circle, Buff, Damage
Radius:30
Endless Greed
Fafnir gains 2 bonus gold from all enemy kills and assists, including minions. Fafnir also gains 1 gold as a Dwarf and 2 gold as a Dragon each time he hits an enemy god with an ability, once per god per ability. Fafnir gains Protections based on the amount of gold he is currently holding, capped at 1000 gold.!
Jormungandr fires noxious spit at an area that deals damage and creates a large toxic cloud. This field damages and slows Enemies inside of it every second.
If Jormungandr interacts with a toxic cloud with Consuming Bellow or Submerge, the duration of the cloud is reduced to 8s.
Jormungandr can have a maximum of 9 toxic clouds out at a time.!
Cost: 50/55/60/65/70
Cooldown: 16/15/14/13/12s
Ability Type:Circle, Slow, Damage
Range/Radius:75/10,15
Consuming Bellow
Jormungandr draws power from toxic clouds nearby while channeling for 1.2s. At the end of the channel Jormungandr roars dealing damage to all Enemies, trembling and slowing Enemy gods by 30% for 1.5s.
Each cloud increases the size of Consuming Bellow and Empowers him up to 3 times while also dealing extra damage to Enemies hit. Extra damage after the first instance is halved.
While Empowered, Jormungandr's basic attack fires at its fastest rate.!
Cost: 70
Cooldown: 12s
Ability Type:Circle, Tremble, Damage
Radius:20-30
Submerge
Jormungandr submerges into the ground turning invisible as he searches for prey. During this time he moves faster and gains predatory vision, sensing all enemies in a large radius.
Firing this ability while invisible reveals Jormungandr as he emerges out of the ground, knocking up Enemies around him.
Emerging through a toxic cloud creates two new ones in the direction Jormungandr is facing, with a low duration. Taking damage from Enemy gods breaks Stealth.!
Cost: 70/75/80/85/90
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Circle, Knockup, Damage
Radius:20
The World Serpent
Jormungandr prepares to enter into the world, enlarging as he prepares a devastating attack.
After selecting a target area, Jormungandr flies into the air, diving down and crashing into enemies as his body then slams into the ground. He must travel 2 more times.
When Jormungandr Emerges and Submerges during this ability, he knocks up Enemies and with each Submerge he leaves behind a toxic cloud.!
Cost: 100
Cooldown: 90s
Ability Type:Area, Knockup, Damage
Range/Radius:100/20
Immovable
Jormungandr cannot be affected by Hard Displacement. Instead, he is Dazed, a non-cleansable slow that increases the damage he takes for the duration. Any Attack Speed past base speeds up the recharge rate of his Basic Attack. Jormungandr's Basic Attacks proc item hit effects for 50% damage and healing.!
Ymir summons a wall of ice out of the ground that blocks player movement.!
Cost: 60
Cooldown: 12/11.5/11/10.5/10s
Ability Type:Line, Wall
Range:70
Glacial Strike
Ymir smashes his club, doing damage to all enemies in front of him and Slowing them. Applies Frostbite.!
Cost: 55/60/65/70/75
Cooldown: 8s
Ability Type:Line, Slow, Damage
Range:45
Frost Breath
Ymir uses his breath to freeze enemies in blocks of ice, doing damage and Stunning them. Applies Frostbite.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Cone, Stun, Damage
Range:35
Shards of Ice
Ymir begins to freeze the air around him, causing shards of ice to grow on his back and Slowing enemies. After a 3s channel, Ymir erupts out of his frozen state, causing shards of ice to do damage to all enemies in his range. Applies Frostbite. Cancelling the ability decreases the damage.!
Cost: 80/85/90/95/100
Cooldown: 90/85/80/75/70s
Ability Type:Circle, Slow, Damage
Radius:35
Frostbite
All of Ymir's abilities that affect enemies apply a Debuff to the enemy called Frostbite. All of Ymir's Basic Attacks against a target afflicted by Frostbite do 100% more damage. Enemies afflicted by Frostbite deal 15% less damage. Lasts for 6s.!
Heimdallr throws his sword, Hofuð, into the air in front of him. It shines with brilliant light that reveals enemies within 80 units. Heimdallr can refire this ability to call the sword down, causing it to fly to the target location and damage enemies.!
Cost: 50/55/60/65/70
Cooldown: 12s
Ability Type:Circle, Buff, Damage
Range/Radius:60/15
Gjallarhorn
Heimdallr blows the Gjallarhorn for 2s, causing enemies in front of him to lose Movement and Attack Speed while taking damage every .5s. While blowing his horn Heimdallr is immune to knockups. When Heimdallr ends this cast, either through cancelling it himself or after 2s, he raises the Gjallarhorn for a final blast. This blast damages enemies and knocks them away from Heimdallr.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Cone, Crowd Control, Damage
Range/Radius:60/20
The Bifrost
Heimdallr manifests a fragment of the Bifrost at his target location. When two fragments are placed they become linked, allowing Heimdallr to traverse the Bifrost. The greater the distance between the fragments the longer it takes to begin traversing and the longer it takes for it to be usable again. If Heimdallr places a third fragment down, the oldest fragment vanishes. Enemies that walk between two fragments are revealed to Heimdallr. !
Cost: 40
Cooldown: Variable
Ability Type:Teleport, Buff
Range/Radius:45/7
Through The Realms
Heimdallr charges forward, axe ready. If Heimdallr hits an enemy god he stuns them before unleashing a devastating swing of his axe, launching his target into the sky. A Bifrost portal appears and Heimdallr sends the launched foe through the realms of Muspelheim and Niflheim before returning them back to the battleground at a random location in front of him. Muspelheim burns the enemy every .5s for 1.5s while Niflheim slows the enemy for 2.5s.!
Cost: 70/75/80/85/90
Cooldown: 90/85/80/75/70s
Ability Type:Target, Debuff, Damage
Range:55
The Vigilant
When Heimdallr gains vision of an enemy god he gains Physical Power, up to a maximum of 5 gods. When an enemy god would disappear from vision (including Stealth) Heimdallr continues to see them for 6s. Heimdallr's Critical Strikes only deal 40% bonus damage.!
Skadi throws an icy spear forward, dealing damage to enemies and Slowing them for 3s. Kaldr's basic attacks deal double damage to targets afflicted by Piercing Cold. !
Cost: 70/75/80/85/90
Cooldown: 12s
Ability Type:Line, Slow, Damage
Range:55
Rune of the Hunt
Toggle: Skadi marks an enemy for Kaldr to hunt. While toggled on, Kaldr assumes Beast form, chasing and attacking the marked enemy. If a marked enemy dies Kaldr attacks other enemies nearby. When toggled off, Kaldr stops attacking and returns to Skadi, reverting to his Elemental form on the way. This ability can be activated at rank 0 and Kaldr gains new skills as it ranks up. !
Cost: None
Cooldown: .5 s
Ability Type:Target, Debuff
Range/Radius:70/10
Permafrost
Skadi freezes the ground for 5s at a target location. The icy area deals damage to enemies that touch it and continues to deal additional damage every .5s they stay on it. Gods who step on the ice are slowed and lose control of their movement while sliding across. Also, Skadi gains Movement Speed and Slow immunity while standing on the area and persists for 3s after it fades or she leaves.!
Cost: 55/60/65/70/75
Cooldown: 16s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:55/20
Winter's Grasp
A snowstorm surrounds Skadi as she chooses a location for Kaldr to attack. If Kaldr is too far he will leap there.
Upon reaching the location a snowstorm also surrounds Kaldr. The initial hit of either snowstorm damages and Roots enemies in the area and Kaldr is restored to full health. The storms persist for 4s while dealing damage to enemies every .5s.!
Cost: 80/90/100/110/120
Cooldown: 90s
Ability Type:Circle, Root, Damage
Range/Radius:60/20
Kaldr, The Winter Wolf
Kaldr has 2 forms: Beast and Elemental. While in Beast form he can attack enemies and be attacked. While Elemental he is immune to attacks and gains 1 HP every 4s. He can be controlled with Rune of the Hunt but will revert into Elemental form if he loses all HP. Skadi also gains 10% Physical Power when Kaldr has no HP.!
Ranged: Ullr fires a bladed arrow in a line, dealing damage and passing through all targets it hits. Melee: Ullr throws an axe in a line, hitting a single target dealing damage and Stunning it.!
Cost: 50/55/60/65/70
Cooldown: 14s
Ability Type:Line, Stun, Damage
Range:70
Expose Weakness (Invigorate)
Ranged: Ullr gains bonus Attack Speed for 5s.
Melee: Ullr gains bonus move speed for 5s.!
Cost: 50
Cooldown: 14s
Ability Type:Buff
Hail of Arrows (Glory Bound)
Ranged: Ullr fires a volley at his target location, dealing damage.
Melee: Ullr leaps to his target location, dealing damage in an AoE on arrival.!
Cost: 50/55/60/65/70
Cooldown: 14s
Ability Type:Circle, Leap, Damage
Range/Radius:80,55/10,15
Wield Axes (Wield Bow)
Ullr changes stance and gains benefits depending on which stance he is in. Ullr also gains half the benefits of the opposing stance.
Ranged: Ullr uses his yew bow, removing Disarms and gaining additional Physical Power.
Melee: Ullr uses his axes, removing Disarms and gaining additional Physical Lifesteal.!
Cost: 0
Cooldown: 1s
Ability Type:Buff
Weapon Master
When Ullr uses an ability in either stance his Cooldowns in the opposite stance are reduced.!
Freya activates a Buff that makes her Basic Attacks do bonus Magical damage. Freya may cancel this ability early to put it on cooldown.!
Cost: 45/50/55/60/65
Cooldown: 8s
Ability Type:Buff, Damage
Pulse
Freya activates a Buff that makes her Basic Attacks ranged, dealing bonus Magical damage and Slowing the target and all nearby enemies. The area effect and slow are lost when Irradiate is active.!
Cost: 45/50/55/60/65
Cooldown: 12s
Ability Type:Area, Buff, Damage
Range/Radius:55/15
Banish
At her ground target location, Freya Banishes her enemies into the air for a short time. The enemies can't be hit or take action while in the air.!
Cost: 70/65/60/55/50
Cooldown: 18/17.5/17/16.5/16s
Ability Type:Circle, Banish
Range/Radius:55/10
Valkyrie's Discretion
Freya uses her Cloak of Feathers to fly above the battlefield where she fires down blasts of Magical damage up to 4 times while flying. Freya can't be hit when at full ascension and can cancel it anytime.!
Cost: 90/95/100/105/110
Cooldown: 110s
Ability Type:Circle, Damage
Range/Radius:55/12
Brisingamen's Blessing
Freya's necklace grants her additional Magical Lifesteal.!
DECAY (Dark Stance) - Hel fires an orb of decay that deals damage and passes through minions. The orb will explode in a 12 unit radius if it hits a god or reaches max range.
RESTORATION (Light Stance) - Hel fires an orb of restoration that damages enemy minions and stops on gods. Hitting an enemy god deals damage. Hitting an allied god provides that god and Hel Health and Mana.!
Cost: 45/50/55/60/65
Cooldown: 8s
Ability Type:Line, Heal, Damage
Range/Radius:55/12
Hinder (Cleanse)
HINDER (Dark Stance) - Hel debuffs all enemies in the targeted area, reducing their Magical Protection and slowing them for 3s.
CLEANSE (Light Stance) - Hel cleanses all allied gods in the targeted area, removing all Crowd Control effects instantly and protecting them from future ones for a duration.!
Cost: 60
Cooldown: 16/15/14/13/12s
Ability Type:Circle, Debuff
Range/Radius:55/20
Repulse (Inspire)
REPULSE (Dark Stance) - Hel conjures a burst of dark energy around her, damaging all nearby enemies. INSPIRE (Light Stance) - Hel conjures a burst of light energy around her, healing herself instantly and applying a heal over time to nearby allies that ticks every 1s. This heal is half as effective when healing minions. Hel gains Increased Movement Speed, and allies gain a reduced amount (10%) for the duration. Hel and allied Gods also gain 20% Attack Speed while the buff is active.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Circle, Heal, Damage
Radius:30
Switch Stances (Light)
DARK STANCE - Hel's abilities cause damage and she gains increased Power.
LIGHT STANCE - Hel's abilities heal and support her allies and she gains increased Protections.
Passive - Hel gains increased MP5 and Half of the benefits gained, including Physical Power, from Switch Stances are shared with allied gods within 55 units.!
Cost: 0
Cooldown: 1s
Ability Type:Buff
Radius:55
Stance Attunement
When Hel is in a stance, she gradually attunes to the strengths of that stance, gaining up to 20% increased damage in the Dark Stance and an Aura that reduces power of enemy Gods within 55 units by up to 12% while in the Light Stance.!
Sol burns bright, gaining a large amount of Heat, Healing herself over time, and igniting the ground around her. Enemies that walk onto the fire take damage over time. The damaging area persists for 3s.!
Cost: 60/70/80/90/100
Cooldown: 11s
Ability Type:Circle, Heal, Damage
Radius:15
Stellar Burst
Sol's next basic attack explodes, creating a shockwave that travels out, dealing damage. At full size, the wave retracts, dealing damage again and slowing enemies.!
Cost: 70/75/80/85/90
Cooldown: 10s
Ability Type:Area Basic, Slow, Damage
Range/Radius:55/20
Disapparate
Sol burns down her manifestation, gaining movement speed and immunity to Slows while leaving a trail of fire behind her that damages enemies. After 3s Sol loses corporeal form for a short time. Sol may leave her incorporeal form early.!
Cost: 60
Cooldown: 16s
Ability Type:Line, Buff, Damage
Supernova
Sol unleashes all her flame and fury from the sky, striking 8 times along a moveable ground target location. Enemies hit are knocked back on the first strike, and take only 30% damage on successive hits.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Knockup, Damage
Range/Radius:55/12
Unstable Manifestation
Sol gains Heat as she uses abilities and hits with basic attacks. She gains +1% Magical Power and +1.2% Attack Speed for every 4% Heat. At 100% Heat, Sol's basic attacks gain +15% Damage. Heat decreases over time.!
Odin lunges to his target location, doing damage to all nearby enemies.!
Cost: 45/50/55/60/65
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Circle, Leap, Damage
Range/Radius:55/20
Raven Shout
Odin summons a flock of Ravens that create a Shield around him. When the Shield expires it explodes outward, dealing damage to nearby enemies based on how much Health it had remaining. The Shield will not expire while Odin is using Lunge, and will always detonate upon landing, dealing bonus damage.!
Cost: 50/55/60/65/70
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Circle, Buff, Damage
Radius:20
Gungnir's Might
Odin begins empowering Gungnir with Runic Magic, becoming immune to knockbacks. Every second, Gungnir changes runes and Odin pulses out damage around him, slowing enemies for 2s. When Odin releases Gungnir it travels forward, damaging enemies and stopping on the first god hit. The first rune causes allies around Odin to gain Attack Speed for 3s. The second rune allows Gungnir to stun.!
Cost: 70
Cooldown: 12s
Ability Type:Line, Crowd Control, Damage
Range/Radius:60/20
Ring of Spears
Odin summons a wall of spears. Enemies inside the ring cannot heal and have their power reduced by 15%. Odin is immune to Slows and Roots while in his Ring. A portion of the wall can be destroyed when hit by 5 Basic Attacks. Enemies that leave the ring through or over a wall are chased by Gungnir, taking damage and becoming slowed for 2.5s. Enemies that die inside Ring of Spears grant Odin a permanent bonus to Physical Power.!
Cost: 100
Cooldown: 110/105/100/95/90s
Ability Type:Area, Buff, Damage
Radius:30
Path to Valhalla
Odin is empowered as he escorts fallen warriors to Valhalla. Whenever any god dies on the battleground, Odin gains a bonus to Movement Speed and Power. This effect can stack up to 4 times.!
Surtr sets his sword ablaze gaining Haste while this buff is active. Surtr's next successful Basic Attack will deal bonus magical damage, ignite the target causing them to take damage over time as well as spawning a Fiery Imp.
This ability's bonus damage increases per stack (max. of 999). Surtr gains 1 stack when hitting an enemy, or 3 if the target is a god. Surtr also gains 2 stacks when killing an enemy, or 5 if the target is a god.!
Cost: 50
Cooldown: 14/13/12/11/10s
Ability:Buff
Affects:Self
Damage:Physical and Magical
Duration:5s
Giant's Grasp
Surtr pulls the closest target to him, either an enemy lane minion, a Fiery Imp or a magma rock if neither are in range. Surtr then hurls the object forwards dealing damage and stunning enemies ahead.
Magma Rock - Stops on first enemy
Lane Minion - Passes through minions, stopping on first enemy god.
Fiery Imp - Passes through minions, stopping on first enemy god and exploding in an area!
Cost: 60/65/70/75/80
Cooldown: 13s
Ability:Circle & Line
Affects:Enemies
Damage:Physical
Range:55
Emberwalk
Surtr's fury creates a ring of embers around him providing a Movement Speed buff that increases for hitting enemies, while the ability is active.
The ring deals damage and slows enemies once as it expands or when fully formed and again when it contracts.
While formed, the outer ring deals continuous damage to enemies inside. The ring also picks up Obsidian Flesh fragments.!
Cost: 65/70/75/80/85
Cooldown: 15s
Ability:Buff
Affects:Self and Enemies
Damage:Physical
Radius:25
End of Days
After a short buildup, Surtr surges into the air infusing into a large Meteor. While in the air, Surtr is immune to damage and can choose where to come crashing down.
Before landing, Meteorites split off, targeting enemies on the ground, dealing damage and spawning Fiery Imps.
Surtr's Meteor deals increased damage and knocks up enemies hit.!
Cost: 100
Cooldown: 100s
Ability:Ground Target
Affects:Enemies
Damage:Physical
Radius:20
Obsidian Flesh
Surtr's flesh cracks into fragments after he loses enough health. On picking these up Surtr gains a percentage of his Max. Health over time and Protections for 3s (max. 3 stacks). Enemies can destroy these fragments by walking over them.!
Tyr charges forward, immune to Knockup, damaging enemies. Assault Stance: Tyr pushes all enemies along with him, hitting them 2 times and knocking them up in the air. Guard Stance: Tyr hits each enemy only once, passing through and knocking them up in the air.!
Cost: 50/55/60/65/70
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Dash, Knockup, Damage
Range:40
Power Cleave
Tyr makes a massive melee attack, hitting all enemies within a 180 degree cone.
Assault Stance: Enemies that are knocked up in the air are knocked away.
Guard Stance: Tyr heals himself for each enemy hit (max 3).!
Cost: 50
Cooldown: 12/11/10/9/8s
Ability Type:Area, Heal, Damage
Range:15
Change Stance
Tyr changes between Assault and Guard stances. Changing stances refreshes the cooldown on Fearless and Power Cleave. Tyr gains benefits depending on his current stance, and also gains half the benefits of the opposing stance.
Assault Stance: Gain Physical Power.
Guard Stance: Gain Protections.!
Cost: 0
Cooldown: 9s
Ability Type:Buff
Lawbringer
Tyr leaps through the air, bringing indiscriminate justice upon all enemies in the target area, and Slowing them with additional effects depending on what stance he is in.
Assault Stance: Deal additional damage.
Guard Stance: Stun enemies hit.!
Cost: 80/90/100/110/120
Cooldown: 90/85/80/75/70s
Ability:Leap
Affects:Enemy
Damage:Physical
Radius:25
Unyielding
Stuns, Taunts, Fears, Roots, and Mesmerize cannot affect Tyr for longer than 1s.!
Pele flourishes and fires out a magma orb ahead of her in a line, dealing damage and granting her fuel per enemy hit. Once the fiery projectile reaches maximum distance it hovers for a brief instant, solidifies, and then returns back in pieces, dealing damage to enemies on the way back. The number of shards returning is dependent on the rank of this ability.
Pele has 2 charges of this ability.!
Cost: 40/45/50/55/60
Cooldown: 15s
Ability Type:Line, Damage
Range:60
Eruption
Pele fiercely erupts energy into the ground, exploding in an area around her, causing damage and Knockup to all enemies.
At ranks 3 and 5 the area expands again at a delay, dealing less damage and a smaller Knockup.!
Cost: 60/65/70/75/80
Cooldown: 15s
Ability Type:Circle, Knockup, Damage
Radius:15/25/35
Magma Rush
Pele churns the land around her, dealing damage to nearby enemies and providing constant movement speed while this ability is active.
Toggle this ability again to enter an amplified state, expending more fuel but dealing more damage and providing additional movement speed.
This ability has no cooldown but uses fuel and cannot be activated when below 10 fuel.!
Cost: 10
Cooldown: 0s
Ability Type:Circle, Buff, Damage
Radius:10
Volcanic Lightning
After a short warm up, Pele dashes forwards dealing massive damage and a slow to the first enemy God hit, and dealing additional damage to enemies behind in a cone.
For the next 10 seconds or 4 attacks, every time Pele hits an enemy with a basic attack, she instead deals ability damage in a cone originating from that enemy. During this time Pele's basic attacks deal 50% reduced damage.!
Cost: 100
Cooldown: 90s
Ability Type:Cone, Slow, Damage
Range:60/35
Everlasting Flame
When Pele drops below 50% health her flame is set alight, and she gains increased Physical Power, Lifesteal and Ability Lifesteal. This passive has a 20s cooldown.!
Maui charges up, spinning his hook and preparing it to go farther the longer he charges. When he refires, the projectile damages enemies and stops on first god hit. If Maui hits an enemy god he reels them in, crippling and vortexing them towards himself for 1.5s. Maui can cancel this ability at any time.!
Cost: 60/65/70/75/80
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Line, Vortex, Damage
Range:55
Mystical Ulua
Maui throws an Ulua made of magical water that explodes on landing, giving all allied gods within 35 units Protections and Movement Speed for 5s. The Ulua creates a pillar of water that lasts for 10s. If an allied god stands on the water for 1s, a bubble forms and carries them to Maui's location, where they receive Protections and Movement Speed for 5s. If Maui leaves the aura radius and no ally is on the water, it is destroyed.!
Cost: 55
Cooldown: 12/11.5/11/10.5/10s
Ability Type:Circle, Buff
Range/Radius:55/35
Solar Swing
Maui leaps, latches his hook onto a ray of sunlight, and swings from it. He swings back and forth before he leaps from the rope and slams his hook into the ground, damaging and stunning all enemies in the area. While he swings, Maui can reactivate this ability at any time to leap early.!
Cost: 70/75/80/85/90
Cooldown: 15s
Ability Type:Circle, Leap, Damage
Range/Radius:55/17.5
Landfall
Maui selects an area, becomes CC immune and leaps into the air. He throws his hook at the target area and pulls up an island, knocking all enemies in the area up into the air and pulls them in front of himself. The island remains on the battleground, blocking player movement for 4s. Maui can reactivate this ability to destroy the island early.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Knockup, Damage
Range/Radius:60/22.5
Manaiakalani
When an enemy god is Hard Crowd Controlled near Maui, they are marked for the duration of the CC and for an additional 2s. If Maui Basic Attacks a marked enemy, his next Basic Attack becomes enhanced. Maui's enhanced Basic Attack pulls any enemy gods hit to him. This passive has a 10s Cooldown.!
Mercury moves in the blink of an eye, dealing one melee attack to every enemy within the target area. This ability can Critically Hit, and triggers Ability related Item effects, not Basic Attack related Item effects. !
Cost: 50
Cooldown: 9s
Ability Type:Circle, Damage
Range:50
Maximum Velocity
Passive: Mercury gains increased movement speed.
Active: Mercury increases his Attack Speed, cleanses himself of Slows and becomes immune to Slows for the duration.!
Cost: 60/65/70/75/80
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Buff
Special Delivery
Mercury dashes forward, knocking aside minions, grabbing the first enemy god he encounters and spinning them. The enemy god takes damage until the effect ends, and Mercury throws the god in the direction of his choice.!
Cost: 60/65/70/75/80
Cooldown: 15s
Ability Type:Dash, Crowd Control, Damage
Range:55
Sonic Boom
Mercury gathers energy for a powerful Dash, with the range extending as he does so. He travels the distance faster than the speed of sound, dealing damage to all enemies, stunning them and spinning them around in a random direction.!
Cost: 80/85/90/95/100
Cooldown: 90s
Ability Type:Dash, Disorient, Damage
Range:300
Fastest God Alive
For every 1 unit traveled, Mercury gains a 0.04% Physical Power bonus on his next Basic Attack (max 20%).
Mercury also gains additional Physical Power equal to 25% of movement speed from items, abilities, and the passive movement speed gained from levels 1 to 7.!
Bacchus takes a drink from his jug, healing him and giving him additional Buffs.!
Cost: 20
Cooldown: 8s
Ability Type:Buff
Belly Flop
Bacchus jumps into the air and, not so gracefully, comes slamming to the ground belly first, knocking all enemies into the air and dealing damage. If he is Tipsy, all enemies are also Slowed after they land.!
Cost: 60/65/70/75/80
Cooldown: 15s
Ability Type:Circle, Leap, Damage
Range/Radius:55/15
Belch of the Gods
Bacchus lets out an obnoxiously loud belch, doing damage every .5s for 2s and reducing enemy healing. Lane Minions take a small amount of extra damage. If he is Tipsy, enemies are Stunned for 1s. Bacchus is immune to knockback for the duration.!
Cost: 60/65/70/75/80
Cooldown: 14/13.5/13/12.5/12s
Ability Type:Cone, Stun, Damage
Range:35
Intoxicate
Bacchus smashes his jug of wine on the ground, intoxicating all nearby enemies and doing damage. If he is Smashed, Bacchus also gains a Magical Power Buff because of his anger over his lost wine!!
Cost: 95
Cooldown: 90s
Ability Type:Circle, Intoxicate, Damage
Radius:30
Drunk-O-Meter
Bacchus loves the drink and as Bacchus drinks from his jug, he becomes more intoxicated, gaining Buffs when he gets Tipsy and Smashed. Bacchus also celebrates when he kills an enemy god, giving him 10% on his meter.!
Sylvanus throws a seed to a target location. If it hits an enemy they will take damage, lose Protections, and become Rooted. If the seed lands on the ground, after 5s it will grow into a flower providing MP5 to nearby allies. The pod can be destroyed by Basic Attacks (maximum 3 pods), exploding and releasing poisonous spores that reduce Protections of nearby enemies.!
Cost: 60/65/70/75/80
Cooldown: 15/14/13/12/11s
Ability Type:Circle, Root, Damage
Range/Radius:45/10
Wisps
Sylvanus releases wisps that seek out nearby allies and enemies. Allied gods are Protected and all allies are Healed while enemies take damage over time.
The initial wisp heals allied gods and damages enemy gods for twice the normal amount. This ability does not create seed pods when hitting minions.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Target, Heal, Damage
Radius:30
Nature's Grasp
Sylvanus's treant launches his rooty hand out in front of him. The hand stops at the first enemy god hit, Stunning them with no diminishing returns and pulling them back towards Sylvanus.!
Cost: 70/65/60/55/50
Cooldown: 14/13/12/11/10s
Ability Type:Line, Grab
Range:60
Wrath of Terra
Sylvanus's treant slams his large trunks into the ground causing large thorny roots to break out of the ground around him. Enemies hit are knocked up and poisoned.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Knockup, Damage
Radius:35
Nature's Bounty
When Sylvanus' abilities hit or are deployed a seed pod appears for 10s. When Sylvanus picks up this seed pod he restores 2.5% of his Mana as well as lowers his cooldowns by 0.5s. At level 15 this Cooldown Reduction is increased to 1s. !
Terra gains momentum, causing her to charge forward and deal damage to enemies she passes through.
Terra may charge through her own Standing Stones to Shatter them. If she does she may charge one more time within the next 3s. Terra may use this ability without putting a point into it, but it deals no damage and has a 20s cooldown.!
Cost: 50
Cooldown: 11s
Ability Type:Dash, Damage
Range:35
Crushing Earth
Terra raises up two Standing Stone walls on either side of a target location. As long as both stones stand, Terra may activate this ability again to slam the stones together, damaging and Stunning enemies in between for 1.5s.
These stones can be Shattered into a cone of shrapnel with Force of Nature, damaging enemies in the area. !
Cost: 50/55/60/65/70
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Area, Stun, Damage
Range:55
Monolith
Terra summons a Standing Stone monolith that persists for up to 10s. The monolith heals nearby allied gods every .5s for the duration and provides Protections but can be destroyed early if hit by 5 enemy basic attacks.
Terra can Shatter this stone with Force of Nature to Root enemies in the area for 1s and create a damaging area that lasts 5s. !
Cost: 60/65/70/75/80
Cooldown: 16s
Ability Type:Circle, Heal, Damage
Range/Radius:55/30
Earthen Fury
Terra channels her strength into the world around her, buffing her allies and debuffing enemies for 10s.
Allies gain 10% damage mitigation and protective stones that heal the ally if all 4 are activated.
Enemies receive 5% more damage from all sources and harmful stones that damage the enemy if all 4 are activated. Stones are activated when an ally or enemy receives damage.!
Cost: 100
Cooldown: 90/85/80/75/70s
Ability Type:Circle, Buff, Damage
Radius:55
Standing Stones
Terra's abilities create Standing Stones. While any Standing Stones are active Terra is Knockup immune. Additionally her Basic Attacks will cleave, slow, and deal bonus damage to enemies. This Bonus Damage does not trigger item effects. If Terra Shatters any stones she will retain this buff for 3s after all of the stones are gone.!
Cupid fires an arrow of love at the target, causing damage when it hits and Slowing them. After a short time, the targets heart explodes, dealing the damage again to the target and all enemies within the radius. If Cupid has max Heart Stacks then all enemies in the explosion area are Stunned for 1s. Minions take 55% increased damage from Heart Bomb.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Line, Crowd Control, Damage
Range/Radius:55/25
Share the Love
Cupid places 3 floating hearts at his ground target location that heal himself or allied gods and provide a passive stack when picked up. Cupid regenerates Mana and heals for 60% of the value for each heart that is picked up by an ally.!
Cost: 50
Cooldown: 13s
Ability Type:Area, Heal
Range/Radius:55/20
Flutter
Passive: Cupid gains increased Attack Speed.
Active: Cupid flutters forward quickly, leaving a trail behind him that increases all allies' movement speed. Additionally, after dashing, Cupid doubles the Passive Attack Speed he gains from this ability for 4s.!
Cost: 70
Cooldown: 16/15/14/13/12s
Ability Type:Dash, Buff
Range:55
Fields of Love
Cupid fires arrows of love at his ground target location, slowing enemies in the area and crippling them, preventing movement abilities. The arrows grow and explode, dealing damage and Mesmerizing enemies. Any damage done breaks the Mesmerize effect. If Cupid has max Heart Stacks the Mesmerize duration is doubled.!
Cost: 80/90/100/110/120
Cooldown: 100s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:55/35
Lovestruck
Every hit with a Basic Attack gives Cupid a Heart Stack that increases the damage or healing of his abilities. Hitting an enemy god grants an additional stack. Heart Bomb and Fields of Love will always consume the Heart Stacks and at 8 Stacks they will have additional effects.!
Discordia sends an orb of unruly magic to a location that damages any enemies it hits along the way. At that location it will break down into 6 minor projectiles that fire out in all directions, damaging any enemies hit and bouncing off of walls.!
Cost: 50/55/60/65/70
Cooldown: 12s
Ability Type:Line, Damage
Range:55
Strife
Discordia creates an area of Strife that damages all enemies hit. If 2 or more enemy gods are hit at the same time they will be afflicted by Madness for 1s, forcing them to attack each other for additional damage. The same is true for minions. If only a single target of one type is hit then it becomes Rooted for 1s instead.!
Cost: 60/65/70/75/80
Cooldown: 13s
Ability Type:Area, Crowd Control, Damage
Range:60
Erratic Behavior
Discordia leaps a short distance and then creates an area of confusion where she lands that persists for 5s. While inside the area she becomes stealthed, gains bonus movement speed, and her ability cooldowns are decreased by an additional amount of time every .5s she remains in the area. Attacking from the area will briefly reveal her. !
Cost: 50/55/60/65/70
Cooldown: 13s
Ability Type:Circle, Buff, Leap
Range/Radius:40/15
Golden Apple of Discord
Discordia throws her Golden Apple of Discord that damages and passes through minions and bounces off of walls. If the Apple hits an enemy god it will damage them and force them to hold the Apple.
Gods holding the apple will become intolerable, causing them to be Crippled, Intoxicated while they constantly boast.
At the end of the duration, the Apple will detonate, dealing damage and spreading the effects to nearby gods.!
Cost: 100
Cooldown: 90s
Ability Type:Line, Crowd Control, Damage
Range/Radius:190/35
Contest of Gods
Discordia is constantly comparing herself and her teammates to see who is the best. Whichever god on her team has the top damage dealt to enemy players will receive a Power buff that scales off Discordia's level.!
Janus creates a portal in the world. If placed on a wall, the portal will create a passage through to the other side of the wall that Janus or any ally may use. The portal may be entered from either side, but closes after 1 use.
If placed on the ground, enemies and Janus will fall into the portal, being teleported into the air above it. Enemies take damage upon landing, and are considered banished during the fall.!
Cost: 70
Cooldown: 12s
Ability Type:Circle, Banish, Damage
Range/Radius:55/10
Unstable Vortex
Janus creates two tethered unstable portals, far too small to fit into, and flings them forward dealing damage to enemies in their path. Enemies hit by both portals take 15% damage on the second hit.!
Cost: 70/75/80/85/90
Cooldown: 9s
Ability Type:Area, Damage
Range:70
Threshold
Passive: Janus increases the movement speed of himself and allies each time they go through a portal or over a Threshold (max. 3 Stacks).
Active: Janus opens a multi-dimensional rift. Enemies who pass over the rift are slowed, and marked with Phase. Targets in Phase take additional Magical scaling damage when hit by Janus' damaging abilities.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Line, Buff
Range:55
Through Space and Time
Passive: Janus gains increased % Magical Penetration.
Active: Janus becomes CC Immune and blasts multi-dimensional energy across the battlefield, burning a portal into every surface it hits within range 500. These portals last 10s, may be used by allies, and do not vanish after the first use.
Enemies hit take damage, increasing in Magical scaling the further the energy travels. Enemy gods cannot take more than 75% of their maximum Health as damage.!
Cost: 100
Cooldown: 110s
Ability Type:Line, Damage
Range:Global
Passages
Any time Janus transitions through a Portal or over a Threshold he becomes aged and wizened, gaining additional Magical scaling on his next ability cast.!
Nox extends her shadow forward, damaging enemies. If this shadow hits an enemy god it stops, rooting and crippling them in place and dealing damage over time instead. Nox must channel and stay within range to maintain hold on the target, but may cancel this ability early. Nox will continue to channel this ability even if she is hit by Crowd Control effects. While channeling this ability Nox suffers no directional movement penalty.!
Cost: 50/55/60/65/70
Cooldown: 10s
Ability Type:Line, Crowd Control, Damage
Range:65
Siphon Darkness
Nox creates a void of darkness that silences all enemies within. After a short duration it explodes, dealing damage.!
Cost: 70/75/80/85/90
Cooldown: 13s
Ability Type:Circle, Silence, Damage
Range/Radius:55/20
Shadow Step
Nox dashes forward, dealing damage to all enemies. If she hits an allied god, she leaps into their shadow, traveling with them. When Nox exits a shadow, she deals damage again in a radius around her. Nox may cancel this ability early to exit shadows.!
Cost: 75
Cooldown: 15s
Ability Type:Dash, Damage
Range:55
Night Terror
Nox unleashes a vortex of dark energy that explodes on contact with an enemy god, dealing damage to all enemies in range 20 and applying damage over time. Enemies hit are also weakened, dealing less damage for the duration.!
Cost: 100
Cooldown: 90/85/80/75/70s
Ability Type:Line, Debuff, Damage
Range/Radius:120/20
Flame of the Night
Nox’s candles gather energy from all abilities she uses. For every ability Nox casts, a candle is lit. For every candle lit Nox gains +5% magical power. When Nox takes damage from an enemy god one of her candles is blown out.!
Vulcan blasts a fireball out of his Forge, pushing him back and dealing damage to all enemies in its path, marking the first god that is hit. The Inferno Cannon prioritizes the marked target and deals 15% more damage to that god.!
Cost: 40/45/50/55/60
Cooldown: 9/8.5/8/7.5/7s
Ability Type:Line, Damage
Range:55/20
Inferno Cannon
Vulcan constructs an Inferno Cannon that shoots fireballs in a cone that deal damage to the target every second. The Inferno Cannon lasts until destroyed or another is placed. This inherits Vulcan's penetrations. Inferno Cannon takes 50% additional damage from non-god sources. Inferno Cannon ignores 25% of the target's Magical Protection.!
Cost: 50/55/60/65/70
Cooldown: 12s
Ability Type:Cone, Pet, Damage
Range:60
Magma Bomb
Vulcan tosses a bomb that explodes in a radius on impact with the ground, damaging and knocking back nearby enemies.!
Cost: 50/55/60/65/70
Cooldown: 10s
Ability Type:Circle, Knockup, Damage
Range/Radius:60/15
Earthshaker
Vulcan launches a rocket that explodes on impact with the ground. The rocket starts at 80% strength, and increases damage the further it travels from Vulcan.!
Cost: 80/90/100/110/120
Cooldown: 90/85/80/75/70s
Ability Type:Circle, Damage
Range/Radius:120/30
Master Craftsman
Whenever Vulcan successfully hits an enemy god with an ability he gains bonuses to Movement Speed and MP5 for 5s.!
Bellona dashes forward and bashes with her shield, dealing damage and Slowing enemies. Bellona gains 1 Stack of block for each enemy god hit. Block absorbs all damage from a single Basic Attack and reflects a portion of the damage around her.
Bellona then makes Basic Attacks with sword and shield until she has not taken or dealt damage in the last 7s. Every 3 successful basic attacks she gains another Stack of block (max. 3). !
Cost: 60
Cooldown: 14s
Ability Type:Dash, Slow, Damage
Range:45
Bludgeon
Bellona summons a hammer and spins, hitting every enemy around her and then smashing forward in an overhand attack. Each enemy god hit in the spin increases the damage of the overhand attack.
Bellona now makes Basic Attacks with her hammer until she has not taken or dealt damage in the last 7s. Every hammer attack hits all enemies in melee range and only benefit from 33% of Bellona's total Lifesteal.!
Cost: 60/65/70/75/80
Cooldown: 14/13/12/11/10s
Ability Type:Circle, Damage
Range/Radius:25/25
Scourge
Bellona summons a scourge, dealing damage to all enemies in a line. Enemies hit are Disarmed, and cannot make Basic Attacks. Bellona now makes Basic Attacks with a scourge until she has not taken or dealt damage in the last 7s. Basic Attacks have extended range (+4) and every third attack heals Bellona.!
Cost: 60/65/70/75/80
Cooldown: 18/17/16/15/14s
Ability Type:Line, Disarm, Damage
Range:55
Eagle's Rally
Bellona plants a Roman flag, granting Protections and increased Power to allied gods. Enemies directly under where the flag is placed take damage and are Stunned for 1.25s.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Stun, Damage
Range/Radius:50/40
Master of War
Upon giving or receiving hits from Basic Attacks, Bellona gains Protections and movement speed for 7s. (max. 5 stacks). !
Hercules delivers a mighty strike, driving all enemies back, damaging and Stunning them. Hercules is immune to Knockback during the dash.!
Cost: 50/55/60/65/70
Cooldown: 12s
Ability Type:Line, Dash, Damage
Range:35
Earthbreaker
Hercules smashes the ground, sending a shockwave forward that does damage to all enemies in the path. Enemies at the end of the shockwave are thrown into the air towards Hercules.!
Cost: 50/55/60/65/70
Cooldown: 12s
Ability Type:Line, Knockback, Damage
Range:45
Mitigate Wounds
Hercules heals himself instantly and gains increased Attack Speed, Magical, and Physical Protections for the next 4s. A percentage of the damage taken during this time is returned to him as an additional heal at the end of the duration.!
Cost: 60
Cooldown: 15s
Ability Type:Buff
Excavate
Hercules rips a huge boulder from the ground. Throwing the boulder does damage where the boulder lands. The boulder continues rolling, doing the same damage to all enemies in its path. Subsequent hits on the same enemy do 50% less damage per hit. Hercules is immune to Crowd Control while casting.!
Cost: 100
Cooldown: 90/85/80/75/70s
Ability Type:Circle, Damage
Range/Radius:45/15
Strength from Pain
Every time Hercules takes damage from an enemy god he gains a stacking self buff that provides increased Physical Power.!
Pros: High Single Target Damage, High Attack Speed
Cons:
Abilities:
Crystallized Curses
Chernobog conjures a large crystal of curses and hurls it at the target location dealing damage and Slowing enemies on landing. After several seconds the crystalline curses explode dealing damage again and Rooting any enemy in the area. The crystal can be detonated early by firing at it with Vicious Barrage. !
Cost: 50/55/60/65/70
Cooldown: 15/14.5/14/13.5/13s
Ability Type:Circle, Root, Damage
Range/Radius:60/20
Vicious Barrage
Chernobog fires an enlarged crystal shard that can pierce enemies and deals damage like a Basic Attack. This applies a single stack of Heart of Cold to all enemies it passes through and instantly detonates Crystallized Curses. After firing, Chernobog gains increased Attack Speed for several seconds.!
Cost: 30/35/40/45/50
Cooldown: 8s
Ability Type:Line, Buff, Damage
Range:65
Into Darkness
Chernobog dashes forward, dealing damage to any enemy he collides with. If Chernobog comes in contact with a wall, he briefly enters it as a shadow, becoming untargetable and immune to damage for up to 3s. Chernobog can leave the wall early by dashing or just stepping out of the wall. If he remains for the full duration, Chernobog will automatically dash out as his time expires.!
Cost: 50
Cooldown: 16/15.5/15/14.5/14s
Ability Type:Dash, Damage
Range:40
Living Nightmare
During a brief channeling period, Chernobog summons shadows at the location of all enemies that last for 8s and apply a short stacking Slow. Chernobog can select any of his shadow clones to fly towards. Once he reaches the location he takes the place of his shadow, refreshing his cooldowns, as well as temporarily obtaining damage mitigations and extra movement speed.!
Cost: 80/90/100/110/120
Cooldown: 120s
Ability Type:Teleport, Debuff
Heart of Cold
Every successful Basic Attack impales the enemy with a brittle crystal. Upon reaching 3 stacks of Heart of Cold, the enemy explodes for extra damage in an area around them.!
Baba Yaga throws forward magic imbued with chaotic qualities. The magic will travel in the path of a random shape (Left Corner, Right Corner, Split, or Oval) and leave behind a random magical field on the ground it flew over for 4s. The fields can boost friendly Protections, boost friendly Movement Speed, lower enemy Movement Speed, or Silence enemies.!
Cost: 70/75/80/85/90
Cooldown: 12s
Ability Type:Area, Crowd Control, Damage
Range:60,60,90,60
Baba's Brew
Baba Yaga throws together random ingredients to brew a Potion. Each Eye of Newt increases the Potion's Damage by 7.5%. Each Dragon Scale adds a 12.5% slow to enemies hit for 2.5s. Each Wolf Tooth adds a 7.5% Attack Speed slow and Power reduction to enemies hit for 5s. Baba Yaga can store a single Potion in her consumable slot refiring/canceling this ability. She can pull it out at any time to throw it.!
Cost: 60
Cooldown: 10s
Ability Type:Circle, Crowd Control, Damage
Range/Radius:60/15
Blast Off!
Baba Yaga crawls inside her Mortar for protection. While inside the mortar she gains Damage Mitigation, Knockup Protection, and begins to build up explosive magic. After 1s the magic explodes, launching Baba Yaga and her Mortar in the direction she is facing. Enemies near the Mortar when it explodes take damage.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Circle, Leap, Damage
Range/Radius:40/20
Home Sweet Home
Baba Yaga calls down her Cabin, causing it to crash onto her and launch nearby enemies away. Baba Yaga commands the cabin for up to 8s, using it as a protective shield to create and throw 4 Witchfire Bolts from the inside. When the thrown Witchfire lands, it explodes dealing damage to enemies in the area while leaving behind a creeping patch of fire that chases nearby enemies. Enemies caught in the creeping fire take burn damage every 0.4s.!
Cost: 60/65/70/75/80
Cooldown: 90s
Ability Type:Circle, Buff, Damage
Radius:15
Creeping Cabin
Baba Yaga's Cabin accumulates up to 100 essence over time, when it moves, and if enemy gods get too close. Baba Yaga can approach the Cabin and use this essence to gain evolving item stacks. Items with a low stack count take more energy. If Baba Yaga has no stacking item this essence heals Baba Yaga for 0.6% max health per tick.!
Pros: High Crowd Control, High Sustain, Medium Area Damage
Cons:
Abilities:
Vivid Gaze
Baron Samedi animates two skulls, both which briefly warm up before firing two beams of voodoo magic that damage enemies. The beams crossover wherever Baron Samedi was aiming. Enemies hit by both beams take 25% damage on the second hit. If the enemy god hit is above 30 Hysteria, their Physical Power, Magical Power, and Attack Speed are reduced for !{rankprog:3,3.5,4,4.5,5}!s.!
Cost: 55/60/65/70/75
Cooldown: 9s
Ability Type:Area, Debuff, Damage
Range:60
Consign Spirits
Baron Samedi guides restless spirits to the ground and buries them. After a brief delay the ground erupts, damaging enemies standing in the area. Minions and jungle camps take an additional 25% damage. If an enemy god is hit, friendly spirits fly from the area and heal allies near the explosion or by Baron Samedi.
If the enemy god hit is above 30 Hysteria the friendly spirit applies Slow Immunity for allies, and increases their Movement Speed for 3s.!
Cost: 60
Cooldown: 13/12.5/12/11.5/11s
Ability Type:Circle, Buff, Damage
Range/Radius:55/18
Wrap It Up
Baron Samedi throws his snake forward, wrapping any enemy god hit and dealing damage every .5s for 2.5s and applying a ramp to root. If a god hit is above 30 Hysteria, the snake will also lash out at nearby enemy gods who stand too close after 1s. Enemies hit by this are injected with venom that applies a ramp to root and deals the full damage over time immediately.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Line, Crowd Control, Damage
Range/Radius:60/25
Life of the Party
Baron Samedi pulls the souls of the living towards his Coffin, becoming immune to Crowd Control and taking 50% reduced damage. Enemy gods within range are caught in a Vortex, dragging them towards the Coffin and taking damage every .33s. When an enemy god reaches the Coffin their soul is ripped out, causing them to be stunned, take a large amount of damage based on their maximum health and gain max Hysteria. This ability persists for 3.5s or until an enemy god is pulled to the Coffin. If targets being pulled are above 30 Hysteria, the pull strength is increased.!
Cost: 70/75/80/85/90
Cooldown: 90/85/80/75/70s
Ability Type:Cone, Vortex, Damage
Range:60
Hysteria
Baron shares Baron's Brew, a powerful restorative chalice, with his allies from the Item Shop. Enemies hit by Baron will have Hysteria applied to them. Baron's abilities interact with Hysteria to provide bonus effects. Targets at Max Hysteria take 20% additional damage from Baron Samedi.!
Maman Brigitte drinks from her bottle and breathes out fire. Enemies are set aflame, damaged every 0.5s for 1.5s, refreshing if they stay in the area. Maman Brigitte channels the fire for as long as she has Rum and can cancel at any time. When out of Rum or upon reactivation, she slams her bottle on the ground, damaging and stunning enemies. This ability's cooldown is reduced based on Rum remaining when the slam occurs.!
Cost: 20/30/40/50/60
Cooldown: 8s
Ability Type:Cone, Damage, Stun
Range:30/15
Madame Fangs
Maman Brigitte's tattoo snake, Madame Fangs, slithers off of her arm and becomes a spectral snake that passes through enemies, damaging and applying Madame's Mark to all enemies hit. Subsequent hits from Madame Fangs deal 15% of the initial damage. Enemies with Madame's Mark take additional damage anytime Maman Brigitte damages them. This bonus damage does not trigger Item effects. Soul Spikes and Item effects do not trigger Madame's Mark.!
Cost: 55
Cooldown: 11s
Ability Type:Projectile, Damage, Debuff
Range:60
Spirit Seize
Maman Brigitte shrouds herself in ghostly energy as she dashes forward, passing through player made walls and damaging enemies. If she hits an enemy god she possesses them, traveling with them and dealing damage every 0.5s for up to 2s. Maman Brigitte can leave her target early by dashing or canceling to step out. If she remains for the full duration, she will dash out as time expires.!
Cost: 50/60/70/80/90
Cooldown: 16s
Ability Type:Dash, Damage
Range:40
Explosion of Souls
Maman Brigitte gains Crowd Control immunity and gathers a large orb of spiritual energy that she throws at the target location. The orb's size is determined by the amount of Soul Orbs that Maman Brigitte has collected through Soul Spikes. Enemies hit are damaged, knocked up, and receive Madame's Mark for 5s. Maman Brigitte loses all Soul Orbs after using Explosion of Souls.!
Cost: 100
Cooldown: 90s
Ability Type:Circle, Damage, Knockup
Radius:16.5,18,19.5,21,22.5,24
Range:45
Soul Spikes
Damaging an enemy with a basic attack or ability afflicts enemies with Soul Spikes. Upon reaching 5 stacks, Maman Brigitte absorbs a piece of their soul, dealing damage based on their missing Health and gaining a Soul Orb from enemy gods. Soul Orbs last 30s.!
Bubble: Yemoja tosses out a bubble that bounces twice, dealing damage and slowing enemies by 30% before exploding into smaller bubbles that deal 50% damage. Enemies hit by both bubble bounces take 50% damage on the second hit.
Moonstrike: Yemoja calls upon the Moon to deal damage to enemies below. The inner strike is the largest, dealing full damage and stunning all enemies and enemy structures hit.!
Cost: 2 Omi
Cooldown:
Ability Type:Area, Slow, Damage
Range/Radius:70/14
Mending Waters
Yemoja sends out a wave of water that damages all enemies it passes through, dealing extra unmitigated damage to their shields. Once the wave reaches an ally it bounces to all nearby allies healing and shielding them for 3s.!
Cost: 3 Omi
Cooldown:
Ability Type:Line, Heal, Damage
Range:60
Riptide
Yemoja creates a water ring that Knocks Up everyone that enters it. Allies are pushed further and gain both Movement Speed and Protections for 3s. Enemies go a shorter distance and are Slowed. After entering a ring you are briefly locked out of entering another. Yemoja can place the ring at a maximum distance to reverse the direction.!
Cost: 3 Omi
Cooldown:
Ability Type:Area, Knockup
Range:80
River's Rebuke
Yemoja unleashes her full power creating two large walls of water that block enemy movement and projectiles. After a delay the river cascades down, damaging, trembling and slowing enemies.
Yemoja gains a buff to her Omi regeneration while she is in the river field that lingers briefly after she leaves it.!
Cost:
Cooldown: 140/135/130/125/120s
Ability Type:Area, Buff, Damage
Range:100
Omi
Yemoja uses Omi to cast spells instead of Mana. She starts with 7, earning up to 10. Yemoja gains 1 Omi (+.01 per level) every 5 seconds and Cooldown Reduction increases Omi regeneration. Yemoja's Basic Attack healing only affects gods and does not proc item effects. Mana, MP5, and Mana Heals are applied to Yemoja's Health pool.!
Olorun charges an orb of pure energy for up to 2s before firing it in front of him. Charging the ability increases the range and damage of the orb. This ability passes through and damages Enemy minions but stops and collides with Enemy gods.
This ability can Critically Hit and can provide stacks of Overflowing Divinity.!
Cost: 50/60/70/80/90
Cooldown: 12s
Ability Type:Line, Damage
Range:110
Overflowing Divinity
Olorun gains amplified Attack Speed. Every successful attack on an Enemy during the buff provides his inner Sun with energy, to a cap of 20 stacks.
During the buff or for 4s after, Olorun can refire this ability to conjure the Sun to damage Enemies in an area. The Sun emits projectiles faster and more randomly with higher ammo. Hitting the same Enemy deals 20% less damage each time, to a maximum of 90% reduction.!
Cost: 60/65/70/75/80
Cooldown: 14s
Ability Type:Circle, Buff, Damage
Range/Radius:65/15
Consecration
Olorun expends the light within himself knocking back and damaging nearby Enemies as well as slowing them for 2s.
Olorun and allies are bathed in the light, gaining a heal over time that ticks every second for 5s. For every ally god healed, Olorun gains Physical and Magical protections.!
Cost: 60/65/70/75/80
Cooldown: 12s
Ability Type:Circle, Knockback, Damage
Radius:20
Sanctified Field
Olorun brings forth Olodumare and Olofi who travel outwards, creating a large area of divine energy that distorts the flow of time within.
All Enemies caught in the area are negatively affected by the time dilation, attacking, casting and even animating more slowly.
Olorun himself benefits from the Sanctified Field in a similar way.
The strength of the divine field also impacts the effect of buffs, debuffs, projectiles and deployables.!
Cost: 100
Cooldown: 120/115/110/105/100s
Ability Type:Line, Buff
Range:85
Touch of Fate
Upon reaching 100 Magical Power from Items, Olorun gains 20% Critical Hit Chance and a further 2% per 12 Magical Power from Items.
Olorun's Critical hits only deal 40% increased damage.
Additionally Olorun gains 5% extra scaling on his basic attacks.!