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PGL Wallachia Season #3 WEU Closed Qualifiers

13 января 2025 г. 0:05

Zero Tenacity

38 - 26

Матч

OG

СОСТАВЫ КОМАНД

Zero Tenacity | Победа

Поражение | OG

Герой / Игрок

K/D/A

Золото

Опыт

Net Worth

ЗВМ/ОВМ

LH/DN

Лечение

Лечение

LH/DN

ЗВМ/ОВМ

Net Worth

Опыт

Золото

K/D/A

Герой / Игрок

Medusa

26

recovery

Medusa

6 / 3 / 16

35903

40767

31429

812 / 922

562 / 3

0

Aegis of the Immortal Butterfly Daedalus
Manta Style Eye of Skadi Aghanim's Scepter
Power Treads Shiva's Guard Blade Mail
No Item Null Talisman Black King Bar

269

224 / 2

480 / 621

17589

27458

21224

6 / 11 / 16

Earth Spirit

22

fruit loops

Earth Spirit

Clockwerk

21

The Good Part

Clockwerk

7 / 9 / 25

18571

24319

13961

420 / 550

54 / 3

0

Tranquil Boots Aghanim's Scepter Drum of Endurance
Roshan's Banner Gem of True Sight Solar Crest
Tranquil Boots Blink Dagger Aether Lens
Magic Wand Force Staff Dust of Appearance

0

85 / 0

304 / 420

12420

18571

13441

3 / 10 / 14

Batrider

18

Ari

Batrider

Invoker

25

Derek Hale

Invoker

14 / 2 / 13

29050

38335

28073

657 / 867

274 / 21

0

Assault Cuirass Manta Style Power Treads
Parasma Hurricane Pike No Item
Blink Dagger Black King Bar Power Treads
Lotus Orb Aghanim's Scepter Magic Wand

0

372 / 14

542 / 708

19614

31305

23965

4 / 7 / 11

Magnus

23

dota101

Magnus

Muerta

23

Cant hit stunned target

Muerta

5 / 6 / 15

18084

28785

14310

409 / 651

123 / 5

0

Boots of Speed No Item Hurricane Pike
Crystalys Rod of Atos Drum of Endurance
Power Treads Swift Blink Hurricane Pike
Desolator Daedalus Monkey King Bar

0

470 / 11

716 / 821

28765

36301

31659

5 / 5 / 13

Templar Assassin

25

let it breathe

Templar Assassin

Primal Beast

25

nefrit

Primal Beast

6 / 6 / 23

25424

38335

23574

575 / 867

263 / 5

0

Shiva's Guard Phase Boots Blink Dagger
Black King Bar Refresher Orb Sange and Yasha
Force Staff Lotus Orb Solar Crest
Tranquil Boots Smoke of Deceit Magic Wand

2218

128 / 3

392 / 561

11862

24805

17332

8 / 5 / 9

Phoenix

21

style

Phoenix

Баны

Alchemist Dragon Knight Chen Pangolier Sniper Void Spirit Tiny

Баны

Gyrocopter Monkey King Morphling Dark Willow Nyx Assassin Slark Lifestealer

Zero Tenacity | Победа

Герой / Игрок

K/D/A

Золото

Опыт

Net Worth

ЗВМ/ОВМ

LH/DN

Лечение

character-01

26

recovery

Medusa

6 / 3 / 16

35903

40767

31429

812 / 922

562 / 3

0

Aegis of the Immortal Butterfly Daedalus
Manta Style Eye of Skadi Aghanim's Scepter
character-01

21

The Good Part

Clockwerk

7 / 9 / 25

18571

24319

13961

420 / 550

54 / 3

0

Tranquil Boots Aghanim's Scepter Drum of Endurance
Roshan's Banner Gem of True Sight Solar Crest
character-01

25

Derek Hale

Invoker

14 / 2 / 13

29050

38335

28073

657 / 867

274 / 21

0

Assault Cuirass Manta Style Power Treads
Parasma Hurricane Pike No Item
character-01

23

Cant hit stunned target

Muerta

5 / 6 / 15

18084

28785

14310

409 / 651

123 / 5

0

Boots of Speed No Item Hurricane Pike
Crystalys Rod of Atos Drum of Endurance
character-01

25

nefrit

Primal Beast

6 / 6 / 23

25424

38335

23574

575 / 867

263 / 5

0

Shiva's Guard Phase Boots Blink Dagger
Black King Bar Refresher Orb Sange and Yasha

Баны

Alchemist Dragon Knight Chen Pangolier Sniper Void Spirit Tiny

Поражение | OG

Герой / Игрок

K/D/A

Золото

Опыт

Net Worth

ЗВМ/ОВМ

LH/DN

Лечение

character-01

22

fruit loops

Earth Spirit

6 / 11 / 16

21224

27458

17589

480 / 621

224 / 2

269

Power Treads Shiva's Guard Blade Mail
No Item Null Talisman Black King Bar
character-01

18

Ari

Batrider

3 / 10 / 14

13441

18571

12420

304 / 420

85 / 0

0

Tranquil Boots Blink Dagger Aether Lens
Magic Wand Force Staff Dust of Appearance
character-01

23

dota101

Magnus

4 / 7 / 11

23965

31305

19614

542 / 708

372 / 14

0

Blink Dagger Black King Bar Power Treads
Lotus Orb Aghanim's Scepter Magic Wand
character-01

25

let it breathe

Templar Assassin

5 / 5 / 13

31659

36301

28765

716 / 821

470 / 11

0

Power Treads Swift Blink Hurricane Pike
Desolator Daedalus Monkey King Bar
character-01

21

style

Phoenix

8 / 5 / 9

17332

24805

11862

392 / 561

128 / 3

2218

Force Staff Lotus Orb Solar Crest
Tranquil Boots Smoke of Deceit Magic Wand

Баны

Gyrocopter Monkey King Morphling Dark Willow Nyx Assassin Slark Lifestealer

Zero Tenacity

  • recovery
    character-01

    26

    • Mystic Snake
      Mystic Snake Mystic Snake

      A mystic snake made of energy jumps from target to target dealing damage. Damage and speed increases with each jump. After it reaches its last target, it returns to Medusa to replenish her with mana. The snake returns a percentage of the targets' total mana.

      Cooldown: ['15', '14', '13', '12']

      Mana Cost: ['80', '100', '120', '140']

    • Gorgon's Grasp
      Gorgon's Grasp Gorgon's Grasp

      Medusa fires arrows in a line that land in 3 groups, with each grouping larger than the previous. Enemies struck by a volley of arrows take an initial burst of damage and then are rooted, cannot turn, are revealed to the enemy, and take damage per second.

      Cooldown: ['30', '27', '24', '21']

      Mana Cost: ['40', '60', '80', '100']

    • Mystic Snake
      Mystic Snake Mystic Snake

      A mystic snake made of energy jumps from target to target dealing damage. Damage and speed increases with each jump. After it reaches its last target, it returns to Medusa to replenish her with mana. The snake returns a percentage of the targets' total mana.

      Cooldown: ['15', '14', '13', '12']

      Mana Cost: ['80', '100', '120', '140']

    • Split Shot
      Split Shot Split Shot

      Medusa magically splits her shot into several arrows. These arrows deal a lower percent of her normal damage. The extra targets will not receive other attack effects (such as critical strike).

    • Mystic Snake
      Mystic Snake Mystic Snake

      A mystic snake made of energy jumps from target to target dealing damage. Damage and speed increases with each jump. After it reaches its last target, it returns to Medusa to replenish her with mana. The snake returns a percentage of the targets' total mana.

      Cooldown: ['15', '14', '13', '12']

      Mana Cost: ['80', '100', '120', '140']

    • Split Shot
      Split Shot Split Shot

      Medusa magically splits her shot into several arrows. These arrows deal a lower percent of her normal damage. The extra targets will not receive other attack effects (such as critical strike).

    • Mystic Snake
      Mystic Snake Mystic Snake

      A mystic snake made of energy jumps from target to target dealing damage. Damage and speed increases with each jump. After it reaches its last target, it returns to Medusa to replenish her with mana. The snake returns a percentage of the targets' total mana.

      Cooldown: ['15', '14', '13', '12']

      Mana Cost: ['80', '100', '120', '140']

    • Split Shot
      Split Shot Split Shot

      Medusa magically splits her shot into several arrows. These arrows deal a lower percent of her normal damage. The extra targets will not receive other attack effects (such as critical strike).

    • Split Shot
      Split Shot Split Shot

      Medusa magically splits her shot into several arrows. These arrows deal a lower percent of her normal damage. The extra targets will not receive other attack effects (such as critical strike).

    • Stone Gaze
      Stone Gaze Stone Gaze

      Any enemy units looking at Medusa will have their movement and attack speed slowed. If 2 seconds of total time is accumulated looking at Medusa while Stone Gaze is active, that unit will turn to stone. Petrified units are stunned, and take bonus physical attack damage.

      Cooldown: 90

      Mana Cost: 200

    • +40 Mystic Snake Damage
      +40 Mystic Snake Damage +40 Mystic Snake Damage

    • Stone Gaze
      Stone Gaze Stone Gaze

      Any enemy units looking at Medusa will have their movement and attack speed slowed. If 2 seconds of total time is accumulated looking at Medusa while Stone Gaze is active, that unit will turn to stone. Petrified units are stunned, and take bonus physical attack damage.

      Cooldown: 90

      Mana Cost: 200

    • Gorgon's Grasp
      Gorgon's Grasp Gorgon's Grasp

      Medusa fires arrows in a line that land in 3 groups, with each grouping larger than the previous. Enemies struck by a volley of arrows take an initial burst of damage and then are rooted, cannot turn, are revealed to the enemy, and take damage per second.

      Cooldown: ['30', '27', '24', '21']

      Mana Cost: ['40', '60', '80', '100']

    • Gorgon's Grasp
      Gorgon's Grasp Gorgon's Grasp

      Medusa fires arrows in a line that land in 3 groups, with each grouping larger than the previous. Enemies struck by a volley of arrows take an initial burst of damage and then are rooted, cannot turn, are revealed to the enemy, and take damage per second.

      Cooldown: ['30', '27', '24', '21']

      Mana Cost: ['40', '60', '80', '100']

    • -8% Split Shot Damage Penalty
      -8% Split Shot Damage Penalty -8% Split Shot Damage Penalty

    • Gorgon's Grasp
      Gorgon's Grasp Gorgon's Grasp

      Medusa fires arrows in a line that land in 3 groups, with each grouping larger than the previous. Enemies struck by a volley of arrows take an initial burst of damage and then are rooted, cannot turn, are revealed to the enemy, and take damage per second.

      Cooldown: ['30', '27', '24', '21']

      Mana Cost: ['40', '60', '80', '100']

    • Stone Gaze
      Stone Gaze Stone Gaze

      Any enemy units looking at Medusa will have their movement and attack speed slowed. If 2 seconds of total time is accumulated looking at Medusa while Stone Gaze is active, that unit will turn to stone. Petrified units are stunned, and take bonus physical attack damage.

      Cooldown: 90

      Mana Cost: 200

    • +1.5s Stone Gaze Duration
      +1.5s Stone Gaze Duration +1.5s Stone Gaze Duration

    • Split Shot Uses Modifiers
      Split Shot Uses Modifiers Split Shot Uses Modifiers

  • The Good Part
    character-01

    21

    • Power Cogs
      Power Cogs Power Cogs

      Forms a ring of energized cogs around Clockwerk, trapping any units that are near. Enemies outside the trap that touch a cog are knocked back, losing health and mana. Once a cog has delivered a shock, it will power down. Damage is increased by 50% of the mana burned. Cogs can be destroyed by enemy attacks, but Clockwerk can push them up to 1000 distance away with one hit.

      Cooldown: ['21', '19', '17', '15']

      Mana Cost: 70

    • Battery Assault
      Battery Assault Battery Assault

      Discharges high-powered shrapnel at random nearby enemy units, dealing minor magical damage and ministun. Deals double damage to creeps.

      Cooldown: ['24', '22', '20', '18']

      Mana Cost: 90

    • Battery Assault
      Battery Assault Battery Assault

      Discharges high-powered shrapnel at random nearby enemy units, dealing minor magical damage and ministun. Deals double damage to creeps.

      Cooldown: ['24', '22', '20', '18']

      Mana Cost: 90

    • Rocket Flare
      Rocket Flare Rocket Flare

      Fires a global range flare that explodes over a given area. Upon impact, enemies in the area take damage and are briefly slowed. Rocket flare provides vision over the impact area for 6 seconds.

      Cooldown: ['20', '18', '16', '14']

      Mana Cost: ['35', '40', '45', '50']

    • Battery Assault
      Battery Assault Battery Assault

      Discharges high-powered shrapnel at random nearby enemy units, dealing minor magical damage and ministun. Deals double damage to creeps.

      Cooldown: ['24', '22', '20', '18']

      Mana Cost: 90

    • Hookshot
      Hookshot Hookshot

      Fires a grappling device rapidly at the target location. If the hook hits a unit, Clockwerk launches himself into the target, stunning and dealing damage to everyone in a 175 radius around the hit target. Any enemies Clockwerk collides with along the way are damaged and stunned.

      Cooldown: ['60', '45', '30']

      Mana Cost: ['100', '125', '150']

    • Battery Assault
      Battery Assault Battery Assault

      Discharges high-powered shrapnel at random nearby enemy units, dealing minor magical damage and ministun. Deals double damage to creeps.

      Cooldown: ['24', '22', '20', '18']

      Mana Cost: 90

    • Rocket Flare
      Rocket Flare Rocket Flare

      Fires a global range flare that explodes over a given area. Upon impact, enemies in the area take damage and are briefly slowed. Rocket flare provides vision over the impact area for 6 seconds.

      Cooldown: ['20', '18', '16', '14']

      Mana Cost: ['35', '40', '45', '50']

    • Rocket Flare
      Rocket Flare Rocket Flare

      Fires a global range flare that explodes over a given area. Upon impact, enemies in the area take damage and are briefly slowed. Rocket flare provides vision over the impact area for 6 seconds.

      Cooldown: ['20', '18', '16', '14']

      Mana Cost: ['35', '40', '45', '50']

    • Rocket Flare
      Rocket Flare Rocket Flare

      Fires a global range flare that explodes over a given area. Upon impact, enemies in the area take damage and are briefly slowed. Rocket flare provides vision over the impact area for 6 seconds.

      Cooldown: ['20', '18', '16', '14']

      Mana Cost: ['35', '40', '45', '50']

    • Power Cogs
      Power Cogs Power Cogs

      Forms a ring of energized cogs around Clockwerk, trapping any units that are near. Enemies outside the trap that touch a cog are knocked back, losing health and mana. Once a cog has delivered a shock, it will power down. Damage is increased by 50% of the mana burned. Cogs can be destroyed by enemy attacks, but Clockwerk can push them up to 1000 distance away with one hit.

      Cooldown: ['21', '19', '17', '15']

      Mana Cost: 70

    • Hookshot
      Hookshot Hookshot

      Fires a grappling device rapidly at the target location. If the hook hits a unit, Clockwerk launches himself into the target, stunning and dealing damage to everyone in a 175 radius around the hit target. Any enemies Clockwerk collides with along the way are damaged and stunned.

      Cooldown: ['60', '45', '30']

      Mana Cost: ['100', '125', '150']

    • Power Cogs
      Power Cogs Power Cogs

      Forms a ring of energized cogs around Clockwerk, trapping any units that are near. Enemies outside the trap that touch a cog are knocked back, losing health and mana. Once a cog has delivered a shock, it will power down. Damage is increased by 50% of the mana burned. Cogs can be destroyed by enemy attacks, but Clockwerk can push them up to 1000 distance away with one hit.

      Cooldown: ['21', '19', '17', '15']

      Mana Cost: 70

    • Power Cogs
      Power Cogs Power Cogs

      Forms a ring of energized cogs around Clockwerk, trapping any units that are near. Enemies outside the trap that touch a cog are knocked back, losing health and mana. Once a cog has delivered a shock, it will power down. Damage is increased by 50% of the mana burned. Cogs can be destroyed by enemy attacks, but Clockwerk can push them up to 1000 distance away with one hit.

      Cooldown: ['21', '19', '17', '15']

      Mana Cost: 70

    • +2 Power Cogs Hit To Kill
      +2 Power Cogs Hit To Kill +2 Power Cogs Hit To Kill

    • -2s Rocket Flare Cooldown
      -2s Rocket Flare Cooldown -2s Rocket Flare Cooldown

    • Hookshot
      Hookshot Hookshot

      Fires a grappling device rapidly at the target location. If the hook hits a unit, Clockwerk launches himself into the target, stunning and dealing damage to everyone in a 175 radius around the hit target. Any enemies Clockwerk collides with along the way are damaged and stunned.

      Cooldown: ['60', '45', '30']

      Mana Cost: ['100', '125', '150']

    • Rocket Flare True Sight
      Rocket Flare True Sight Rocket Flare True Sight

  • Derek Hale
    character-01

    25

    • Quas
      Quas Quas

      Allows manipulation of ice elements.

      Cooldown: 0

      Mana Cost: 0

    • Wex
      Wex Wex

      Allows manipulation of storm elements.

      Cooldown: 0

      Mana Cost: 0

    • Quas
      Quas Quas

      Allows manipulation of ice elements.

      Cooldown: 0

      Mana Cost: 0

    • Wex
      Wex Wex

      Allows manipulation of storm elements.

      Cooldown: 0

      Mana Cost: 0

    • Quas
      Quas Quas

      Allows manipulation of ice elements.

      Cooldown: 0

      Mana Cost: 0

    • Wex
      Wex Wex

      Allows manipulation of storm elements.

      Cooldown: 0

      Mana Cost: 0

    • Wex
      Wex Wex

      Allows manipulation of storm elements.

      Cooldown: 0

      Mana Cost: 0

    • Exort
      Exort Exort

      Allows manipulation of fire elements.

      Cooldown: 0

      Mana Cost: 0

    • Wex
      Wex Wex

      Allows manipulation of storm elements.

      Cooldown: 0

      Mana Cost: 0

    • Exort
      Exort Exort

      Allows manipulation of fire elements.

      Cooldown: 0

      Mana Cost: 0

    • Exort
      Exort Exort

      Allows manipulation of fire elements.

      Cooldown: 0

      Mana Cost: 0

    • Exort
      Exort Exort

      Allows manipulation of fire elements.

      Cooldown: 0

      Mana Cost: 0

    • Quas
      Quas Quas

      Allows manipulation of ice elements.

      Cooldown: 0

      Mana Cost: 0

    • Exort
      Exort Exort

      Allows manipulation of fire elements.

      Cooldown: 0

      Mana Cost: 0

    • Exort
      Exort Exort

      Allows manipulation of fire elements.

      Cooldown: 0

      Mana Cost: 0

    • Exort
      Exort Exort

      Allows manipulation of fire elements.

      Cooldown: 0

      Mana Cost: 0

    • Wex
      Wex Wex

      Allows manipulation of storm elements.

      Cooldown: 0

      Mana Cost: 0

    • Wex
      Wex Wex

      Allows manipulation of storm elements.

      Cooldown: 0

      Mana Cost: 0

    • Quas
      Quas Quas

      Allows manipulation of ice elements.

      Cooldown: 0

      Mana Cost: 0

    • +50 Ice Wall DPS
      +50 Ice Wall DPS +50 Ice Wall DPS

    • +2 Chaos Meteors
      +2 Chaos Meteors +2 Chaos Meteors

    • Quas
      Quas Quas

      Allows manipulation of ice elements.

      Cooldown: 0

      Mana Cost: 0

    • -5s Cold Snap Cooldown
      -5s Cold Snap Cooldown -5s Cold Snap Cooldown

    • Quas
      Quas Quas

      Allows manipulation of ice elements.

      Cooldown: 0

      Mana Cost: 0

    • Radial Deafening Blast
      Radial Deafening Blast Radial Deafening Blast

  • Cant hit stunned target
    character-01

    23

    • Dead Shot
      Dead Shot Dead Shot

      Cooldown: ['16', '14', '12', '10']

      Mana Cost: ['100', '120', '140', '160']

    • The Calling
      The Calling The Calling

      Cooldown: 30

      Mana Cost: ['140', '155', '170', '185']

    • Dead Shot
      Dead Shot Dead Shot

      Cooldown: ['16', '14', '12', '10']

      Mana Cost: ['100', '120', '140', '160']

    • The Calling
      The Calling The Calling

      Cooldown: 30

      Mana Cost: ['140', '155', '170', '185']

    • Dead Shot
      Dead Shot Dead Shot

      Cooldown: ['16', '14', '12', '10']

      Mana Cost: ['100', '120', '140', '160']

    • Pierce the Veil
      Pierce the Veil Pierce the Veil

      Cooldown: ['75', '60', '45']

      Mana Cost: ['150', '250', '350']

    • Dead Shot
      Dead Shot Dead Shot

      Cooldown: ['16', '14', '12', '10']

      Mana Cost: ['100', '120', '140', '160']

    • The Calling
      The Calling The Calling

      Cooldown: 30

      Mana Cost: ['140', '155', '170', '185']

    • The Calling
      The Calling The Calling

      Cooldown: 30

      Mana Cost: ['140', '155', '170', '185']

    • +350 Dead Shot Cast Range
      +350 Dead Shot Cast Range +350 Dead Shot Cast Range

    • Gunslinger
      Gunslinger Gunslinger

    • Pierce the Veil
      Pierce the Veil Pierce the Veil

      Cooldown: ['75', '60', '45']

      Mana Cost: ['150', '250', '350']

    • Gunslinger
      Gunslinger Gunslinger

    • Gunslinger
      Gunslinger Gunslinger

    • +=55 Gunslinger Damage
      +=55 Gunslinger Damage +=55 Gunslinger Damage

    • Gunslinger
      Gunslinger Gunslinger

    • Pierce the Veil
      Pierce the Veil Pierce the Veil

      Cooldown: ['75', '60', '45']

      Mana Cost: ['150', '250', '350']

    • 2 Dead Shot Charges
      2 Dead Shot Charges 2 Dead Shot Charges

  • nefrit
    character-01

    25

    • Trample
      Trample Trample

      Primal Beast stomps over everything. For every 140 units traveled, all enemies around the Beast receive damage. Deals base damage plus a multiplier of Primal Beast's attack damage. Primal Beast is disarmed for the duration of the ability.

      Cooldown: ['30', '27', '24', '21']

      Mana Cost: 90

    • Uproar
      Uproar Uproar

      The Beast's temper passively provides bonus damage. Additionally, for every instance of 50 damage or more Primal Beast takes from enemy heroes, he accumulates stacks of Uproar. When activated, Primal Beast releases a roar that slows surrounding enemies and grants the Beast additional attack damage and armor for 7 seconds based on his current stacks of Uproar.

      Cooldown: 0

    • Trample
      Trample Trample

      Primal Beast stomps over everything. For every 140 units traveled, all enemies around the Beast receive damage. Deals base damage plus a multiplier of Primal Beast's attack damage. Primal Beast is disarmed for the duration of the ability.

      Cooldown: ['30', '27', '24', '21']

      Mana Cost: 90

    • Onslaught
      Onslaught Onslaught

      Primal Beast charges up and then runs in the chosen direction, knocking back enemies and allies alike. Enemy units are damaged and stunned on impact. The longer the charge duration, the farther Primal Beast's momentum will carry him. Can be cancelled at any time with the Stop command.

      Cooldown: ['25', '22', '19', '16']

      Mana Cost: 120

    • Trample
      Trample Trample

      Primal Beast stomps over everything. For every 140 units traveled, all enemies around the Beast receive damage. Deals base damage plus a multiplier of Primal Beast's attack damage. Primal Beast is disarmed for the duration of the ability.

      Cooldown: ['30', '27', '24', '21']

      Mana Cost: 90

    • Pulverize
      Pulverize Pulverize

      CHANNELED - Primal Beast channels his rage, grabbing the target enemy and slamming them into the ground repeatedly, damaging and mini-stunning any enemies caught in the AoE. Each consecutive hit deals bonus damage. Lasts 2.3 seconds.

      Cooldown: ['40', '36', '32']

      Mana Cost: 100

    • Trample
      Trample Trample

      Primal Beast stomps over everything. For every 140 units traveled, all enemies around the Beast receive damage. Deals base damage plus a multiplier of Primal Beast's attack damage. Primal Beast is disarmed for the duration of the ability.

      Cooldown: ['30', '27', '24', '21']

      Mana Cost: 90

    • Onslaught
      Onslaught Onslaught

      Primal Beast charges up and then runs in the chosen direction, knocking back enemies and allies alike. Enemy units are damaged and stunned on impact. The longer the charge duration, the farther Primal Beast's momentum will carry him. Can be cancelled at any time with the Stop command.

      Cooldown: ['25', '22', '19', '16']

      Mana Cost: 120

    • Onslaught
      Onslaught Onslaught

      Primal Beast charges up and then runs in the chosen direction, knocking back enemies and allies alike. Enemy units are damaged and stunned on impact. The longer the charge duration, the farther Primal Beast's momentum will carry him. Can be cancelled at any time with the Stop command.

      Cooldown: ['25', '22', '19', '16']

      Mana Cost: 120

    • Onslaught
      Onslaught Onslaught

      Primal Beast charges up and then runs in the chosen direction, knocking back enemies and allies alike. Enemy units are damaged and stunned on impact. The longer the charge duration, the farther Primal Beast's momentum will carry him. Can be cancelled at any time with the Stop command.

      Cooldown: ['25', '22', '19', '16']

      Mana Cost: 120

    • +90 Onslaught Damage
      +90 Onslaught Damage +90 Onslaught Damage

    • Pulverize
      Pulverize Pulverize

      CHANNELED - Primal Beast channels his rage, grabbing the target enemy and slamming them into the ground repeatedly, damaging and mini-stunning any enemies caught in the AoE. Each consecutive hit deals bonus damage. Lasts 2.3 seconds.

      Cooldown: ['40', '36', '32']

      Mana Cost: 100

    • Uproar
      Uproar Uproar

      The Beast's temper passively provides bonus damage. Additionally, for every instance of 50 damage or more Primal Beast takes from enemy heroes, he accumulates stacks of Uproar. When activated, Primal Beast releases a roar that slows surrounding enemies and grants the Beast additional attack damage and armor for 7 seconds based on his current stacks of Uproar.

      Cooldown: 0

    • Uproar
      Uproar Uproar

      The Beast's temper passively provides bonus damage. Additionally, for every instance of 50 damage or more Primal Beast takes from enemy heroes, he accumulates stacks of Uproar. When activated, Primal Beast releases a roar that slows surrounding enemies and grants the Beast additional attack damage and armor for 7 seconds based on his current stacks of Uproar.

      Cooldown: 0

    • Beast dispels himself when activating Uproar
      Beast dispels himself when activating Uproar Beast dispels himself when activating Uproar

    • Uproar
      Uproar Uproar

      The Beast's temper passively provides bonus damage. Additionally, for every instance of 50 damage or more Primal Beast takes from enemy heroes, he accumulates stacks of Uproar. When activated, Primal Beast releases a roar that slows surrounding enemies and grants the Beast additional attack damage and armor for 7 seconds based on his current stacks of Uproar.

      Cooldown: 0

    • Pulverize
      Pulverize Pulverize

      CHANNELED - Primal Beast channels his rage, grabbing the target enemy and slamming them into the ground repeatedly, damaging and mini-stunning any enemies caught in the AoE. Each consecutive hit deals bonus damage. Lasts 2.3 seconds.

      Cooldown: ['40', '36', '32']

      Mana Cost: 100

    • +20% Trample Attack Multiplier
      +20% Trample Attack Multiplier +20% Trample Attack Multiplier

    • +67% Pulverize Duration
      +67% Pulverize Duration +67% Pulverize Duration

OG

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    22

    • Boulder Smash
      Boulder Smash Boulder Smash

      Earth Spirit smashes the target enemy or ally, sending them in the direction he is facing. If Earth Spirit targets an area, he will smash the nearest unit in a 200 radius, prioritizing Stone Remnants. The travelling unit or Remnant damages all enemy units it hits. If an enemy is hit by a Stone Remnant, they are also slowed. Stone Remnants travel further than other units. Deals 1.4x damage to creeps.

      Cooldown: ['22', '18', '14', '10']

      Mana Cost: 100

    • Rolling Boulder
      Rolling Boulder Rolling Boulder

      Earth Spirit gathers himself into a boulder and, after a 0.6s delay, rolls toward the target location, dealing 60 + 100% STR damage and stunning enemy units. He will stop if he collides with an enemy hero or is stunned. If he rolls over a Stone Remnant, he will travel further and faster, and stun enemies for longer.

      Cooldown: ['16', '12', '8', '4']

      Mana Cost: 50

    • Boulder Smash
      Boulder Smash Boulder Smash

      Earth Spirit smashes the target enemy or ally, sending them in the direction he is facing. If Earth Spirit targets an area, he will smash the nearest unit in a 200 radius, prioritizing Stone Remnants. The travelling unit or Remnant damages all enemy units it hits. If an enemy is hit by a Stone Remnant, they are also slowed. Stone Remnants travel further than other units. Deals 1.4x damage to creeps.

      Cooldown: ['22', '18', '14', '10']

      Mana Cost: 100

    • Rolling Boulder
      Rolling Boulder Rolling Boulder

      Earth Spirit gathers himself into a boulder and, after a 0.6s delay, rolls toward the target location, dealing 60 + 100% STR damage and stunning enemy units. He will stop if he collides with an enemy hero or is stunned. If he rolls over a Stone Remnant, he will travel further and faster, and stun enemies for longer.

      Cooldown: ['16', '12', '8', '4']

      Mana Cost: 50

    • Boulder Smash
      Boulder Smash Boulder Smash

      Earth Spirit smashes the target enemy or ally, sending them in the direction he is facing. If Earth Spirit targets an area, he will smash the nearest unit in a 200 radius, prioritizing Stone Remnants. The travelling unit or Remnant damages all enemy units it hits. If an enemy is hit by a Stone Remnant, they are also slowed. Stone Remnants travel further than other units. Deals 1.4x damage to creeps.

      Cooldown: ['22', '18', '14', '10']

      Mana Cost: 100

    • Magnetize
      Magnetize Magnetize

      Magnetizes units in a small nearby area, causing them to take damage for a short duration. Magnetized heroes cause nearby Stone Remnants to explode, destroying the remnant and refreshing Magnetize's duration on all nearby enemies. This process can repeat multiple times. If an enemy hero is affected by Geomagnetic Grip or Boulder Smash, all magnetized heroes share the effects.

      Cooldown: ['100', '90', '80']

      Mana Cost: 100

    • Rolling Boulder
      Rolling Boulder Rolling Boulder

      Earth Spirit gathers himself into a boulder and, after a 0.6s delay, rolls toward the target location, dealing 60 + 100% STR damage and stunning enemy units. He will stop if he collides with an enemy hero or is stunned. If he rolls over a Stone Remnant, he will travel further and faster, and stun enemies for longer.

      Cooldown: ['16', '12', '8', '4']

      Mana Cost: 50

    • Rolling Boulder
      Rolling Boulder Rolling Boulder

      Earth Spirit gathers himself into a boulder and, after a 0.6s delay, rolls toward the target location, dealing 60 + 100% STR damage and stunning enemy units. He will stop if he collides with an enemy hero or is stunned. If he rolls over a Stone Remnant, he will travel further and faster, and stun enemies for longer.

      Cooldown: ['16', '12', '8', '4']

      Mana Cost: 50

    • Geomagnetic Grip
      Geomagnetic Grip Geomagnetic Grip

      Earth Spirit pulls the target Stone Remnant. Enemies struck by the gripped target will be silenced and take damage.

      Cooldown: 13

      Mana Cost: 75

    • Boulder Smash
      Boulder Smash Boulder Smash

      Earth Spirit smashes the target enemy or ally, sending them in the direction he is facing. If Earth Spirit targets an area, he will smash the nearest unit in a 200 radius, prioritizing Stone Remnants. The travelling unit or Remnant damages all enemy units it hits. If an enemy is hit by a Stone Remnant, they are also slowed. Stone Remnants travel further than other units. Deals 1.4x damage to creeps.

      Cooldown: ['22', '18', '14', '10']

      Mana Cost: 100

    • +8% Spell Amplification
      +8% Spell Amplification +8% Spell Amplification

    • Magnetize
      Magnetize Magnetize

      Magnetizes units in a small nearby area, causing them to take damage for a short duration. Magnetized heroes cause nearby Stone Remnants to explode, destroying the remnant and refreshing Magnetize's duration on all nearby enemies. This process can repeat multiple times. If an enemy hero is affected by Geomagnetic Grip or Boulder Smash, all magnetized heroes share the effects.

      Cooldown: ['100', '90', '80']

      Mana Cost: 100

    • Geomagnetic Grip
      Geomagnetic Grip Geomagnetic Grip

      Earth Spirit pulls the target Stone Remnant. Enemies struck by the gripped target will be silenced and take damage.

      Cooldown: 13

      Mana Cost: 75

    • Geomagnetic Grip
      Geomagnetic Grip Geomagnetic Grip

      Earth Spirit pulls the target Stone Remnant. Enemies struck by the gripped target will be silenced and take damage.

      Cooldown: 13

      Mana Cost: 75

    • +30% Magnetize Damage & Duration
      +30% Magnetize Damage & Duration +30% Magnetize Damage & Duration

    • Geomagnetic Grip
      Geomagnetic Grip Geomagnetic Grip

      Earth Spirit pulls the target Stone Remnant. Enemies struck by the gripped target will be silenced and take damage.

      Cooldown: 13

      Mana Cost: 75

    • Magnetize
      Magnetize Magnetize

      Magnetizes units in a small nearby area, causing them to take damage for a short duration. Magnetized heroes cause nearby Stone Remnants to explode, destroying the remnant and refreshing Magnetize's duration on all nearby enemies. This process can repeat multiple times. If an enemy hero is affected by Geomagnetic Grip or Boulder Smash, all magnetized heroes share the effects.

      Cooldown: ['100', '90', '80']

      Mana Cost: 100

    • +200 Rolling Boulder Distance
      +200 Rolling Boulder Distance +200 Rolling Boulder Distance

  • Ari
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    18

    • Flamebreak
      Flamebreak Flamebreak

      Hurls an explosive cocktail that explodes when it reaches the target location, knocking back, slowing and dealing damage over time to enemies in the area.

      Cooldown: ['22', '19', '16', '13']

      Mana Cost: ['110', '115', '120', '125']

    • Sticky Napalm
      Sticky Napalm Sticky Napalm

      Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies. Additional casts of Sticky Napalm continue to increase damage, up to 10 stacks. Applies a small amount of damage with each cast.

      Cooldown: 3

      Mana Cost: 22

    • Sticky Napalm
      Sticky Napalm Sticky Napalm

      Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies. Additional casts of Sticky Napalm continue to increase damage, up to 10 stacks. Applies a small amount of damage with each cast.

      Cooldown: 3

      Mana Cost: 22

    • Firefly
      Firefly Firefly

      Batrider takes to the skies, laying down a trail of flames from the air. The fire damages any enemies it touches, and destroys trees below Batrider.

      Cooldown: ['45', '40', '35', '30']

      Mana Cost: 100

    • Firefly
      Firefly Firefly

      Batrider takes to the skies, laying down a trail of flames from the air. The fire damages any enemies it touches, and destroys trees below Batrider.

      Cooldown: ['45', '40', '35', '30']

      Mana Cost: 100

    • Flaming Lasso
      Flaming Lasso Flaming Lasso

      Lassoes an enemy and drags them in Batrider's wake. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.

      Cooldown: ['90', '75', '60']

      Mana Cost: ['125', '150', '175']

    • Firefly
      Firefly Firefly

      Batrider takes to the skies, laying down a trail of flames from the air. The fire damages any enemies it touches, and destroys trees below Batrider.

      Cooldown: ['45', '40', '35', '30']

      Mana Cost: 100

    • Firefly
      Firefly Firefly

      Batrider takes to the skies, laying down a trail of flames from the air. The fire damages any enemies it touches, and destroys trees below Batrider.

      Cooldown: ['45', '40', '35', '30']

      Mana Cost: 100

    • Sticky Napalm
      Sticky Napalm Sticky Napalm

      Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies. Additional casts of Sticky Napalm continue to increase damage, up to 10 stacks. Applies a small amount of damage with each cast.

      Cooldown: 3

      Mana Cost: 22

    • Sticky Napalm
      Sticky Napalm Sticky Napalm

      Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies. Additional casts of Sticky Napalm continue to increase damage, up to 10 stacks. Applies a small amount of damage with each cast.

      Cooldown: 3

      Mana Cost: 22

    • Flamebreak
      Flamebreak Flamebreak

      Hurls an explosive cocktail that explodes when it reaches the target location, knocking back, slowing and dealing damage over time to enemies in the area.

      Cooldown: ['22', '19', '16', '13']

      Mana Cost: ['110', '115', '120', '125']

    • Flaming Lasso
      Flaming Lasso Flaming Lasso

      Lassoes an enemy and drags them in Batrider's wake. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.

      Cooldown: ['90', '75', '60']

      Mana Cost: ['125', '150', '175']

    • Flamebreak
      Flamebreak Flamebreak

      Hurls an explosive cocktail that explodes when it reaches the target location, knocking back, slowing and dealing damage over time to enemies in the area.

      Cooldown: ['22', '19', '16', '13']

      Mana Cost: ['110', '115', '120', '125']

    • Flamebreak
      Flamebreak Flamebreak

      Hurls an explosive cocktail that explodes when it reaches the target location, knocking back, slowing and dealing damage over time to enemies in the area.

      Cooldown: ['22', '19', '16', '13']

      Mana Cost: ['110', '115', '120', '125']

    • -7s Flaming Lasso Cooldown
      -7s Flaming Lasso Cooldown -7s Flaming Lasso Cooldown

    • +50 Sticky Napalm Radius
      +50 Sticky Napalm Radius +50 Sticky Napalm Radius

    • Flaming Lasso
      Flaming Lasso Flaming Lasso

      Lassoes an enemy and drags them in Batrider's wake. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.

      Cooldown: ['90', '75', '60']

      Mana Cost: ['125', '150', '175']

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    • Shockwave
      Shockwave Shockwave

      Magnus sends out a wave of force, damaging enemy units in a line, pulling them towards him, and slowing them for a brief period.

      Cooldown: ['13', '12', '11', '10']

      Mana Cost: 75

    • Skewer
      Skewer Skewer

      Magnus rushes forward, goring enemy units on his massive tusk. Heroes hit on the way will be dragged to the destination, then damaged and affected by slowed movement and attack speed. Deals additional damage when skewering enemies into trees or cliffs.

      Cooldown: ['22', '20', '18', '16']

      Mana Cost: 80

    • Shockwave
      Shockwave Shockwave

      Magnus sends out a wave of force, damaging enemy units in a line, pulling them towards him, and slowing them for a brief period.

      Cooldown: ['13', '12', '11', '10']

      Mana Cost: 75

    • Empower
      Empower Empower

      Gives an allied unit bonus damage and cleave on attack. Magnus receives 50% larger bonus.

      Cooldown: 8

      Mana Cost: ['45', '55', '65', '75']

    • Shockwave
      Shockwave Shockwave

      Magnus sends out a wave of force, damaging enemy units in a line, pulling them towards him, and slowing them for a brief period.

      Cooldown: ['13', '12', '11', '10']

      Mana Cost: 75

    • Empower
      Empower Empower

      Gives an allied unit bonus damage and cleave on attack. Magnus receives 50% larger bonus.

      Cooldown: 8

      Mana Cost: ['45', '55', '65', '75']

    • Shockwave
      Shockwave Shockwave

      Magnus sends out a wave of force, damaging enemy units in a line, pulling them towards him, and slowing them for a brief period.

      Cooldown: ['13', '12', '11', '10']

      Mana Cost: 75

    • Reverse Polarity
      Reverse Polarity Reverse Polarity

      Cooldown: 120

      Mana Cost: ['150', '225', '300']

    • Empower
      Empower Empower

      Gives an allied unit bonus damage and cleave on attack. Magnus receives 50% larger bonus.

      Cooldown: 8

      Mana Cost: ['45', '55', '65', '75']

    • Skewer
      Skewer Skewer

      Magnus rushes forward, goring enemy units on his massive tusk. Heroes hit on the way will be dragged to the destination, then damaged and affected by slowed movement and attack speed. Deals additional damage when skewering enemies into trees or cliffs.

      Cooldown: ['22', '20', '18', '16']

      Mana Cost: 80

    • Empower
      Empower Empower

      Gives an allied unit bonus damage and cleave on attack. Magnus receives 50% larger bonus.

      Cooldown: 8

      Mana Cost: ['45', '55', '65', '75']

    • Skewer
      Skewer Skewer

      Magnus rushes forward, goring enemy units on his massive tusk. Heroes hit on the way will be dragged to the destination, then damaged and affected by slowed movement and attack speed. Deals additional damage when skewering enemies into trees or cliffs.

      Cooldown: ['22', '20', '18', '16']

      Mana Cost: 80

    • Reverse Polarity
      Reverse Polarity Reverse Polarity

      Cooldown: 120

      Mana Cost: ['150', '225', '300']

    • Skewer
      Skewer Skewer

      Magnus rushes forward, goring enemy units on his massive tusk. Heroes hit on the way will be dragged to the destination, then damaged and affected by slowed movement and attack speed. Deals additional damage when skewering enemies into trees or cliffs.

      Cooldown: ['22', '20', '18', '16']

      Mana Cost: 80

    • -5s Skewer Cooldown
      -5s Skewer Cooldown -5s Skewer Cooldown

    • +0.75s Shockwave Slow Duration
      +0.75s Shockwave Slow Duration +0.75s Shockwave Slow Duration

    • Reverse Polarity
      Reverse Polarity Reverse Polarity

      Cooldown: 120

      Mana Cost: ['150', '225', '300']

    • +125 Shockwave Damage
      +125 Shockwave Damage +125 Shockwave Damage

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    25

    • Meld
      Meld Meld

      Templar Assassin conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya will deal bonus damage to the enemy and reduce their armor for 6 seconds.

      Cooldown: ['11', '9', '7', '5']

      Mana Cost: ['35', '40', '45', '50']

    • Psi Blades
      Psi Blades Psi Blades

      Templar Assassin's psi blades slice through the attacked unit, splitting and damaging enemy units directly behind it, while gaining bonus attack range. For each unit it damages, the spill damage is reduced by a percentage.

    • Meld
      Meld Meld

      Templar Assassin conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya will deal bonus damage to the enemy and reduce their armor for 6 seconds.

      Cooldown: ['11', '9', '7', '5']

      Mana Cost: ['35', '40', '45', '50']

    • Refraction
      Refraction Refraction

      Templar Assassin becomes highly elusive, gaining a small barrier and bonus to her damage. The damage and avoidance effects are separate, and have a limited number of instances. If a barrier is consumed, a new one is created as long as there are charges left. If an instance of damage would deal more damage than the remaining barrier, all of the damage is absorbed.

      Cooldown: 16

      Mana Cost: 85

    • Meld
      Meld Meld

      Templar Assassin conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya will deal bonus damage to the enemy and reduce their armor for 6 seconds.

      Cooldown: ['11', '9', '7', '5']

      Mana Cost: ['35', '40', '45', '50']

    • Psionic Trap
      Psionic Trap Psionic Trap

      Templar Assassin places mystical traps that invisibly monitor enemy movement. When sprung at her command, they deal a small amount of damage and exert a slowing influence of 20% in the area. Traps charge up to slow 50% after 3.5 seconds. Deals bonus damage when fully charged.

      Cooldown: ['11', '8', '5']

      Mana Cost: 15

    • Meld
      Meld Meld

      Templar Assassin conceals herself, becoming invisible as long as she remains still. If Meld's invisibility is broken by attacking an enemy, Lanaya will deal bonus damage to the enemy and reduce their armor for 6 seconds.

      Cooldown: ['11', '9', '7', '5']

      Mana Cost: ['35', '40', '45', '50']

    • Psi Blades
      Psi Blades Psi Blades

      Templar Assassin's psi blades slice through the attacked unit, splitting and damaging enemy units directly behind it, while gaining bonus attack range. For each unit it damages, the spill damage is reduced by a percentage.

    • Refraction
      Refraction Refraction

      Templar Assassin becomes highly elusive, gaining a small barrier and bonus to her damage. The damage and avoidance effects are separate, and have a limited number of instances. If a barrier is consumed, a new one is created as long as there are charges left. If an instance of damage would deal more damage than the remaining barrier, all of the damage is absorbed.

      Cooldown: 16

      Mana Cost: 85

    • Refraction
      Refraction Refraction

      Templar Assassin becomes highly elusive, gaining a small barrier and bonus to her damage. The damage and avoidance effects are separate, and have a limited number of instances. If a barrier is consumed, a new one is created as long as there are charges left. If an instance of damage would deal more damage than the remaining barrier, all of the damage is absorbed.

      Cooldown: 16

      Mana Cost: 85

    • Refraction
      Refraction Refraction

      Templar Assassin becomes highly elusive, gaining a small barrier and bonus to her damage. The damage and avoidance effects are separate, and have a limited number of instances. If a barrier is consumed, a new one is created as long as there are charges left. If an instance of damage would deal more damage than the remaining barrier, all of the damage is absorbed.

      Cooldown: 16

      Mana Cost: 85

    • Psionic Trap
      Psionic Trap Psionic Trap

      Templar Assassin places mystical traps that invisibly monitor enemy movement. When sprung at her command, they deal a small amount of damage and exert a slowing influence of 20% in the area. Traps charge up to slow 50% after 3.5 seconds. Deals bonus damage when fully charged.

      Cooldown: ['11', '8', '5']

      Mana Cost: 15

    • Psi Blades
      Psi Blades Psi Blades

      Templar Assassin's psi blades slice through the attacked unit, splitting and damaging enemy units directly behind it, while gaining bonus attack range. For each unit it damages, the spill damage is reduced by a percentage.

    • +20 Refraction Damage
      +20 Refraction Damage +20 Refraction Damage

    • +100 Psi Blades Attack and Spill Range
      +100 Psi Blades Attack and Spill Range +100 Psi Blades Attack and Spill Range

    • Psi Blades
      Psi Blades Psi Blades

      Templar Assassin's psi blades slice through the attacked unit, splitting and damaging enemy units directly behind it, while gaining bonus attack range. For each unit it damages, the spill damage is reduced by a percentage.

    • Psionic Trap
      Psionic Trap Psionic Trap

      Templar Assassin places mystical traps that invisibly monitor enemy movement. When sprung at her command, they deal a small amount of damage and exert a slowing influence of 20% in the area. Traps charge up to slow 50% after 3.5 seconds. Deals bonus damage when fully charged.

      Cooldown: ['11', '8', '5']

      Mana Cost: 15

    • Refraction Dispels
      Refraction Dispels Refraction Dispels

    • +3 Refraction Instances
      +3 Refraction Instances +3 Refraction Instances

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    21

    • Fire Spirits
      Fire Spirits Fire Spirits

      Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.

      Cooldown: ['50', '40', '30', '20']

      Mana Cost: 100

    • Icarus Dive
      Icarus Dive Icarus Dive

      Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.

      Cooldown: ['40', '35', '30', '25']

      Mana Cost: 0

    • Fire Spirits
      Fire Spirits Fire Spirits

      Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.

      Cooldown: ['50', '40', '30', '20']

      Mana Cost: 100

    • Sun Ray
      Sun Ray Sun Ray

      Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.

      Cooldown: 30

      Mana Cost: ['100', '110', '120', '130']

    • Fire Spirits
      Fire Spirits Fire Spirits

      Summons 4 fire spirits that circle around Phoenix. Each spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.

      Cooldown: ['50', '40', '30', '20']

      Mana Cost: 100

    • Supernova
      Supernova Supernova

      The Phoenix willingly ends its current life for the chance to be reborn. Transforms into a burning sun that scorches enemies in a huge area. The sun can be destroyed by attacks from enemy Heroes. After 6 seconds the sun explodes, stunning all nearby enemies while restoring Phoenix to full health and mana with refreshed abilities. DISPEL TYPE: Strong Dispel

      Cooldown: 120

      Mana Cost: ['150', '200', '250']

    • Launch Fire Spirit
      Launch Fire Spirit Launch Fire Spirit

      Each fire spirit can be launched independently at a targeted area of effect. Affected enemy units take damage over time and have their attack speed greatly reduced.

      Cooldown: 0

      Mana Cost: 0

    • Sun Ray
      Sun Ray Sun Ray

      Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.

      Cooldown: 30

      Mana Cost: ['100', '110', '120', '130']

    • Sun Ray
      Sun Ray Sun Ray

      Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.

      Cooldown: 30

      Mana Cost: ['100', '110', '120', '130']

    • Sun Ray
      Sun Ray Sun Ray

      Phoenix expels a beam of light at the cost of its own health. The beam damages enemies and heals allies for a base amount plus a percentage of their health. The percentage increases as the beam continues to fire.

      Cooldown: 30

      Mana Cost: ['100', '110', '120', '130']

    • Icarus Dive
      Icarus Dive Icarus Dive

      Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.

      Cooldown: ['40', '35', '30', '25']

      Mana Cost: 0

    • Supernova
      Supernova Supernova

      The Phoenix willingly ends its current life for the chance to be reborn. Transforms into a burning sun that scorches enemies in a huge area. The sun can be destroyed by attacks from enemy Heroes. After 6 seconds the sun explodes, stunning all nearby enemies while restoring Phoenix to full health and mana with refreshed abilities. DISPEL TYPE: Strong Dispel

      Cooldown: 120

      Mana Cost: ['150', '200', '250']

    • Icarus Dive
      Icarus Dive Icarus Dive

      Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.

      Cooldown: ['40', '35', '30', '25']

      Mana Cost: 0

    • Icarus Dive
      Icarus Dive Icarus Dive

      Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage over time and slowing the movement speed of any units it comes into contact with, and then orbiting back to its original position. If Phoenix casts Supernova, the dive ends.

      Cooldown: ['40', '35', '30', '25']

      Mana Cost: 0

    • +20 Health Regen
      +20 Health Regen +20 Health Regen

    • +25% Icarus Dive Slow
      +25% Icarus Dive Slow +25% Icarus Dive Slow

    • Supernova
      Supernova Supernova

      The Phoenix willingly ends its current life for the chance to be reborn. Transforms into a burning sun that scorches enemies in a huge area. The sun can be destroyed by attacks from enemy Heroes. After 6 seconds the sun explodes, stunning all nearby enemies while restoring Phoenix to full health and mana with refreshed abilities. DISPEL TYPE: Strong Dispel

      Cooldown: 120

      Mana Cost: ['150', '200', '250']

    • +1.5% Max Health Sun Ray Damage
      +1.5% Max Health Sun Ray Damage +1.5% Max Health Sun Ray Damage