Wyrmknave

QQDnD MOBA

Feb 23rd, 2014
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  1. Resmi – Support
  2.  
  3. Passive: Not While I Draw Breath
  4. Nearby allied players regain health at a rate proportional to their missing health.
  5. 1st: Burning Staff
  6. Modifies Resmi's next attack to inflict a short, moderate burn on the target.
  7. 2nd: Channel Positive Energy
  8. Heal all allies in a short radius
  9. 3rd: Flying Charge
  10. 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.
  11. If the second cast is not used, Resmi drops to the floor harmlessly.
  12. Ult: Prayer to Apsu
  13. The stats of all allies are buffed significantly for a duration
  14.  
  15. Eptol – Top Laner
  16.  
  17. Passive: Challenge
  18. 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.
  19. 1st: Samurai Charge
  20. Eptol dashes for a set distance or until colliding with an enemy, then deals damage in a line in front of him.
  21. 2nd: Keen Edge
  22. Passive: Eptol has increased crit chance
  23. Active: Crit chance is doubled against Challenged targets for a short duration
  24. 3rd: Katanavelin
  25. Eptol throws a katana like a spear. (Skillshot)
  26. Ult: Summon: Kydumave
  27. Eptol brings out and rides upon Kydumave. His speed is drastically increased and the range of Samurai Charge doubles.
  28. Kydumave has a separate health bar, and all incoming damage is split equally between Kydumave and Eptol.
  29.  
  30. Iago – Mid Laner
  31.  
  32. Passive: Steam Buildup
  33. 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.
  34. 1st: Steamblast
  35. Iago releases a blast of steam, damaging enemies in a cone in front of him.
  36. 2nd: Grease
  37. Target area is Greased. Units entering the area maintain momentum in the direction they were going. Efforts to change direction slow the unit.
  38. 3rd: Steamdash
  39. Iago dashes towards the cursor, dealing small damage to units behind him at the start of the dash.
  40. Ult: Go Go Iagolem
  41. 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.
  42. 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.
  43.  
  44. Malachi – Jungler
  45.  
  46. Passive: Biochemistry
  47. All consumables take effect in half time and are 150% as effective
  48. 1st: Alchemical Bomb
  49. Deals area damage on target location
  50. 2nd: Alchemist's Fire
  51. 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.
  52. 3rd: Stink Bomb
  53. 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.
  54. Ult: Dinorod
  55. 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.
  56.  
  57. Sarinak – Carry
  58.  
  59. Passive: Archery Skills
  60. 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.
  61. 1st: Manyshot
  62. Sarinak fires an arrow at target enemy and up to four enemies close to it. Each arrow has a chance to crit.
  63. 2nd: Pursuit
  64. Sarinak dashes a short distance towards his most recently targeted enemy.
  65. 3rd: Longeye
  66. Sarinak fires a skillshot arrow with long range. It deals low damage and reveals the area around a struck enemy.
  67. Ult: Shot to the Eye
  68. Long range targeted attack. Deals high damage and delivers a slowly-fading damage debuff. Has half chance to crit.
  69.  
  70. Glade – Mid Laner
  71.  
  72. Passive: One With Nature
  73. Glade takes reduced damage from non-player sources (lane creeps, jungle monsters, summoned minions, etc.)
  74. 1st: Wind Form
  75. On first cast: Glade becomes a wind elemental, increasing her movement speed and attack speed.
  76. On subsequent casts: Glade dashes to target location. During the dash she is immune to ground-based effects.
  77. 2nd: Earth Form
  78. On first cast: Glade becomes an earth elemental, lowering her movement speed and drastically increasing her defence.
  79. 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.
  80. 3rd: Fire Form
  81. On first cast: Glade becomes a fire elemental, increasing her damage and making her basic attack ranged.
  82. On subsequent casts: Deals damage in a cone.
  83. Ult: Summon: Utan
  84. 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.
  85.  
  86. Galatea – Mid Laner
  87.  
  88. Passive: Adaptive Android Armour
  89. 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.
  90. 1st: Slowing Shots
  91. Low cooldown skillshot arrows that deal stacking slows.
  92. 2nd: Chameleon Cloak
  93. 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.
  94. 3rd: Bolt Speed
  95. Galatea briefly increases her own movement speed. Activation turns off Chameleon Cloak.
  96. Ult: Observe and Duplicate
  97. 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.
  98.  
  99. Insingem - Carry
  100.  
  101. Passive: Line of Flies
  102. 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.
  103. 1st: Summon: Duplicate
  104. 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.
  105. 2nd: Gluttony Blaze
  106. On first cast: Gluttony flies out towards the cursor up to its maximum range.
  107. On second cast: Gluttony detonates, spreading the swarm over an area. Enemies inside this area take high dps.
  108. 3rd: Demonic Descent
  109. 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.
  110. Ult: Hellion Horde
  111. 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.
  112.  
  113. Cavalier - Top Laner
  114.  
  115. Passive: Chivalric Bonds
  116. Cav deals bonus damage versus enemies who have recently slain a team mate. Bonus damage is removed when the enemy dies.
  117. 1st: Polearm Vault
  118. Cav uses a polearm to leap over obstacles and stike a foe from the air.
  119. 2nd: Piercing Throw
  120. Cav throws a moderately damaging holo-polearm with a boomeranging effect. Enemies can be stuck twice by this. (Skillshot)
  121. 3rd: Daring Charge
  122. Cav charges a set distance towards the cursor. During the charge, Cav is CC immune and has a damage reducing shield.
  123. Ult: Summon: Cav-cycle
  124. 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.
  125.  
  126. Voice – Support
  127.  
  128. Passive: Advice From Afar
  129. 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.
  130. 1st: Eyes Everywhere
  131. Voice places a stationary camera on a lane wall, granting vision in an arc for a long duration or until it is destroyed.
  132. 2nd: Running Interference
  133. Voice spawns a loudspeaker drone that walks to a target location, decreasing the attack damage of enemies in a radius over time.
  134. 3rd: Move It!
  135. Target ally gains movement speed for a brief duration. No range limit.
  136. Ult: Overwatch
  137. 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.
  138.  
  139. Phase - Mid Laner
  140.  
  141. Passive: Wraith Walk
  142. Phase can move through solid objects at half her speed. While inside a solid object, Phase loses health.
  143. 1st (Phase): Quagmire
  144. 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.
  145. 2nd (Jack): Spirit Slimmer
  146. 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.
  147. 3rd (Jill): Armour Sabotage
  148. 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.
  149. Ult (All): Danse Macabre
  150. Phase phases through the ground to perform a long range teleport. On resurfacing, she creates a short fear effect in a large AoE.
  151.  
  152. (If Phase isn't in the related form of the listed ability, she doesn't use the ability and instead changes form.)
  153.  
  154. Euclid - Support
  155.  
  156. Passive: Good Glory
  157. Nearby allies under 25% of their max hp receive a damage bonus.
  158. 1st: Teleportional Trickery
  159. 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.
  160. 2nd: Warp
  161. Teleport to the cursor, ignoring any physical barriers.
  162. 3rd: Transdimensional Banishment
  163. Skillshot. Euclid briefly banishes an enemy to another dimension, banishing them for a duration.
  164. Ult: Euclid's Elements
  165. 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.
  166.  
  167. Sensory - Mid Laner
  168.  
  169. Passive: Motion Sense
  170. Sensory deals bonus damage based on the movespeed of an enemy.
  171. 1st: Sidewinder Blinder
  172. 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.
  173. 2nd: Joyride
  174. Sensory grabs an enemy at melee range and teleports both of them to a target location.
  175. 3rd: 'Porting Pursuit
  176. Sensory teleports in front of an enemy and punches them. Deals damage and knocks the target back slightly.
  177. Ult: Teleportation Typhoon
  178. 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.
  179.  
  180. Caskets – Carry
  181.  
  182. Passive: Already Dead
  183. When slain, Caskets' body serves as a ward, and can be healed by other players to shorten his respawn time.
  184. 1st: Graveyard Shift
  185. Caskets makes a barelling leap towards target location, empowering his next basic attack.
  186. 2nd: Deadshot
  187. Fires a shot at target enemy in a long range. Slows and lowers armor on hit, proportional to distance from Caskets.
  188. 3rd: Swig
  189. Caskets takes a swig of kumis, temporarily granting a shield and buffing armor.
  190. Ult: Drive-By
  191. 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.
  192.  
  193. Dormund Clay – Carry
  194.  
  195. Passive: Bad Cop
  196. Dormund deals increased damage to stunned or slowed opponents.
  197. 1st: Kneecap
  198. Short-range targeted ability deals small damage and stuns
  199. 2nd: Eye in the Sky
  200. 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.
  201. 3rd: Sheriff's Sword
  202. Dormund slashes with his sword, dealing damage to nearby enemies in an arc.
  203. Ult: Iron Pursuit
  204. 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.
  205.  
  206. Moggo the Vast – Jungler
  207.  
  208. Passive: Ferocity
  209. 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.
  210. 1st: Savage Blows
  211. Toggled passive. While active, Moggo's basic attacks consume mana and inflict a bleed status effect, which causes damage over time.
  212. 2nd: Roughhousing
  213. 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.
  214. 3rd: Adrenaline Flow
  215. Passive. Killing units grants Moggo temporary stacks of Adrenaline. Moggo's attack speed increases proportional to his current Adrenaline stacks.
  216. Ult: MOGGO SMASH
  217. 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.
  218.  
  219. Johnny Taker – Mid Laner
  220.  
  221. Passive: Dirty Coward
  222. Johnny gains movement speed and mana cost reduction proportional to the number of nearby enemy players.
  223. 1st: True Strike
  224. Increases the range of Johnny's next basic attack and causes it to deal bonus magic damage.
  225. 2nd: Obscuring Mist
  226. Summons a cloud of mist in target area, which functions as brush.
  227. 3rd: Disguise Self
  228. 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.
  229. 4th: Grand Hoax
  230. 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.
  231.  
  232. Shockwave – Mid Laner
  233.  
  234. Passive: Yellow Energy Charge
  235. 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:
  236. YEP Blast – Increases projectile width and range
  237. YEP Shackle – Increases root duration
  238. YEP Barrier – Increases size and duration
  239. 1st: YEP Blast
  240. Fires a mid-range skillshot of yellow energy. Passes through minions.
  241. 2nd: YEP Shackle
  242. Creates yellow energy shackles at the feet of target enemy player, rooting them briefly.
  243. 3rd: YEP Barrier
  244. Creates a wall of yellow energy that blocks movement and projectiles.
  245. Ult: YEP Arena
  246. 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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