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- Resmi – Support
- Passive: Not While I Draw Breath
- Nearby allied players regain health at a rate proportional to their missing health.
- 1st: Burning Staff
- Modifies Resmi's next attack to inflict a short, moderate burn on the target.
- 2nd: Channel Positive Energy
- Heal all allies in a short radius
- 3rd: Flying Charge
- Upon first cast, Resmi propels herself forward and into the air. On second cast she lands at target location, damaging and stunning enemies within melee range.
- If the second cast is not used, Resmi drops to the floor harmlessly.
- Ult: Prayer to Apsu
- The stats of all allies are buffed significantly for a duration
- Eptol – Top Laner
- Passive: Challenge
- The last enemy damaged by Eptol is marked as Challenged. Eptol gets bonus damage against marked targets proportional to the amount of time they have been marked.
- 1st: Samurai Charge
- Eptol dashes for a set distance or until colliding with an enemy, then deals damage in a line in front of him.
- 2nd: Keen Edge
- Passive: Eptol has increased crit chance
- Active: Crit chance is doubled against Challenged targets for a short duration
- 3rd: Katanavelin
- Eptol throws a katana like a spear. (Skillshot)
- Ult: Summon: Kydumave
- Eptol brings out and rides upon Kydumave. His speed is drastically increased and the range of Samurai Charge doubles.
- Kydumave has a separate health bar, and all incoming damage is split equally between Kydumave and Eptol.
- Iago – Mid Laner
- Passive: Steam Buildup
- Iago's Buildup level increases with movement and basic attacks. When Iago casts Steamblast, Steamdash, or Go Go Iagolem, he deals damage proportional to his Buildup in a small area around him and his Buildup resets to 0. Iago takes damage over time from maintaining a high buildup.
- 1st: Steamblast
- Iago releases a blast of steam, damaging enemies in a cone in front of him.
- 2nd: Grease
- Target area is Greased. Units entering the area maintain momentum in the direction they were going. Efforts to change direction slow the unit.
- 3rd: Steamdash
- Iago dashes towards the cursor, dealing small damage to units behind him at the start of the dash.
- Ult: Go Go Iagolem
- Iago's suit upgrades to the Iagolem. His damage and armour are significantly increased in this form, and he gains a shield equal to half his total health. Steamblast has two parallel cones and Steamdash damages a larger area due to Iago's increased size.
- Buildup increases automatically in this form in addition to through movement and attacking, and damage taken from Buildup is doubled. Iago reverts after taking a set amount of damage.
- Malachi – Jungler
- Passive: Biochemistry
- All consumables take effect in half time and are 150% as effective
- 1st: Alchemical Bomb
- Deals area damage on target location
- 2nd: Alchemist's Fire
- Sets alight to all targets in a very small area, dealing damage over time. All enemies within melee range of a burning unit have a chance every second of being ignited for half of the burning unit's remaining burn duration.
- 3rd: Stink Bomb
- Creates a gas cloud in an area for a short time. Enemies entering the gas cloud become sickened for a duration, debuffing their speed and defense.
- Ult: Dinorod
- All neutral jungle mobs currently alive gather at target location and attack enemy units. They can be redirected and will not attack friendly units, even if provoked.
- Sarinak – Carry
- Passive: Archery Skills
- Every non-critical hit increases Sarinak's critical hit chance by 1%. This bonus is halved on a critical hit and reset to 0 on death.
- 1st: Manyshot
- Sarinak fires an arrow at target enemy and up to four enemies close to it. Each arrow has a chance to crit.
- 2nd: Pursuit
- Sarinak dashes a short distance towards his most recently targeted enemy.
- 3rd: Longeye
- Sarinak fires a skillshot arrow with long range. It deals low damage and reveals the area around a struck enemy.
- Ult: Shot to the Eye
- Long range targeted attack. Deals high damage and delivers a slowly-fading damage debuff. Has half chance to crit.
- Glade – Mid Laner
- Passive: One With Nature
- Glade takes reduced damage from non-player sources (lane creeps, jungle monsters, summoned minions, etc.)
- 1st: Wind Form
- On first cast: Glade becomes a wind elemental, increasing her movement speed and attack speed.
- On subsequent casts: Glade dashes to target location. During the dash she is immune to ground-based effects.
- 2nd: Earth Form
- On first cast: Glade becomes an earth elemental, lowering her movement speed and drastically increasing her defence.
- On subsequent casts: Glade burrows underground for a set duration, capable of moving at her normal movement speed, and deals damage to the nearest enemy upon resurfacing.
- 3rd: Fire Form
- On first cast: Glade becomes a fire elemental, increasing her damage and making her basic attack ranged.
- On subsequent casts: Deals damage in a cone.
- Ult: Summon: Utan
- Glade summons her crocogator for a duration, which circles her at a set distance until it encounters an enemy unit, at which point it will attack it and pursue it for a short distance, returning to Glade once the enemy is dead or out of range.
- Galatea – Mid Laner
- Passive: Adaptive Android Armour
- When Galatea is damaged by an enemy player, she begins to gain increased defence against that player until she is damaged by another player or it reaches its cap. The cap increases with level and the bonus defence is removed upon death.
- 1st: Slowing Shots
- Low cooldown skillshot arrows that deal stacking slows.
- 2nd: Chameleon Cloak
- Toggled ability. Galatea becomes invisible and lowers her movement speed. While moving Galatea has a slight shimmering effect but cannot be targeted by autoattacks or targeted abilities.
- 3rd: Bolt Speed
- Galatea briefly increases her own movement speed. Activation turns off Chameleon Cloak.
- Ult: Observe and Duplicate
- Toggled ability, consumes mana per second while active. While active, whenever Galatea is hit with an ability, half its mana cost is spent and all of its effects are halved. For the next 10 seconds or until Galatea is hit with another ability, Galatea may cast the ability once.
- Insingem - Carry
- Passive: Line of Flies
- Enemies damaged by Insingem's clones or by Gluttony Blaze increase the damage of Insingem's next attack proportional to the amount of damage taken by the enemy. This bonus damage is used up on Insingem's next successful attack regardless of what she damages, but only the enemy who triggered the passive will take the bonus damage.
- 1st: Summon: Duplicate
- Insingem summons a clone that follows her at a set distance or can be redirected to attack spefic targets. The stats of the clone are proportional to Insingem's.
- 2nd: Gluttony Blaze
- On first cast: Gluttony flies out towards the cursor up to its maximum range.
- On second cast: Gluttony detonates, spreading the swarm over an area. Enemies inside this area take high dps.
- 3rd: Demonic Descent
- Insingem performs a short charge towards the cursor. If an enemy is hit, Insingem grabs the enemy, takes to the sky and slams back down with them. Deals high burst damage and stun, but Insingem also inflicts a percentage of that to herself on impact.
- Ult: Hellion Horde
- Insingem summons many short lived duplicates that but will also use any ability Insingem uses while they are active. Using abilities while duplicates are active increases the mana cost proportionally.
- Cavalier - Top Laner
- Passive: Chivalric Bonds
- Cav deals bonus damage versus enemies who have recently slain a team mate. Bonus damage is removed when the enemy dies.
- 1st: Polearm Vault
- Cav uses a polearm to leap over obstacles and stike a foe from the air.
- 2nd: Piercing Throw
- Cav throws a moderately damaging holo-polearm with a boomeranging effect. Enemies can be stuck twice by this. (Skillshot)
- 3rd: Daring Charge
- Cav charges a set distance towards the cursor. During the charge, Cav is CC immune and has a damage reducing shield.
- Ult: Summon: Cav-cycle
- Cav mounts his beloved bike, significantly increasing his speed and adding a damage reduction effect, but reducing his turning ability and accleration. Cav's hitbox also increases while mounted.
- Voice – Support
- Passive: Advice From Afar
- As long as an ally is closer to the nearest enemy than Voice and Voice is not in combat, all of their offensive stats are increased by half of Voice's.
- 1st: Eyes Everywhere
- Voice places a stationary camera on a lane wall, granting vision in an arc for a long duration or until it is destroyed.
- 2nd: Running Interference
- Voice spawns a loudspeaker drone that walks to a target location, decreasing the attack damage of enemies in a radius over time.
- 3rd: Move It!
- Target ally gains movement speed for a brief duration. No range limit.
- Ult: Overwatch
- Voice teleports out of the battlefield for a short period. While he is gone, he has a view of the entire battlefield, and can paint a single unit at a time. While painted, the unit is revealed and damage against that unit is increased significantly. Voice will reappear directly behind a target ally, or behind a random ally if a target ally is not chosen in the duration.
- Phase - Mid Laner
- Passive: Wraith Walk
- Phase can move through solid objects at half her speed. While inside a solid object, Phase loses health.
- 1st (Phase): Quagmire
- Phase transforms the ground into quicksand, slowing enemies in an area. The magnitude of the slow effect is proportional to how near the enemy is to the center of the area.
- 2nd (Jack): Spirit Slimmer
- Phase turns transparent. The first attack after Spirit Slimmer breaks the stealth effect and adds a small silence effect to her auto. While in Jack form, Phase's auto becomes focused on dps.
- 3rd (Jill): Armour Sabotage
- Phase grabs an opponent at melee range and adds a damage increasing debuff on the enemy. While in Jill form, Phase's auto focuses on slow, bursty attacks.
- Ult (All): Danse Macabre
- Phase phases through the ground to perform a long range teleport. On resurfacing, she creates a short fear effect in a large AoE.
- (If Phase isn't in the related form of the listed ability, she doesn't use the ability and instead changes form.)
- Euclid - Support
- Passive: Good Glory
- Nearby allies under 25% of their max hp receive a damage bonus.
- 1st: Teleportional Trickery
- Counter Move. Euclid takes a combat ready stance briefly, and if hit during this period teleports behind the enemy and strikes them, damaging them and stunning them for an extremely short duration.
- 2nd: Warp
- Teleport to the cursor, ignoring any physical barriers.
- 3rd: Transdimensional Banishment
- Skillshot. Euclid briefly banishes an enemy to another dimension, banishing them for a duration.
- Ult: Euclid's Elements
- On first cast, creates a circle around Euclid for a duration. On Second cast or if the duration runs out, Euclid and any allies, enemies or minions inside the circle on cast are teleported to a chosen target location.
- Sensory - Mid Laner
- Passive: Motion Sense
- Sensory deals bonus damage based on the movespeed of an enemy.
- 1st: Sidewinder Blinder
- Sensory throws a punch that disables senses, causing all their auto-attacks to miss and adds a miss chance to all their abilities for a duration.
- 2nd: Joyride
- Sensory grabs an enemy at melee range and teleports both of them to a target location.
- 3rd: 'Porting Pursuit
- Sensory teleports in front of an enemy and punches them. Deals damage and knocks the target back slightly.
- Ult: Teleportation Typhoon
- Sensory teleports rapidly in an area, blinking in and out. Enemies are attacked randomly within the area, dealing damage and blind. Sensory can still be hurt during this, but only while he's attacking.
- Caskets – Carry
- Passive: Already Dead
- When slain, Caskets' body serves as a ward, and can be healed by other players to shorten his respawn time.
- 1st: Graveyard Shift
- Caskets makes a barelling leap towards target location, empowering his next basic attack.
- 2nd: Deadshot
- Fires a shot at target enemy in a long range. Slows and lowers armor on hit, proportional to distance from Caskets.
- 3rd: Swig
- Caskets takes a swig of kumis, temporarily granting a shield and buffing armor.
- Ult: Drive-By
- Caskets summons his wagon and charges forward on it. Any enemies hit by the wagon are stunned and take heavy damage. Caskets also repeatedly fire shots that deal true damage to nearby enemies while he charges, prioritizing players.
- Dormund Clay – Carry
- Passive: Bad Cop
- Dormund deals increased damage to stunned or slowed opponents.
- 1st: Kneecap
- Short-range targeted ability deals small damage and stuns
- 2nd: Eye in the Sky
- Marco flies to target location and acts as a ward. Can be redirected with further casts. Marco remains indefinitely. Upon Dormund's death, Marco will follow the character that killed Dormund.
- 3rd: Sheriff's Sword
- Dormund slashes with his sword, dealing damage to nearby enemies in an arc.
- Ult: Iron Pursuit
- Dormund gains temporary armour, magic resistance, and movement speed. While Iron Pursuit is active, Dormund also gains bonus armour and magic resistance whenever he takes damage, and gains a further boost to movement speed while moving towards an enemy player.
- Moggo the Vast – Jungler
- Passive: Ferocity
- Moggo can be reduced to negative hit points, and remains alive for 5 seconds after reaching 0 HP. If his health returns to positive numbers before the 5 seconds are over, he continues to live. This ability has a brief cooldown.
- 1st: Savage Blows
- Toggled passive. While active, Moggo's basic attacks consume mana and inflict a bleed status effect, which causes damage over time.
- 2nd: Roughhousing
- Moggo charges up to target enemy, then throws them in the direction of the cursor. If they collide with terrain, they take damage and are stunned.
- 3rd: Adrenaline Flow
- Passive. Killing units grants Moggo temporary stacks of Adrenaline. Moggo's attack speed increases proportional to his current Adrenaline stacks.
- Ult: MOGGO SMASH
- Moggo leaps to target enemy and deals a succession of powerful strikes, automatically closing the distance between hits. If the target dies before the final blow is dealt, Moggo will switch targets to any other valid target in range, prioritizing players.
- Johnny Taker – Mid Laner
- Passive: Dirty Coward
- Johnny gains movement speed and mana cost reduction proportional to the number of nearby enemy players.
- 1st: True Strike
- Increases the range of Johnny's next basic attack and causes it to deal bonus magic damage.
- 2nd: Obscuring Mist
- Summons a cloud of mist in target area, which functions as brush.
- 3rd: Disguise Self
- Transforms Johnny into one of a number of unassuming figures. Removes Johnny from enemy minimaps and makes his healthbar invisible to enemies. Using a basic attack causes Johnny to transform back.
- 4th: Grand Hoax
- Upon activation, temporarily removes the cooldown from Obscuring Mist and Disguise Self. While active, casting Disguise Self while already disguise creates an illusory clone, which will run in random directions, and Disguise Self is not ended by basic attacks. While attacking, all clones in range will also attack, though do not deal damage. While active, Johnny and allies are capable of seeing through his Obscuring Mist.
- Shockwave – Mid Laner
- Passive: Yellow Energy Charge
- Time spent not casting abilities builds up Shockwave's Charge, up to a maximum of three full units. Using one of Shockwave's abilities expends a unit of Charge if any are full. This modifies the abilities like so:
- YEP Blast – Increases projectile width and range
- YEP Shackle – Increases root duration
- YEP Barrier – Increases size and duration
- 1st: YEP Blast
- Fires a mid-range skillshot of yellow energy. Passes through minions.
- 2nd: YEP Shackle
- Creates yellow energy shackles at the feet of target enemy player, rooting them briefly.
- 3rd: YEP Barrier
- Creates a wall of yellow energy that blocks movement and projectiles.
- Ult: YEP Arena
- Creates a large dome of yellow energy around Shockwave, trapping any units inside. While inside the dome, Shockwave's Charge fills at three times the normal rate.
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