Showing 48 of 176 items.
Hero
Sinclair
Vexing Bolt
A long-range bolt that hits harder the farther it flies.
- Slot
- Ability 1
- Type
- Yes
- Cooldown
- 24s
- Charges
- 1
- Cast range
- 500m
- What it does
- Fires a magic bolt up to 500 meters that deals 60 damage when fired and up to 120 after 2 seconds of travel. An Assistant casts a bolt too, at 50% damage. Press the ability again to redirect the bolt toward your crosshair.
- Upgrades (1, 2 and 5 points)
- Tier 1: Bolts apply -25% Fire Rate for 5s. Tier 2: -13s Cooldown. Tier 3: +126 Max Damage. +50% Assistant Damage.
Spectral Assistant
A spectral assistant that shoots when you do.
- Slot
- Ability 2
- Type
- Yes
- Cooldown
- 40s
- Charges
- -
- Cast range
- 15m
- What it does
- Summons an Assistant within 15 meters for 6 seconds. It attacks for 15 damage whenever you fire your weapon. Press ability 2 to swap places with it, up to 2 times. Casting it also reloads your weapon.
- Upgrades (1, 2 and 5 points)
- Tier 1: -10s Cooldown. Tier 2: +7s Duration & 5m Range. Tier 3: +60% Fire Rate and +12.6 Assistant Damage.
Rabbit Hex
A hex that turns a whole team into rabbits.
- Slot
- Ability 3
- Type
- Yes
- Cooldown
- 26s
- Charges
- -
- Cast range
- 24m
- What it does
- Hexes an area within 24 meters, 6 meters wide, turning every enemy in it into a rabbit for 2 seconds. Rabbits are small and 36% faster, take 15% more damage and can't do most actions. It doesn't interrupt abilities.
- Upgrades (1, 2 and 5 points)
- Tier 1: -10s Cooldown. Tier 2: +1s Hex Duration. Tier 3: +7% Damage Amp and +2m Radius.
Audience Participation
A borrowed ultimate, courtesy of the other team.
- Slot
- Ultimate
- Type
- Yes
- Cooldown
- 85s
- Charges
- -
- Cast range
- 20m
- What it does
- Copies the ultimate of an enemy hero within 20 meters for 9 seconds. Recast it to use the copy, which inherits this ability's upgrade points and takes on 60% of the original's cooldown.
- Upgrades (1, 2 and 5 points)
- Tier 1: Upgrades the copy. Tier 2: Upgrades the copy again. Tier 3: Upgrades the copy once more.
Hero
Solomon
Setup Bishop
A bishop that controls the diagonals.
- Slot
- Ability 1
- Type
- Yes
- Cooldown
- 12s
- Charges
- -
- Cast range
- 20m
- What it does
- Creates a bishop up to 20 meters away that stays in place until recalled. Move it with zoom, up to 12 meters, to slow enemies it passes by 30% for 3 seconds and deal 70 spirit damage. After a delay it lights diagonal squares, 2 squares out, that deal 25 more spirit damage when stepped on. Reactivate to recall every bishop.
- Upgrades (1, 2 and 5 points)
- Tier 1: +5m Move Distance; +15% Fading Slow. Tier 2: +1 Max Pieces; Can Recast within 8s. Tier 3: +1 Square Range; Squares reduce Spirit Resist by -2.5%, stacking 10 times.
Kingside Knight
A barrier and a jump for one of your pieces.
- Slot
- Ability 2
- Type
- Yes
- Cooldown
- 25s
- Charges
- -
- Cast range
- 28m
- What it does
- Promotes an ally within 28 meters to a knight, granting 80 barrier and 1 stamina for 7 seconds. Self-cast makes you the king instead, for double the barrier and no stamina. Move the piece with zoom, up to 13 meters, or 7 meters for the king, and it stays invulnerable until it lands.
- Upgrades (1, 2 and 5 points)
- Tier 1: -8s Cooldown. Tier 2: +80 Barrier; +1 Stamina. Tier 3: Can target two allies within radius; On Self: Remove all debuffs after a move.
Rook Battery
Two rooks that pin down whatever is in their lane.
- Slot
- Ability 3
- Type
- Yes
- Cooldown
- 33s
- Charges
- -
- Cast range
- -
- What it does
- Releases a pair of rooks that travel forward, dealing 50 spirit damage and immobilizing for 1 second. They bounce off a wall once, and reactivating splits them perpendicular to their path.
- Upgrades (1, 2 and 5 points)
- Tier 1: On Hit: Reduce 25% Fire Rate for 5s. Tier 2: On Hit: 5% Current Health as Damage. Tier 3: +1 Wall Reflects; -12s Cooldown; +0.5s Immobilize Duration.
Develop Queen
A queen that strikes the board again and again.
- Slot
- Ultimate
- Type
- Yes
- Cooldown
- 210s
- Charges
- -
- Cast range
- 30m
- What it does
- Summons a queen within 30 meters that crashes down for 120 spirit damage. After a delay the queen sends squares out in straight lines, up to 3 squares, dealing damage again and stunning for 1.25 seconds. Move her with zoom, up to 16 meters, to repeat the effects, with a 5 second cooldown between moves. Reactivate to recall the queen.
- Upgrades (1, 2 and 5 points)
- Tier 1: -40s Cooldown. Tier 2: +15% Slow. Checkmates heroes below 200 health, executing them. Tier 3: +2 Moves; +1 Square Range.
Hero
The Doorman
Call Bell
A bell that rings twice and rattles aim.
- Slot
- Ability 1
- Type
- Yes
- Cooldown
- 18s
- Charges
- 1
- Cast range
- -
- What it does
- Throws a bell that deals 40 spirit damage on impact, then explodes after a short delay for 55 more, cutting enemy weapon accuracy by 40% and slowing by 28% for 4 seconds. It lasts 3 seconds and can be shot to detonate early. It runs on a charge.
- Upgrades (1, 2 and 5 points)
- Tier 1: +1 Charge. Tier 2: +30 Impact Damage; +40 Explosion Damage. Tier 3: +4.5m Radius; +26s Bell Lifetime; Improved Scaling.
Doorway
A portal pair for rotating a whole team.
- Slot
- Ability 2
- Type
- Yes
- Cooldown
- 45s
- Charges
- -
- Cast range
- 50m
- What it does
- Places two connected doors up to 50 meters away and within 65 meters of each other. Players and most projectiles that enter one door leave through the other. The doors close when the duration ends.
- Upgrades (1, 2 and 5 points)
- Tier 1: +20s Duration. Tier 2: Grants a Barrier first time traveling through doors. Tier 3: +30m Cast Range. +40m Doorway Distance; and scales with Spirit Power.
Luggage Cart
A cart that drags enemies, or friends, along its path.
- Slot
- Ability 3
- Type
- Yes
- Cooldown
- 30s
- Charges
- -
- Cast range
- 20m
- What it does
- Sends a luggage cart up to 20 meters that deals 60 spirit damage and drags enemy heroes along its path. Alternate cast targets friendly heroes instead. If the cart hits a wall while dragging an enemy, the target takes bonus damage.
- Upgrades (1, 2 and 5 points)
- Tier 1: +80 Cart Damage. Tier 2: +25m Cast Range; +75 Damage on wall impact. Tier 3: -15s Cooldown and 1.25s stun on wall impact.
Hotel Guest
A hotel stay that costs the target dearly.
- Slot
- Ultimate
- Type
- Yes
- Cooldown
- 140s
- Charges
- -
- Cast range
- 7m
- What it does
- Sends the target's body to the Baroness Hotel for a stay of 6.5 seconds, from up to 7 meters away. The stay costs 75 spirit damage, and failing to check out in time costs another 125.
- Upgrades (1, 2 and 5 points)
- Tier 1: 1 Stamina Drain and -20 Cooldown. Tier 2: +150 Damage; +1.5s Stun on Failure to Check Out. Tier 3: Unstoppable while the Baroness is occupied; 15s Cooldown on Failure to Check Out.
Hero
Venator
Consecrating Grenade
A burning grenade that spreads damage and cuts healing.
- Slot
- Ability 1
- Type
- Yes
- Cooldown
- 25s
- Charges
- -
- Cast range
- -
- What it does
- Fires a grenade that bounces, then explodes for 35 weapon damage and sets enemies on fire for 3.5 seconds. Burning targets deal 10 pure damage per second to enemies within 4.5 meters of them and take 30% less healing.
- Upgrades (1, 2 and 5 points)
- Tier 1: -5s Cooldown. Tier 2: +1.5m Radius & +1s Burn Duration. Tier 3: -20% Incoming Healing and allow Charges.
Gutshot
A shotgun blast that punishes enemies near walls.
- Slot
- Ability 2
- Type
- Yes
- Cooldown
- 23s
- Charges
- -
- Cast range
- 10m
- What it does
- Blasts your shotgun for 60 weapon damage and pushes enemies back. Enemies within 7 meters of a wall are stunned for 0.6 seconds and take 30 bonus weapon damage.
- Upgrades (1, 2 and 5 points)
- Tier 1: +25 Damage. Tier 2: -10s Ability Cooldown and +0.4s Stun Duration. Tier 3: On Wall Stun: Your next heavy melee is blessed.
Hex-Lined Snap Trap
A trap that holds and reveals whoever steps on it.
- Slot
- Ability 3
- Type
- Yes
- Cooldown
- 28s
- Charges
- 2
- Cast range
- -
- What it does
- Kicks out a trap that arms after a brief delay and lasts 30 seconds. It springs on the first enemy it touches, dealing 80 spirit damage, immobilizing for 1.25 seconds and revealing them for 6 seconds. It runs on 2 charges.
- Upgrades (1, 2 and 5 points)
- Tier 1: -11s Cooldown. Tier 2: +1s Immobilize Duration. Tier 3: +1 Charge; Deal +30% damage against revealed targets.
Ira Domini
Three heavy stakes, the last one built to finish.
- Slot
- Ultimate
- Type
- Yes
- Cooldown
- 160s
- Charges
- -
- Cast range
- -
- What it does
- Loads your crossbow with 3 stakes that deal 120 weapon damage each. The final stake is blessed, adding 115 pure damage and executing enemies below 8% health.
- Upgrades (1, 2 and 5 points)
- Tier 1: While Active: Gain 1.2 m/s Move Speed. Tier 2: -15s Ability Cooldown and +65 Bonus Damage. Tier 3: All Stakes are Blessed.
Hero
Victor
Pain Battery
A battery that stores the damage you take and fires it back.
- Slot
- Ability 1
- Type
- Yes
- Cooldown
- 2s
- Charges
- -
- Cast range
- 28m
- What it does
- Taking damage charges the battery. Once it's full, activate it to fire shocking bolts up to 28 meters that deal 100 spirit damage once per target.
- Upgrades (1, 2 and 5 points)
- Tier 1: On Hit: Apply 32% Slow for 2s. Tier 2: +50 Damage. Tier 3: On Hero Hit: Heal for 15% of your missing health and increased Spirit scaling.
Jumpstart
A self-inflicted jolt that pays you back in speed and regen.
- Slot
- Ability 2
- Type
- Yes
- Cooldown
- 30s
- Charges
- 1
- Cast range
- -
- What it does
- Deals spirit damage to yourself equal to 15% of your current health, then gives you 100 total health regeneration and 3 meters per second of move speed, both fading over time. It runs on a charge.
- Upgrades (1, 2 and 5 points)
- Tier 1: +3m Move Speed. Tier 2: +70 Total HP Regen and -8s Cooldown. Tier 3: +1 Charge; +50% Debuff Resistance; Increases spirit scaling.
Aura of Suffering
A damage aura that hurts you almost as much as them.
- Slot
- Ability 3
- Type
- Yes
- Cooldown
- 2s
- Charges
- -
- Cast range
- -
- What it does
- Spreads pain that deals spirit damage over time to nearby enemies and to you, at 70% of the damage. The damage ramps from 13 to 58 spirit damage per second the longer you channel.
- Upgrades (1, 2 and 5 points)
- Tier 1: Enemies receive 20% Move and Dash Slow. Tier 2: +6 Min DPS and +34 Max DPS. Tier 3: +1m Radius; Enemies take +15% Damage.
Shocking Reanimation
A second life that ends with a shockwave.
- Slot
- Ultimate
- Type
- Passive
- Cooldown
- 240s
- Charges
- -
- Cast range
- -
- What it does
- Triggers when you take lethal damage. A wave goes out that applies a diminishing slow, and after a brief channel you reanimate with 50% health, dealing 200 spirit damage and a 1.5 second stun to nearby enemies.
- Upgrades (1, 2 and 5 points)
- Tier 1: While On Cooldown: Gain +15% Fire Rate and 6 Spirit Damage per Bullet. Tier 2: +50% Rebirth Health. Tier 3: +175 Damage; +1.5 Stun; -95s Cooldown.
Hero
Vindicta
Stake
A stake that pins enemies inside a circle.
- Slot
- Ability 1
- Type
- Yes
- Cooldown
- 40s
- Charges
- -
- Cast range
- -
- What it does
- Throws a stake that tethers enemies to the spot where it lands. Anyone within the 9 meter capture radius takes 40 spirit damage and can't move farther than the tether for 1.75 seconds.
- Upgrades (1, 2 and 5 points)
- Tier 1: +45 Damage. Tier 2: -22s Cooldown. Tier 3: +0.75s Tether Duration and +2m Capture Radius.
Flight
A flight that boosts your damage while you're up there.
- Slot
- Ability 2
- Type
- Yes
- Cooldown
- 42s
- Charges
- -
- Cast range
- -
- What it does
- Leaps into the air and flies. While flying, each bullet deals 10 bonus spirit damage and your items have 50% more range.
- Upgrades (1, 2 and 5 points)
- Tier 1: +50% base Ammo while flying. Tier 2: +10s Duration. Tier 3: Hero Kills Refresh Duration; +10 Spirit Damage with increased Spirit scaling.
Crow Familiar
A crow that strips resists and leaves a bleed.
- Slot
- Ability 3
- Type
- Yes
- Cooldown
- 32s
- Charges
- -
- Cast range
- -
- What it does
- Sends your crow in to deal 40 spirit damage on impact, cutting bullet resist and spirit resist by 6% each and applying a bleed worth 2.2% of current health per second, all for 5 seconds.
- Upgrades (1, 2 and 5 points)
- Tier 1: Reduces Incoming Healing by -35%. Tier 2: +0.5% Bleed Damage; -16s Cooldown. Tier 3: +2s Duration; -8% Bullet Resist; -8% Spirit Resist.
Assassinate
A long-range shot that finishes weakened targets.
- Slot
- Ultimate
- Type
- Yes
- Cooldown
- 55s
- Charges
- 2
- Cast range
- -
- What it does
- Fires a scoped rifle shot over long distances. It deals 90 damage, but only half until you've been scoped for 1 second. Enemies below 50% health take up to 90 bonus damage, and headshots add 20%. A kill gives you 6% bonus weapon damage. It runs on 2 charges.
- Upgrades (1, 2 and 5 points)
- Tier 1: -15s Cooldown. Tier 2: +80 Max Bonus Damage. Tier 3: +4% Weapon Damage Per Kill.
Hero
Violet
Living Ink
Steerable bullets, or a wall of ink when you need one.
- Slot
- Ability 1
- Type
- Yes
- Cooldown
- 22s
- Charges
- 2
- Cast range
- -
- What it does
- Empower your next 3 bullets so you can steer them. They deal 120% bullet damage plus 35 splash spirit damage, and every hero they hit lowers your ability cooldowns by 1.5 seconds and your item cooldowns by half that. Draw with zoom to paint a solid stroke of ink up to 25 meters long that blocks projectiles and characters for 20 seconds. A heavy melee destroys it but damages the attacker.
- Upgrades (1, 2 and 5 points)
- Tier 1: -4s Cooldown; +15m Max Drawing Distance. Tier 2: On Empower: Gain +10% Fire Rate for 10s, stacking 5 times. Tier 3: +1s Cooldown Reduction Per Hit; Improve scaling.
Flow State
A trail of ink that speeds up allies and burns enemies.
- Slot
- Ability 2
- Type
- Yes
- Cooldown
- 23s
- Charges
- -
- Cast range
- -
- What it does
- Drags a brush forward that leaves a trail: allies slide farther, and enemies take spirit damage and a 60% fading slow that grow the farther it goes, from 50 to 100 damage over 2 seconds. Reactivate to flick the brush, ending the ability early with damage in a larger area.
- Upgrades (1, 2 and 5 points)
- Tier 1: On Slide: +150% Stamina Regeneration. Tier 2: -6s Cooldown; +8m Flick Range; +4s Trail Duration. Tier 3: On Slide: Gain Damage Amp over time, up to 20% for 6s.
Still Life
A portrait that stuns a hero, then rewards you with their stats.
- Slot
- Ability 3
- Type
- Yes
- Cooldown
- 35s
- Charges
- -
- Cast range
- 25m
- What it does
- Picks a hero within 25 meters as your subject and deals 30 spirit damage per second as long as you keep looking at them. If the sketch is completed they take 60 more, are stunned for 1 second and drop a sketch you can pick up. Each collected sketch permanently gives you stats based on that hero.
- Upgrades (1, 2 and 5 points)
- Tier 1: On Cast: Gain 15 Health Regen for 4s, refreshed on pickup. Tier 2: While Drawing: Subjects deal -35% Damage. Tier 3: +20% Move Speed; -11s Cooldown; +0.35s Stun Duration.
Abstract Landscape
A canvas of ink that punishes anyone who tries to leave it.
- Slot
- Ultimate
- Type
- Yes
- Cooldown
- 165s
- Charges
- -
- Cast range
- -
- What it does
- Creates a circle of ink that blocks vision and gives allies 25 Spirit Power. Enemies inside are revealed. When they leave, they take 100 spirit damage, a 30% slow and a 2 second silence, and the ink is destroyed.
- Upgrades (1, 2 and 5 points)
- Tier 1: -20s Cooldown. Tier 2: On Buff: +25% Spirit Lifesteal; +15 Spirit Power. Tier 3: +1.25s Silence Duration; +4s Ability Duration; Ink is no longer destroyed.
Hero
Viscous
Splatter
A bouncing goo ball that leaves slowing puddles behind.
- Slot
- Ability 1
- Type
- Yes
- Cooldown
- 26s
- Charges
- -
- Cast range
- -
- What it does
- Throws a ball of goo that bounces twice, dealing 55 spirit damage and leaving puddles for 10 seconds that slow enemies by 28%. Repeated hits on the same target deal less damage. You and your allies slide faster on the puddles.
- Upgrades (1, 2 and 5 points)
- Tier 1: +36 Damage and +1.5m Radius. Tier 2: -14s Cooldown. Tier 3: +1 Bounce and improved Spirit Scaling.
The Cube
A protective cube that saves an ally, or you, from burst damage.
- Slot
- Ability 2
- Type
- Yes
- Cooldown
- 42s
- Charges
- -
- Cast range
- 20m
- What it does
- Encases a target within 20 meters, or yourself, in a cube of restorative goo for 3 seconds. They take no damage and regenerate 40 health per second, but cannot act. Press jump to leave early. After exiting, they get bonus move speed and stamina recovery for 8 seconds.
- Upgrades (1, 2 and 5 points)
- Tier 1: Increases Move Speed and Stamina Recovery. Tier 2: +25 Health Regen and +1s Duration. Tier 3: Removes all non-ult Debuffs and -20s Cooldown.
Puddle Punch
A giant fist that launches everyone caught underneath.
- Slot
- Ability 3
- Type
- Yes
- Cooldown
- 24s
- Charges
- 1
- Cast range
- 40m
- What it does
- Materializes a fist up to 40 meters away that punches everyone in the area and knocks them up. A punched enemy takes melee damage and a 24% slow for 3 seconds, and can parry it. You and your allies gain extra air control. It runs on a charge.
- Upgrades (1, 2 and 5 points)
- Tier 1: +1 Charge and +20 Damage. Tier 2: +1.5m Radius and +60% Lifesteal. Tier 3: -14s Cooldown and now deals Heavy Melee Damage.
Goo Ball
A tough rolling ball that stuns on impact.
- Slot
- Ultimate
- Type
- Yes
- Cooldown
- 150s
- Charges
- -
- Cast range
- -
- What it does
- Morphs you into a goo ball with a 1.4 meter radius that deals 110 damage and a 0.5 second stun on impact. The ball gives 35% bullet resist and spirit resist, bounces off walls and can double jump.
- Upgrades (1, 2 and 5 points)
- Tier 1: -25s Cooldown. Tier 2: +70 Damage and +20% Resists. Tier 3: +7s Duration, +0.3s Stun Duration, and +0.2 Spirit Scaling.
Hero
Vyper
Screwjab Dagger
Daggers that get nastier the more of them land on one target.
- Slot
- Ability 1
- Type
- Yes
- Cooldown
- 10s
- Charges
- 2
- Cast range
- -
- What it does
- Throws a dagger for 50 spirit damage and a 28% slow. Each further dagger on the same target adds 25 damage and a 12% slow, up to 3 stacks over 10 seconds. It runs on 2 charges.
- Upgrades (1, 2 and 5 points)
- Tier 1: +1 Charges. Tier 2: On Hit: -8% Bullet Resist and -6% Bullet Resist per Stack. Tier 3: +2 Max Stacks; -2s Charge Delay; On Hit: Refund 55% Charge Cooldown.
Lethal Venom
A delayed venom that punishes wounded targets.
- Slot
- Ability 2
- Type
- Yes
- Cooldown
- 28s
- Charges
- -
- Cast range
- 10m
- What it does
- Injects a target within 10 meters with venom that triggers after 3 seconds. It deals 20 to 140 spirit damage, more the lower the target's health, and hits its maximum at 30% health. It ignores Petrify's damage block.
- Upgrades (1, 2 and 5 points)
- Tier 1: +31.5 Max Venom Damage. Tier 2: -40% Incoming Healing and -12s Cooldown. Tier 3: Bullets also build up Lethal Venom.
Slither
Slide farther and keep your momentum on slopes.
- Slot
- Ability 3
- Type
- Passive
- Cooldown
- -
- Charges
- -
- Cast range
- -
- What it does
- A permanent movement bonus: 15% more slide distance, the ability to slide up hills and tighter turns while sliding.
- Upgrades (1, 2 and 5 points)
- Tier 1: +20% Slide Distance. Tier 2: +2 Stamina. Tier 3: On Slide: Gain 180 barrier for 4s.
Petrifying Bola
A bola that freezes a single hero in stone.
- Slot
- Ultimate
- Type
- Yes
- Cooldown
- 115s
- Charges
- -
- Cast range
- -
- What it does
- Throws an explosive bola that deals 50 spirit damage and slows enemies in the area by 40% for 1.5 seconds. A direct hit deals 180 spirit damage and petrifies the target for 2.2 seconds, during which they block all damage but cannot act.
- Upgrades (1, 2 and 5 points)
- Tier 1: +49.5 Petrify Damage. Tier 2: -20s Cooldown. Tier 3: +1s Petrify Duration. Petrifies all enemies in the area.
Hero
Warden
Alchemical Flask
A flask that weakens enemy damage.
- Slot
- Ability 1
- Type
- Yes
- Cooldown
- 12s
- Charges
- -
- Cast range
- -
- What it does
- Throws a flask that deals 60 spirit damage, slows enemies by 16% for 3 seconds and cuts their weapon damage by 25% for 7 seconds.
- Upgrades (1, 2 and 5 points)
- Tier 1: Hit enemies lose 1 Stamina. Tier 2: +35 Damage and -25% Weapon Damage. Tier 3: -7s Cooldown and +2m Radius; Applies -30% Fire Rate.
Willpower
A barrier and a burst of speed for a quick reposition.
- Slot
- Ability 2
- Type
- Yes
- Cooldown
- 40s
- Charges
- -
- Cast range
- -
- What it does
- Gives you a 125 point barrier and 15% bonus move speed.
- Upgrades (1, 2 and 5 points)
- Tier 1: +20% Move Speed bonus. Tier 2: -24s Cooldown and +2s Duration. Tier 3: +30% Debuff Resistance and improved Barrier scaling.
Binding Word
A curse that forces a decision: run or get rooted.
- Slot
- Ability 3
- Type
- Yes
- Cooldown
- 34s
- Charges
- -
- Cast range
- 15m
- What it does
- Curses an enemy hero within 15 meters. If they don't get 20 meters away within 2.8 seconds, they take 110 spirit damage and are immobilized for 1.75 seconds.
- Upgrades (1, 2 and 5 points)
- Tier 1: Warden deals +20% more Bullet Damage to trapped Heroes for 5s. Tier 2: +0.75s Duration. Tier 3: -14s Cooldown; Silences enemies until they escape or are immobilized.
Last Stand
A channeled stand that damages, heals and resists.
- Slot
- Ultimate
- Type
- Yes
- Cooldown
- 180s
- Charges
- -
- Cast range
- -
- What it does
- Charges for 2 seconds, then releases a pulse every 0.5 seconds that deals 70 damage per second to enemies and heals you for 75% of the damage dealt to heroes and 10% to others. You have 50% bullet resist and 50% spirit resist while channeling, and you're immune to fear.
- Upgrades (1, 2 and 5 points)
- Tier 1: +4m Radius. Tier 2: +40.5 DPS; -30s Cooldown. Tier 3: +4s Duration; Unstoppable and +30% Resists while channeling.
Hero
Wraith
Card Trick
A hand of cards with a different bonus for every suit.
- Slot
- Ability 1
- Type
- Yes
- Cooldown
- 0.6s
- Charges
- 2
- Cast range
- 500m
- What it does
- Dealing weapon damage summons cards of a random suit, and Jokers count as every suit. Each card deals 45 spirit damage when thrown, plus a suit bonus: Spades add 60% damage, Diamonds cut bullet and spirit resist by 7%, Clubs slow by 24% and Hearts heal for 60. Cards fly toward the enemy or the point under your crosshair, up to 500 meters. Alternate cast throws the first card. It runs on 2 charges.
- Upgrades (1, 2 and 5 points)
- Tier 1: +2 Charges. Tier 2: +40 Damage and increased Spirit Scaling. Tier 3: All suits are improved and higher chance for Jokers.
Project Mind
A short-range teleport.
- Slot
- Ability 2
- Type
- Yes
- Cooldown
- 46s
- Charges
- -
- Cast range
- 25m
- What it does
- Teleports you to a targeted location up to 25 meters away.
- Upgrades (1, 2 and 5 points)
- Tier 1: +15m Cast Range. Tier 2: 300 Barrier for 5s. Barrier scales with Spirit Power. Tier 3: -32s Cooldown.
Full Auto
A fire rate boost with spirit damage on every shot.
- Slot
- Ability 3
- Type
- Yes
- Cooldown
- 45s
- Charges
- -
- Cast range
- -
- What it does
- Temporarily raises your fire rate by 20% and adds 2 spirit damage to every bullet.
- Upgrades (1, 2 and 5 points)
- Tier 1: -20s Cooldown. Tier 2: +10% Fire Rate and +3s Duration. Tier 3: Unlimited Ammo and Increased Scaling on Spirit Damage Per Bullet.
Telekinesis
A lift and a slam that locks down a single hero.
- Slot
- Ultimate
- Type
- Yes
- Cooldown
- 150s
- Charges
- -
- Cast range
- 10m
- What it does
- Lifts an enemy hero within 10 meters into the air over 1.25 seconds, then slams them toward a spot up to 13 meters away. The slam deals 100 spirit damage and a 32% slow for 2.25 seconds, and blocks stamina and movement items and abilities.
- Upgrades (1, 2 and 5 points)
- Tier 1: +100 Damage. Tier 2: -45s Cooldown. Tier 3: +1.5s Debuff Duration and +6m Throw and Cast Range.
Hero
Yamato
Power Slash
A sword strike you charge up for a bigger hit.
- Slot
- Ability 1
- Type
- Yes
- Cooldown
- 12s
- Charges
- -
- Cast range
- -
- What it does
- Channels for 1.4 seconds to build up damage, then releases a 22 meter sword strike for up to 145 spirit damage. Press the ability or fire to trigger it early for partial damage.
- Upgrades (1, 2 and 5 points)
- Tier 1: +32% Movement Slow for 3s. Tier 2: -4s Ability Cooldown. Tier 3: +8m Cast Range; +150 Damage and Increases Spirit Power scaling.
Flying Slash
A grappling hook that closes the gap in a hurry.
- Slot
- Ability 2
- Type
- Yes
- Cooldown
- 36s
- Charges
- -
- Cast range
- 26m
- What it does
- Throws a grappling hook up to 26 meters that reels you toward an enemy, dealing melee damage and slowing them by 40% for 2.5 seconds when you arrive.
- Upgrades (1, 2 and 5 points)
- Tier 1: -18s Cooldown. Tier 2: Gain +35 Spirit Power for 6s. Tier 3: Alt-Cast to Grapple allies; +15m Cast Range; Gains 1 extra charge.
Crimson Slash
A slash that heals and slows enemy fire rate.
- Slot
- Ability 3
- Type
- Yes
- Cooldown
- 16s
- Charges
- -
- Cast range
- -
- What it does
- Slashes enemies in front of you for 55 spirit damage and a 30% fire rate slow for 4 seconds. Hitting a hero heals you for 55.
- Upgrades (1, 2 and 5 points)
- Tier 1: On Hit: +30% Melee Damage for 4s. Tier 2: On Hero Hit: +6% Max Health Heal. Tier 3: -10s Cooldown and increases scaling.
Shadow Transformation
A shadow form that resets your abilities and keeps you alive.
- Slot
- Ultimate
- Type
- Yes
- Cooldown
- 150s
- Charges
- -
- Cast range
- -
- What it does
- Infuses you with a shadow soul for 5 seconds. After an invincible transformation, your abilities are refreshed and run 60% faster. You're immune to negative status effects and gain 30% bullet resist and spirit resist. Each hero kill heals you for 15% of your max health and extends the duration by 2 seconds.
- Upgrades (1, 2 and 5 points)
- Tier 1: +7 Weapon Damage. Tier 2: +4m Move Speed and -20 Cooldown. Tier 3: +3s Duration; +30% Bullet Resist; +30% Spirit Resist.

