SMITE God Overview

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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.

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Assassin Guardian Hunter Mage Warrior
Arthurian
  • Merlin
    (i)
    God Details

    Merlin

    Arthurian Mage
    Pros: High Area Damage
    Cons:
    Abilities:
    Eclipse (Radiate/Frostbolt)
    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:Line
    Affects:Enemies
    Damage:Magical
    Range:60
    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:AoE
    Affects:Enemies
    Damage:Magical
    Range:60
    Flicker
    Merlin quickly teleports a short distance in front of him.


    Cost: 70
    Cooldown: 24/23/22/21/20s
    Ability:Teleport
    Affects:Self
    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: 32/29/26/23/20s
    Ability:Buff and AoE
    Affects:Self and Enemies
    Damage:Magical
    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.


    Cost:
    Cooldown:
    Ability:Basic Attack Stim
    Affects:Enemies
    Damage:Magical
  • King Arthur
    (i)
    God Details

    King Arthur

    Arthurian Warrior
    Pros: High Area Damage, High Crowd Control
    Cons:
    Abilities:
    Overhead Slash (Hamstring)
    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: 14s
    Ability:Line (Cone)
    Affects:Enemies
    Damage:Physical
    Range:70 (30)
    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:Circle (Dash)
    Affects:Enemies
    Damage:Physical
    Range:20 (35)
    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:AoE (Dash)
    Affects:Enemies
    Damage:Physical
    Radius:10 (20)
    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:Line (Dash)
    Affects:Enemies
    Damage:Physical
    Range:45 (35)
    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 and Item Passives do not benefit his Basic Attacks. Attack Speed increases his energy gain.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
Celtic
  • Artio
    (i)
    God Details

    Artio

    Celtic Guardian
    Pros: High Crowd Control, High Sustain
    Cons:
    Abilities:
    Energy Surge (Maul Prey)
    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: 50/55/60/65/70
    Cooldown: 12s
    Ability:Cone
    Affects:Enemies
    Damage:Magical
    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: 14s
    Ability:Area
    Affects:Enemies
    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: 50/55/60/65/70
    Cooldown: 17s
    Ability:Line
    Affects:Enemies
    Damage:Magical
    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 4s, and stack up to 8 times.


    Cost: 0
    Cooldown: 1s
    Ability:Buff
    Affects:Self
    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.


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Enemy Gods
  • Cernunnos
    (i)
    God Details

    Cernunnos

    Celtic Hunter
    Pros: High Area Damage, High Crowd Control
    Cons:
    Abilities:
    Shifter of Seasons
    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: Debuff for 5s Winter Chill: Slows for 1s


    Cost: None
    Cooldown: 0s
    Ability:Buff
    Affects:Self
    Damage:Physical
    Bramble Blast
    Cernunnos fires a bramble forward in a line that roots 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:Projectile
    Affects:Enemies
    Damage:Physical
    Radius:20
    Horn Charge
    Cernunnos charges forward, damaging and crashing through all types of enemies.


    Cost: 70/75/80/85/90
    Cooldown: 17/16/15/14/13s
    Ability:Dash
    Affects:Enemies
    Damage:Physical
    Range:55
    The Wild Hunt
    Cernunnos selects an area where The Wild Hunt will begin. After a 1s delay, enemy gods in the area will be damaged and Polymorphed into wild boars. Polymorphed gods are silenced, disarmed and slowed. Polymorph is not affected by diminishing returns.


    Cost: 100
    Cooldown: 90s
    Ability:Ground Target
    Affects:Enemy Gods
    Damage:Physical
    Radius: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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
    Damage:Physical
    Radius:12
  • The Morrigan
    (i)
    God Details

    The Morrigan

    Celtic Mage
    Pros: High Area Damage
    Cons:
    Abilities:
    Deadly Aspects
    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.


    Cost: 60/65/70/75/80
    Cooldown: 12s
    Ability:Charge Up
    Affects:Enemies
    Damage:Magical
    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:Projectile
    Affects:Enemies
    Damage:Magical
    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:Stealth
    Affects:Self
    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: 140/125/110/95/80s
    Ability:Transform
    Affects:Self
    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.


    Cost:
    Cooldown:
    Ability:Basic Attack Stim
    Affects:Enemies
    Damage:Magical
    Radius:10
  • Cu Chulainn
    (i)
    God Details

    Cu Chulainn

    Celtic Warrior
    Pros: High Area Damage, High Crowd Control
    Cons:
    Abilities:
    Barbed Spear (Ground Slam)
    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 4s. 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: 16/15/14/13/12s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    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:Area
    Affects:Self and Enemy
    Damage:Physical
    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: 16s
    Ability:Leap
    Affects:Enemy
    Damage:Physical
    Range:35
    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: 85s
    Ability:Area
    Affects:Enemy
    Damage:Physical
    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 3s above 85, he goes Berserk. While Berserk, Cu Chulainn gains Power and a Health Shield.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
Chinese
  • Da Ji
    (i)
    God Details

    Da Ji

    Chinese Assassin
    Pros: High Single Target Damage
    Cons:
    Abilities:
    Horrible Burns
    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:Stim
    Affects:Self
    Damage:Physical
    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: 13s
    Ability:AoE
    Affects:Enemies and Self
    Damage:Physical
    Range: 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: 17s
    Ability:Teleport
    Affects:Enemies or Allies
    Damage:Physical
    Range: 55
    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: 100s
    Ability:Projectile
    Affects:Enemies
    Damage:Physical
    Range: 80
    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.


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Enemy
    Damage:Physical
  • Ne Zha
    (i)
    God Details

    Ne Zha

    Chinese Assassin
    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 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.


    Cost: 50/55/60/65/70
    Cooldown: 14s
    Ability:Projectile
    Affects:Enemy
    Damage:Physical
    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 is healed depending on how many stacks he currently has from his passive ability, Righteous Spirit.


    Cost: 55/60/65/70/75
    Cooldown: 18/17/16/15/14s
    Ability:Buff
    Affects:Self
    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. This ability can Critically Hit.


    Cost: 75
    Cooldown: 14s
    Ability:Projectile, Dash
    Affects:Enemy Gods
    Damage:Physical
    Radius:10
    Wind Fire Wheels
    Ne Zha dashes forward. If he hits an enemy god, he knocks them skyward for 4s, unleashing a 3-hit combo (successfully timed attacks during the combo result in critical strikes), then smashing them back to Earth in his starting location. This ability hits one initial time upon knockup, the three-hit combo, and then again dealing additional damage to enemies in the radius as he lands for a total of 5 hits. While knocked skywards, enemies are not considered Crowd Controlled.


    Cost: 80/90/100/110/120
    Cooldown: 90s
    Ability:Dash
    Affects:Enemy Gods
    Damage:Physical
    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 10s.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Xing Tian
    (i)
    God Details

    Xing Tian

    Chinese Guardian
    Pros: High Crowd Control
    Cons:
    Abilities:
    Furious Roar
    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:Line
    Affects:Enemies
    Damage:Magical
    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: 70/75/80/85/90
    Cooldown: 18s
    Ability:Cone, AOE
    Affects:Enemies
    Damage:Magical
    Radius:25, 20
    Sky-Cutting Axe
    Xing Tian leaps forward, dealing damage to enemies when he lands, and he may leap again within 3s. While in the air, Xing Tian has increased protections, which are refreshed if he connects with a target.


    Cost: 65/75/85/95/105
    Cooldown: 15s
    Ability:Leap
    Affects:Self & Enemies
    Damage:Magical
    Radius: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: 110/100/90/80/70
    Cooldown: 90s
    Ability:Radius
    Affects:Enemies
    Damage:Magical
    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. Stacks last 18s.


    Cost:
    Cooldown:
    Ability:Passive
    FR
  • Hou Yi
    (i)
    God Details

    Hou Yi

    Chinese Hunter
    Pros: High Area Damage, High Single Target Damage
    Cons:
    Abilities:
    Ricochet
    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: 10s
    Ability:Line Target
    Affects:Enemies
    Damage:Physical
    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: 18s
    Ability:Debuff
    Affects:Enemy Gods
    Range:55
    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: 70/75/80/85/90
    Cooldown: 15s
    Ability:Leap
    Affects:Enemies
    Damage:Physical
    Radius: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:Area
    Affects:Enemies
    Damage:Physical
    Radius:30
    Suntouched
    After taking a critical hit, Hou Yi can’t be critically hit again for 3s.


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Self
  • Jing Wei
    (i)
    God Details

    Jing Wei

    Chinese Hunter
    Pros: High Mobility
    Cons:
    Abilities:
    Persistent Gust
    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: 70/75/80/85/90
    Cooldown: 14s
    Ability:Ground Target
    Affects:Self and Enemies
    Damage:Physical
    Radius: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: 14s
    Ability:Buff
    Affects:Self
    Damage:Physical
    Radius:8
    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 4s 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: 75/70/65/60/55
    Cooldown: 18/18/17/17/16s
    Ability:Dash
    Affects:Self
    Range:!{rankprog:35}!
    Air Dash Range:!{rankprog: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: 100/110/120/130/140
    Cooldown: 90s
    Ability:Line
    Affects:Enemies
    Damage:Physical
    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 CC immunity. Jing Wei can decline to fly by canceling the ability on her way out of the fountain.


    Cost:
    Cooldown:
    Ability:Flight
    Affects:Self
    Duration:4s
  • Ao Kuang
    (i)
    God Details

    Ao Kuang

    Chinese Mage
    Pros: High Single Target Damage
    Cons:
    Abilities:
    Water Illusion
    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:Teleport
    Affects:Self and Enemies
    Damage:Magical
    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:Stim / Line
    Affects:Enemies
    Range:55
    Damage:Magical
    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: 60/65/70/75/80
    Cooldown: 7s
    Ability:Cone
    Affects:Enemies
    Damage:Magical
    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: 90s
    Ability:Single Target
    Affects:Enemy
    Damage:Magical
    Landing Range:200
    Dragon King's Sword
    Every 20 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.


    Cost:
    Cooldown:
    Ability:Passive
  • Chang'e
    (i)
    God Details

    Chang'e

    Chinese Mage
    Pros: High Sustain, High Mobility
    Cons:
    Abilities:
    Crescent Moon Dance
    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:Arc
    Affects:Enemy
    Damage:Magical
    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:Area
    Affects:Self and Ally
    Moonflower Dance
    Chang'e twirls, scattering flowers around her, and healing herself and all nearby allies and damaging nearby enemies. Moonflower Dance also reduces the healing of all nearby enemies.


    Cost: 60/65/70/75/80
    Cooldown: 12s
    Ability:Area
    Affects:Enemy and Ally
    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: 90s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    Jade Rabbit
    Chang'e can purchase or sell items from anywhere and her Jade Rabbit companion will fetch them. When the Rabbit reaches the store then returns, the transaction completes. Only one item can be purchased or sold in this way at a time. Chang'e also gains +25% movement speed with no backpedal penalty when using her dances.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
    FR
  • He Bo
    (i)
    God Details

    He Bo

    Chinese Mage
    Pros: High Area Damage, Medium Crowd Control
    Cons:
    Abilities:
    Water Cannon
    He Bo fires a short burst of water from his hands, damaging all enemies in front of him.


    Cost: 40/50/60/70/80
    Cooldown: 3s
    Ability:Cone
    Affects:Enemy
    Damage:Magical
    Atlas of the Yellow River
    He Bo unfurls his scroll in a line, releasing the flood waters. Allies on the water are immune to Slows and move faster, while enemies are Slowed.


    Cost: 60/65/70/75/80
    Cooldown: 12s
    Ability:Line
    Affects:Enemy and Self
    Waterspout
    He Bo calls forth a geyser, causing it to burst out with tremendous force at his target location, damaging enemies while knocking them into the air.


    Cost: 65/70/75/80/85
    Cooldown: 10s
    Ability:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius:10
    Crushing Wave
    He Bo transforms into a wave and crashes forward, damaging all enemies in his path.


    Cost: 100
    Cooldown: 90s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    Steady Flow
    Each time He Bo uses an ability, he gains the Steady Flow buff which increases his Magical Power. The timer refreshes when another ability is used.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Nu Wa
    (i)
    God Details

    Nu Wa

    Chinese Mage
    Pros: Pusher
    Cons:
    Abilities:
    Mysterious Fog
    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: 15s
    Ability:Ground Target
    Affects:All
    Damage:Magical
    Radius: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, 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:Pet
    Affects:Enemy
    Damage:Physical
    Range:40
    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: 8s
    Ability:Line
    Affects:Enemies
    Damage:Magical
    Range:65
    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: 110s
    Ability:Global
    Affects:Enemy
    Damage:Magical
    Strength of Wood
    After 5 successful Basic Attacks, Nu Wa's next Basic Attack will Root enemies.


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Enemies
    Damage:Magical
  • Zhong Kui
    (i)
    God Details

    Zhong Kui

    Chinese Mage
    Pros: High Area Damage, Medium Crowd Control
    Cons:
    Abilities:
    Expose Evil
    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:Line
    Affects:Enemy
    Damage:Magical
    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:Cone
    Affects:Enemy
    Damage:Magical
    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: 15s
    Ability:Area
    Affects:Enemy
    Damage:Magical
    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:Area
    Affects:Enemy
    Damage:Magical
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Erlang Shen
    (i)
    God Details

    Erlang Shen

    Chinese Warrior
    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 on each strike. 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
    Cooldown: 14s
    Ability:Buff
    Affects:Self
    Damage:Physical
    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:Ground Target
    Affects:Enemy
    Damage:Physical
    Radius:20
    72 Transformations
    Erlang Shen transforms into a Mink or Turtle and charges forward. Mink: Damages all enemies, stopping on first god hit and increasing Attack Speed for 4s. Turtle: Knocks up all enemies in path and gains a health shield for 12s.


    Cost: 65/70/75/80/85
    Cooldown: 18/17/16/15/14s
    Ability:Dash
    Affects:Enemy
    Damage:Physical
    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 15% of his Maximum Health.


    Cost: 80/85/90/95/100
    Cooldown: 85s
    Ability:Cone
    Affects:Self and Enemies
    Howling Celestial Dog
    Each time Erlang Shen hits an enemy with a Basic Attack, his dog hits as well for 15% of his Basic Attack power and 1% of the target's max. health. The percentage damage only works against gods and minions.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self and Enemy
    Damage:Physical
  • Guan Yu
    (i)
    God Details

    Guan Yu

    Chinese Warrior
    Pros: High Sustain, High Mobility
    Cons:
    Abilities:
    Conviction
    Guan Yu's courageous leadership is infectious and, when focused, heals himself and his allies. Healing friendly gods reduces all Cooldowns by 2s.


    Cost: 60
    Cooldown: 12s
    Ability:Area
    Affects:Allies
    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: 60/65/70/75/80
    Cooldown: 12s
    Ability:Dash
    Affects:Enemy
    Damage:Physical
    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: 60/65/70/75/80
    Cooldown: 15s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    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:Area
    Affects:Enemy
    Damage:Physical
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Mulan
    (i)
    God Details

    Mulan

    Chinese Warrior
    Pros: High Area Damage
    Cons:
    Abilities:
    Cross Strike
    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: 16/15/14/13/12s
    Ability:Area
    Affects:Enemies
    Damage:Physical
    Radius: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:Line
    Affects:Enemies
    Damage:Physical
    Range:25
    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.


    Cost: 60
    Cooldown: 16s
    Ability:Projectile, Dash
    Affects:Enemy Gods
    Damage:Physical
    Range:60
    Divine Mastery
    Mulan brings forth her entire arsenal dashing forwards with sword slashes, dealing damage and rooting enemies for 1s. If she hits an enemy god during the dash, 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: 100s
    Ability:Dash, Line, Projectile
    Affects:Enemies
    Damage:Physical
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Sun Wukong
    (i)
    God Details

    Sun Wukong

    Chinese Warrior
    Pros: High Defense, High Mobility
    Cons:
    Abilities:
    The Magic Cudgel
    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 +30% damage.


    Cost: 50/55/60/65/70
    Cooldown: 12s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    Master's Will
    Sun Wukong strikes around him, damaging and Slowing all enemies.


    Cost: 60
    Cooldown: 10s
    Ability:Area
    Affects:Enemy
    Damage:Physical
    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: 18/17/16/15/14s
    Ability:Dash
    Affects:Enemy
    Damage:Physical
    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 a percentage of Sun Wukong's current strength and defense. 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:Leap
    Affects:Self and Enemy
    Damage:Physical
    Radius:25
    Undefeated Body
    When Sun Wukong is below 50% Health, he gains +10 Physical Power and +10 Protections, plus another 2 Physical Power and 1 Protection for his current level. While Undefeated Body is active, if Sun Wukong goes above 50% Health, he maintains the buff for 12s.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
Egyptian
  • Bastet
    (i)
    God Details

    Bastet

    Egyptian Assassin
    Pros: High Single Target Damage
    Cons:
    Abilities:
    Pounce
    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. If Guardians of Bast is active, she will command her guardians to also pounce with her.


    Cost: 60/65/70/75/80
    Cooldown: 12s
    Ability:Leap
    Affects:Enemy
    Damage:Physical
    Radius:20
    Razor Whip
    Bastet swipes at her enemies, causing them to Bleed for damage every second for the duration. If Guardians of Bast is active, she will command her guardians to also swipe at her enemies.


    Cost: 40/45/50/55/60
    Cooldown: 13s
    Ability:Cone
    Affects:Enemy
    Damage:Physical
    Ensnaring Claw
    Bastet sends a cat forward at her enemies. If a cat finds an enemy it ensnares 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. If Guardians of Bast is active, she will command her guardians to also charge forward.


    Cost: 60/65/70/75/80
    Cooldown: 12s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    Guardians of Bast
    Bastet calls her loyal Guardian cats to her side. These Guardians will follow Bastet's order, assisting her in any ability she casts and dealing a percentage of Bastet's damage.


    Cost: 80/85/90/95/100
    Cooldown: 90s
    Ability:Stim
    Affects:Self
    Damage:Physical
    Tracking Scent
    When Bastet hits an enemy she marks the target for a brief time. Marked targets leave behind a scent trail Bastet can follow, gaining Movement Speed while in the scent trail.


    Cost:
    Cooldown:
    Ability:Debuff
    Affects:Enemy
  • Serqet
    (i)
    God Details

    Serqet

    Egyptian Assassin
    Pros: High Single Target Damage, High Mobility
    Cons:
    Abilities:
    Deathbane
    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:Dash
    Affects:Enemies
    Damage:Physical
    Max Distance: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: 18s
    Ability:Line
    Affects:Enemies
    Damage:Physical
    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: 18s
    Ability:Leap
    Affects:Enemies
    Damage:Physical
    Radius:15
    Last Breath
    Serqet leaps to an enemy, Stunning them, applying the Last Breath poison, then pushing them 30 units away. The Last Breath 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 will explode, applying the poison to all enemies within 20 units.


    Cost: 100
    Cooldown: 90s
    Ability:Leap
    Affects:Enemies
    Damage:True
    Radius:10
    Catalyst
    Serqet's 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.


    Cost:
    Cooldown:
    Ability:Passive
  • Set
    (i)
    God Details

    Set

    Egyptian Assassin
    Pros: High Single Target Damage
    Cons:
    Abilities:
    Skewer
    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: 8s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    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.


    Cost: 30
    Cooldown: 13/13/12/12/11s
    Ability:Circle
    Affects:Enemy
    Damage:Physical
    Range:70
    Sandstorm
    Set conjures a Sandstorm around him, protecting him from Physical Damage and causing him to be immune to Slows. Enemies near Set are damaged every .4s 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: 16s
    Ability:Teleport
    Affects:Enemy
    Damage:Physical
    Radius: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: 90s
    Ability:Stim
    Affects:Self
    Damage:Physical
    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.


    Cost:
    Cooldown:
    Ability:Buff
  • Geb
    (i)
    God Details

    Geb

    Egyptian Guardian
    Pros: High Crowd Control, High Defense
    Cons:
    Abilities:
    Roll Out
    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 CC immune, and will also Knockback enemy gods.


    Cost: 50/55/60/65/70
    Cooldown: 14/13/12/11/10s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    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 50% at the maximum range.


    Cost: 60/65/70/75/80
    Cooldown: 15s
    Ability:Cone
    Affects:Enemies
    Damage:Magical
    Radius:45
    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: 18s
    Ability:Shield
    Affects:Allies or Self
    Cataclysm
    Geb pulls apart the earth, dealing Magical damage to all enemy gods based on a percent of their current Health, and Stunning them.


    Cost: 100
    Cooldown: 90s
    Ability:Ground Target
    Affects:Enemy Gods
    Damage:Magical
    Radius:30
    Hard as Rock
    Critical Strike bonus damage taken is decreased by 75%.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Khepri
    (i)
    God Details

    Khepri

    Egyptian Guardian
    Pros: High Crowd Control, High Defense
    Cons:
    Abilities:
    Abduct
    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:Dash
    Affects:Enemies
    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: 50/60/70/80/90
    Cooldown: 12s
    Ability:Line
    Affects:Allies and Enemies
    Damage:Magical
    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:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius: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:Ground Target
    Affects:Allies
    Radius: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%)


    Cost:
    Cooldown:
    Affects:Self and Allied Gods
    Radius:40
  • Sobek
    (i)
    God Details

    Sobek

    Egyptian Guardian
    Pros: High Crowd Control, High Defense
    Cons:
    Abilities:
    Charge Prey
    Sobek charges forward at a frenzied pace. If Sobek hits an enemy, he does damage and throws the enemy behind himself. Sobek is immune to Knockups whilst dashing.


    Cost: 70/75/80/85/90
    Cooldown: 13s
    Ability:Dash
    Affects:Enemy
    Damage:Magical
    Tail Whip
    Sobek whips around in a circle, knocking enemies back and doing damage.


    Cost: 60/65/70/75/80
    Cooldown: 14s
    Ability:Area
    Affects:Enemy
    Damage:Magical
    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 3.


    Cost: 60/65/70/75/80
    Cooldown: 13s
    Ability:Cone
    Affects:Enemy
    Damage:Magical
    Lurking in the Waters
    Sobek submerges himself, where he gains 20% protections, regenerates Mana, is immune to Crowd Control 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:Area
    Affects:Enemy
    Damage:Magical
    Radius:30
    Blessing of the Nile
    Sobek's Basic Attacks and abilities that hit an enemy grant him Protections for a short time.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Anhur
    (i)
    God Details

    Anhur

    Egyptian Hunter
    Pros: High Single Target Damage
    Cons:
    Abilities:
    Shifting Sands
    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:Ground Target
    Affects:Enemy
    Radius: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:Line
    Affects:Enemy
    Damage:Physical
    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: 15s
    Ability:Leap
    Affects:Enemy
    Damage:Physical
    Radius: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: 75s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    Enfeeble
    Anhur's spear attacks reduce the enemy target's Physical Protection for 3 seconds.


    Cost:
    Cooldown:
    Ability:Debuff
    Affects:Enemy
  • Neith
    (i)
    God Details

    Neith

    Egyptian Hunter
    Pros: High Crowd Control, High Sustain
    Cons:
    Abilities:
    Spirit Arrow
    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: 60/65/70/75/80
    Cooldown: 15s
    Ability:Projectile
    Affects:Enemy
    Damage:Physical
    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: 15s
    Ability:Ground Target
    Affects:Enemy
    Damage:Physical
    Radius: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: 70/80/90/100/110
    Cooldown: 15s
    Ability:Leap
    Affects:Enemy
    Damage:Physical
    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: 90s
    Ability:Projectile
    Affects:Enemy
    Damage:Physical
    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 1 minute.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Anubis
    (i)
    God Details

    Anubis

    Egyptian Mage
    Pros: High Area Damage
    Cons:
    Abilities:
    Plague of Locusts
    A plague of locusts bellows forth from Anubis' mouth, smothering all enemies in the area and doing damage every .5s for 3s. Anubis is immune to knockback while channeling.


    Cost: 60/65/70/75/80
    Cooldown: 15/14/13/12/11s
    Ability:Cone
    Affects:Enemy
    Damage:Magical
    Mummify
    Anubis fires a bandage projectile, mummifying and stunning his target.


    Cost: 60
    Cooldown: 16/15/14/13/12s
    Ability:Projectile
    Affects:Enemy Gods
    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: 14/13/12/11/10s
    Ability:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius: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:Line
    Affects:Enemy
    Damage:Magical
    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.


    Cost:
    Cooldown:
    Ability:Buff/Debuff
    Affects:Self/Enemy
  • Isis
    (i)
    God Details

    Isis

    Egyptian Mage
    Pros: High Area Damage, High Crowd Control
    Cons:
    Abilities:
    Wing Gust
    Isis 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. Isis is immune to Root and Knockback effects while casting.


    Cost: 80/85/90/95/100
    Cooldown: 10s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    Spirit Ball
    Isis 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, Isis 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: 12s
    Ability:Projectile
    Affects:Enemy
    Damage:Magical
    Radius:10
    Dispel Magic
    Isis Silences and slows enemy gods at her target location. Enemy gods hit also lose a portion of their Magical Protection. If Isis successfully hits an enemy god, allies near the Dispel Magic or Isis gain a shield. If Isis hits multiple enemy gods, the shield is increased by 40% for each enemy hit after the first up to a maximum of 80%.


    Cost: 60/65/70/75/80
    Cooldown: 16s
    Ability:Ground Target
    Affects:Enemy
    Radius:15
    Circle of Protection
    Isis 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 Isis activates the staff again, it explodes, dealing damage to enemies inside and healing allies.


    Cost: 80/90/100/110/120
    Cooldown: 90s
    Ability:Ground Target
    Affects:Enemies and Allies
    Damage:Magical
    Radius:30
    Funeral Rites
    Isis 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, Isis gains an additional 10% Cooldown Reduction. Additionally, Isis' final Basic Attack in her progression has a wider radius (+2).


    Cost:
    Cooldown:
    Ability:Aura
    Affects:Friendly Gods
    Witness Radius:80
    Aura Radius:40
  • Ra
    (i)
    God Details

    Ra

    Egyptian Mage
    Pros: High Sustain, Pusher
    Cons:
    Abilities:
    Celestial Beam
    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:Line
    Affects:Enemy
    Damage:Magical
    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.


    Cost: 60/65/70/75/80
    Cooldown: 12s
    Ability:Area
    Affects:Enemy
    Damage:Magical
    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: 65/75/85/95/105
    Cooldown: 18s
    Ability:Ground Target
    Affects:Enemy and Allies
    Damage:Magical
    Radius: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.


    Cost: 90
    Cooldown: 80/75/70/65/60s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    Speed of Light
    Every time Ra uses an ability, his movement speed is increased.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Thoth
    (i)
    God Details

    Thoth

    Egyptian Mage
    Pros: High Area Damage
    Cons:
    Abilities:
    Hieroglyphic Assault
    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. If these attacks pass through the Glyph of Pain, their range is increased by 30. Hitting an Enemy with this ability increases the damage they take from each subsequent shot by 20% and reduces the cooldown by 1s (this can only occur once per shot). Enemies further than 55 units take 75% of the damage.


    Cost: 60/65/70/75/80
    Cooldown: 8s
    Ability:Buff
    Affects:Self
    Damage:Magical
    Range:55
    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:Dash Special
    Affects:Thoth and Enemies
    Damage:Magical
    Range:55
    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:Ground Target
    Affects:Self and Allies
    Damage:Magical
    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:Line
    Affects:Enemies
    Damage:Magical
    Range:100
    Dead Reckoning
    Thoth pens the names of his fallen opponents in his book, recording their weaknesses. After killing 30 Enemies, Thoth gains a stack of 3 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.


    Cost:
    Cooldown:
    Level 1:Max 1 Stack
    Level 5:Max 2 Stacks
    Level 9:Max 3 Stacks
    Level 13:Max 4 Stacks
  • Horus
    (i)
    God Details

    Horus

    Egyptian Warrior
    Pros: High Defense, High Sustain
    Cons:
    Abilities:
    Updraft
    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: 16/16/15/15/14s
    Ability:Circle
    Affects:Enemy
    Damage:Physical
    Radius: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: 16/15.5/15/14.5/14s
    Ability:Dash
    Affects:Enemy
    Damage:Physical
    Range:35
    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 3s.


    Cost: 65
    Cooldown: 16s
    Ability:Leap
    Affects:Allies
    Range:60
    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.


    Cost: 100
    Cooldown: 100s
    Ability:Teleport
    Affects:Allies
    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.


    Cost:
    Cooldown:
    Ability:Buff
  • Osiris
    (i)
    God Details

    Osiris

    Egyptian Warrior
    Pros: High Defense, High Attack Speed
    Cons:
    Abilities:
    Sickle Strike
    Osiris throws his Sickle forward. It stops at the first enemy hit, dealing damage and Slowing them. The Sickle remains for the duration of the Slow.


    Cost: 30
    Cooldown: 5s
    Ability:Line
    Affects:Enemies
    Damage:Physical
    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: 10s
    Ability:Ground Target
    Affects:Enemies
    Damage:Physical
    Radius:15
    Judgement Tether
    Osiris flings out mummy wraps, tethering himself to all nearby enemy gods. Targets hit 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:Area
    Affects:Enemy Gods
    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 and preventing them from healing. Targets are Rooted for 0.4s during the attack. Enemy minions in the target area also take damage.


    Cost: 100
    Cooldown: 75s
    Ability:Leap
    Affects:Enemies
    Damage:Physical
    Area: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, and his Basic Attacks do not incur a movement penalty. This effect lasts for 6 successful Basic Attacks.


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Self
Great Old Ones
  • Cthulhu
    (i)
    God Details

    Cthulhu

    Great Old Ones Guardian
    Pros: High Area Damage
    Cons:
    Abilities:
    Sanity Break
    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:Cone
    Affects:Enemies
    Damage:Magical
    The Mire
    Cthulhu summons a portal creating a slowing field of eldritch mire at the target location. While Cthulhu channels, 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. Cancelling the ability early stops The Mire from growing or the portal from firing additional shots.


    Cost: 50/55/60/65/70
    Cooldown: 18/17/16/15/14s
    Ability:Ground Target
    Affects:Enemies
    Damage:Magical
    Radius:20-30
    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:Dash
    Affects:Enemies
    Damage:Magical
    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 and 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:Stim
    Affects:Self and Enemies
    Damage:Magical
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
    Range:70
Greek
  • Arachne
    (i)
    God Details

    Arachne

    Greek Assassin
    Pros: High Single Target Damage, Great Jungler
    Cons:
    Abilities:
    Venomous Bite
    Upon activation, Arachne's next Basic Attack within 5s does additional damage and infects the target with Venom, dealing damage over time and healing Arachne every 0.5s for 3s.


    Cost: 60/65/70/75/80
    Cooldown: 15/14/13/12/11s
    Ability:Stim
    Affects:Enemies
    Damage:Physical
    Cocoon
    Arachne spindles her webbing, and her next 3 successful Basic Attacks are executed with increased Attack Speed for 6s. If all 3 Basic Attacks hit the same target, that target is Stunned.


    Cost: 70
    Cooldown: 15s
    Ability:Stim
    Affects:Enemies
    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: 16s
    Ability:Projectile
    Affects:Enemies
    Damage:Physical
    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:Channeled
    Affects:Enemies
    Damage:Physical
    Radius:15
    Predator
    Arachne's Basic Attacks gain 1.5% Physical damage for every 5% of a target's missing Health.


    Cost:
    Cooldown:
    Affects:Self
    FR
  • Nemesis
    (i)
    God Details

    Nemesis

    Greek Assassin
    Pros: High Mobility
    Cons:
    Abilities:
    Swift Vengeance
    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: 50/60/70/80/90
    Cooldown: 14s
    Ability:Dash
    Affects:Enemies
    Damage:Physical
    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:Cone
    Affects:Enemy
    Damage:Physical
    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: 16s
    Ability:Buff
    Affects:Self and Enemies
    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:Buff
    Affects:Self and Enemy God
    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).


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Thanatos
    (i)
    God Details

    Thanatos

    Greek Assassin
    Pros: High Sustain
    Cons:
    Abilities:
    Death Scythe
    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 5% of Thanatos' current HP when used.


    Cost: 25/35/45/55/65
    Cooldown: 13s
    Ability:Projectile
    Affects:Enemy
    Damage:Physical
    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 5% of Thanatos' current HP when used.


    Cost: 20/25/30/35/40
    Cooldown: 13s
    Ability:Buff
    Affects:Self
    Soul Reap
    Thanatos swings his scythe, dealing Physical damage and Silencing enemies he hits. Thanatos moves at a reduced rate while swinging. Consumes 5% of Thanatos' current HP when used.


    Cost: 25/30/35/40/45
    Cooldown: 15s
    Ability:Cone
    Affects:Enemy
    Damage:Physical
    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 10% of Thanatos' current HP when used.


    Cost: 40/50/60/70/80
    Cooldown: 90s
    Ability:Ground Target
    Affects:Enemy
    Damage:Physical
    Radius: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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Ares
    (i)
    God Details

    Ares

    Greek Guardian
    Pros: High Crowd Control, High Defense
    Cons:
    Abilities:
    Shackles
    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.


    Cost: 70/75/80/85/90
    Cooldown: 15s
    Ability:Projectile
    Affects:Enemy
    Damage:Magical
    Bolster Defenses
    Ares strengthens the defenses of himself and all nearby allies, granting Protections and reducing Crowd Control durations. For each shackled enemy, the Protection Buffs are increased.


    Cost: 40/45/50/55/60
    Cooldown: 15s
    Ability:Buff
    Affects:Self/Allies
    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:Cone
    Affects:Enemy
    Damage:Magical
    No Escape
    Ares throws chains out to all enemy gods in an area around him. 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: 100s
    Ability:Area
    Affects:Enemy Gods
    Damage:Magical
    Radius:35
    Blessed Presence
    Each completed aura item that Ares owns grants him 30 additional Magical Power.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Athena
    (i)
    God Details

    Athena

    Greek Guardian
    Pros: High Crowd Control, High Defense
    Cons:
    Abilities:
    Preemptive Strike
    Athena powers up for a dash. While dashing, Athena will pass through minions, stop and hit the first enemy god she encounters, dealing damage and slowing all she hits. If she hits an enemy, Athena gains one stack of Block (max 3), absorbing the next Basic Attack from any god that hits her.


    Cost: 60/70/80/90/100
    Cooldown: 14s
    Ability:Dash
    Affects:Enemy
    Damage:Magical
    Confound
    Athena releases a shockwave of power from her shield, Taunting enemy gods, and forcing them to fight or chase her.


    Cost: 60/65/70/75/80
    Cooldown: 18s
    Ability:Cone
    Affects:Enemy god
    Shield Wall
    Athena summons a group of Athenian warriors who do damage upon arrival, and after 2s strike for additional damage.


    Cost: 60/65/70/75/80
    Cooldown: 14s
    Ability:Area
    Affects:Enemy
    Damage:Magical
    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, the allied god gains 20% Damage Mitigation. Enemies nearby when Athena lands take damage.


    Cost: 80/90/100/110/120
    Cooldown: 110s
    Ability:Global
    Affects:Allies
    Damage:Magical
    Radius:20
    Reach
    After using any ability, Athena's next Basic Attack is a ranged attack, hitting all enemies it passes through, and dealing an additional +15% of her Magical Power as damage. Reach's damage will trigger Basic Attack Item Effects, but not Ability ones.


    Cost:
    Cooldown:
    Ability:Passive
  • Cerberus
    (i)
    God Details

    Cerberus

    Greek Guardian
    Pros: Medium Crowd Control, Medium Area Damage
    Cons:
    Abilities:
    Paralyzing Spit
    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: 14s
    Ability:Projectile
    Affects:Enemies / Self
    Damage:Magical
    Range:50
    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: 15s
    Ability:Cone
    Affects:Enemy
    Damage:Magical
    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.


    Cost: 55
    Cooldown: 14s
    Ability:Leap
    Affects:Enemies / Self
    Damage:Magical
    Radius: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.


    Cost: 90/95/100/105/110
    Cooldown: 100s
    Ability:Area
    Affects:Enemies
    Damage:Magical
    Radius:30
    Spirit of Death
    Any time an Enemy God within 40 units of Cerberus is healed, that healing is reduced by 20% and Cerberus receives 50% of the heal.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self and Enemy
  • Apollo
    (i)
    God Details

    Apollo

    Greek Hunter
    Pros: High Mobility
    Cons:
    Abilities:
    So Beautiful
    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: 70/75/80/85/90
    Cooldown: 11s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    Serenade
    Apollo uses his amazing voice to Mesmerize all nearby enemies and bolster himself with additional physical protection. Any damage done breaks the effect.


    Cost: 75
    Cooldown: 17/16/15/14/13s
    Ability:Area
    Affects:Enemies
    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:Dash
    Affects:Enemy
    Damage:Physical
    Across The Sky
    Apollo rides his chariot across the sky, choosing when to land, dealing damage every .2s for .8s as he lands. Enemies hit by the last tick of the landing will also be knocked up.


    Cost: 10 + 40 per second
    Cooldown: 110s
    Ability:Ground Target
    Affects:Enemy
    Damage:Physical
    Radius:20
    Audacity
    After 10 successful Basic Attacks, Apollo gains Audacity, increasing his Attack Speed by 100% for the next 5 Basic Attacks (hit or miss) he makes. Apollo also gains 2 stacks of Audacity for each successful damaging ability on Enemy gods.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Artemis
    (i)
    God Details

    Artemis

    Greek Hunter
    Pros: High Single Target Damage
    Cons:
    Abilities:
    Transgressor's Fate
    Artemis places a trap on the ground. Enemy gods coming within 5 units of her traps activate them, Rooting and Crippling the enemy god, preventing movement abilities and dealing damage every second for 3s.


    Cost: 45
    Cooldown: 18/16/14/12/10s
    Ability:Ground Target
    Affects:Enemy Gods
    Damage:Physical
    Vengeful Assault
    Artemis attacks at a furious pace, increasing her Attack and Movement Speed significantly.


    Cost: 60/65/70/75/80
    Cooldown: 18/17/16/15/14s
    Ability:Buff
    Affects:Self
    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: 10s
    Ability:Ground Target
    Affects:Enemy
    Damage:Physical
    Radius: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:Area
    Affects:Enemy Gods
    Damage:Physical
    Still Target
    Artemis deals 15% increased Basic Attack damage to gods and 30% to minions who are afflicted by Crowd Control.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Chiron
    (i)
    God Details

    Chiron

    Greek Hunter
    Pros: High Sustain, High Movement Speed
    Cons:
    Abilities:
    Training Exercise
    Chiron warns his teammates to evade the area, granting them .3s 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:Ground Target
    Affects:Enemies and Allies
    Damage:Physical
    Radius: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: 16s
    Ability:Instant
    Affects:Enemy Gods
    Damage:Physical
    Giddyup!
    Chiron gallops forward damaging enemies, knocking up minions, and kicking enemy gods behind him. Chiron may fire Basic Attacks while charging.


    Cost: 70/75/80/85/90
    Cooldown: 16s
    Ability:Dash
    Affects:Enemies
    Damage:Physical
    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:Line
    Affects:Enemies
    Damage:Physical
    Range:120
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Allies
    Radius:30
  • Medusa
    (i)
    God Details

    Medusa

    Greek Hunter
    Pros: High Single Target Damage
    Cons:
    Abilities:
    Viper Shot
    Medusa gains increased attack speed and her basic attacks become augmented, shooting Vipers that poison the targets hit dealing damage over time.


    Cost: 50/55/60/65/70
    Cooldown: 10s
    Ability:Buff
    Affects:Self, Enemies
    Damage:Physical
    Acid Spray
    Medusa hurls back and spits out acid that damages the first enemy hit and sprays out acid in a cone behind them. Acid Spray will explode on statues Medusa has created.


    Cost: 60/65/70/75/80
    Cooldown: 14s
    Ability:Line
    Affects:Enemies
    Damage:Physical
    Range:45
    Lacerate
    Medusa quickly slithers forward rooting and slashing the first enemy god she encounters. The slash leaves the enemy god reeling in pain, reducing their healing for a short time.


    Cost: 70
    Cooldown: 15s
    Ability:Dash
    Affects:Enemies
    Damage:Physical
    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 75% 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: 90s
    Ability:Cone
    Affects:Enemies
    Damage:Physical
    Range:70
    Sidewinder
    Medusa suffers no movement penalty when side strafing and half of the movement penalty when moving backward.


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Self
  • Aphrodite
    (i)
    God Details

    Aphrodite

    Greek Mage
    Pros: High Sustain
    Cons:
    Abilities:
    Kiss
    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 Stunned and Aphrodite's soul mate gets jealous, increasing their damage. Also, 70% of all Mana regenerated by Aphrodite is restored to her soul mate.


    Cost: 50/55/60/65/70
    Cooldown: 14/13.5/13/12.5/12s
    Ability:Projectile
    Affects:Gods (Enemy or Ally)
    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 the same 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:Point Blank
    Affects:Enemy
    Damage:Magical
    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 also receive healing when cast.


    Cost: 70/75/80/85/90
    Cooldown: 12s
    Ability:Line
    Affects:Enemy and Allies
    Damage:Magical
    Undying Love
    Aphrodite pledges undying love to herself and her soul mate. While this is active, her and her soul mate are invulnerable to all damage for a short duration. All Crowd Control effects are also removed when activated.


    Cost: 100
    Cooldown: 90s
    Ability:Buff
    Affects:Self and Soul Mate
    Center of Attention
    Aphrodite gains 4 Physical Protection and 4 Magical Protection for each friendly or enemy god within 70 feet of her.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Chronos
    (i)
    God Details

    Chronos

    Greek Mage
    Pros: Medium Crowd Control, High Mobility
    Cons:
    Abilities:
    Time Rift
    Chronos creates a rift in time, damaging all enemies in the area.


    Cost: 50/55/60/65/70
    Cooldown: 5s
    Ability:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius: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 1.5% Max Health Per Second. Section II: 100% Mana Refund On Abilities. Section III: +25% Magical Power. Section IV: +35% Magical Power Contribution to Basic Attacks.


    Cost: 60/65/70/75/80
    Cooldown: 15s
    Ability:Buff
    Affects:Self
    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: 18/17/16/15/14s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    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:Leap
    Affects:Self
    Time Lord
    Chronos becomes empowered as time flows around him. Every 2 minutes he gains a stack that increases his Magical Power. Stacks up to 25 times, stacks are permanent.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Hades
    (i)
    God Details

    Hades

    Greek Mage
    Pros: High Defense, High Sustain
    Cons:
    Abilities:
    Death From Below
    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:Leap
    Affects:Enemy
    Damage:Magical
    Radius: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: 14/13/12/11/10s
    Ability:Cone
    Affects:Enemy
    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: 11s
    Ability:Area
    Affects:Enemy
    Damage:Magical
    Radius:20
    Pillar of Agony
    Hades calls to all enemy souls nearby, pulling them closer to him over time, doing damage every .5s for 4s. If the enemy is Blighted, their Protections are reduced. Hades also gains Protections and 10% damage mitigation for the duration.


    Cost: 100
    Cooldown: 90s
    Ability:Area
    Affects:Enemy
    Damage:Magical
    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.


    Cost:
    Cooldown:
    Ability:Debuff
    Affects:Enemy
  • Hera
    (i)
    God Details

    Hera

    Greek Mage
    Pros: High Area Damage, High Crowd Control
    Cons:
    Abilities:
    Royal Assault
    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: 10s
    Ability:AoE
    Affects:Enemies
    Damage:Magical
    Range:45
    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:Line
    Affects:Enemies
    Damage:Magical
    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: 16s
    Ability:Shield and Buff
    Affects:Self
    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:AoE
    Affects:Enemies
    Damage:Magical
    Radius:20
    Commanding Presence
    Each time Hera deals damage to gods with her Abilities or Basic Attacks Argus, The Defender's cooldown is reduced by 1s and Divine Shroud's cooldown is reduced by 0.33s. If Argus is active he is instead healed.


    Cost:
    Cooldown:
    Ability:Pet
  • Persephone
    (i)
    God Details

    Persephone

    Greek Mage
    Pros:
    Cons:
    Abilities:
    Bone Rush
    Persephone calls forth a skeletal warrior of the underworld. This warrior charges forward 35 units or until it comes into contact with a god. It charges with such force that when it stops it topples, sending bones flying forward and damaging enemies in its path. The skull from this warrior flies forward and becomes a Harvest Skull when it lands.


    Cost: 60/65/70/75/80
    Cooldown: 12
    Ability:Line
    Affects:Enemies
    Damage:Magical
    Range:55
    Harvest
    Persephone places a Skull (max 6/6/8/8/10) and can activate it with a Basic Attack to heal herself. She stores up to 6 Skulls. After 2.5s it turns into a Sprout that explodes when activated, damaging and slowing enemies. After 16s it turns into a Flower that chases down enemies when activated for 2.2s before biting them. After activation or 120s it withers. Enemies recently hit by Harvest take reduced damage from additional hits stacking 3 times.


    Cost: 18/21/24/27/30
    Cooldown: 8s
    Ability:Circle
    Affects:Enemies
    Damage:Magical
    Range:50
    Flourish
    Persephone floods the ground around her with life giving energy that propels her from the ground directly forwards or backwards; based on the direction she is moving. Harvest plants inside the area immediately grow to their next stage and activate. After using this ability the next Harvest cast is pre-germinated and spawns as a Sprout.


    Cost: 70
    Cooldown: 15/14/13/12/11
    Ability:Leap
    Affects:Self
    Damage:None
    Radius:20
    Grasp of Death
    Persephone conjures a mass of Entrapping Vines that she throws forwards, entrapping the first enemy god or wall it touches. Entrapped gods are crippled, rooted, and have reduced Attack Speed. Vines then spawn from the Entrapped target that seek nearby enemy gods. Upon finding an enemy god it binds them, crippling them and preventing them from moving away. Entrapping Vines are destroyed if hit by 5 Basic Attacks, ending all effects.


    Cost: 100/110/120/130/140
    Cooldown: 90
    Ability:Line
    Affects:Enemies
    Damage:Magical
    Radius:55
    Pomegranate Seeds
    Persephone gains Pomegranate Seeds when her Harvest plants wither. If she has more than 25 Seeds she can spend these to resist death, continuing to fight at full mana for 8s but dealing 60% reduced damage. This can be cancelled before the revive occurs. Additional seeds are sold when she enters the fountain for 3 gold a seed. Persephone can hold 100 Seeds.


    Cost:
    Cooldown:
    Ability:Passive
  • Poseidon
    (i)
    God Details

    Poseidon

    Greek Mage
    Pros: High Area Damage
    Cons:
    Abilities:
    Tidal Surge
    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:Line
    Affects:Enemy
    Damage:Magical
    Trident
    Poseidon activates his Trident, granting movement speed and making his Basic Attacks fire 2 additional shots in a spread for 6s. The shots deal Magical damage plus 20% of Poseidon's Magical Power. All shots increase Poseidon's Tide on successful hit.


    Cost: 65/70/75/80/85
    Cooldown: 20/18/16/14/12s
    Ability:Buff
    Affects:Self
    Whirlpool
    Poseidon summons a whirlpool at his ground target location that Cripples targets, preventing movement abilities, and pulls targets toward the center dealing Magical damage every .5s for 3s. Reduces Poseidon's Tide by 20% when cast.


    Cost: 60/65/70/75/80
    Cooldown: 15/14/13/12/11s
    Ability:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius: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 bounced into the air and Stunned.


    Cost: 100/110/120/130/140
    Cooldown: 90s
    Ability:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius: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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Scylla
    (i)
    God Details

    Scylla

    Greek Mage
    Pros: High Area Damage
    Cons:
    Abilities:
    Sic 'Em
    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: 60/70/80/90/100
    Cooldown: 10s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    Crush
    Scylla creates a Magical field that Slows enemies. After 5s it detonates and causes damage. 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 are Slowed for 1s.


    Cost: 70/75/80/85/90
    Cooldown: 10s
    Ability:Ground Target
    Affects:Enemies
    Damage:Magical
    Radius: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, and placement range increases.


    Cost: 70/75/80/85/90
    Cooldown: 15s
    Ability:Ward, Leap
    Affects:Self
    I'm a Monster
    Scylla reveals her true nature, becoming CC immune 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:Ground Target
    Affects:Enemies
    Damage:Magical
    Range:60
    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.


    Cost:
    Cooldown:
    Ability:Passive
  • Zeus
    (i)
    God Details

    Zeus

    Greek Mage
    Pros: High Area Damage
    Cons:
    Abilities:
    Chain Lightning
    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: 10s
    Ability:Projectile
    Affects:Enemy
    Damage:Magical
    Aegis Assault
    Zeus throws his shield forward dealing damage to nearby enemies. 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.


    Cost: 60/65/70/75/80
    Cooldown: 12s
    Ability:Ground Target
    Affects:Enemies
    Damage:Magical
    Radius: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:Instant
    Affects:Enemy
    Damage:Magical
    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:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius: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.


    Cost:
    Cooldown:
    Ability:Debuff
    Affects:Enemy
    Damage:Magical
  • Achilles
    (i)
    God Details

    Achilles

    Greek Warrior
    Pros: High Single Target Damage, High Mobility
    Cons:
    Abilities:
    Shield of Achilles
    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 85% damage to targets farther away.


    Cost: 60/65/70/75/80
    Cooldown: 15s
    Ability:Cone
    Affects:Enemies
    Damage:Physical
    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: 10s
    Ability:Buff
    Affects:Self
    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: 24/28/32/36/40
    Cooldown: 14/13/12/11/10s
    Ability:Dash
    Affects:Enemies
    Damage:Physical
    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 30% 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:Dash
    Affects:Enemies
    Damage:Physical
    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.


    Cost:
    Cooldown:
    Ability:Passive
  • Nike
    (i)
    God Details

    Nike

    Greek Warrior
    Pros: High Defense, Medium Crowd Control
    Cons:
    Abilities:
    Rend
    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: 14s
    Ability:Line
    Affects:Enemies
    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: 15
    Ability:Cone
    Affects:Enemies
    Damage:Physical
    Radius: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:Leap
    Affects:Enemies
    Range:55
    Radius: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: 100s
    Ability:Area
    Affects:Enemies
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Allies
    Bonus Power:+1/2/3%
    Bonus Movement Speed:+1/1.5/2%
Hindu
  • Bakasura
    (i)
    God Details

    Bakasura

    Hindu Assassin
    Pros: High Single Target Damage
    Cons:
    Abilities:
    Take Down
    Bakasura leaps to his ground target location, dealing damage to all enemies in the area and increases the damage they take from all sources by 10% for 3s.


    Cost: 60/65/70/75/80
    Cooldown: 12s
    Ability:Leap
    Affects:Enemy
    Damage:Physical
    Radius:15
    Eat Minion
    Bakasura grabs a minion and devours it, healing himself 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: 55
    Cooldown: 15s
    Ability:Melee Target
    Affects:Enemy Minion
    Damage:Physical
    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: 14s
    Ability:Buff
    Affects:Self
    Damage:True
    Regurgitate
    Bakasura regurgitates all of the minions consumed by his Eat Minion ability at his ground target location that Slows for 4s and Cripples enemy players. This area lasts for 5s. 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:Ground Target
    Affects:Enemy
    Radius:25
    Insatiable Hunger
    Bakasura's attack and movement speed temporarily increases for each enemy that he kills.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Kali
    (i)
    God Details

    Kali

    Hindu Assassin
    Pros: High Single Target Damage, High Sustain
    Cons:
    Abilities:
    Nimble Strike
    Kali leaps forward, damaging enemies in the target area. 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: 70
    Cooldown: 12s
    Ability:Leap
    Affects:Enemies
    Damage:Physical
    Range:55
    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:Line Special
    Affects:Enemies
    Damage:Physical
    Range:70
    Incense
    Kali hurls her incense at her feet, exploding it. Enemies hit are Stunned, while Kali gains a Physical Power bonus.


    Cost: 70
    Cooldown: 18s
    Ability:Ground Target
    Affects:Enemies and Self
    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:Self
    Affects:Enemies and Self
    Damage:Physical
    Radius:20
    Marked for Death
    Kali selects a god to Mark. Kali gains Physical Penetration against that god, and Heals 80% of her Max Health for killing the god or 20% for assisting. Gold Bounty from that god is increased by 30% 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.


    Cost:
    Cooldown:
    Ability:Passive
  • Ravana
    (i)
    God Details

    Ravana

    Hindu Assassin
    Pros: High Single Target Damage, High Sustain
    Cons:
    Abilities:
    Prana Onslaught
    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:Cone
    Affects:Enemy
    Damage:Physical
    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: 18/17/16/15/14s
    Ability:Line
    Affects:Self and Enemy God
    Damage:Physical
    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: 16s
    Ability:Line
    Affects:Enemy God
    Damage:Physical
    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:Leap
    Affects:Enemy Gods
    Damage:Physical
    Radius: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 5% of his Maximum Health as well as 3% Movement Speed. This may stack up to 3 times.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Ganesha
    (i)
    God Details

    Ganesha

    Hindu Guardian
    Pros: High Crowd Control, High Defense
    Cons:
    Abilities:
    Turn of Fate
    Ganesha curses his Enemies with his considerable willpower, damaging them. For each Enemy he hits (up to a maximum of 5), all Allied Gods within 55 units of Ganesha gain bonus Damage.


    Cost: 65/70/75/80/85
    Cooldown: 16s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    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.


    Cost: 55/60/65/70/75
    Cooldown: 14/13/12/11/10s
    Ability:Cone
    Affects:Enemy
    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: 70/75/80/85/90
    Cooldown: 15s
    Ability:Dash
    Affects:Enemy
    Damage:Magical
    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:Ground Target
    Affects:Enemies
    Damage:Magical
    Radius:20
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Allied Gods
    Radius:100
  • Kumbhakarna
    (i)
    God Details

    Kumbhakarna

    Hindu Guardian
    Pros: High Crowd Control, High Defense
    Cons:
    Abilities:
    Throw Back
    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: 60/65/70/75/80
    Cooldown: 13s
    Ability:Dash
    Affects:Enemies
    Damage:Magical
    Range:45
    Groggy Strike
    Kumbhakarna smashes down, damaging all enemies in front of him and Rooting them.


    Cost: 50/55/60/65/70
    Cooldown: 10s
    Ability:Line
    Affects:Enemies
    Damage:Magical
    Range:40
    Mighty Yawn
    Kumbhakarna lets out a mighty yawn that Mesmerizes all enemies in range. If awakened early, enemies have their Attack Speed and Movement Speed Slowed. Kumbhakarna may use this ability while asleep.


    Cost: 50/55/60/65/70
    Cooldown: 15s
    Ability:Area
    Affects:Enemies
    Radius:25
    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: 75s
    Ability:Dash
    Affects:Enemies
    Damage:Magical
    Range:30
    Sleepy
    Kumbhakarna does not die when he reaches 0 Health, instead he falls asleep. He will awaken after 8s at 25% Health and Mana, unless hit with 6 Basic Attacks (+1 every 5 levels) while sleeping. This passive has a 240s Cooldown.


    Cost:
    Cooldown:
    Ability:Passive
  • Rama
    (i)
    God Details

    Rama

    Hindu Hunter
    Pros: High Mobility, High Attack Speed
    Cons:
    Abilities:
    Astral Strike
    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 75% 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: 20 + 1 arrow per shot
    Cooldown:
    Ability:Buff
    Affects:Self
    Damage:Physical
    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: 60/65/70/75/80
    Cooldown: 15/14/13/12/11s
    Ability:Buff
    Affects:Self
    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: 70/75/80/85/90
    Cooldown: 11s
    Ability:Dash
    Affects:Enemies
    Damage:Physical
    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:AoE
    Affects:Enemy
    Damage:Physical
    Radius: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.


    Cost:
    Cooldown:
    Affects:Self
  • Agni
    (i)
    God Details

    Agni

    Hindu Mage
    Pros: High Area Damage
    Cons:
    Abilities:
    Noxious Fumes
    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 all enemies in the radius.


    Cost: 60/65/70/75/80
    Cooldown: 12s
    Ability:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius:20
    Flame Wave
    Agni summons a wave of fire in front of him that scorches all enemies in its path. Ignites Noxious Fumes.


    Cost: 60/70/80/90/100
    Cooldown: 15/14/13/12/11s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    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: 15s
    Ability:Dash
    Affects:Enemy
    Damage:Magical
    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: 0
    Cooldown: Dependent on Halos
    Ability:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius:20
    Combustion
    After hitting with 4 Basic Attacks, Agni will gain a Buff. On the next cast of Flame Wave or Rain Fire, all enemies hit by those abilities will be additionally set ablaze, taking damage every .5s for 3s.


    Cost:
    Cooldown:
    Affects:Enemy
    Damage:Magical
  • Vamana
    (i)
    God Details

    Vamana

    Hindu Warrior
    Pros: High Defense, High Sustain
    Cons:
    Abilities:
    Clear the Path
    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: 15s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    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: 15/14/13/12/11s
    Ability:Cone
    Affects:Enemy
    Damage:Physical
    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:Projectile
    Affects:Enemy
    Damage:Physical
    Colossal Fury
    Vamana grows to an enormous giant for 6s gaining immunity to Crowd Control, Protections, Physical Power, regeneration and his Basic Attacks now damage all nearby enemies. Successful attacks on enemies also provide stacking Movement Speed for 3s. When Vamana is in Colossal form, taking damage from gods increases the duration and Vamana can pass through player made walls. You may cancel his giant form early.


    Cost: 100
    Cooldown: 90s
    Ability:Buff
    Affects:Self
    Damage:Physical
    Radius:16
    Sleeping Giant
    A percentage of Vamana's Physical Protection is converted to Physical Power.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
Japanese
  • Susano
    (i)
    God Details

    Susano

    Japanese Assassin
    Pros: High Crowd Control, High Mobility
    Cons:
    Abilities:
    Storm Kata
    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:Dash Special
    Affects:Enemies
    Damage:Physical
    Range: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:Cone
    Affects:Enemies
    Damage:Physical
    Radius: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:Projectile Special
    Affects:Enemies
    Damage:Physical
    Range:45
    Typhoon
    Susano summons a hurricane at his location that pulls 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:Line
    Affects:Enemies
    Damage:Physical
    Range:70
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Kuzenbo
    (i)
    God Details

    Kuzenbo

    Japanese Guardian
    Pros: High Crowd Control, High Defense
    Cons:
    Abilities:
    NeNe Kappa
    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: 16s
    Ability:Pet
    Affects:Enemies
    Damage:Magical
    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:Buff
    Affects:Self
    Damage:Magical
    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: 12s
    Ability:Dash
    Affects:Enemies
    Damage:Magical
    Watery Grave
    Kuzenbo pulls himself inwards under his shell and spins, summoning fierce currents that knock enemies back, increase his movement speed, render him immune to Crowd Control, and allow him to move freely in all directions for 2.1s. Damage after the first spin is reduced by 50%.


    Cost: 100
    Cooldown: 75s
    Ability:Area
    Affects:Enemies
    Damage:Magical
    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 knocked up, grabbed, pulled, banished or otherwise disrupted, the bowl loses half of its stacks.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Hachiman
    (i)
    God Details

    Hachiman

    Japanese Hunter
    Pros: High Single Target Damage, High Mobility
    Cons:
    Abilities:
    Eagle Eye
    When Hachiman toggles on this ability, instead of Basic Attacking he fires a series of arrows that do additional damage that falls off at long range. Each hit may trigger item effects for basic attacks, and can critical hit.


    Cost: 50/60/70/80/90
    Cooldown: 14s
    Ability:Buff
    Affects:Self
    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: 13s
    Ability:Ground Target
    Affects:Enemies and Allies
    Damage:Physical
    Radius:17.5
    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:Dash
    Affects:Enemies
    Range:35
    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: 90s
    Ability:Dash
    Affects:Enemy
    Damage:Physical
    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 MP5. Stacks up to 5 times, stacks last 8s.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Izanami
    (i)
    God Details

    Izanami

    Japanese Hunter
    Pros: High Area Damage, Pusher
    Cons:
    Abilities:
    Sickle Storm
    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:Buff
    Affects:Self
    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 6% per kill up to twice, for a maximum of 30%.


    Cost: 70
    Cooldown: 14/13.5/13/12.5/12s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    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: 20/19/18/17/16s
    Ability:Leap
    Affects:Self
    Range:55
    Dark Portal
    Izanami summons a dark portal which Damages and Silences all Enemies in range.


    Cost: 100
    Cooldown: 80
    Ability:Ground Target Special
    Affects:Enemy Gods
    Damage:Physical
    Radius: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 20%. Also, Izanami's Basic Attacks only trigger Item effects on the first target hit per attack.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Raijin
    (i)
    God Details

    Raijin

    Japanese Mage
    Pros: Pusher, High Mobility
    Cons:
    Abilities:
    Percussive Storm
    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:Line
    Affects:Enemies
    Damage:Magical
    Range:65
    Raiju
    Raijin marks a target enemy by dismissing his ally Raiju, who 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. Subsequent enemies hit take decreased damage.


    Cost: 60/65/70/75/80
    Cooldown: 16/15/14/13/12s
    Ability:Debuff
    Affects:Enemies
    Damage:Magical
    Radius:12.5
    Thunder Crash
    Raijin sends a bolt of lightning crashing down at his ground target location damaging and mesmerizing enemies, while Raijin himself ascends into the sky. Shortly thereafter he crashes down at that location, doing a second burst of damage to all enemies in the area.


    Cost: 70/75/80/85/90
    Cooldown: 15s
    Ability:Leap
    Affects:Enemies
    Damage:Magical
    Radius:15, 25
    Taiko Drums
    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 30% Damage Beat three: Fear and 30% Damage While in the air, Raijin suffers a 20% Movement Speed Slow.


    Cost: 90
    Cooldown: 100s
    Ability:Line
    Affects:Enemies
    Damage:Magical
    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 2s. Additionally, Raijin's Basic Attacks have a wider radius (+2).


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Amaterasu
    (i)
    God Details

    Amaterasu

    Japanese Warrior
    Pros: High Area Damage, High Mobility
    Cons:
    Abilities:
    Divine Presence
    Amaterasu harnesses the power of her jewel, healing herself every second for 4 seconds and creating 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:Buff
    Affects:Allies
    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: 12s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    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: 70/75/80/85/90
    Cooldown: 18s
    Ability:Dash
    Affects:Enemy
    Damage:Physical
    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. The 3rd hit will do 40% more base damage and stun enemies. She must hit an enemy target with each hit to progress the combo.


    Cost: 100
    Cooldown: 75s
    Ability:Cone
    Affects:Enemy
    Damage:Physical
    Radius: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.


    Cost:
    Cooldown:
    Ability:Debuff
    Affects:Enemies
    Radius:30
Mayan
  • Awilix
    (i)
    God Details

    Awilix

    Mayan Assassin
    Pros: High Single Target Damage, High Mobility
    Cons:
    Abilities:
    Summon Suku
    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: 50/55/60/65/70
    Cooldown: 15s
    Ability:Mount, Leap
    Affects:Self and Enemies
    Damage:Physical
    Range:55
    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:Leap
    Range:30
    Affects:Enemies
    Damage:Physical
    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:Line
    Affects:Enemies
    Damage:Physical
    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 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: 90/85/80/75/70s
    Ability:Stim
    Affects:Self and Enemies
    Damage:Physical
    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.


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Self
  • Camazotz
    (i)
    God Details

    Camazotz

    Mayan Assassin
    Pros: High Sustain, Great Jungler
    Cons:
    Abilities:
    Screech
    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, he gains vision of the god that was hit by screech for the next 15s and gains bonus Physical Power for the duration.


    Cost: 50/55/60/65/70
    Cooldown: 13s
    Ability:Projectile
    Affects:Enemies / Self
    Damage:Physical
    Range:70
    Vampire Bats
    Camazotz commands a swarm of bats to fly out and attack a single target, damaging and slowing them by 30% 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:Projectile
    Affects:Enemies
    Damage:Physical
    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: 15s
    Ability:Leap
    Affects:Enemies / Self
    Damage:Physical
    Range:45
    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: 90s
    Ability:Flight
    Affects:Self / Enemies
    Damage:Physical
    Range:35
    Essence Drinker
    Camazotz has a passive Essence Drinker bonus for Physical 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.


    Cost:
    Cooldown:
    Ability:Deployables
    Affects:Self
  • Hun Batz
    (i)
    God Details

    Hun Batz

    Mayan Assassin
    Pros: High Single Target Damage
    Cons:
    Abilities:
    Somersault
    Hun Batz flips through the air, crashing down at his target location, doing damage to all nearby enemies and Slowing them.


    Cost: 60
    Cooldown: 15/14/13/12/11s
    Ability:Leap
    Affects:Enemy
    Damage:Physical
    Radius:15
    Overhand Smash
    Hun Batz smashes his staff to the ground in front of him, doing damage to all enemies.


    Cost: 60/65/70/75/80
    Cooldown: 12/11/10/9/8s
    Ability:Cone
    Affects:Enemy
    Damage:Physical
    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:Projectile, Teleport
    Affects:Enemy
    Damage:Physical
    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: 120s
    Ability:Ground Target
    Affects:Enemy
    Damage:Physical
    Radius:35
    Infused Strikes
    After using an ability, Hun Batz's next Basic Attack will deal 15% increased damage.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
    Damage:Physical
  • Cabrakan
    (i)
    God Details

    Cabrakan

    Mayan Guardian
    Pros: High Crowd Control, High Defense
    Cons:
    Abilities:
    Seismic Crush
    Cabrakan becomes enraged, increasing his movement speed. While active, Cabrakan gains 70% increased Attack Speed and his next successful Basic Attack will Stun 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: 18/17/16/15/14s
    Ability:Buff
    Affects:Self
    Damage:Magical
    Duration:5s
    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. If his shields have the maximum number of Stacks then the enemy gods hit are Stunned. Stacks are removed.


    Cost: 65/70/75/80/85
    Cooldown: 10s
    Ability:Ground Target
    Affects:Self, Enemies
    Damage:Magical
    Range:20
    Tremors
    Cabrakan repeatedly slams the ground with his shields creating an earthquake and causing enemies around him to tremble. Enemies caught in the earthquake are damaged and are slowly sucked in towards Cabrakan. This ability can only be channeled for a maximum amount of 10s.


    Cost: 10/15/20/25/30 every 0.5s.
    Cooldown: 8s
    Ability:AOE
    Affects:Enemies
    Damage:Magical
    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:Ground Target
    Affects:Enemies
    Damage:Magical
    Range:35
    Shadow Zone
    Cabrakan and nearby allies take 5% reduced damage.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Allies
    Range:30
  • Ah Muzen Cab
    (i)
    God Details

    Ah Muzen Cab

    Mayan Hunter
    Pros: High Movement Speed, High Attack Speed
    Cons:
    Abilities:
    Hive
    Bees swarm at the ground target location, creating a new Hive that provides movement and Attack Speed Buffs to Ah Muzen Cab. He also heals for a small amount every second while he remains close to the Hives. Hives reveal enemies within 20 units of them. The Hives can only be destroyed by Basic Attacks (maximum 6 Hives).


    Cost: 40
    Cooldown: 12s
    Ability:Ground Target
    Affects:Self
    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:Line
    Affects:Enemy
    Damage:Physical
    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: 10s
    Ability:Ground Target
    Affects:Enemy
    Damage:Physical
    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! and Crippling them 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: 90s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    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.


    Cost:
    Cooldown:
    Affects:Enemy
    Damage:Physical
    Radius:20
  • Xbalanque
    (i)
    God Details

    Xbalanque

    Mayan Hunter
    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 35% damage (on-hit effects do not apply). Pressing the ability again cancels toggle.


    Cost: 5/8/11/14/17 per shot
    Cooldown: .5s
    Ability:Buff
    Affects:Self
    Damage:Physical
    Poison Darts
    Xbalanque shoots 10 darts in a cone in front of him, dealing damage with each one. An enemy can be hit by 3 darts, with the other 2 doing 30% damage. Enemies hit are poisoned, taking additional damage every .5s and are Slowed.


    Cost: 60/65/70/75/80
    Cooldown: 18/17/16/15/14s
    Ability:Cone
    Affects:Enemy
    Damage:Physical
    Rising Jaguar
    Xbalanque rushes forward and then jumps into the air. 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:Dash
    Affects:Enemy
    Damage:Physical
    Radius:30
    Darkest of Nights
    Xbalanque shrouds enemies in darkness for 3s. During this time, Xbalanque's Basic Attack range and his movement speed are increased.


    Cost: 100
    Cooldown: 90s
    Ability:Area
    Affects:Enemy
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Ah Puch
    (i)
    God Details

    Ah Puch

    Mayan Mage
    Pros: High Area Damage
    Cons:
    Abilities:
    Undead Surge
    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 received lowered by 40% for 5s. The corpses collapse after exploding remaining behind.


    Cost: 70/75/80/85/90
    Cooldown: 14s
    Ability:Projectile
    Affects:Enemy
    Damage:Magical
    Radius: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: 60/65/70/75/80
    Cooldown: 8s
    Ability:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius/Corpse Radius: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: 70
    Cooldown: 10s
    Ability:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius:13
    Empty the Crypts
    Ah Puch unleashes an army of Wraiths from the Ninth Hell that swarm forward and reduce healing and deal damage to enemies they collide with.


    Cost: 100
    Cooldown: 100s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    Radius:50
    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 2s, restores 5% of his maximum Health and 3% of his maximum Mana.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
    Max Corpses:6
    Corpse Lifetime45s
  • Kukulkan
    (i)
    God Details

    Kukulkan

    Mayan Mage
    Pros: High Area Damage, Pusher
    Cons:
    Abilities:
    Zephyr
    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: 70/75/80/85/90
    Cooldown: 7s
    Ability:Projectile
    Affects:Enemy
    Damage:Magical
    Slipstream
    Kukulkan channels the wind, allowing him to move faster. This speed boost is strong at first but scales down gradually over the 4s duration. Additionally, Kukulkan cleanses himself of slows and becomes immune to Slows for 0.6s when activated.


    Cost: 65
    Cooldown: 15s
    Ability:Buff
    Affects:Self
    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: 15/14/13/12/11s
    Ability:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius: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.


    Cost: 100/110/120/130/140
    Cooldown: 90s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    Power Of The Wind Jewel
    Increases Magical Power by 4% of maximum Mana.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Chaac
    (i)
    God Details

    Chaac

    Mayan Warrior
    Pros: High Sustain
    Cons:
    Abilities:
    Thunder Strike
    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:Ground Target
    Affects:Enemies
    Damage:Physical
    Radius:20
    Torrent
    Chaac spins his axe around him, damaging all enemies, and gaining Protections for each enemy hit (max. 5). 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: 13s
    Ability:AOE, Dash
    Affects:Enemies
    Damage:Physical
    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 and Attack Speed 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: 75/80/85/90/95
    Cooldown: 18s
    Ability:Aura
    Affects:Enemies and Self
    Radius:20
    Storm Call
    Chaac charges his lightning axe and unleashes a blast, Silencing, Knocking Up and damaging all enemies around him. While in the air, Chaac has 50% Damage Mitigation and is immune to Crowd Control effects.


    Cost: 80/90/100/110/120
    Cooldown: 75s
    Ability:Area
    Affects:Enemies
    Damage:Physical
    Radius:35
    Overflow
    After 5 successful Basic Attacks, the next ability Chaac uses costs no Mana and has its cooldown reduced by 2s.


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Self
Norse
  • Fenrir
    (i)
    God Details

    Fenrir

    Norse Assassin
    Pros: High Single Target Damage, High Mobility
    Cons:
    Abilities:
    Unchained
    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: 15s
    Ability:Leap
    Affects:Enemy
    Damage:Physical
    Seething Howl
    Fenrir rears back and howls, inspiring himself with a Physical Power and Lifesteal Buff.


    Cost: 60
    Cooldown: 13s
    Ability:Buff
    Affects:Self
    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 50% of the damage. While casting this ability Fenrir is immune to knockups. At full Runes, each strike gains 15% additional Physical Power scaling.


    Cost: 60/65/70/75/80
    Cooldown: 12s
    Ability:Leap
    Affects:Enemy
    Damage:Physical
    Ragnarok
    Upon Ragnarok, Fenrir grows massive in size, becoming immune to CC while moving faster. Fenrir bites enemy gods, dealing Physical damage and carrying them away. Biting a CC immune target deals the damage but ends his Ultimate. At full Runes, his Protections double.


    Cost: 100
    Cooldown: 90s
    Ability:Single Target
    Affects:Enemy
    Damage:Physical
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Loki
    (i)
    God Details

    Loki

    Norse Assassin
    Pros: High Single Target Damage
    Cons:
    Abilities:
    Vanish
    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.


    Cost: 70/75/80/85/90
    Cooldown: 15s
    Ability:Melee Target
    Affects:Enemy
    Damage:Physical
    Decoy
    Loki spawns a decoy version of himself that taunts all nearby enemy minions. After a short time, the decoy explodes dealing damage to all enemies in the radius.


    Cost: 60/65/70/75/80
    Cooldown: 12s
    Ability:Pet
    Affects:Enemy
    Damage:Physical
    Radius:20
    Aimed Strike
    Upon activation, Loki's next successful Basic Attack does additional damage and Slows the target.


    Cost: 50
    Cooldown: 12/11/10/9/8s
    Ability:Buff
    Affects:Self
    Damage:Physical
    Assassinate
    Upon activation, Loki teleports to his ground target location. If an enemy god is within the radius, Loki will backstab that target doing damage and Stunning them.


    Cost: 100
    Cooldown: 90s
    Ability:Teleport
    Affects:Enemy Gods
    Damage:Physical
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Ratatoskr
    (i)
    God Details

    Ratatoskr

    Norse Assassin
    Pros: Great Jungler, High Mobility
    Cons:
    Abilities:
    Dart
    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:Dash
    Affects:Enemy
    Damage:Physical
    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:Area
    Affects:Enemy
    Damage:Physical
    Radius:20
    Acorn Blast
    Ratatoskr shoots a blast of three acorns forward in a cone, each dealing damage. Enemies hit by multiple acorns take 25% less damage on each acorn, down to a minimum of 25% damage. Enemies hit by 3 acorns are stunned.


    Cost: 60/65/70/75/80
    Cooldown: 15s
    Ability:Projectile
    Affects:Enemy
    Damage:Physical
    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:Ground Target
    Affects:Self
    Damage:Physical
    Radius:20
    *old* Acorn of Yggdrasil
    Ratatoskr spawns with a powerful Magic Acorn from the World Tree in his inventory, replacing his item slot for boots. He can upgrade this acorn through the item store from anywhere on the map to increase his Power and Movement Speed. The fully upgraded acorn heals him when his abilities successfully hit enemies.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Thor
    (i)
    God Details

    Thor

    Norse Assassin
    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 80% 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: 70/75/80/85/90
    Cooldown: 12s
    Ability:Projectile, Teleport
    Affects:Enemy
    Damage:Physical
    Tectonic Rift
    Thor slams his hammer on the ground, causing a fissure to appear in front of him, Stunning enemies and blocking movement.


    Cost: 60
    Cooldown: 17/16.5/16/15.5/15s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    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: 10s
    Ability:Area
    Affects:Enemy
    Damage:Physical
    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 with Mjolnir lightning will arc, damaging the enemy hit and up to two additional enemies within 30 ft. Subsequent lighting hits deal 50% damage.


    Cost: 80/90/100/110/120
    Cooldown: 110/105/100/95/90s
    Ability:Ground Target
    Affects:Enemy
    Damage:Physical
    Radius:20
    Warrior's Madness
    Thor gains Physical Power for each enemy god within 30 units of him.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Fafnir
    (i)
    God Details

    Fafnir

    Norse Guardian
    Pros: High Defense, High Mobility
    Cons:
    Abilities:
    Cursed Strength
    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: 15s
    Ability:Projectile
    Affects:Enemies
    Damage:Magical
    Range:55
    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: 16s
    Ability:Buff
    Affects:Allies and/or Self
    Damage:Magical
    Range:55
    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: 18s
    Ability:Leap
    Affects:Enemies
    Damage:Magical
    Radius:20
    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 can not proc item hit effects.


    Cost: 70
    Cooldown: 90s
    Ability:Stim
    Affects:Self and Enemies
    Damage:Magical
    Radius:30
    Endless Greed
    Fafnir gains 2 bonus gold from all enemy kills and assists, including minions. Fafnir also gains bonus Protections based on the amount of gold he is currently holding. The bonuses gained from this ability are capped at 1000 gold in hand.


    Cost:
    Cooldown:
    Ability:Buff
  • Jormungandr
    (i)
    God Details

    Jormungandr

    Norse Guardian
    Pros: High Area Damage
    Cons:
    Abilities:
    Venomous Haze
    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: 60/65/70/75/80
    Cooldown: 16/15/14/13/12s
    Ability:Ground Target
    Affects:Enemies
    Damage:Magical
    Radius:10
    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: 14s
    Ability:Area
    Affects:Enemies
    Damage:Magical
    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: 18s
    Ability:Area Damage and Buff
    Affects:Enemies and Self
    Damage:Magical
    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: 100s
    Ability:Ground Target
    Affects:Enemies
    Damage:Magical
    Radius:20
    Immovable
    Jormungandr is so large that he cannot be affected by Hard Displacement. Instead, he gets Dazed, a fading, non-cleansable slow that increases the damage he takes for the duration. Any Attack speed past base speeds up the recharge rate of Jormungandr's Basic Attack. Jormungandr's Basic Attacks do not proc item hit effects.


    Cost:
    Cooldown:
    Ability:Passive
  • Ymir
    (i)
    God Details

    Ymir

    Norse Guardian
    Pros: High Crowd Control, High Defense
    Cons:
    Abilities:
    Ice Wall
    Ymir summons a wall of ice out of the ground that blocks player movement.


    Cost: 60/65/70/75/80
    Cooldown: 12/11/10/9/8s
    Ability:Ground Target
    Affects:All
    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:Line
    Affects:Enemy
    Damage:Magical
    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: 16s
    Ability:Cone
    Affects:Enemy
    Damage:Magical
    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: 80/90/100/110/120
    Cooldown: 90/85/80/75/70s
    Ability:Area
    Affects:Enemy
    Damage:Magical
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Heimdallr
    (i)
    God Details

    Heimdallr

    Norse Hunter
    Pros: High Single Target Damage
    Cons:
    Abilities:
    Piercing Sight
    Heimdallr throws his sword, Hofuð, into the air. 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: 14s
    Ability:Circle
    Affects:Enemy
    Damage:Physical
    Radius: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:Cone
    Affects:Enemy
    Damage:Physical
    Range:60
    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:Circle
    Affects:Self
    Range:Unlimited
    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: 90s
    Ability:Dash
    Affects:Enemies
    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 4s. Heimdallr's Critical Strikes only deal 70% bonus damage.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Skadi
    (i)
    God Details

    Skadi

    Norse Hunter
    Pros: High Crowd Control, Pusher
    Cons:
    Abilities:
    Piercing Cold
    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: 14s
    Ability:Projectile
    Affects:Enemies
    Damage:Physical
    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:Pet Command
    Affects:Enemies
    Damage:Physical
    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's movement speed increases while standing on the area and persists for 3s after it fades or she leaves.


    Cost: 70/75/80/85/90
    Cooldown: 18s
    Ability:Ground Target
    Affects:Self and Enemies
    Damage:Physical
    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 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:Stim
    Affects:Skadi and Kaldr
    Damage:Physical
    Radius: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 5s. 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.


    Cost:
    Cooldown:
    Ability:Pet
    Hit Points:5
    Attack Speed:50% Of Skadi's
    Move Speed:110% Of Skadi's
  • Ullr
    (i)
    God Details

    Ullr

    Norse Hunter
    Pros: High Sustain
    Cons:
    Abilities:
    Bladed Arrow (Thrown Axe)
    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:Line
    Affects:Enemy
    Damage:Physical
    Expose Weakness (Invigorate)
    Ranged: Ullr gains bonus Physical Power for 5s. Melee: Ullr gains bonus move speed for 5s.


    Cost: 50
    Cooldown: 16s
    Ability:Buff
    Affects:Self
    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: 60/65/70/75/80
    Cooldown: 15s
    Ability:Ground Target
    Affects:Enemy
    Damage:Physical
    Wield Axes (Wield Bow)
    Ullr changes stance. Ranged: Ullr uses his yew bow, removing Disarms and gaining additional attack speed. Melee: Ullr uses his axes, removing Disarms and gaining additional Physical Lifesteal.


    Cost: 0
    Cooldown: 1s
    Ability:Buff
    Affects:Self
    Weapon Master
    When Ullr uses an ability in either stance his Cooldowns in the opposite stance are reduced.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Freya
    (i)
    God Details

    Freya

    Norse Mage
    Pros: High Area Damage, Medium Crowd Control
    Cons:
    Abilities:
    Irradiate
    Freya activates a Buff that makes her Basic Attacks do bonus Magical damage.


    Cost: 60/65/70/75/80
    Cooldown: 11s
    Ability:Buff
    Affects:Self
    Damage:Magical
    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: 60/65/70/75/80
    Cooldown: 11s
    Ability:Buff
    Affects:Self
    Damage:Magical
    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: 19/18/17/16/15s
    Ability:Ground Target
    Affects:Enemy
    Radius: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: 90s
    Ability:Leap
    Affects:Enemy
    Damage:Magical
    Radius:12
    Brisingamen's Blessing
    Freya's necklace grants her additional Magical Lifesteal.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Hel
    (i)
    God Details

    Hel

    Norse Mage
    Pros: High Area Damage, High Sustain
    Cons:
    Abilities:
    Decay (Restoration)
    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, a wall, or reaches max range. RESTORATION (Light Stance) - Hel fires an orb of restoration that hits gods only. Hitting an enemy god deals damage. Hitting an allied god heals that god and heals Hel on a successful hit.


    Cost: 55/60/65/70/75
    Cooldown: 8s
    Ability:Projectile
    Affects:Enemies or Allies
    Damage:Magical
    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: 60/65/70/75/80
    Cooldown: 16/15/14/13/12s
    Ability:Ground Target
    Affects:Enemies or Allies
    Damage: Magical
    Radius: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. Hel gains Increased Movement Speed, and allies gain a reduced amount (10%) for the duration.


    Cost: 60/65/70/75/80
    Cooldown: 12s
    Ability:Area
    Affects:Enemies or Allies
    Damage:Magical
    Radius:30
    Switch Stances (Light)
    DARK STANCE - Hel's abilities cause damage and she gains increased Magical 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 from Switch Stances are shared with allied gods within 30 units.


    Cost: 0
    Cooldown: 2s
    Ability:Buff
    Affects:Self
    Stance Attunement
    When Hel is in a stance, she gradually attunes to the strengths of that stance, gaining up to 20% damage in the Dark Stance and 20% healing in the Light Stance.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Sol
    (i)
    God Details

    Sol

    Norse Mage
    Pros: High Single Target Damage, High Mobility
    Cons:
    Abilities:
    Radiance
    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: 13s
    Ability:Ground Target
    Affects:Enemies and Self
    Damage:Magical
    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:Stim
    Affects:Self
    Damage:Magical
    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: 15s
    Ability:Buff
    Affects:Enemies and Self
    Damage:Magical
    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:Moving Line
    Affects:Enemies
    Damage:Magical
    Range:55
    Unstable Manifestation
    Sol gains Heat as she uses abilities and hits with basic attacks. She gains +1% Magical Power and +1% Attack Speed for every 4% Heat. At 100% Heat, Sol's basic attacks gain +20% Damage. Heat decreases over time.


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Self
  • Odin
    (i)
    God Details

    Odin

    Norse Warrior
    Pros: High Area Damage, High Crowd Control
    Cons:
    Abilities:
    Lunge
    Odin lunges to his target location, doing damage to all nearby enemies.


    Cost: 45/50/55/60/65
    Cooldown: 16/15/14/13/12s
    Ability:Leap
    Affects:Enemy
    Damage:Physical
    Radius: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. If the Shield is at full Health, it deals additional bonus damage. The Shield will not expire while Odin is using Lunge, and will always detonate upon landing.


    Cost: 50/55/60/65/70
    Cooldown: 16/15/14/13/12s
    Ability:Shield
    Affects:Self and Enemies
    Damage:Physical
    Radius:20
    Gungnir's Might
    Odin begins empowering Gungnir with Runic Magic, becoming immune to knockbacks. Every .7s 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 allows Gungnir to home onto enemy gods. The last rune allows Gungnir to stun.


    Cost: 70/75/80/85/90
    Cooldown: 14s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    Radius:20
    Ring of Spears
    Odin summons a wall of spears that blocks his enemies movement. Enemies inside the ring cannot heal. Odin is immune to Slow and Root effects 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: 90
    Ability:Wall
    Affects:Enemies
    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 5 times.


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Self
  • Tyr
    (i)
    God Details

    Tyr

    Norse Warrior
    Pros: High Defense, Medium Crowd Control
    Cons:
    Abilities:
    Fearless
    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: 15s
    Ability:Dash
    Affects:Enemy
    Damage:Physical
    Radius:12
    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:Cone
    Affects:Enemy
    Damage:Physical
    Cone:180
    Change Stance
    Tyr changes between Assault and Guard stances. Changing stances refreshes the cooldown on Fearless and Power Cleave. Assault Stance: Gain Physical Power. Guard Stance: Gain Protections.


    Cost:
    Cooldown: 12/12/11/11/10s
    Ability:Stance Change
    Affects:Self
    Lawbringer
    Tyr leaps through the air, bringing indiscriminate justice upon all enemies in the target area, and Slowing them.


    Cost: 80/90/100/110/120
    Cooldown: 90/85/80/75/70s
    Ability:Leap
    Affects:Enemy
    Damage:Physical
    Radius:25
    Unyielding
    Stuns, Taunts, Fears, Intoxicate, and Mesmerize cannot affect Tyr for longer than 1s.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
    FR
Polynesian
  • Pele
    (i)
    God Details

    Pele

    Polynesian Assassin
    Pros: High Single Target Damage
    Cons:
    Abilities:
    Pyroclast
    Pele flourishes and fires out a magma orb ahead of her in a line. 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: 14s
    Ability:Projectile
    Affects:Enemy
    Damage:Physical
    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:Area
    Affects:Enemy
    Damage:Physical
    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. This damage does not trigger Item effects.


    Cost: 10
    Cooldown: 0s
    Ability:Area Damage and Buff
    Affects:Enemies and Self
    Damage:Physical
    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 3 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:Dash and Buff
    Affects:Enemies
    DamagePhysical
    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 30s cooldown.


    Cost:
    Cooldown:
    Ability:Buff
Roman
  • Mercury
    (i)
    God Details

    Mercury

    Roman Assassin
    Pros: High Single Target Damage, High Mobility
    Cons:
    Abilities:
    Made You Look
    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: 8s
    Ability:Ground Target
    Affects:Enemy
    Damage:Physical Basic Attack
    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: 18/17/16/15/14s
    Ability:Buff
    Affects:Self
    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:Dash
    Affects:Enemy
    Damage:Physical
    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: 80/90/100/110/120
    Cooldown: 90s
    Ability:Dash
    Affects:Enemies
    Damage:Physical
    Fastest God Alive
    For every 1 unit traveled, Mercury gains a 0.08% Physical Power bonus on his next Basic Attack (max 40%). Mercury also gains additional Physical Power equal to 25% of movement speed from items or abilities.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Bacchus
    (i)
    God Details

    Bacchus

    Roman Guardian
    Pros: High Crowd Control, High Defense
    Cons:
    Abilities:
    Chug
    Bacchus takes a drink from his jug, giving him additional Buffs.


    Cost: 40/45/50/55/60
    Cooldown: 10s
    Ability:Buff
    Affects:Self
    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: 70/75/80/85/90
    Cooldown: 16s
    Ability:Leap
    Affects:Enemy
    Damage:Magical
    Radius:15
    Belch of the Gods
    Bacchus lets out an obnoxiously loud belch, doing damage every .5s for 2s and Debuffing enemy healing. If he is Tipsy, enemies are Stunned for 1s. Bacchus is immune to knockback for the duration.


    Cost: 70/75/80/85/90
    Cooldown: 14s
    Ability:Cone
    Affects:Enemy
    Damage:Magical
    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:Area
    Affects:Enemy
    Damage:Magical
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Sylvanus
    (i)
    God Details

    Sylvanus

    Roman Guardian
    Pros: High Crowd Control, High Sustain
    Cons:
    Abilities:
    Verdant Growth
    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: 16/15/14/13/12s
    Ability:Ground Target
    Affects:Everyone
    Damage:Magical
    Radius:10
    Wisps
    Sylvanus releases wisps that seek out nearby allied and enemy gods. Allies are healed and protected while enemies take damage over time. The initial wisp heals allies and damages enemies for twice the normal amount.


    Cost: 60/65/70/75/80
    Cooldown: 16s
    Ability:Ground Target
    Affects:Everyone
    Damage:Magical
    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 and pulling them back towards Sylvanus.


    Cost: 70/65/60/55/50
    Cooldown: 18/17/16/15/14s
    Ability:Ground Target
    Affects:Enemies
    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:Ground target
    Affects:Enemies
    Radius:35
    Nature's Protection
    Enemies that successfully land a melee Basic Attack on Sylvanus have a 25% chance to be Rooted for 1s. This may only happen once every 12s. Additionally, Sylvanus' Basic Attacks hit enemies in an AoE.


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Enemies
  • Terra
    (i)
    God Details

    Terra

    Roman Guardian
    Pros: High Area Damage, High Sustain
    Cons:
    Abilities:
    Force of Nature
    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.


    Cost: 50
    Cooldown: 15s
    Ability:Dash
    Affects:Enemies
    Damage:Magical
    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: 60/65/70/75/80
    Cooldown: 15s
    Ability:Ground Target
    Affects:Enemies
    Damage:Magical
    Range:55
    Monolith
    Terra summons a Standing Stone monolith surging with natural energy. The monolith heals nearby allied gods every .5s for the duration but can be destroyed early if hit by 3 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: 60/70/80/90/100
    Cooldown: 18s
    Ability:Ground Target
    Affects:Allies / Enemies
    Damage:Magical
    Radius:30
    Earthen Fury
    Terra channels her strength into the world around her, buffing her allies and debuffing enemies for 10s. Allies gain 5% damage mitigation and protective stones that heal the ally if all 4 are activated as well as a Heal over Time. 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: 90s
    Ability:Ground Target
    Affects:Everyone
    Damage:Magical
    Radius:55
    Standing Stones
    Terra's abilities create Standing Stones. As long as any Standing Stones are on the battleground Terra becomes Knockup immune and her Basic Attacks will Slow enemies and deal bonus Basic Damage. This Bonus Damage does not trigger item effects. If Terra Shatters any stones she will retain this buff for an additional 3s after all of the stones are gone.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self / Enemies
  • Cupid
    (i)
    God Details

    Cupid

    Roman Hunter
    Pros: High Single Target Damage, High Sustain
    Cons:
    Abilities:
    Heart Bomb
    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 50% increased damage from Heart Bomb.


    Cost: 70/75/80/85/90
    Cooldown: 12s
    Ability:Projectile
    Affects:Enemy
    Damage:Physical
    Radius:25
    Share the Love
    Cupid places 3 floating hearts at his ground target location that heal himself or allied gods when picked up. Cupid regenerates Mana for each heart that is picked up by an ally.


    Cost: 50
    Cooldown: 14s
    Ability:Ground Target
    Affects:Allies
    Flutter
    Passive: Cupid gains increased Attack Speed. Active: Cupid flutters forward quickly, leaving a trail behind him that increases all allies' movement speed.


    Cost: 70
    Cooldown: 16/15/14/13/12s
    Ability:Dash
    Affects:Allies
    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: 90s
    Ability:Ground Target
    Affects:Enemy
    Damage:Physical
    Radius:35
    Lovestruck
    Every hit with a Basic Attack gives Cupid a Heart Stack that increases the damage or healing of his abilities. Heart Bomb and Fields of Love will always consume the Heart Stacks and at 8 Stacks they will have additional effects.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
    FR
  • Discordia
    (i)
    God Details

    Discordia

    Roman Mage
    Pros: High Area Damage
    Cons:
    Abilities:
    Unruly Magic
    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:Projectile
    Affects:Enemies
    Damage:Magical
    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: 15s
    Ability:AoE
    Affects:Enemies
    Damage:Magical
    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 1st and 2nd 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: 16s
    Ability:Leap, Deployable
    Affects:Self
    Damage:none
    Radius: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:Projectile
    Affects:Enemies
    Damage:Magical
    Range:190
    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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Allied Gods
  • Janus
    (i)
    God Details

    Janus

    Roman Mage
    Pros: High Area Damage, High Mobility
    Cons:
    Abilities:
    Portal
    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:Ground Target
    Affects:Everyone
    Radius:10
    Unstable Vortex
    Janus creates two 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:Line
    Affects:Enemies
    Damage:Magical
    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. 2 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: 15s
    Ability:Ground Target
    Affects:Everyone
    Through Space and Time
    Janus blasts a ball of multi-dimensional energy across the battlefield, burning a portal into every surface it encounters within range 500. These portals last 10s, may be used by allies, and do not vanish after the first use. Enemies hit by the energy ball take damage, increasing in Magical scaling the further the energy travels. Janus is immune to Crowd Control whilst firing.


    Cost: 100
    Cooldown: 110s
    Ability:Global Line
    Affects:Everyone
    Damage:Magical
    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.


    Cost:
    Cooldown:
    Ability:Passive
  • Nox
    (i)
    God Details

    Nox

    Roman Mage
    Pros: High Crowd Control
    Cons:
    Abilities:
    Shadow Lock
    Nox extends her shadow, rooting and crippling a single enemy god in place and dealing damage over time. 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:Line
    Affects:Enemies
    Damage:Magical
    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:Ground Target
    Affects:Enemies
    Damage:Magical
    Radius: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: 90
    Cooldown: 15s
    Ability:Dash
    Affects:All
    Damage:Magical
    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:Line
    Affects:Enemies
    Damage:Magical
    Range:120
    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 +3% magical power. When Nox takes damage from an enemy god one of her candles is blown out.


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Self
  • Vulcan
    (i)
    God Details

    Vulcan

    Roman Mage
    Pros: High Area Damage, Pusher
    Cons:
    Abilities:
    Backfire
    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: 7/6.5/6/5.5/5s
    Ability:Projectile, Dash
    Affects:Enemy
    Damage:Magical
    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 but does not apply on-hit effects. Inferno Cannon takes 50% additional damage from non-god sources. Inferno Cannon ignores 25% of the target's Magical Protection.


    Cost: 65/70/75/80/85
    Cooldown: 15s
    Ability:Pet
    Affects:Enemy
    Damage:Magical
    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:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius:15
    Earthshaker
    Vulcan launches a rocket that explodes on impact with the ground. The rocket starts at 60% strength, and increases damage the further it travels from Vulcan.


    Cost: 80/90/100/110/120
    Cooldown: 90s
    Ability:Ground Target
    Affects:Enemy
    Damage:Magical
    Radius:30
    Master Craftsman
    Whenever Vulcan successfully hits an enemy god with an ability he gains bonuses to Movement Speed and MP5 for 5s.


    Cost:
    Cooldown:
    Ability:Passive
  • Bellona
    (i)
    God Details

    Bellona

    Roman Warrior
    Pros: High Defense
    Cons:
    Abilities:
    Shield Bash
    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 5s. Every 3 successful basic attacks she gains another Stack of block (max. 3).


    Cost: 75
    Cooldown: 15s
    Ability:Cone
    Affects:Enemies and Self
    Damage:Physical
    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 5s. 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:Area
    Affects:Enemies
    Damage:Physical
    Radius: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 5s. Basic Attacks have extended range (+4) and every third attack heals Bellona.


    Cost: 70/75/80/85/90
    Cooldown: 20/19/18/17/16s
    Ability:Line
    Affects:Enemies
    Damage:Physical
    Range:55
    Eagle's Rally
    Bellona plants a Roman flag, granting Protections and increased Physical Power to allied gods. Enemies directly under where the flag is placed take damage and are Stunned for 1s.


    Cost: 100
    Cooldown: 75s
    Ability:Leap
    Affects:Everyone
    Damage:Physical
    Radius:40
    Master of War
    Upon giving or receiving hits from Basic Attacks, Bellona gains Protections and movement speed for 4s. (max. 5 stacks).


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Self
  • Hercules
    (i)
    God Details

    Hercules

    Roman Warrior
    Pros: High Single Target Damage, High Sustain
    Cons:
    Abilities:
    Driving Strike
    Hercules delivers a mighty strike, driving all enemies back, damaging and Stunning them. Hercules is immune to Knockback during the dash.


    Cost: 60/65/70/75/80
    Cooldown: 14s
    Ability:Dash
    Affects:Enemy
    Damage:Physical
    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: 60/65/70/75/80
    Cooldown: 14s
    Ability:Line
    Affects:Enemy
    Damage:Physical
    Mitigate Wounds
    Hercules heals himself instantly and gains increased 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: 17s
    Ability:Buff and Heal
    Affects:Self
    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:Ground Target
    Affects:Enemy
    Damage:Physical
    Radius:15
    Strength from Pain
    Every time Hercules takes damage from an enemy god he gains a stacking self buff that provides increased Physical Power.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
Slavic
  • Chernobog
    (i)
    God Details

    Chernobog

    Slavic Hunter
    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 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: 15/14/13/12/11s
    Ability:Ground Target
    Affects:Enemies
    Damage:Physical
    Radius: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: 70/75/80/85/90
    Cooldown: 12s
    Ability:Projectile and Buff
    Affects:Enemies and Self
    Damage:Physical
    Range:65
    Into Darkness
    Chernobog dashes forward, dealing damage and slowing any enemy he collides with for 2s. 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: 70
    Cooldown: 18/17/16/15/14s
    Ability:Dash
    Affects:Enemies
    Damage:Physical
    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: 110s
    Ability:Global
    Affects:Self
    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 (This damage does not trigger Item effects).


    Cost:
    Cooldown:
    Ability:Passive
    Affects:Enemy
    Damage:Physical
    Radius:10
  • Baba Yaga
    (i)
    God Details

    Baba Yaga

    Slavic Mage
    Pros:
    Cons:
    Abilities:
    Wild Witchcraft
    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:Random
    Affects:Enemy/Ally
    Damage:Magical
    Width:5
    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: 60/65/70/75/80
    Cooldown: 16/16/15/15/14s
    Ability:Circle
    Affects:Enemy
    Damage:Magical
    Radius: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: 16s
    Ability:Leap
    Affects:Enemy
    Damage:Magical
    Range:45
    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:Circle
    Affects:Enemy
    Damage:Magical
    Range:65
    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 0.8% max health per tick.


    Cost:
    Cooldown:
    Ability:Passive
Voodoo
  • Baron Samedi
    (i)
    God Details

    Baron Samedi

    Voodoo Mage
    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 15% damage on the second hit. If the enemy god hit is above 30 Hysteria, their Physical Power, Magical Power, and Attack Speed are reduced.


    Cost: 55/60/65/70/75
    Cooldown: 9s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    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. If an enemy god is hit, friendly spirits fly the 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 cleanses ally slow effects, and increases their Movement Speed.


    Cost: 60
    Cooldown: 15/14/13/12/11s
    Ability:Ground Target
    Affects:Enemy/Ally
    Damage:Magical
    Radius: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 ramp to root and deals the full damage over time immediately.


    Cost: 60/65/70/75/80
    Cooldown: 14s
    Ability:Line
    Affects:Enemy
    Damage:Magical
    Range:60
    Life of the Party
    Baron Samedi pulls the souls of the living towards his Coffin, becoming CC Immune and taking 35% reduced damage. Enemy gods within range are pulled towards the Coffin and take damage every .33s. When an enemy god gets too close to 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: 90s
    Ability:Cone
    Affects:Enemy
    Damage:Magical
    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.


    Cost:
    Cooldown:
    Ability:Passive
Yoruba
  • Yemoja
    (i)
    God Details

    Yemoja

    Yoruba Guardian
    Pros: High Sustain
    Cons:
    Abilities:
    Bouncing Bubble (Moonstrike)
    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:Ground Target
    Affects:Enemies
    Damage:Magical
    Range:70
    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:Line Projectile
    Affects:All
    Damage:Magical
    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:Ground Target
    Affects:All
    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: 100s
    Ability:Ground Target
    Affects:Enemies and Self
    Range:100
    Omi
    Yemoja does not use Mana and only her Ultimate has a Cooldown. Yemoja uses Omi to cast spells. She starts with 7 and can earn 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.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self
  • Olorun
    (i)
    God Details

    Olorun

    Yoruba Mage
    Pros: High Attack Speed
    Cons:
    Abilities:
    Focused Light
    Olorun charges an orb of pure energy for up to 2s before firing it in front of him. The longer he charges the farther the projectile goes, passing through and damaging Enemy minions but stopping on colliding with Enemy gods. This ability can Critically Hit and can provide stacks of Overflowing Divinity.


    Cost: 50/60/70/80/90
    Cooldown: 12s
    Ability:Growing Line
    Affects:Enemies
    Damage:Magical
    Minimum Range:45
    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 30% less damage each time, to a minimum of 90% reduction.


    Cost: 60/65/70/75/80
    Cooldown: 14s
    Ability:Buff and Ground Target
    Affects:Self and Enemies
    Damage:Magical
    Range:65
    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 healed, Olorun gains Physical and Magical protections.


    Cost: 60/65/70/75/80
    Cooldown: 14s
    Ability:Buff and AoE
    Affects:All
    Damage:Magical
    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: 140/130/120/110/100s
    Ability:Area
    Affects:Self and Enemies
    Touch of Fate
    Upon reaching 150 Magical Power from Items, Olorun gains 15% Critical Hit Chance and a further 1% per 10 Magical Power from Items. Olorun's Critical hits only deal 60% increased damage. Additionally Olorun gains 5% extra scaling on his basic attacks.


    Cost:
    Cooldown:
    Ability:Buff
    Affects:Self

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