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| '''{{PAGENAME}}''' are the playable characters of ''[[Deadlock]]''. There are currently '''21 heroes''' available with more to be released as the game develops. | | '''Heroes''' are the playable characters of ''[[Deadlock]]''. There are currently '''22 heroes''' available with more to be released as the game develops. |
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| ==Overview== | | ==Overview== |
| Each hero wields their own unique weapon, which is their main way of dealing damage. Most weapons have the ability to aim down sights, save for a few weapons with alternate fires that have differing results. Besides their weapons, heroes also have access to 4 powerful Abilities, each with their own effects. Most of these abilities must be activated manually, though there are some constantly active abilities known as passive abilities, such as {{HeroIcon|Infernus}} [[Infernus]]' {{AbilityIcon|Afterburn|Size=20|Infernus}} [[Infernus#Abilities|Afterburn]]. Abilities also have their own individual levels, which can be increased up to three times, granting them a new effect per level and increasing their stats. Most abilities are effected by [[Spirit Power]]. | | Heroes come in a wide variety in Deadlock, each with their own specialisations and playstyles. Each hero wields their own unique primary weapon which has its own name, stats and weapon type. Weapons are affected by [[Weapon]] Class [[Items]] and are the primary means of dealing damage for most heroes. Some weapons possess an alternate fire mode activated with RMB. |
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| Heroes have set base stats that they can improve through [[Level|leveling up]] or purchasing [[items]]. They also have additional [[Level#Power Increases|Power Increases]], gained at certain levels which grant bonuses to specific stats. Heroes can hold up to 16 individual items at a time, so long as they conform to their categories and [[Flex|Flex Slots.]]
| | Besides their weapons, heroes also possess 4 unique abilities with a variety of effects. Some abilities are completely passive, and will always be active regardless (such as {{HeroIcon|Abrams}}' {{AbilityIcon|Infernal Resilience}}), though most are simply activated with their respective bindings (1-4 by default). Abilities come with up to 3 upgrades, which can be purchased with an increasing number of [[Ability Points]]. Abilities most often scale with [[Spirit Power]]. |
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| | Heroes have set base stats that they can improve through [[Level|leveling up]] or purchasing [[items]]. They also have additional [[Level#Power Increases|Power Increases]], gained at specific levels which grant bonuses to specific stats. Heroes can hold up to 16 individual items at a time, so long as they conform to their categories and [[Flex|Flex Slots.]] Some hero stats are also affected by [[Spirit Power]], referred to as Spirit Scaling. |
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| '''21 Heroes''' are available in the current alpha build, with additional characters confirmed for future releases. | | |
| | '''22 Heroes''' are available in the current alpha build, with additional characters confirmed for future releases. For a comparison between existing heroes, see [[Hero Comparison]]. |
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| | The most recently released hero is '''{{HeroIcon|Mirage}}''', introduced in the [[Update:September 26, 2024|'''September 26 2024 Update''']] |
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| == Currently Available Heroes == | | == Currently Available Heroes == |
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| | | <div style="display:block; text-align:center;"> |
| <div style="display:inline-block;"> | | {{User:Saag/HeroRosterCard|Abrams|Ability1=Siphon Life|Ability2=Shoulder Charge|Ability3=Infernal Resilience|Ability4=Seismic Impact}} |
| | {{User:Saag/HeroRosterCard|Bebop|Ability1=Exploding Uppercut|Ability2=Sticky Bomb|Ability3=Hook|Ability4=Hyper Beam}} |
| | {{User:Saag/HeroRosterCard|Dynamo|Ability1=Kinetic Pulse|Ability2=Quantum Entanglement|Ability3=Rejuvenating Aurora|Ability4=Singularity}} |
| | {{User:Saag/HeroRosterCard|Grey Talon|Ability1=Charged Shot|Ability2=Rain of Arrows|Ability3=Immobilizing Trap|Ability4=Guided Owl}} |
| | {{User:Saag/HeroRosterCard|Haze|Ability1=Sleep Dagger|Ability2=Smoke Bomb|Ability3=Fixation|Ability4=Bullet Dance}} |
| | {{User:Saag/HeroRosterCard|Infernus|Ability1=Catalyst|Ability2=Flame Dash|Ability3=Afterburn|Ability4=Concussive Combustion}} |
| | {{User:Saag/HeroRosterCard|Ivy|Ability1=Kudzu Bomb|Ability2=Watcher's Covenant|Ability3=Stone Form|Ability4=Air Drop}} |
| {{User:Saag/HeroRosterCard|Kelvin|Ability1=Frost Grenade|Ability2=Ice Path|Ability3=Arctic Beam|Ability4=Frozen Shelter}} | | {{User:Saag/HeroRosterCard|Kelvin|Ability1=Frost Grenade|Ability2=Ice Path|Ability3=Arctic Beam|Ability4=Frozen Shelter}} |
| {{User:Saag/HeroRosterCard|Lady Geist|Ability1=Essence Bomb|Ability2=Life Drain|Ability3=Malice|Ability4=Soul Exchange}} | | {{User:Saag/HeroRosterCard|Lady Geist|Ability1=Essence Bomb|Ability2=Life Drain|Ability3=Malice|Ability4=Soul Exchange}} |
| {{User:Saag/HeroRosterCard|Lash|Ability1=Ground Strike|Ability2=Grapple|Ability3=Flog|Ability4=Death Slam}} | | {{User:Saag/HeroRosterCard|Lash|Ability1=Ground Strike|Ability2=Grapple|Ability3=Flog|Ability4=Death Slam}} |
| {{User:Saag/HeroRosterCard|McGinnis|Ability1=Mini Turret|Ability2=Medicinal Specter|Ability3=Spectral Wall|Ability4=Heavy Barrage}} | | {{User:Saag/HeroRosterCard|McGinnis|Ability1=Mini Turret|Ability2=Medicinal Specter|Ability3=Spectral Wall|Ability4=Heavy Barrage}} |
| | {{User:Saag/HeroRosterCard|Mirage|Ability1=Tornado|Ability2=Fire Beetles|Ability3=Djinn's Mark|Ability4=Traveler}} |
| {{User:Saag/HeroRosterCard|Mo & Krill|Ability1=Scorn|Ability2=Burrow|Ability3=Sand Blast|Ability4=Combo}} | | {{User:Saag/HeroRosterCard|Mo & Krill|Ability1=Scorn|Ability2=Burrow|Ability3=Sand Blast|Ability4=Combo}} |
| {{User:Saag/HeroRosterCard|Paradox|Ability1=Pulse Grenade|Ability2=Time Wall|Ability3=Kinetic Carbine|Ability4=Paradoxical Swap}} | | {{User:Saag/HeroRosterCard|Paradox|Ability1=Pulse Grenade|Ability2=Time Wall|Ability3=Kinetic Carbine|Ability4=Paradoxical Swap}} |
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| {{User:Saag/HeroRosterCard|Yamato|Ability1=Power Slash|Ability2=Flying Strike|Ability3=Crimson Slash|Ability4=Shadow Transformation}} | | {{User:Saag/HeroRosterCard|Yamato|Ability1=Power Slash|Ability2=Flying Strike|Ability3=Crimson Slash|Ability4=Shadow Transformation}} |
| </div> | | </div> |
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| | {{Heroes}} |
Heroes are the playable characters of Deadlock. There are currently 22 heroes available with more to be released as the game develops.
Heroes come in a wide variety in Deadlock, each with their own specialisations and playstyles. Each hero wields their own unique primary weapon which has its own name, stats and weapon type. Weapons are affected by Weapon Class Items and are the primary means of dealing damage for most heroes. Some weapons possess an alternate fire mode activated with RMB.
Besides their weapons, heroes also possess 4 unique abilities with a variety of effects. Some abilities are completely passive, and will always be active regardless (such as Abrams' Infernal Resilience), though most are simply activated with their respective bindings (1-4 by default). Abilities come with up to 3 upgrades, which can be purchased with an increasing number of Ability Points. Abilities most often scale with Spirit Power.
Heroes have set base stats that they can improve through leveling up or purchasing items. They also have additional Power Increases, gained at specific levels which grant bonuses to specific stats. Heroes can hold up to 16 individual items at a time, so long as they conform to their categories and Flex Slots. Some hero stats are also affected by Spirit Power, referred to as Spirit Scaling.
22 Heroes are available in the current alpha build, with additional characters confirmed for future releases. For a comparison between existing heroes, see Hero Comparison.
The most recently released hero is Mirage, introduced in the September 26 2024 Update
Currently Available Heroes[edit | edit source]
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Abrams
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Charges into close combat
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Abrams has the bulk and sustain to lead from the front, often running into the middle of his foes and watching them scatter. If his enemies waste their fire on him, his back-line teammates can lay out damage with impunity.
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Drain health from enemies in front of you while they are in the radius.
x0.36
35
Damage Per Second
100%
Heal vs Heroes
50%
Heal vs Non-Heroes
1
-19s Cooldown
2
+2s Duration
5
+40 Damage Per Second
1.2s
37s
Charge forward, colliding with enemies and dragging them along. Hitting a wall will Stun enemies caught by Abrams. Speed increased after colliding with enemy Heroes.
x2.1
40
Damage
0.85s
Stun Duration
1
-19s Cooldown
2
+0.5s Duration
5
+5.5 Weapon Damage for 8s after colliding with an enemy
Regenerate a portion of incoming damage over time.
14%
Damage regenerated
20s
Regeneration Time
1
Health Regen
1
+1.5 Health Regen
2
+150 Health
5
+7% Damage regenerated
159s
Leap high into the air and choose a ground location to crash into. When you hit the ground, all enemies in the radius are damaged and stunned. Press to crash down early.
x0.917
150
Damage
1s
Stun Duration
9m
Impact Radius
1
-38s Cooldown
2
Gain 100 Max HP and 15% Fire Rate per hero hit. Lasts 25s.
5
On cast, become Immune to Stun, Silence, Sleep, Root, and Disarm. Expires 3s after landing.
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Bebop
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Hooks an enemy for a knockout combo
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Bebop can string together his abilities in many different ways. Disrupting enemy positions, saving an ally or dealing bursts of damage. When the situation doesn't require subtlety his giant laser still solves problems.
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21s
Deal Light Melee damage to nearby units and send them flying back, causing area damage and fire rate slow where they land. Does not damage allies.
0.01
Uppercut Damage
x0.524
80
Area Damage
14m
Landing Radius
15%
Fire Rate Slow
x0.2
5s
Fire Rate Slow Duration
1
-10.5s Cooldown
2
On Uppercut enemy Hero, gain fast spin-up time, 2x range, and +60% weapon damage for 12s
5
On Uppercut enemy Hero, set Hook cooldown to 0 and instantly +100% bullets to your current clip
18s
Attach a Sticky Bomb to a nearby target that deals explosive damage after a short fuse time. Gain +1.5% bomb damage for every enemy hero hurt. Gain +4% bomb damage for every enemy hero killed within 12.0s of taking bomb damage. Hold to cast a Sticky Bomb on yourself.
x1.2
120
Damage
3s
Fuse Time
1
-8s Cooldown
2
+80 Damage
5
On Attach, target deals -30% less damage for 5s
30m
23s
Launch out a hook that grabs and reels in the first hero it hits and deals damage to enemies. Target will be placed where you are facing.
x2
10
Damage
1
Bebop deals 30% more bullet damage against hooked enemies for 10s
2
+30m Cast Range
5
-11.5s Cooldown
130s
Charge up your laser to unleash a powerful torrent of energy that deals damage and slows enemies' movement and dashes. You have slow movement and turn rate for the duration. If activated in the air, you will hover while unleashing the beam.
x2.7
205
DPS
2.9m
Beam Width
On Hit:
25%
Movement Slow
70m
Beam Length
1
-30s Cooldown
2
+100 DPS
5
Hyper Beam heals Bebop for 100% of its damage on Heroes. 33% on non-hero
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Dynamo
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Locks down the enemy team
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Dynamo keeps himself and his allies healthy while waiting for his moment. Few things can warp a team fight more than a well-coordinated use of Singularity.
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Release an energy pulse that knocks enemies up into the air.
x1.4
100
Damage
x0.275
15m
Stomp Range
5m
Ability Width
1
Hit enemies are fire rate and movement slowed by 35% for 4s.
2
Dynamo deals 30% more Bullet Damage to hit enemies for 8s
5
+125 Damage
9m
15s
Dynamo briefly disappears into the void and then reappears a short distance away. On reappearing, your weapon is reloaded and has a fire rate bonus for the next clip (Max 8s). Can be Alt-Cast to also bring nearby allies and give them half fire rate bonus.
1.4s
Void Time
9m
Ally Distance
25%
Fire Rate Bonus
1
+4m Cast Range
2
+25% Fire Rate Bonus
5
-4s Ability Cooldown and +120% Base Ammo when reappearing
48s
While channelling, restore health over time to you and any allies nearby. Dashing does not break channel.
x0.5
32/s
Health Restored
5s
Channel Duration
8m
Friendly Heal Radius
1
Gain +4m/s movespeed bonus for 8s if Aurora is fully channeled. Gain instantly with 5AP Upgrade.
2
-14s Cooldown
5
Full move and ability use and additionaly heals +3.8% of Max Health per second
191s
Create a singularity in your hands that pulls in nearby enemies and damages them. Once it's finished, enemies get knocked into the air.
2.75s
Channel Duration
x0.21
45
DPS
7m
Singularity Radius
1
+2m Singularity Radius
2
+0.75s Channel Duration
5
Singularity takes 4% of the enemies' max health each second.
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Grey Talon
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Delivers long range skill-shots
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A cunning predator, Grey Talon uses a combination of deadly accuracy, traps, and clever positioning to bring down the toughest of opponents.
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Charge up a powerful shot that pierces through enemies. Hold 1 or to hold the shot.
x1.6
100
Damage
1
+1 Charges
2
+65 Damage
5
Improved damage scaling and -3s Charge Delay
x0.917
7s
35s
Launches you high in the air, allowing you to glide slowly. While airborne, you gain Weapon Damage and multishot on your weapon. Alt-Cast for reduced jump height. Press Space to cancel the glide.
5
Weapon Multishot
4
Weapon Damage
1
-14s Cooldown
2
While airborne, +5 Weapon Damage and weapon damage applies 40% movement slow for 1.5s
5
While airborne, +50% Bullet Lifesteal and +50% Spirit Lifesteal
6m
37s
Throw out a trap that begins to arm itself. Once armed, the trap will trigger when an enemy enters its radius, immobilizing and then slowing them.
1.25s
Immobilize Duration
30
Damage
20s
Lifetime
1s
Slow Duration
2s
Arm Time
50%
Movement Slow
1
-19s Cooldown
2
+2s Slow Duration
5
Grey Talon deals +30% more Bullet Damage to enemies hit by Immobilizing Trap for 10s
127s
After 1.5s cast time, launch a spirit owl that you control and which explodes on impact, damaging and stunning enemies. Hold to accelerate the owl. Press Space to release control. Gain permanent Spirit Power for each enemy hero killed with Guided Owl.
x1.01
250
Damage
12m
Explosion Radius
5
Spirit Power Per Kill
1
+100 Damage
2
-47s Cooldown
5
After hit, kills enemies that are below 22% Health
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Haze
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Sneaks in and sprays bullets
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When Haze fixates on a target she can hold her own in a firefight. She prefers to create one-sided exchanges, avoiding damage then picking off unsuspecting targets up close.
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26s
Throw a dagger that damages and sleeps the target. Sleeping targets wake up shortly after being damaged. Throwing a Dagger does not break your invisibility. Sleep Dagger does not interrupt enemies' channeling abilities.
x2.8
70
Damage
x0.00328
0.1s
Wake Up Time
0.2s
Min Sleep Time
3s
Sleep Duration
1
Removes 1 stamina
2
-12s Cooldown
5
Applies -12% Bullet Resist and 40% Fire Rate Slow for 6s on wake-up.
8s
37s
Fade out of sight, becoming invisible and gaining sprint speed. Attacking removes invisibility. Close enemies can see through your invisibility.
1.5s
Fade Time
18m
Spot Radius
2m/s
Invis Sprint Speed
1
-14.0s Ability Cooldown
2
+6m/s Invis Sprint Speed
5
After invis, gain +30% Bullet Lifesteal for 8s
6s
Shooting a target increases your bullet damage on that target. Gain one stack per bullet hit, two if the hit is a headshot.
0.2per stack
Weapon Damage
40
Max Stacks
1
60 Spirit damage and 15% slow for 2s to target every 20 stacks
x0.393
2
+40 Max Stacks and +5s Duration
5
+0.15per stack Weapon Damage
Enter a flurry, firing your weapon at nearby enemies with perfect accuracy.
30%
Fire Rate
5
Weapon Damage
4
Channel Move Speed
1
+7 Weapon Damage
2
-38s Cooldown
5
Gain +40% Bullet Evasion and +2m/s Dance Movespeed
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Infernus
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Lights up enemies and watches them burn
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Infernus has many ways to deal damage over time, burning foes before swooping in for the kill. Due to Infernus’s blazing speed, his enemies won’t be able to escape the flames.
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20m
Spew napalm that slows enemy movement and amplifies the damage Infernus does to them.
20%
Damage Amplification
x0.328
50
Damage
35%
Movement Slow
8s
Debuff Duration
4s
Slow Duration
1
+1 Charges
2
Infernus gains 15% Lifesteal against victims
5
+20% Damage Amplification and -40% Heal/Regen
40s
Move forward at high speed and leave a flame trail that burns enemies. Infernus gains 50% slow resistance for the duration. Hold to dash faster.
20m/s
Max Dash Speed
x0.655
40
DPS
12m/s
Dash Speed
3s
Dash Time
4s
Trail Duration
4.5m
Trail Width
1
+30% Fire Rate Slow for 6s
2
+45 DPS
5
-19s Cooldown
Your bullets build up to apply a burning effect on enemies. Infernus's bullets and abilities will refresh the duration.
x0.5
15
DPS
3s
Burn Duration
9%
Buildup per bullet
14%
Headshot Buildup
15
Buildup Decay Time
1
Victims deal -25% Spirit Damage.
2
+1s Burn Duration
5
+30 DPS
12m
127s
Turns you into a living bomb that explodes after a short delay, stunning all enemies in its radius.
1.25s
Stun Duration
x1.05
160
Damage
3s
Explosion Delay
1
-38s Cooldown
2
+0.5s Stun Duration and +4m Radius
5
+115 Damage and 100% lifesteal from enemy heroes hit
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Ivy
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Sets up a power duo with a lucky ally
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Ivy has disruptive combat tricks that slow and stun enemies. She’s most effective when linking up with an ally, empowering her and her ally’s guns as well as sharing heals.
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6m
4s
Summon a patch of choking vines that damages and slows enemies in its radius.
x0.6
60
DPS
35%
Movement Slow
1
+1 Charges
2
+2s Duration
5
+50 DPS and +2m Radius
Gain bonuses and automatically connect with a nearby ally to share them. Healing is replicated among all those connected. Connection requires line of sight. Press 2 to Lock on to a target
x0.3
10%
Fire Rate
x0.3
15%
Bullet Lifesteal
30%
Replicated Healing
1
Tether Count
1
+10% Fire Rate
2
+2.0m/s movement bonus
5
+1 Tether Count
Turn yourself into impervious stone and smash into the ground, stunning and damaging enemies nearby. Heals you for a percentage of your max health. You have some air control before falling.
x1.05
80
Damage
0.75s
Stun Duration
10%
Max Health Heal
1
-19s Cooldown
2
+80 Damage and stuns for 0.5s.
5
+20% Max Health Heal
Take flight with an ally or a bomb. Drop your ally or bomb to cause a large explosion that causes movement slow. Ivy and ally gain a bullet shield when flying ends. While lifted, your ally gains bullet resist but cannot attack and deals -50% damage. Air Drop has faster cast time when targeting an ally. to accelerate flying speed. to drop ally/bomb.
x2.5
150
Explode Damage
x2.5
200
Bullet Shield
4s
Debuff Duration
12s
Buff Duration
14m
Landing Radius
40%
Bullet Resist
30%
Movement Slow
1
-20% Bullet Resist on enemies hit for 12s
2
+300 Bullet Shield and +5m Explode Radius
5
Applies Silence on enemies hit for +4.5s
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Kelvin
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Freezes enemies in their tracks
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Timely heals and splitting a teamfight properly is the difference between an easy victory or a ruinous defeat. Gliding around slowing enemies gives Kelvin’s team the maneuvering advantage to make this happen.
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6.5m
Throw a grenade that explodes in a cloud of freezing ice, damaging and slowing enemies.
x0.983
80
Damage
40%
Movement Slow
4s
Slow Duration
1
+1 Charges
2
Frost Grenade now heals 125 HP to friendly targets. Scales with Spirit.
x1.97
5
+175 Damage
8s
42s
Kelvin creates a floating trail of ice and snow that gives movement bonuses to him and his allies. Kelvin gains 60% slow resistance for the duration. Enemies can also walk on the floating trail. Press Shift / Ctrl to travel up or down while in Ice Path.
2m/s
Move Speed
2m/s
Sprint Speed
18s
Ice Trail Duration
1
+4m Sprint Speed
2
-15s Cooldown
5
While active, gain +1 Spirit Power per meter of Ice Path trail created. Max of 55 Spirit Power
24s
Shoot freezing cold energy out in front of you, damaging targets and building up movement and fire rate slow against them the longer you sustain the beam on them. You have reduced move speed while using Arctic Beam. The beam may also claim Souls.
x0.9
60
DPS
40%
Max Slow
40%
Max Fire Rate Slow
2s
Max Slow Build Time
25m
Beam Length
2s
Slow Linger Duration
1
-7.5s Cooldown
2
+40 DPS
5
Fires 2 additional Arctic Beams toward enemies within 13m of the last target hit
Kelvin freezes the air around him, creating an impenetrable dome around himself. While in the dome, allies rapidly regenerate health and enemies are slowed. Objectives becomes Invulnerable and Frozen under Frozen Shelter.
x0
120
Health Regen
35%
Movement Slow
1
+40% Fire Rate Slow
2
-38s Cooldown
5
+70 Health Regen and now scales with Spirit Power
x1.64
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Lady Geist
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Sacrifices health then drains it back
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Expending health to achieve devastating effects is the source of Lady Geist’s power. When running low, she can drain the life out of her rivals.
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7m
10.5s
Sacrifice some of your health to launch a bomb that deals damage after a brief arm time. Self damage type is Spirit and can be mitigated.
x1.15
100
Damage
x1.97
30
Self Damage
0.5s
Arming Duration
1
+2m Radius
2
+60 Damage
5
Bombs leave a toxic mess on the ground, dealing 26% of the original damage per second, for 6s.
Create a tether that drains enemy health over time and heals you. Target must be in line of sight and within max range to drain. You can shoot and use other abilities during the drain, but your move speed is reduced by half. [Alt-Cast] to give health to friendly Heroes. Press 2 to cancel.
x0.577
35
Damage Per Second
100%
Damage to Heal
30m
Max Tether Range
1
+20 Damage Per Second
2
+2s Duration
5
Enemy is Silenced while being Life Drained (requires line of sight)
6s
Sacrifice some of your health to launch blood shards that apply a stack of Malice. Each stack slows the victim and increases the damage they take from you. The slow effect decreases over time.
x0.721
32
Health To Damage
3
Blood Shards
5
Max Stacks
Effect Per Stack:
8%
Damage Amplification
Effect Per Stack:
15%
Movement Slow
9s
Debuff Duration
4s
Slow Duration
1
-3s Cooldown
2
+40 Health To Damage and +7% Damage Amp
5
+6 Blood Shards
Swaps health levels with an enemy target. There is a minimum health percentage that enemies can be brought down to and a minimum amount of health received based on victims current health.
30%
Enemy Min Health
30%
Min Health Received
1
-38s Cooldown
2
-10% Enemy Min Health
5
On cast, +40% Fire Rate and +40% Spirit Resist for 8s.
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Lash
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Dives down to stomp his foes
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Lash gives his enemies little room to breathe, either by flying in from long distances to initiate combat with unsuspecting enemies, or pursuing said enemies when they try to run.
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11m
19s
Stomp the ground beneath you, damaging enemies in front of you. If you perform Ground Strike while airborne, you quickly dive towards the ground. Damage grows slower after 25m.
x0.85
90
Stomp Damage
x0.05
6
Damage Per Meter
1
-9.5s Cooldown
2
Struck enemies are popped into the air and slowed by 50% for 3s
5
Damage Per Meter +110% and improved scaling
x0.00875
30m
Pull yourself through the air toward a target. Using Grapple also resets your limit of air jumps and dashes.
20m/s
Jump Velocity
1
-19s Cooldown
2
+20m Cast Range and gain +6 Weapon Damage for 10s
5
+20% Fire Rate to Weapon Bonus Buff
25m
26s
Strike enemies with your whip, stealing life from them.
x1.18
65
Damage
70%
Heal vs heroes
x0.459
30º
Attack Angle
25%
Heal vs non-heroes
1
Apply 35% Movement Slow for 3s
2
-14s Cooldown
5
+105 Damage and applies 35% Fire Rate Slow
18m
138s
Focus on enemies to connect whips to them. After channeling, connected enemies are lifted and stunned then slammed into the ground. Your victims and any enemies in the landing zone will be damaged and slowed. Press to throw connected enemies early. Enemies that are not in line of sight or go out of range during the latch time will not be grabbed.
x1.05
115
Damage
x0.328
12m
Max Throw Distance
50%
Movement Slow
4s
Slow Duration
0.3s
Cast Delay
1
+8m Max Throw Distance
2
+100 Damage
5
-56s Cooldown
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McGinnis
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Controls the battle with combat turrets
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Precise placement is everything for McGinnis, whether she's creating a killzone or splitting the enemy team. She can help keep her team running making them hard to dislodge when entrenched.
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20m
Deploy a Mini Turret that automatically shoots enemies. The turret expires after a limited lifetime. Turrets gain 15% of McGinnis's max health and have 70% Spirit Resist. They deal reduced damage to troopers and objectives.
x0.419
40
Turret DPS
25m
Attack Range
24s
Lifetime
1
Turrets apply +25% Movement Slow
2
+10m Attack Range and +10% turret fire rate
5
+45 Turret DPS
Deploy a spirit that heals nearby units.
25/sec
Health Regen
1
+35% Fire Rate on units being healed by Medicinal Specter
2
-17s Cooldown
5
+5% Max Health regen per second
Creates a wall that divides the terrain in half. On creation, the wall deals damage and applies slow to enemies nearby. After casting, press or 3 to erupt the wall early.
x0.786
64
Damage
20%
Movement Slow
6m
Minimum Range
5m
Impact Range
2.5s
Slow Duration
1
Removes 1 stamina and amplifies McGinnis's damage by 15% on hit enemies for 7s
2
-22s Cooldown
5
Adds a 1s Stun to enemies hit by Spectral Wall
50m
140s
Unleashes a volley of rockets that home in on a targeted location.
x0.35
30
Damage Per Rocket
6
Rockets per second
5m
Explosion Radius
7m
Min Range
13s
Channel Duration
1
Applies 30% movement slow
2
-50s Cooldown
5
+30 Damage per Rocket
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Mirage
|
Times his shots and catches fleeing targets
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Mirage can envelop himself in a violent tornado to catch up to enemies and lift them up. His scarabs help him sustain against multiple enemies, and he's always ready to help an ally or punish an enemy anywhere.
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Transform yourself into a tornado that travels forward, damaging enemies and lifting them up in the air. After emerging from the tornado you gain bullet evasion.
x0.7
70
Damage
1s
Lift Duration
25%
Bullet Evasion Chance
3.5s
Bullet Evasion Duration
3.5m
Radius
1
+0.4s Lift Duration
2
-14s Cooldown
5
+20% Bullet Evasion Chance
Start launching fire scarabs. Each scarab can be launched separately, stealing max health from enemies and applying bullet resist reduction. Cannot apply multiple scarabs to the same enemy. The health gain from hitting heroes is 3x as effective as against non-heroes.
x0.9
90
Max HP Steal Per Bullet
-10%
Bullet Resist
5s
Launch Window
14s
Debuff Duration
25%
Heal vs Non-Heroes
40s
Cooldown
1
-15s Cooldown
2
--10% Bullet Resist
5
+80 Max HP Steal Per Bullet
2.5s
Passive: Your shots apply an increasing multiplier on the target. When the multiplier on a target expires or you reach the max, it's consumed and the target suffers Spirit Damage and is briefly revealed on the map. The final damage is the base damage times the multiplier.
x0.55
12
Base Damage
8
Max Stacks
2.5s
Max Frequency
4.5s
Multiplier Duration
3s
Reveal Duration
Active: Consume multiplier of Djinn's Mark to deal its damage now.
1
Apply 80% Slow for 0.5s whenever you apply 2x multiplier or higher
2
+4.0s Multiplier Duration and +10 Base Damage
5
-0.75s Cooldown Between Multiplier and +4 Max Multiplier
130s
Channeled. Target an ally or visible enemy hero on the minimap, then teleport to where they were when your channel started. After teleporting, you gain move speed as well as fire rate until your next reload.
2.5s
Channel Duration
2m/s
Move Speed
30%
Fire Rate
4s
Move Speed Duration
1
+2m Move Speed
2
-40s Cooldown
5
On arrival, become Immune to Stun, Silence, Sleep, Root, and Disarm for 3s.
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Mo & Krill
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Burrows underneath his enemies
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By burrowing through the ground, Mo and Krill can get the drop on almost anyone; and once they get in close the results can be devastating.
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10m
12.5s
Deal damage to nearby enemies and heal yourself based on the damage done. Heal is stronger against enemy heroes.
x0.419
60
Damage
2x
Hero Damage to Heal
0.7x
Damage to Heal
1
-3.75s Cooldown
2
+25 Damage
5
Adds a debuff to enemies that lets Mo & Krill deal +15% Damage to them. Stacks and lasts 16s.
5m
37s
Burrow underground, moving faster, and gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus. When you jump out, knock enemies into the air and perform a spin attack that damages and slows. Cooldown starts when Burrow ends.
4m/s
Move Speed
x1.44
80
DPS
1.5s
Spin Duration
80%
Bullet Resist
30%
Spirit Resist
1
Burrow time +3s
2
+140 Spin DPS and +2 radius
5
-19.0 Cooldown and +2m/s Move Speed
Spray sand that disarms enemies in front of you and deals damage.
x1.05
40
Damage
1
+1s Duration
2
-19s Cooldown
5
Slow targets by -50%
5m
75s
Hold the target in place, stunning them and dealing damage during the channel. If they die during Combo, you permanently gain max health.
x1.1
60
DPS
30
Bonus Max Health Per Kill
1
+30% Bullet Resist during Combo
2
Combo Duration +0.75s
5
+40 Damage Per Second and 100% lifesteal
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Paradox
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Manipulates Space and Time
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Manipulating time lets Paradox outpace an enemy in one on one combat. She thrives by subjecting her enemies to timely swaps into a waiting pulse grenade, her wall, or into the middle of her teammates.
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Throw a grenade that begins pulsing when it lands. Each pulse applies damage, movement slow, and stacking damage amplification for Paradox against the victim.
x0.459
45
Pulse Damage
6%
Bonus Damage per Stack
0.8s
Pulse Interval
8s
Debuff Duration
2s
Slow Duration
30%
Movement Slow
1
+0.8s Duration
2
-8s Cooldown
5
+45 Pulse Damage and +0.75m Radius per pulse.
Create a time warping wall that stops time for all enemy projectiles and bullets that touch it. Enemies that touch the wall will be briefly slowed.
0.6s
Time Stop Duration
80%
Movement Slow
7m
Wall Width
3.5m
Wall Height
1
+2m Width, +1m Height
2
Timewall deals 10% Max Health Damage
5
Enemies that touch Time Wall will be Silenced for 2.5s
30s
Start charging your weapon and gain increased move speed once it's fully charged. Your next shot will release the energy, dealing spirit damage and applying a time stop to the enemy hit. The damage dealt is an amplification of your current weapon damage. You can slow time on yourself by pressing while an empowered shot is available.
100%
Max Damage Amp
0.5s
Max Stop Duration
x0.0983
25%
Bonus Speed
3.5s
Speed Duration
15%
Headshot Damage
25%
Min Damage Amp
5 Bullet Damage
0.25s
Min Stop Duration
2.5s
Full Charge Time
1
+0.5s Max Stop Duration
2
+2s Speed Duration, 2s Charge Time
5
+50% Max Damage Amp
25m
65s
Fire a projectile that swaps your position with the target enemy hero. While the effect occurs, you gain spirit lifesteal and the enemy takes damage over time.
x0.655
125
Swap Damage
100%
Spell Lifesteal
1
-15s Cooldown
2
+100 Swap Damage
5
+20m Cast Range
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Pocket
|
Infiltrates and disrupts the backline
|
With a powerful shotgun and a thin frame, Pocket relies on their ability to briefly escape into a mystic suitcase and teleport via a flying cloak in order to survive close encounters.
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4.5m
32s
Channel to start launching projectiles that deal damage and apply movement slow around their impact point. Each projectile landed on a hero grants you a stacking buff that amplifies all of your damage. If you cast it while in the air, you'll float and maintain any horizontal momentum you started with.
6%
Amp Per Stack
x0.5
35
Damage Per Projectile
30
Movement Slow
4
Projectile Amount
1.5s
Slow Duration
15s
Amp Duration
1
+15 Damage Per Projectile
2
-14s Cooldown
5
+4% Amp Per Stack and 2m Radius
5m
32s
Launch a sentient cloak that travels forward and damages enemies. You can press 2 to teleport to its location.
x1.11
90
Damage
3.2s
Lifetime
1
-14s Cooldown
2
+80 Damage
5
+7 Weapon Damage for 10s after teleporting with Flying Cloak.
12m
17s
Escape into your suitcase. When the duration ends, deal damage to nearby enemies. Duration can be ended early by performing any action.
2s
Channel Duration
x0.655
100
Damage
1
-4.75s Cooldown
2
+80 Damage
5
Applies 40% Fire Rate Slow for 4.0s
14m
127s
Apply damage over time to all enemies nearby. Affliction's damage is non-lethal and does not apply item procs.
x0.34
23
DPS
18s
Debuff Duration
1
-28s Cooldown
2
Suppress targets' healing by -60%
5
+27 DPS
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Seven
|
Electrocutes crowds of enemies
|
Seven thrives in a skirmish waiting for the time to strike. Then he rolls into the fight like a storm and batters his enemies with a cascade of lightning.
|
Shoot a ball of lightning that travels in a straight line. Does damage to all targets in its radius. Slows down when damaging enemies and stops if it hits the world.
x0.459
80
DPS
3.5m
Radius
5s
Lifetime
1
+1 Charges
2
+35% Movement Slow
5
+70 DPS and +1m radius
16m
42s
Apply a charge to a target enemy hero. After a short duration, the static charge stuns and damages enemies within the radius. Alt-Cast to cast on yourself.
0.9s
Stun Duration
3.5s
Delay Before Stun
x0.852
40
Damage
5m
Radius
1
-19s Cooldown
2
+8m Radius
5
+0.9s Stun Duration
10s
48s
Power up your weapon with a shock effect, making your bullets proc shock damage on your target. This shock damage bounces to enemies near your target. Occurs once per burst shot.
x0.16
10
Shock Damage
3
Max Jumps
10m
Jump Radius
1
Shock Damage applies -15% Spirit Resist for 8s
2
-15s Cooldown
5
+12 Shock Damage, improved Spirit scaling, and +3 Max Jumps
x0.367
30m
148s
Channel an expanding storm cloud around you that damages all enemies within its radius. Enemies do not take damage when they are out of line-of-sight. You have increased Bullet Resist during the channel.
x0.7
120
DPS
12m
Initial Radius
20%
Bullet Resist
1
+35% Bullet Resist while channeling Storm Cloud
2
+7s Channel Time and +10m Radius
5
+75 DPS
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Shiv
|
Bleeds out enemies, then goes in for a kill
|
Shiv has zero interest in playing fair, which is why he relies on hit and run tactics to weaken enemies before he dives in for the kill.
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Throw a knife that damages and bleeds an enemy. Each additional hit adds a stack and refreshes the bleed duration, causing the bleed to increase per stack.
x0.6
35
Damage
x0.16
5
Bleed DPS Per Knife
5s
Bleed Duration
Ultimate Unlock: While rage is full knives will ricochet to another enemy and apply a slow to enemies they bleed.
35%
Movement Slow
1
+1 Charges
2
+2s Bleed Duration
5
+40 Damage and +5 Bleed DPS
16s
Perform a dash forward, damaging enemies along the path.
Ultimate Unlock: While rage is full an echo of Shiv retraces the dash path after a short delay, damaging enemies again.
x1.3
105
Damage
12m
Dash Range
1
-4s Cooldown
2
+75 Damage
5
Reduce cooldown by 2s per enemy hero hit (1s for Non-Hero). Max -6s per Dash.
50s
Take only a portion of incoming damage immediately and defer the rest to be taken over time. Activate to clear a portion of the deferred damage.
22%
Incoming Damage Deferred
13s
Deferred Damage Duration
On Activate
40%
Deferred Damage Cleared
Ultimate Unlock: While rage is full the amount of damage deferred is increased.
15%
Incoming Damage Deferred
1
+8% Incoming Damage Deferred
2
-25s Cooldown
5
+25% Deferred Damage Cleared
14m
95s
Activate to leap towards an enemy hero and instantly kill them if their health is below the kill threshold, otherwise deal 200 damage to them.
20%
Enemy health threshold
Passive: Damaging enemies fills you with rage. While at full rage, Shiv gains increased damage and special properties on his other abilities.
15%
Full Rage Damage Bonus
1
Gain +2 m/s move speed while at full rage.
2
+8% Enemy Health Threshold and +10% Full Rage Bonus Damage
5
Finishing off an enemy with Killing Blow resets its cooldown.
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Vindicta
|
Snipes the unsuspecting
|
Vindicta has the mobility to engage at her leisure, picking at her prey and bleeding them out slowly. Injured enemies at any distance should fear being picked off when she is on the map.
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42s
Throw a stake that tethers enemies to the location where the stake lands. Enemy movement is restricted to the length of the tether.
2s
Tether Duration
x0.393
60
Damage
8m
Capture Radius
8m
Tether Length
30%
Movement Slow
1
+0.5s Tether Duration
2
-19s Cooldown
5
Tethered enemies are also disarmed
12s
42s
Leap into the air and fly. While in flight your weapon deals bonus spirit damage.
x0.202
10
Spirit Damage Per Bullet
1
+50% base Ammo while flying
2
+6s Duration
5
+12 Spirit Damage Per Bullet
26s
Your crow familiar deals impact damage, reduces their bullet resist and applies a bleed that deals damage based on the target's current health.
x0.8
40
Damage
3%/sec
Bleed Damage
-6%
Bullet Resist Reduction
6s
Debuff Duration
x0.03
1
Crow Ricochets up to 2 times towards other enemies within 15m
2
-16s Cooldown
5
+3% Bleed and suppresses healing by -40%
Use your scoped rifle to fire a powerful shot over long distances. Deal only partial damage until fully charged after 1.0s of being scoped. Does bonus damage to enemies with less than 50% health remaining. Landing a killing blow on a player with Assassinate grants you bonus souls.
x1
130
Damage
x1.5
135
Max Bonus Damage
250
Bonus Souls Per Assassination
1s
Full Charge Time
25%
No Charge Damage
20% Headshot Damage
1
-19s Cooldown
2
+140 Max Bonus Damage
5
Assassinate kills grant +600 souls
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Viscous
|
Rolls around deflecting bullets
|
Viscous vexes his opponents through clever evasion and strategic uses of healing, enabling him to withstand the most brutal of enemy attacks.
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5m
21s
Throw a ball of goo that deals damage and leaves puddles of goo behind that apply movement slow to enemies in the radius.
x1.9
90
Damage
1
-5.75s Cooldown
2
+50 Damage and +1m Radius
5
Bounces 2 times
Encase the target in a cube of restorative goo that protects from damage, and increases health regen. Target is unable to take any new actions while cubed. Can be used on self. Press Space to escape early.
x0.2
40
Health Regen
4s
Duration
1
Increases Move Speed and Stamina Recovery
2
+35 Health Regen
5
Removes all Debuffs and -21.0s Ability Cooldown
40m
4m
Materialize a fist in the world that punches units in the area and send them flying. Enemies will be dealt damage, have their dash distance reduced for a brief moment, and have their movement slowed. This is considered a Light Melee attack.
20%
Movement Slow
4s
Slow Duration
1
+1 Charges
2
+35 Damage and +20% Movement Slow
5
-11.5s Cooldown
10s
95s
Morph into a large goo ball that deals damage and stuns enemies on impact. The ball grants large amounts of Bullet and Spirit resist, bounces off walls and can double jump.
x1.3
140
Damage
0.7s
Stun Duration
1.4m
Ball Radius
60%
Spirit Resist
60%
Bullet Resist
1
+5s Duration
2
+120 Damage
5
Can cast abilities and use items while rolling
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Warden
|
Weakens his enemies and chases them down
|
Warden leads from the front, jumping into the fray and hindering his opponents’ ability to fight effectively. But what Warden considers brave, others consider reckless, and if he’s not careful he can easily find himself in over his head.
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6.5m
12s
Throw a flask that damages, slows movement, and reduces the weapon damage of enemies it hits.
x0.786
65
Damage
20%
Move Speed Slow
-30%
Weapon Damage
3s
Slow Duration
7s
Debuff Duration
1
Hit enemies lose 1 Stamina
2
+50 Damage
5
-6.5s Cooldown and Weapon Debuff applies 35% Fire Rate Slow
7s
42s
Gain a spirit shield and bonus move speed.
x0
150
Spirit Shield Health
15%
Move Speed bonus
1
+20% Move Speed bonus
2
-19s Cooldown
5
+200 Spirit Shield Health and now scales with Spirit Power
x3.93
20m
37s
Curse an enemy hero. If they don't move away from their initial position within the escape time, they will be damaged and immobilized.
x2.62
120
Damage
1.75s
Immobilize Duration
2.8s
Escape Time
19m
Escape Range
1
+1s Immobilize Duration
2
-19s Cooldown
5
Warden deals +20% more Bullet Damage to trapped Heroes for 6s
After charging for 2s, release pulses that damage enemies and heal you based on the damage done. While channeling Last Stand you are have greatly increased bullet and spirit resist.
x1.2
100
DPS
100%
Hero Lifesteal
0.5s
Pulse Interval
50%
Non-Hero Lifesteal
50%
Bullet Resist
1
+3m Radius
2
+70 DPS
5
-56s Cooldown
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Wraith
|
Melts isolated targets
|
Excelling at one-on-one combat, Wraith isolates targets, eliminating them with ruthless efficiency. then teleporting away before anyone can retaliate.
|
Deal weapon damage to summon cards. Activate to throw a card that flies towards the enemy or point under your crosshair.
1
+1 Charges
2
+50 Damage
5
+50% Card Summon Rate
25m
48s
Teleport to the targeted location.
1
+15m Cast Range
2
Provides a 300 bullet shield for 8s on teleport. Shield amount scales with Spirit Power.
x2.62
5
-28s Cooldown
Temporarily boosts your fire rate. Nearby allies receive half the fire rate bonus.
20%
Fire Rate
1
-14s Cooldown
2
+5 Spirit Damage Per Bullet
5
+35% Bullet Lifesteal
Lift an enemy hero into the air, stunning them for a short time. When the lift ends, the target receives Telekinesis damage.
x1.05
175
Damage
1
-30s Cooldown
2
+0.5s Duration
5
Telekinesis will target enemies in an area around Wraith
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Yamato
|
Delivers charged attacks with finesse
|
Yamato uses precise strikes to decimate her rivals. However, such damaging attacks often will leave her exposed, so she needs to make every shot count.
|
10.5s
Channel to increase damage over 1.4 seconds, then release a fully-charged sword strike. Press 1 or to trigger the strike early, dealing partial damage.
x2
160
Full Charge Damage
25m
Slash Length
1
Gain +60 Bullet Resist while channeling
2
-2s Ability Cooldown and apply 40% movement slow for 3s
5
+200 Full Charge Damage
20m
21s
Throw a grappling hook to reel yourself towards an enemy, damaging and slowing the target when you arrive.
x0.655
70
Damage
30%
Movement Slow
2.5s
Slow Duration
1
+25% Movement Slow
2
+20m Cast Range
5
+6 Weapon Damage for 10s after striking the target
13m
11.5s
Slash enemies in front of you, damaging them and slowing their fire rate. If any enemy heroes are hit, you heal.
x0.393
60
Damage
x1.11
70
Heal on hero hit
20%
Fire Rate Slow
4s
Debuff Duration
1
+30% Fire Rate Slow
2
+10% of Max Health Heal on hero hit
5
-5.75s Cooldown
5s
85s
Become infused with Yamato's shadow soul. After an initial invincible transformation, your abilities are refreshed and are 60% faster, gain immunity to negative status effects, damage resists and Heal. Duration is extended if Yamato gets a hero kill.
5s
Duration
60%
Ability Speed
20%
Max Health Heal
45%
Bullet Resist
45%
Spirit Resist
2s
Time on Kill
1
+20% Fire Rate
2
+4m Move Speed
5
+2s Duration
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Heroes
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Hero Labs Abrams Hero Labs Bebop Hero Labs Dynamo Hero Labs Grey Talon Hero Labs Haze Hero Labs Infernus Hero Labs Ivy Hero Labs Kelvin Hero Labs Lady Geist Hero Labs Lash Hero Labs McGinnis Hero Labs Mirage Hero Labs Mo & Krill Hero Labs Paradox Hero Labs Pocket Hero Labs Seven Hero Labs Shiv Hero Labs Vindicta Hero Labs Viscous Hero Labs Warden Hero Labs Wraith Hero Labs Yamato
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Hero Labs
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Hero Labs Calico Hero Labs Fathom Hero Labs Holliday Hero Labs Magician Hero Labs Trapper Hero Labs Viper Hero Labs Wrecker
|