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- ---
- Tank
- Berserker:
- Attack Damage: 8/10
- Magic Damage: 0/10
- Health: 8/10
- Mobility: 6/10
- Speed: 5/10
- Cooldowns: mid
- Range: Melee
- Spells:
- 1. Big Axe Swing(Basic Attack)
- R: 2
- D: 3
- L: Berserker swings his gigantic axe for an attack which has double
- the range and radius of usual melee heroes.
- Cooldown: 0
- 2. CHARGE!
- R: 5
- D: 0 (BA)
- L: Berserker charges in target direction, if he collides with an enemy
- hero he uses his basic attack on that hero.
- Cooldown: 2 turns
- 3. Counter Attack (Passive)
- R: 0
- D: 0 (BA)
- L: If Berserker is struck by a physical attack, he will counterattack using
- his Basic Ability.
- 4. Berserk (Passive)
- R: 0
- D: 0
- L: Berserker takes 30% increased damage and his basic attack deals 2 more damage.
- ---
- Tank
- Paladin:
- Attack Damage: 5/10
- Magic Damage: 5/10
- Health: 7/10
- Mobility: 4/10
- Speed: 5/10
- Cooldowns: mid
- Range: Melee
- Spells:
- 1. Holy Sword (Basic Ability)
- R: 1
- D: 2(*)
- L: Paladin attacks with his sword, if he has recieved healing in the last 2 turns,
- the attack does double damage.
- 2. Holy Strength (Passive)
- R: 0
- D: 0
- L: Every time paladin is healed(and has his HP restored) he recieves a Holy Counter.
- When he has 6 holy counters, he becomes invulnerable for 2 turns.
- 3. Intercept
- R: 3
- D: 0
- L: Paladin targets an ally and blocks the next magical attack towards him, moving the Paladin to his ally's position. Can only target 1 Ally.
- Cooldown: 3 turns
- 4. Holy Power
- R: 2
- D: 0
- L: Paladin restores 10% of target ally's max Health, in addition grants the target 2 additional damage on next basic attack.
- Cooldown: 3 turns
- ---
- Fighter
- Monk:
- Attack Damage: 6/10
- Magic Damage: 0/10
- Health: 3/10
- Mobility: 8/10
- Speed: 8/10
- Cooldowns: low
- Range: melee
- Spells:
- 1. Chakra punch (Basic Ability)
- R: 1
- D: 1
- L: The monk fires a swift punch towards the opponents chakra points, dealing 1 additional damage for each time the Monk has hit the same target.
- 2. Tiger Pounce
- R: 3
- D: 1
- L: Monk flies towards target enemy, dealing 1 damage and using his BA.
- Cooldown: 2 turns
- 3. Meditation
- R: 0
- D: 0
- L: Monk skips his next turn meditating, after the turn passes Monk regenerates 5% health every turn for the next 3 turns, in addition all uses of his BA hit twice.
- Cooldown: 5
- 4. Chakra Pop
- R: 5
- D: x
- L: Monk deals 1 damage for each chakra point the enemy target has gathered.
- ---
- Fighter
- Shapeshifter:
- Attack Damage: ?/?
- Magic Damage: ?/?
- Health: ?/?
- Mobility: ?/?
- Speed: ?/?
- Cooldowns: ?/?
- Range: ?
- Forklaring: BA vælger et dyr man transformeres til, som giver 2 spells fra dyret + 1 gennemgående spell.
- Spells:
- 1. Aspect of the Eagle (Basic Ability)
- R: 0
- D: 0
- L: Shapeshifter transforms into an Eagle, gaining the ability to fly 3 spaces every time movement is possible, as well as not be affected by terrain or heights.
- 2. Dive
- R: 4
- D: *
- L: Eagle dives and damages the enemy based on how far away he dove. 3 = 3 spaces.
- Cooldown: 0
- 3. Whirlwind
- R: 5
- D: 5
- L: Channels a wirlwind on a field, which moves in target direction after 1 turn.
- Cooldown: 1 turn
- 4. Blessing of the beasts (Shapeshifter spell)
- R: ?
- D: ?
- L: Gains a random offensive shapeshifter spell for 1 use.
- Cooldown: 2 turns
- ---
- DPS:
- Dual Blademaster
- Attack Damage: 10/10
- Magic Damage: 0/10
- Health: 4/10
- Mobility: 5/10
- Speed: 6/10
- Cooldowns: mid
- Range: melee
- Spells:
- 1. Double slash (Basic Ability)
- R: 1
- D: 3*x
- L: Blademaster uses his swords to deal 3 damage x the swords he has available.
- 2. Throw Sword (Teleport)
- R: 4
- D: 3
- L: Blademaster throws one of his swords toward target location. The ability turns into "Teleport", where he can teleport to the location of the sword.
- Cooldown: 2 turns
- 3. Spin to win
- R: 3
- D: 4*x
- L: Deals damage in a circle around the Blademaster.
- Cooldown: 3 turns
- 4. Channel swords
- R: 0
- D: 0
- L: Summons two additional swords to use for his next attack.
- Cooldown: 1 turn
- ---
- DPS:
- Assassin
- Attack Damage: 7/10
- Magic Damage: 3/10
- Health: 2/10
- Mobility: 10/10
- Speed: 10/10
- cooldowns: low
- range: melee
- Spells:
- 1. Poisoned Dagger
- R: 1
- D: 2*
- L: Additionally, all damaging abilities apply poison to target, which deals 1 damage
- the next 2 turns.
- 2. Dark Passage
- R: 0
- D: X
- L: Assassin goes invisible for two turns, the first damaging ability out of stealth does double damage.
- 3. Backstab
- R: 1
- D:
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