Arthurian

Merlin (i) Merlin Arthurian Mage Pros: High Area Damage Cons: Abilities: Eclipse (Radiate/Frostbolt) Merlin conjures an orb of condensed celestial energy that grows in size as it travels, dealing damage every 0.4s and marking Enemies hit. Enemies marked take additional damage if they stay within the outer range of Eclipse. (Change stance to Fire/Ice for more information)! Cost: 60 Cooldown: 14s Ability:Line Affects:Enemies Damage:Magical Range:60 Vortex (Dragonfire/Blizzard) Merlin deploys a field of arcane energy at a location. After a delay, the Vortex deals damage and pulls Enemies towards the center. (Change stance to Fire/Ice for more information)! Cost: 60/65/70/75/80 Cooldown: 16/15/14/13/12s Ability:AoE Affects:Enemies Damage:Magical Range:60 Flicker Merlin quickly teleports a short distance in front of him.! Cost: 70 Cooldown: 24/23/22/21/20s Ability:Teleport Affects:Self Range:30 Elemental Mastery Merlin taps into his inner potential, exploding with energy in the stance he is currently attuned to. During this time Merlin can choose which stance to enter into next. After the explosion reaches its apex, it collapses in on itself. Enemies are dealt damage from the both the explosion and the implosion and suffer different effects depending on which stance's energy they are being hit by.! Cost: 40/50/60/70/80 Cooldown: 32/29/26/23/20s Ability:Buff and AoE Affects:Self and Enemies Damage:Magical Radius:25 Overload Every time Merlin casts a spell he gains a stack of Overload. When Merlin next fires a basic attack it will be augmented with lightning, dealing extra damage to the first Enemy.! Cost: Cooldown: Ability:Basic Attack Stim Affects:Enemies Damage:Magical King Arthur (i) King Arthur Arthurian Warrior Pros: High Area Damage, High Crowd Control Cons: Abilities: Overhead Slash (Hamstring) Standard: King Arthur deals a devastating overhead blow in Melee range that creates a slashing attack that travels forwards. Enemies hit by the Melee strike take bonus damage from the Slicing attack. Combo: King Arthur swipes low, crippling and damaging enemies that are struck.! Cost: 35/40/45/50/55 Cooldown: 14s Ability:Line (Cone) Affects:Enemies Damage:Physical Range:70 (30) Battle Stomp (Uppercut) Standard: King Arthur stomps on the ground with heavy force, causing enemies around him to take damage and become slowed. Combo: King Arthur charges forward, stopping on first god hit. At the end of the charge King Arthur unleashes an uppercut, knocking up enemies into the air.! Cost: 40/45/50/55/60 Cooldown: 14s Ability:Circle (Dash) Affects:Enemies Damage:Physical Range:20 (35) Twin Cleave (Bladestorm) Standard: King Arthur unleashes two cleave attacks while charging forward. Enemies hit by a cleave take damage and have their protections reduced. Combo: King Arthur swings Excalibur around him, charging forward and damaging enemies 5 times before winding up a final strike that deals more damage. King Arthur is immune to Knockup for the duration.! Cost: 40/45/50/55/60 Cooldown: 16s Ability:AoE (Dash) Affects:Enemies Damage:Physical Radius:10 (20) Sundering Strike (Excalibur's Wrath) 35 Energy: King Arthur winds up a massive jab, charging forwards slightly before striking. Enemies hit by this jab are stunned for 1s. 80 Energy: King Arthur charges forward with Excalibur drawn. If King Arthur hits an enemy god, he launches them into the air and unleashes a barrage of 6 attacks, after which he launches them back to the ground dealing damage to the target and any enemy below.! Cost: 35 (80) Energy & 40 Mana Cooldown: 20 Ability:Line (Dash) Affects:Enemies Damage:Physical Range:45 (35) Steadfast Each ability that damages a god results in a stack of Steadfast, reducing damage taken and increasing energy gain. Each time King Arthur uses an ability he swaps between his Standard and Combo Abilities. All abilities are Instant Cast. Attack Speed and Item Passives do not benefit his Basic Attacks. Attack Speed increases his energy gain.! Cost: Cooldown: Ability:Buff Affects:Self

Celtic

Artio (i) Artio Celtic Guardian Pros: High Crowd Control, High Sustain Cons: Abilities: Energy Surge (Maul Prey) Druid: Artio pulses out a strong wave of energy that damages enemies. She will heal herself and allies within 65 units for each enemy god hit by this ability. Bear Form: Artio slashes twice with her claws, damaging enemies with each swipe. ! Cost: 50/55/60/65/70 Cooldown: 12s Ability:Cone Affects:Enemies Damage:Magical Range:25 Entangling Vines (Ferocious Roar) Druid Form: Artio creates a thicket of vines around herself that cripples enemy gods and decreases their Magical or Physical Power as long as they are in the area. Bear Form: Artio lets out a ferocious roar that Stuns all nearby enemies and increases her own Physical and Magical Protections for 4s.! Cost: 50/55/60/65/70 Cooldown: 14s Ability:Area Affects:Enemies Radius:20 Life Tap (Heavy Charge) Druid Form: Artio channels for 2s, draining the life from enemies. While channeling she deals damage up to 5 times and heals herself up to 5 times. Each hit increasingly Slows enemies and enemies hit all 5 times are Rooted for 1s. Bear Form: Artio charges forward at an increased movement speed for 3s. Enemies she charges through take damage and are Slowed for 2s.! Cost: 50/55/60/65/70 Cooldown: 17s Ability:Line Affects:Enemies Damage:Magical Range:55 Shapeshift Active: Artio Shapeshifts between her Druid stance and Bear stance. Passive: Every time Artio hits at least 1 enemy with an ability she gains 1 stack of Invigoration. Invigoration stacks increase her Movement Speed and MP5. Stacks last 4s, and stack up to 8 times. ! Cost: 0 Cooldown: 1s Ability:Buff Affects:Self Decompose Enemy gods hit by Artio's Druid or Bear damaging abilities will begin to decompose. This effect decreases their Physical and Magical Protections. This effect stacks. ! Cost: Cooldown: Ability:Passive Affects:Enemy Gods Cernunnos (i) Cernunnos Celtic Hunter Pros: High Area Damage, High Crowd Control Cons: Abilities: Shifter of Seasons Cernnunos imbues his glaive with the power of the 4 seasons. Activating this ability rotates him through 4 different bonuses to his basic attacks. Spring Growth: Bonus Physical Lifesteal Summer Heat: Bonus Damage Autumn Decay: Debuff for 5s Winter Chill: Slows for 1s! Cost: None Cooldown: 0s Ability:Buff Affects:Self Damage:Physical Bramble Blast Cernunnos fires a bramble forward in a line that roots a single enemy hit. Upon hitting an enemy, wall, or reaching max range it will explode dealing damage and spawning an area of brambles at the location. This area deals damage every .5s and persists for 5s.! Cost: 60/65/70/75/80 Cooldown: 15s Ability:Projectile Affects:Enemies Damage:Physical Radius:20 Horn Charge Cernunnos charges forward, damaging and crashing through all types of enemies.! Cost: 70/75/80/85/90 Cooldown: 17/16/15/14/13s Ability:Dash Affects:Enemies Damage:Physical Range:55 The Wild Hunt Cernunnos selects an area where The Wild Hunt will begin. After a 1s delay, enemy gods in the area will be damaged and Polymorphed into wild boars. Polymorphed gods are silenced, disarmed and slowed. Polymorph is not affected by diminishing returns.! Cost: 100 Cooldown: 90s Ability:Ground Target Affects:Enemy Gods Damage:Physical Radius:25 Heavy Glaive Cernunnos wields a Glaive as a weapon. His basic attacks deal additional damage to all enemies in melee range while he is throwing it. The additional damage from Heavy Glaive does not trigger any effects from items or abilities. It also can not Critical Strike.! Cost: Cooldown: Ability:Buff Affects:Self Damage:Physical Radius:12 The Morrigan (i) The Morrigan Celtic Mage Pros: High Area Damage Cons: Abilities: Deadly Aspects When activated, The Morrigan begins combining the power from all three of her forms. When activated again, they simultaneously damage and stun enemies in front of them.! Cost: 60/65/70/75/80 Cooldown: 12s Ability:Charge Up Affects:Enemies Damage:Magical Range:30 Dark Omen The Morrigan launches a wave of dark magic at her enemies that deals damage, deals bonus damage to minions, and applies an Omen to enemy gods for 8 seconds. Gods with an Omen will take bonus damage the next time they are hit by any damaging ability. ! Cost: 60/65/70/75/80 Cooldown: 7s Ability:Projectile Affects:Enemies Damage:Magical Range:70 Confusion The Morrigan creates a phantom of herself while becoming stealthed and increasing her Movement Speed. The phantom runs to the targeted area, deals no damage, and will die if it takes any damage. If The Morrigan attacks or takes damage, she will be revealed and lose her increased Movement Speed.! Cost: 60/65/70/75/80 Cooldown: 15s Ability:Stealth Affects:Self Range:80 Changeling The Morrigan selects a God from the current match to become a copy of and cleanses herself of all effects. She copies all of their current stats and may use all of their abilities for the duration. She retains her own Relics and cannot use Consumables. The Rank of her abilities will transfer to the skills of the god she copies. This ability's cooldown will be increased to match the target God's ultimate ability cooldown. You may hover over a target and cancel to pre-select them, so you do not need to use the cursor on activation. ! Cost: 100 Cooldown: 140/125/110/95/80s Ability:Transform Affects:Self Doomsayer The 3rd hit of The Morrigan’s hit chain will explode, dealing damage to all enemies within range and Dooming all enemies hit. Doomed Enemies will take additional Basic Attack damage over time.! Cost: Cooldown: Ability:Basic Attack Stim Affects:Enemies Damage:Magical Radius:10 Cu Chulainn (i) Cu Chulainn Celtic Warrior Pros: High Area Damage, High Crowd Control Cons: Abilities: Barbed Spear (Ground Slam) Cu Chulainn thrusts his spear forward, damaging all enemies in front of him and stunning less powerful minions. Successfully hitting an enemy minion with this ability restores 5 Rage, 8 for a god (to a max of 18). Barbs from his spear stick in opponents and reduce their healing received for 4s. In his Berserk Form, Cu Chulainn instead slams his massive arms down, damaging and rooting all enemies in front of him and this ability costs no Rage.! Cost: 9 Rage Cooldown: 15/14/13/12/11s Ability:Line Affects:Enemy Damage:Physical Range:45 Vent Anger Cu Chulainn vents his anger as superheated steam, increasing his Movement Speed and draining his Rage. Every .5s while in this state, all enemies within range are damaged by the heat. Vent Anger does not return Rage. In his Berserk form, Cu Chulainn Vents Anger automatically and does not drain Rage.! Cost: 16 Rage Cooldown: 6s Ability:Area Affects:Self and Enemy Damage:Physical Radius:22.5 Salmon's Leap (Furious Charge) Cu Chulainn vaults over his spear, leaping to a target location and slamming it down to damage enemies around and in front of him. Successfully hitting an enemy minion with this ability restores 5 Rage, 8 for a god (to a max of 18). In his Berserk Form, Cu Chulainn instead charges forward damaging, stunning and driving all enemies back with him and this ability costs no Rage.! Cost: 9 Rage Cooldown: 16s Ability:Leap Affects:Enemy Damage:Physical Range:35 Spear of Mortal Pain (War Cry) Cu Chulainn swings his spear Gae Bulg in a circle around him, Damaging and Knocking Up all Enemies. Successfully hitting an enemy minion with this ability restores 10 Rage, 26 for a god (to a max of 36). In his Berserk Form, Cu Chulainn instead gives a terrifying yell, Damaging all Enemies and causing them to Tremble. This yell costs no Rage and has a 35s cooldown.! Cost: 14 Rage Cooldown: 85s Ability:Area Affects:Enemy Damage:Physical Radius:30 Berserk Cu Chulainn's Mana, MP5, and Mana Heals are applied to his Health pool. Abilities consume Rage, which stops regen at 25, but he gains Rage upon hitting with his Abilities as well as 1 Rage for Basic Attacks and .5 when he or allies take damage. After 3s above 85, he goes Berserk. While Berserk, Cu Chulainn gains Power and a Health Shield.! Cost: Cooldown: Ability:Buff Affects:Self

Chinese

Da Ji (i) Da Ji Chinese Assassin Pros: High Single Target Damage Cons: Abilities: Horrible Burns Da Ji heats up her claws, causing her next successfully hit Basic Attack to burn the target, dealing instant bonus damage, additional damage every 1s for 3s and Slowing them for 3s. Da Ji gains Haste when this ability activates, which lasts until she hits a target.! Cost: 50 Cooldown: 9s Ability:Stim Affects:Self Damage:Physical One Thousand Cuts Da Ji lashes out with her claws at nearby enemies, executing 4 strikes that damage all enemies in range and apply the Bleed from Torture Blades. While this ability is channeling Da Ji moves freely in all directions, gains 40% increased Movement Speed, immunity to Slows and Knockups, and her tails mitigate Damage dealt to her by Enemy Gods who are behind her.! Cost: 60/65/70/75/80 Cooldown: 13s Ability:AoE Affects:Enemies and Self Damage:Physical Range: 20 Trickster Spirit Da Ji selects a single allied or enemy target and teleports to their location after a short delay. Upon arriving at the target, she lashes out with her claws, dealing damage and applying the Bleed from Torture Blades to all enemies around her.! Cost: 60/65/70/75/80 Cooldown: 17s Ability:Teleport Affects:Enemies or Allies Damage:Physical Range: 55 Paolao Da Ji Summons her signature torture device, the Paolao. As she hovers above the device she may fire up to 3 shots. Enemy gods hit take damage and become Chained and Slowed. At the end of her ability Chained enemies are pulled to the Paolao becoming Stunned and then taking damage 3 times over 2s. If a god hit by this ability becomes Crowd Control Immune at any time, they break the Chain on them and cannot be Chained again until this ability ends.! Cost: 100 Cooldown: 100s Ability:Projectile Affects:Enemies Damage:Physical Range: 80 Torture Blades Da Ji's sharp claws cause her enemies to Bleed when struck by her basic attacks. Bleeding causes the enemy to take additional damage every 1s for 2s (This damage does not trigger Item effects). Bleed can stack any number of times on the same target. ! Cost: Cooldown: Ability:Passive Affects:Enemy Damage:Physical

Ne Zha (i) Ne Zha Chinese Assassin Pros: High Single Target Damage, Medium Crowd Control Cons: Abilities: Universe Ring Toss Ne Zha throws the Universe Ring, bouncing several times, dealing damage, applying a Physical Protection Debuff for 3s and Slowing for 1s. Each hit also stacks a movement speed buff on Ne Zha for 2s. Subsequent hits on the same target deal 35% less damage.! Cost: 50/55/60/65/70 Cooldown: 14s Ability:Projectile Affects:Enemy Damage:Physical Flaming Spear Ne Zha empowers himself with fighting spirit, igniting his spear for increased Attack Speed and Critical Strike Chance for a short duration. Upon activation, Ne Zha is healed depending on how many stacks he currently has from his passive ability, Righteous Spirit.! Cost: 55/60/65/70/75 Cooldown: 18/17/16/15/14s Ability:Buff Affects:Self Armillary Sash Ne Zha throws out his Armillary Sash hitting the first enemy god in its path. The target is Stunned as Ne Zha yanks himself toward the target, dealing a powerful blow to all enemies in the area as he arrives. This ability can Critically Hit.! Cost: 75 Cooldown: 14s Ability:Projectile, Dash Affects:Enemy Gods Damage:Physical Radius:10 Wind Fire Wheels Ne Zha dashes forward. If he hits an enemy god, he knocks them skyward for 4s, unleashing a 3-hit combo (successfully timed attacks during the combo result in critical strikes), then smashing them back to Earth in his starting location. This ability hits one initial time upon knockup, the three-hit combo, and then again dealing additional damage to enemies in the radius as he lands for a total of 5 hits. While knocked skywards, enemies are not considered Crowd Controlled.! Cost: 80/90/100/110/120 Cooldown: 90s Ability:Dash Affects:Enemy Gods Damage:Physical Righteous Spirit Ne Zha's spirit is strengthened as he successfully hits enemies with abilities and basic attacks. Each hit provides 1 stack and each Critical Hit provides 2 stacks. Stacks reset if Ne Zha has not taken or dealt damage in the last 10s.! Cost: Cooldown: Ability:Buff Affects:Self Xing Tian (i) Xing Tian Chinese Guardian Pros: High Crowd Control Cons: Abilities: Furious Roar Xing Tian shouts from his chest with great force, damaging enemies and reducing their Basic Attack damage. Enemies also take damage over time based on their maximum health.! Cost: 55/60/65/70/75 Cooldown: 14s Ability:Line Affects:Enemies Damage:Magical Range:45 Hook Slam Xing Tian first launches an attack with his axe, knocking the opponents into the air before slamming them into the ground and rooting them.! Cost: 70/75/80/85/90 Cooldown: 18s Ability:Cone, AOE Affects:Enemies Damage:Magical Radius:25, 20 Sky-Cutting Axe Xing Tian leaps forward, dealing damage to enemies when he lands, and he may leap again within 3s. While in the air, Xing Tian has increased protections, which are refreshed if he connects with a target.! Cost: 65/75/85/95/105 Cooldown: 15s Ability:Leap Affects:Self & Enemies Damage:Magical Radius:12 Whirlwind of Rage and Steel Xing Tian spins grabbing and hitting enemies with his axe before throwing them in the direction he is facing. Damage is dealt to enemies once each on the grab and throw as well as three times during the spin.! Cost: 110/100/90/80/70 Cooldown: 90s Ability:Radius Affects:Enemies Damage:Magical Radius:20 Smouldering Rage Xing Tian gains stacks of Smouldering Rage each time he hits an enemy with an ability. For each stack of rage Xing Tian has, he gains HP5. Stacks last 18s.! Cost: Cooldown: Ability:Passive Hou Yi (i) Hou Yi Chinese Hunter Pros: High Area Damage, High Single Target Damage Cons: Abilities: Ricochet Hou Yi fires a powerful shot that can ricochet off of walls. After firing, if this arrow bounces off of a wall it will travel 70 units from that point and gain +40% bonus damage to gods per bounce up to a maximum of 2 bounces. This arrow will stun if the target has Mark of the Golden Crow.! Cost: 60/65/70/75/80 Cooldown: 10s Ability:Line Target Affects:Enemies Damage:Physical Range:70 Mark of the Golden Crow Hou Yi marks an enemy with Mark of the Golden Crow. Marked enemies take extra damage for every 10% of their missing health from Hou Yi’s abilities and basic attacks. Also, marked enemies, including stealthed gods, are visible to Hou Yi on the minimap. The mark lasts for 10s.! Cost: 50 Cooldown: 18s Ability:Debuff Affects:Enemy Gods Range:55 Divebomb Hou Yi launches into the air, and for a short time may target some distance away to quickly dive towards the ground damaging any enemies in the immediate area. If the target has Mark of the Golden Crow they are knocked back.! Cost: 70/75/80/85/90 Cooldown: 15s Ability:Leap Affects:Enemies Damage:Physical Radius:20 Sunbreaker Hou Yi shoots nine arrows into the sky, striking one sun with each arrow. The nine suns come crashing down one by one, slowing and dealing damage in a target area over time. A target with Mark of the Golden Crow will have their movement speed slowed by an additional 20%.! Cost: 100 Cooldown: 90s Ability:Area Affects:Enemies Damage:Physical Radius:30 Suntouched After taking a critical hit, Hou Yi can’t be critically hit again for 3s.! Cost: Cooldown: Ability:Passive Affects:Self FR

Jing Wei (i) Jing Wei Chinese Hunter Pros: High Mobility Cons: Abilities: Persistent Gust Jing Wei creates a gust of wind that damages enemies and knocks up enemy gods when summoned. The gust persists for 6s and continues to knock up and deal additional damage to enemies every 1s. If Jing Wei walks onto the area she is knocked into the air and gains an attack speed buff for 7s.! Cost: 70/75/80/85/90 Cooldown: 14s Ability:Ground Target Affects:Self and Enemies Damage:Physical Radius:10 Explosive Bolts Jing Wei loads her crossbow with explosive bolts that augment her next 3 Basic Attacks. These attacks are wider, have increased critical chance, and deal area of effect damage.! Cost: 50 Cooldown: 14s Ability:Buff Affects:Self Damage:Physical Radius:8 Agility Jing Wei dashes straight forward. She may use this ability while knocked into the air for a longer range dash. She also gains a 4s increase to Physical Power and Movement Speed upon using Agility. The effect of this buff is increased if Agility is used from the air. ! Cost: 75/70/65/60/55 Cooldown: 18/18/17/17/16s Ability:Dash Affects:Self Range:!{rankprog:35}! Air Dash Range:!{rankprog:55}! Air Strike Jing Wei channels briefly before taking to the sky. She then flies forward and upward while covering the area below her in explosions that damage all enemies in the area. After her attack she hovers for up to 2s before landing at a ground target location. ! Cost: 100/110/120/130/140 Cooldown: 90s Ability:Line Affects:Enemies Damage:Physical Rapid Reincarnation When exiting the fountain, Jing Wei prepares for takeoff and then ascends into the sky, allowing her to fly over obstacles at an increased speed with CC immunity. Jing Wei can decline to fly by canceling the ability on her way out of the fountain.! Cost: Cooldown: Ability:Flight Affects:Self Duration:4s Ao Kuang (i) Ao Kuang Chinese Mage Pros: High Single Target Damage Cons: Abilities: Water Illusion Ao Kuang Teleports forward into Stealth, leaving behind a watery form of himself. He remains in Stealth for 5s or until he attacks or takes damage. Ao Kuang may activate this ability again to detonate the watery form, dealing damage to nearby enemies.! Cost: 70 Cooldown: 15s Ability:Teleport Affects:Self and Enemies Damage:Magical Range / Radius:30 / 20 Dragon Call Ao Kuang summons 6 dragons to his side. For every successful Basic Attack Ao Kuang makes, a dragon will dive to the target dealing additional damage. This ability ends after all dragons are used, or after 10s. Ao Kuang may activate this ability again to send forward any remaining dragons in a ranged attack. The dragons damage and Slow the first enemy they hit.! Cost: 60/65/70/75/80 Cooldown: 15/14/13/12/11s Ability:Stim / Line Affects:Enemies Range:55 Damage:Magical Wild Storm Ao Kuang unleashes a storm of lightning from his sword, damaging all enemies in front of him. This hit will send a Dragon from Dragon's Call forth, dealing damage to hit targets.! Cost: 60/65/70/75/80 Cooldown: 7s Ability:Cone Affects:Enemies Damage:Magical Range:30 King of the Eastern Seas Ao Kuang grabs a single target, damaging and knocking them into the air. If the target is below a Health threshold, Ao Kuang will also reveal his true form, becoming an airborne Dragon and executing them restoring Health. After transforming Ao Kuang then picks a new location to land, dealing damage to enemies within 20 units.! Cost: 90/100/110/120/130 Cooldown: 90s Ability:Single Target Affects:Enemy Damage:Magical Landing Range:200 Dragon King's Sword Every 20 seconds Ao Kuang gets a stack of Dragon King's Sword. With a stack available, his next non-ultimate ability that deals damage to an Enemy god has a reduced cooldown and heals Ao Kuang. Successfully executing an Enemy god with King of the Eastern Seas fully charges Dragon King's Sword.! Cost: Cooldown: Ability:Passive

Chang'e (i) Chang'e Chinese Mage Pros: High Sustain, High Mobility Cons: Abilities: Crescent Moon Dance Chang'e flings a crescent moon in an arc, dealing damage to all enemies in its path.! Cost: 60/65/70/75/80 Cooldown: 6s Ability:Arc Affects:Enemy Damage:Magical Moonlit Waltz Chang'e performs an evasive spin dance. She is immune to damage and Crowd Control during the action. For each tick of damage from an ability or Basic Attack that was avoided, Chang'e restores Mana to herself and her allies.! Cost: 60 Cooldown: 20/18.5/17/15.5/14s Ability:Area Affects:Self and Ally Moonflower Dance Chang'e twirls, scattering flowers around her, and healing herself and all nearby allies and damaging nearby enemies. Moonflower Dance also reduces the healing of all nearby enemies.! Cost: 60/65/70/75/80 Cooldown: 12s Ability:Area Affects:Enemy and Ally Radius:30 Waxing Moon Chang'e's Waxing Moon dance is captivating, with this dance dealing damage and Stunning enemy gods in front of her. Each subsequent god that gets Stunned is Stunned for longer than the previous one.! Cost: 80/90/100/110/120 Cooldown: 90s Ability:Line Affects:Enemy Damage:Magical Jade Rabbit Chang'e can purchase or sell items from anywhere and her Jade Rabbit companion will fetch them. When the Rabbit reaches the store then returns, the transaction completes. Only one item can be purchased or sold in this way at a time. Chang'e also gains +25% movement speed with no backpedal penalty when using her dances.! Cost: Cooldown: Ability:Buff Affects:Self

He Bo (i) He Bo Chinese Mage Pros: High Area Damage, Medium Crowd Control Cons: Abilities: Water Cannon He Bo fires a short burst of water from his hands, damaging all enemies in front of him.! Cost: 40/50/60/70/80 Cooldown: 3s Ability:Cone Affects:Enemy Damage:Magical Atlas of the Yellow River He Bo unfurls his scroll in a line, releasing the flood waters. Allies on the water are immune to Slows and move faster, while enemies are Slowed.! Cost: 60/65/70/75/80 Cooldown: 12s Ability:Line Affects:Enemy and Self Waterspout He Bo calls forth a geyser, causing it to burst out with tremendous force at his target location, damaging enemies while knocking them into the air.! Cost: 65/70/75/80/85 Cooldown: 10s Ability:Ground Target Affects:Enemy Damage:Magical Radius:10 Crushing Wave He Bo transforms into a wave and crashes forward, damaging all enemies in his path.! Cost: 100 Cooldown: 90s Ability:Line Affects:Enemy Damage:Magical Steady Flow Each time He Bo uses an ability, he gains the Steady Flow buff which increases his Magical Power. The timer refreshes when another ability is used.! Cost: Cooldown: Ability:Buff Affects:Self

Nu Wa (i) Nu Wa Chinese Mage Pros: Pusher Cons: Abilities: Mysterious Fog Nu Wa condenses moisture into fog at her location which then rolls forward away from her. She and all allies are Stealthed while inside the fog, and have increased movement speed. Attacking breaks the Stealth effect for 1s. Enemies that run into the fog take damage, and continue to take additional damage again every second they are in the fog.! Cost: 60/65/70/75/80 Cooldown: 15s Ability:Ground Target Affects:All Damage:Magical Radius:20 Clay Soldiers Nu Wa conjures Clay Soldiers from the Earth. If she marked a target while summoning them, they will pursue that target until it dies. If she summoned them with no target, they will attack enemy gods who damage Nu Wa, or closest enemies. Soldiers live for 10s. First they will dash at enemies within 30 units, applying a stack of protection reduction. Stacks up to 3 times, stacks last 2s. They will basic attack after that. ! Cost: 60/70/80/90/100 Cooldown: 16s Ability:Pet Affects:Enemy Damage:Physical Range:40 Shining Metal Nu Wa launches a mass of shining metal, damaging all enemies it hits. If it hits one of her Clay Soldiers, it explodes, dealing additional damage and Stunning enemies.! Cost: 50 Cooldown: 8s Ability:Line Affects:Enemies Damage:Magical Range:65 Fire Shards Nu Wa flies up into the clouds, gaining visibility on all enemy gods, and summoning fire shards from the sky to damage each of them. As she lifts off the ground, she can pass through player-made deployables.! Cost: 100 Cooldown: 110s Ability:Global Affects:Enemy Damage:Magical Strength of Wood After 5 successful Basic Attacks, Nu Wa's next Basic Attack will Root enemies.! Cost: Cooldown: Ability:Passive Affects:Enemies Damage:Magical

Zhong Kui (i) Zhong Kui Chinese Mage Pros: High Area Damage, Medium Crowd Control Cons: Abilities: Expose Evil Zhong Kui pastes a card on all enemies in front of him, marking them as a demon, Slowing and damaging them each second while they are marked. If the card is removed, 75% of the remaining damage is done instantly.! Cost: 60/65/70/75/80 Cooldown: 12s Ability:Line Affects:Enemy Damage:Magical Exorcism Zhong Kui drives out the demons of his enemies, dealing damage as they leave the body. Demons exorcised from Enemies marked by Expose Evil will be absorbed by Zhong Kui, healing him per demon (up to 3), and will remove the card.! Cost: 60/65/70/75/80 Cooldown: 10s Ability:Cone Affects:Enemy Damage:Magical Book of Demons When fired, the Book of Demons deals damage and Stuns enemies, stunning marked enemies for 2x the duration and removing the card. Once this ability has been ranked, the Book of Demons flies nearby Zhong Kui, firing for 50% of Zhong Kui's basic damage.! Cost: 60/65/70/75/80 Cooldown: 15s Ability:Area Affects:Enemy Damage:Magical Radius:20 Recall Demons Upon activation, demons pulse out from his bag at nearby players every second for 5s. They chase and accelerate over time, doing damage to enemies as they enter the body. Zhong Kui is immune to Knockback and Slows for the duration.! Cost: 100 Cooldown: 90s Ability:Area Affects:Enemy Damage:Magical Radius:40 Demon Bag Zhong Kui captures demons each time anything dies within 80 units of him and stores them in his Demon Bag, giving him additional Protections. When Recall Demons is activated, Zhong Kui gains double the Protections from his Demon Bag, but loses half the demons in the process. Zhong Kui also loses half the demons in his bag if he dies.! Cost: Cooldown: Ability:Buff Affects:Self Erlang Shen (i) Erlang Shen Chinese Warrior Pros: High Single Target Damage, High Attack Speed Cons: Abilities: Spot Weakness Erlang Shen opens his third eye and analyzes the enemy's strengths and weaknesses. When activated, Erlang Shen gains additional Physical Damage on each strike. If the buff effect has ended and the ability is on Cooldown, successful Basic Attacks reduce the Cooldown of this ability by 1s.! Cost: 60 Cooldown: 14s Ability:Buff Affects:Self Damage:Physical Pin Erlang Shen launches a spear that damages enemies on impact. Enemies in the dead center of the effect when it lands are Rooted in place.! Cost: 50/55/60/65/70 Cooldown: 16s Ability:Ground Target Affects:Enemy Damage:Physical Radius:20 72 Transformations Erlang Shen transforms into a Mink or Turtle and charges forward. Mink: Damages all enemies, stopping on first god hit and increasing Attack Speed for 4s. Turtle: Knocks up all enemies in path and gains a health shield for 12s.! Cost: 65/70/75/80/85 Cooldown: 18/17/16/15/14s Ability:Dash Affects:Enemy Damage:Physical 9 Turns Blessing Erlang Shen Taunts nearby Enemy gods, gaining Damage Mitigation for the next 4s. Afterwards, if Erlang Shen is still alive he is Healed for a flat amount plus 15% of his Maximum Health.! Cost: 80/85/90/95/100 Cooldown: 85s Ability:Cone Affects:Self and Enemies Howling Celestial Dog Each time Erlang Shen hits an enemy with a Basic Attack, his dog hits as well for 15% of his Basic Attack power and 1% of the target's max. health. The percentage damage only works against gods and minions.! Cost: Cooldown: Ability:Buff Affects:Self and Enemy Damage:Physical

Guan Yu (i) Guan Yu Chinese Warrior Pros: High Sustain, High Mobility Cons: Abilities: Conviction Guan Yu's courageous leadership is infectious and, when focused, heals himself and his allies. Healing friendly gods reduces all Cooldowns by 2s.! Cost: 60 Cooldown: 12s Ability:Area Affects:Allies Radius:30 Warrior's Will Guan Yu charges forward, his Green Dragon Crescent Blade extended in front of him. All enemies in his path take damage and are Slowed. Hitting enemy gods lowers all of Guan Yu's Cooldowns by 2s. Guan Yu is immune to Roots, Cripples, and Knockups while dashing.! Cost: 60/65/70/75/80 Cooldown: 12s Ability:Dash Affects:Enemy Damage:Physical Taolu Assault Guan Yu spins his blade in a controlled but furious display, slicing enemies for damage every .3s for 3s. Each hit steals enemy Protections, giving them to Guan Yu. Guan Yu is immune to Knockback for the duration.! Cost: 60/65/70/75/80 Cooldown: 15s Ability:Line Affects:Enemy Damage:Physical Cavalry Charge Guan Yu mounts his warhorse and charges for 4s. While mounted, he can steer and attack and is immune to Crowd Control. Enemies hit take damage and are Slowed. Each hit increases damage from consecutive hits against that target by 20%. Enemies hit on the dismount are Stunned. You can dismount at any time by canceling.! Cost: 80/90/100/110/120 Cooldown: 90s Ability:Area Affects:Enemy Damage:Physical Painless Each time Guan Yu takes or deals damage he gains stacks. At max stacks Painless becomes active and all of Guan Yu's abilities gain boosted effects. Once active, stacks will reset if Guan Yu has not taken or dealt damage in the last 5s.! Cost: Cooldown: Ability:Buff Affects:Self

Mulan (i) Mulan Chinese Warrior Pros: High Area Damage Cons: Abilities: Cross Strike Mulan swings her sword with precision, striking twice and dealing damage to all enemies hit. Skilled - Mulan gains an Attack Speed increase after using this ability. Adept - Mulan strikes a third time in a large cone in front of her. Mastered - Mulan gains 10% Attack Speed.! Cost: 60/65/70/75/80 Cooldown: 16/15/14/13/12s Ability:Area Affects:Enemies Damage:Physical Radius:25 Spear Thrust Mulan brings forth her spear striking in front of her, dealing damage and slowing all enemies hit. Skilled - Mulan heals for up to 3 enemies hit. Adept - Mulan strikes a second time further in front of her, dealing bonus damage if she hits the same enemy. Mastered - Mulan gains 5% Power.! Cost: 50/55/60/65/70 Cooldown: 14s Ability:Line Affects:Enemies Damage:Physical Range:25 Grapple Mulan readies herself and fires an arrow with a rope attached to it. If she hits an enemy god she stuns them, dealing damage and pulling them towards her while dashing and hitting them again for extra damage. Skilled - Mulan gains a Protection buff after hitting an enemy god. Adept - Mulan is able to dash to walls. Mastered - Mulan gains 5% Movement Speed.! Cost: 60 Cooldown: 16s Ability:Projectile, Dash Affects:Enemy Gods Damage:Physical Range:60 Divine Mastery Mulan brings forth her entire arsenal dashing forwards with sword slashes, dealing damage and rooting enemies for 1s. If she hits an enemy god during the dash, Mulan uses her new divine energy to knock up enemies with her spear before firing a large projectile attack with her bow. Dealing damage with any part of this ability gains Skill towards the weapon used. Mulan also gains Protections for the duration.! Cost: 100 Cooldown: 100s Ability:Dash, Line, Projectile Affects:Enemies Damage:Physical Range:65, 65, 85 Training Arc Mulan utilizes a Sword, Spear and Bow with her abilities and can gain Skill towards them by damaging enemy gods. Her expertise in each weapon provides different bonuses. Mulan also gains a buff every 10 seconds that reduces the cooldown of the next non-ultimate ability used by 2 seconds.! Cost: Cooldown: Ability:Buff Affects:Self

Sun Wukong (i) Sun Wukong Chinese Warrior Pros: High Defense, High Mobility Cons: Abilities: The Magic Cudgel Sun Wukong's Magic Cudgel grows in length, and he slams it down, damaging all enemies in front of him. Minions and Jungle Camps take an extra +30% damage.! Cost: 50/55/60/65/70 Cooldown: 12s Ability:Line Affects:Enemy Damage:Physical Master's Will Sun Wukong strikes around him, damaging and Slowing all enemies.! Cost: 60 Cooldown: 10s Ability:Area Affects:Enemy Damage:Physical 72 Transformations Sun Wukong transforms into an Eagle, Tiger, or Ox, and charges forward. Eagle: Is the fastest of the three forms. Immune to Slow and Root effects. Tiger: Mauls the first enemy runs into, Stunning and causing damage. Ox: Knocks aside all enemies in his path and causes damage. Immune to Slow, Root, and Knockup effects.! Cost: 65/70/75/80/85 Cooldown: 18/17/16/15/14s Ability:Dash Affects:Enemy Damage:Physical Somersault Cloud Sun Wukong leaps onto his cloud for up to 5s, leaving a Pet behind to fight. While on the cloud Sun Wukong is invisible, and regenerates Health. He may leap off before the duration expires, dealing damage. The Pet inherits a percentage of Sun Wukong's current strength and defense. The Pet is killed instantly if hit by a hard Crowd Control excluding Banishes and Knockbacks. If the Pet dies, Sun Wukong is revealed on his cloud.! Cost: 100 Cooldown: 110/105/100/95/90s Ability:Leap Affects:Self and Enemy Damage:Physical Radius:25 Undefeated Body When Sun Wukong is below 50% Health, he gains +10 Physical Power and +10 Protections, plus another 2 Physical Power and 1 Protection for his current level. While Undefeated Body is active, if Sun Wukong goes above 50% Health, he maintains the buff for 12s.! Cost: Cooldown: Ability:Buff Affects:Self

Egyptian

Bastet (i) Bastet Egyptian Assassin Pros: High Single Target Damage Cons: Abilities: Pounce Bastet pounces to her target location, damaging enemies within the radius. For 4 seconds after pouncing, you can press the button again to pounce back to your initial location. Bastet moves 25% faster while in the return pounce state. If Guardians of Bast is active, she will command her guardians to also pounce with her.! Cost: 60/65/70/75/80 Cooldown: 12s Ability:Leap Affects:Enemy Damage:Physical Radius:20 Razor Whip Bastet swipes at her enemies, causing them to Bleed for damage every second for the duration. If Guardians of Bast is active, she will command her guardians to also swipe at her enemies.! Cost: 40/45/50/55/60 Cooldown: 13s Ability:Cone Affects:Enemy Damage:Physical Ensnaring Claw Bastet sends a cat forward at her enemies. If a cat finds an enemy it ensnares them, damaging them and rooting them for .5s. The cat persists for 4s or until defeated, continuing to attack nearby enemies. The cats attacks will apply a 2s slow to the enemy. If Guardians of Bast is active, she will command her guardians to also charge forward.! Cost: 60/65/70/75/80 Cooldown: 12s Ability:Line Affects:Enemy Damage:Physical Guardians of Bast Bastet calls her loyal Guardian cats to her side. These Guardians will follow Bastet's order, assisting her in any ability she casts and dealing a percentage of Bastet's damage.! Cost: 80/85/90/95/100 Cooldown: 90s Ability:Stim Affects:Self Damage:Physical Tracking Scent When Bastet hits an enemy she marks the target for a brief time. Marked targets leave behind a scent trail Bastet can follow, gaining Movement Speed while in the scent trail.! Cost: Cooldown: Ability:Debuff Affects:Enemy

Serqet (i) Serqet Egyptian Assassin Pros: High Single Target Damage, High Mobility Cons: Abilities: Deathbane Serqet dashes three times from side to side, dealing damage and applying Deathbane Poison to each enemy hit. This ability can Critical Hit, and Serqet is immune to Knockup while dashing. Deathbane Poison reduces a target's Physical Protection for a short time, and remains in a lingering dormant state for 20s.! Cost: 60 Cooldown: 13s Ability:Dash Affects:Enemies Damage:Physical Max Distance:50 Cobra's Kiss Serqet launches her two blades forward, dealing damage and applying the Cobra's Kiss Poison. Cobra's Kiss Poison drives gods to madness, forcing them to attack nearby allies dealing this damage again, or walk harmlessly towards Serqet. Cobra's Kiss remains in a lingering dormant state for 20s.! Cost: 70/75/80/85/90 Cooldown: 18s Ability:Line Affects:Enemies Damage:Physical Range:40 Ambush Serqet vanishes, Rooting herself in place. She may leap once, revealing herself and dealing damage to enemies. She will stay hidden until she leaps or cancels this ability. Enemy gods within range 12.5 will also reveal her.! Cost: 70 Cooldown: 18s Ability:Leap Affects:Enemies Damage:Physical Radius:15 Last Breath Serqet leaps to an enemy, Stunning them, applying the Last Breath poison, then pushing them 30 units away. The Last Breath poison deals true damage to the target over the next 5s, and prevents them from healing. If an enemy dies while infected with Last Breath, they will explode, applying the poison to all enemies within 20 units.! Cost: 100 Cooldown: 90s Ability:Leap Affects:Enemies Damage:True Radius:10 Catalyst Serqet's Basic Attacks apply Catalyst, which consumes her lingering poisons from Deathbane and Cobra's Kiss. If the target is affected by two or three different poisons, they take additional damage.! Cost: Cooldown: Ability:Passive

Set (i) Set Egyptian Assassin Pros: High Single Target Damage Cons: Abilities: Skewer Set amasses his hatred, throwing it forward. Enemies caught in its path are damaged and slowed for 3s. Set's spawn are commanded when Set fires this attack, dashing towards a location Set determines. Enemies hit by a Spawn's dash take damage and are slowed for 3s. Any dash after the first will deal 40% damage. ! Cost: 40/45/50/55/60 Cooldown: 8s Ability:Line Affects:Enemy Damage:Physical Range:60 Spawn of Set Set conjures a Spawn of himself made of sand. These spawn will stand where summoned and attack nearby enemies. Set can have up to 2 charges of this ability, allowing him to conjure spawn in quick succession. Set can interact with these Spawn with his other abilities, commanding them to attack or teleporting to them. Set can only have 8 Spawn at any given time.! Cost: 30 Cooldown: 13/13/12/12/11s Ability:Circle Affects:Enemy Damage:Physical Range:70 Sandstorm Set conjures a Sandstorm around him, protecting him from Physical Damage and causing him to be immune to Slows. Enemies near Set are damaged every .4s for 6s and have their vision obscured by the sands. If Set is targeting a spawn when this ability is cast he will immediately teleport to the spawn. Otherwise, he can reactivate this ability to teleport. Set can only teleport once per Sandstorm.! Cost: 50/55/60/65/70 Cooldown: 16s Ability:Teleport Affects:Enemy Damage:Physical Radius:16 Kingslayer Set enrages, channeling his rage towards his enemies, gaining increased Movement Speed. Each time Set's attacks damage a god they gain a Mark of Set. At 4 Marks the target erupts. Enemies take a burst of damage on each explosion while Set becomes empowered, restoring Health and immediately gaining a charge of Spawn of Set. Excess charges are immediately consumed, causing a Spawn to appear near Set.! Cost: 80/85/90/95/100 Cooldown: 90s Ability:Stim Affects:Self Damage:Physical Relentless Each time Set damages an enemy, Set gains a stack of Relentless. If Horus is the enemy being damaged, Set gains 2 stacks. Each stack increases Set's Attack Speed. Relentless stacks to a max count of 10 for 6s. While Kingslayer is active, Relentless has no maximum stack count.! Cost: Cooldown: Ability:Buff Geb (i) Geb Egyptian Guardian Pros: High Crowd Control, High Defense Cons: Abilities: Roll Out Geb turns into a mass of rolling earth, damaging and Slowing enemies he encounters, stopping at the first god he hits. He increases speed as he travels and his damage increases from 75% to 100% over 3s. Once at his top speed, Geb becomes CC immune, and will also Knockback enemy gods.! Cost: 50/55/60/65/70 Cooldown: 14/13/12/11/10s Ability:Line Affects:Enemy Damage:Magical Shock Wave Geb creates a shock wave, which ripples out from him in a cone, causing damage and Knockup to all enemies. The damage decreases the further the enemy is from Geb, down to 70% at the maximum range.! Cost: 60/65/70/75/80 Cooldown: 15s Ability:Cone Affects:Enemies Damage:Magical Radius:45 Stone Shield Geb targets himself or an ally to put a Shield around. The Shield blocks all damage and lasts until its time expires or it takes enough damage to be destroyed. The Shield also cleanses any Crowd Control when applied.! Cost: 60 Cooldown: 18s Ability:Shield Affects:Allies or Self Cataclysm Geb pulls apart the earth, dealing Magical damage to all enemy gods based on a percent of their current Health, and Stunning them.! Cost: 100 Cooldown: 90s Ability:Ground Target Affects:Enemy Gods Damage:Magical Radius:30 Hard as Rock Critical Strike bonus damage taken is decreased by 75%.! Cost: Cooldown: Ability:Buff Affects:Self

Khepri (i) Khepri Egyptian Guardian Pros: High Crowd Control, High Defense Cons: Abilities: Abduct Khepri lunges forward, dealing damage to enemies he passes through. If he connects with an enemy god he stops, grabs them, and starts pulling them backwards while gaining increased Protections. Enemies are silenced for the duration of the pull.! Cost: 60 Cooldown: 14s Ability:Dash Affects:Enemies Range:40 Rising Dawn Khepri rolls the sun forward, setting ablaze all enemies it touches, reducing physical protections, and dealing damage over time. Allies that are hit take reduced damage from enemies for the duration.! Cost: 50/60/70/80/90 Cooldown: 12s Ability:Line Affects:Allies and Enemies Damage:Magical Range:70 Solar Flare Khepri calls down the sun's ire at the target location, dealing damage and rooting all targets in the area.! Cost: 60/65/70/75/80 Cooldown: 14s Ability:Ground Target Affects:Enemy Damage:Magical Radius:15 Scarab's Blessing Khepri blesses an allied god, immediately cleansing them of all crowd control as well as granting them Movement Speed, and immunity to slow effects. If the marked ally would die while blessed, they are instead revived with a percentage of their maximum Health at Khepri's location. Executed allies do not revive.! Cost: 80/90/100/110/120 Cooldown: 110s Ability:Ground Target Affects:Allies Radius:15 Fortitude Every 5s, Khepri applies a shield to himself and nearby allied gods for 2% of the target's Maximum Health for 15s. The rate is slowed to every 10s if Khepri has taken or dealt damage in the last 5s. (Max 10%)! Cost: Cooldown: Affects:Self and Allied Gods Radius:40

Sobek (i) Sobek Egyptian Guardian Pros: High Crowd Control, High Defense Cons: Abilities: Charge Prey Sobek charges forward at a frenzied pace. If Sobek hits an enemy, he does damage and throws the enemy behind himself. Sobek is immune to Knockups whilst dashing.! Cost: 70/75/80/85/90 Cooldown: 13s Ability:Dash Affects:Enemy Damage:Magical Tail Whip Sobek whips around in a circle, knocking enemies back and doing damage.! Cost: 60/65/70/75/80 Cooldown: 14s Ability:Area Affects:Enemy Damage:Magical Radius:20 Sickening Strike Sobek does an axe attack that damages all enemies in front of him and lowers their healing received. In addition, Sobek heals for each enemy hit, up to 3.! Cost: 60/65/70/75/80 Cooldown: 13s Ability:Cone Affects:Enemy Damage:Magical Lurking in the Waters Sobek submerges himself, where he gains 20% protections, regenerates Mana, is immune to Crowd Control and he Slows all enemies. When Sobek emerges, he damages all enemies in the radius. Cancelling the ability decreases the damage.! Cost: 80/90/100/110/120 Cooldown: 90s Ability:Area Affects:Enemy Damage:Magical Radius:30 Blessing of the Nile Sobek's Basic Attacks and abilities that hit an enemy grant him Protections for a short time.! Cost: Cooldown: Ability:Buff Affects:Self Anhur (i) Anhur Egyptian Hunter Pros: High Single Target Damage Cons: Abilities: Shifting Sands Anhur erects an obelisk from the ground, blocking all player movement. The surrounding sands Slow enemies and increase the damage of Anhur's Basic Attacks against targets in the sands.! Cost: 60/65/70/75/80 Cooldown: 14s Ability:Ground Target Affects:Enemy Radius:30 Impale Anhur hurls his spear with great might. If the spear hits a god, they take damage and are knocked back. Gods knocked back into a wall are Stunned. Enemies hit by the pushed god take damage. The spear passes through minions, doing damage to them as well.! Cost: 70/75/80/85/90 Cooldown: 12s Ability:Line Affects:Enemy Damage:Physical Disperse Anhur leaps to his ground target location, doing damage and knocking back all enemies in the radius where he lands.! Cost: 60/65/70/75/80 Cooldown: 15s Ability:Leap Affects:Enemy Damage:Physical Radius:15 Desert Fury Summoning the fury of the desert, Anhur hunkers down and throws empowered spears that pass through everything, doing damage to all enemies in their path. He is immune to Crowd Control for the duration.! Cost: 80/90/100/110/120 Cooldown: 75s Ability:Line Affects:Enemy Damage:Physical Enfeeble Anhur's spear attacks reduce the enemy target's Physical Protection for 3 seconds.! Cost: Cooldown: Ability:Debuff Affects:Enemy

Neith (i) Neith Egyptian Hunter Pros: High Crowd Control, High Sustain Cons: Abilities: Spirit Arrow Neith fires a shot that passes through everything. Each enemy hit takes damage and is Rooted. If the Spirit Arrow hits a Broken Weave, the Weave detonates, dealing an additional 100% of the damage and applying the Root to all enemies in the area.! Cost: 60/65/70/75/80 Cooldown: 15s Ability:Projectile Affects:Enemy Damage:Physical Unravel Neith neatly unravels the world weaves, damaging all enemies in the target area, reducing their Attack Speed while increasing her own, and healing Neith for each enemy hit, up to 3. Any Broken Weaves in the area are removed, healing Neith an additional amount.! Cost: 70 Cooldown: 15s Ability:Ground Target Affects:Enemy Damage:Physical Radius:20 Backflip Neith backflips through the air, creating a Broken Weave as she leaps while damaging and Slowing enemies in the area in front of her.! Cost: 70/80/90/100/110 Cooldown: 15s Ability:Leap Affects:Enemy Damage:Physical World Weaver Neith charges up and fires an arrow across the world, seeking its target through obstacles. Enemy gods take damage and are Stunned. The arrow can be fired quicker for diminished results.! Cost: 80/90/100/110/120 Cooldown: 90s Ability:Projectile Affects:Enemy Damage:Physical Broken Weave A Broken Weave appears at the last location that each enemy god dies. The Broken Weaves give her abilities secondary effects when used on the Broken Weaves. These weaves last for 1 minute.! Cost: Cooldown: Ability:Buff Affects:Self Anubis (i) Anubis Egyptian Mage Pros: High Area Damage Cons: Abilities: Plague of Locusts A plague of locusts bellows forth from Anubis' mouth, smothering all enemies in the area and doing damage every .5s for 3s. Anubis is immune to knockback while channeling.! Cost: 60/65/70/75/80 Cooldown: 15/14/13/12/11s Ability:Cone Affects:Enemy Damage:Magical Mummify Anubis fires a bandage projectile, mummifying and stunning his target.! Cost: 60 Cooldown: 16/15/14/13/12s Ability:Projectile Affects:Enemy Gods Grasping Hands Anubis calls for help from the underworld as hands penetrate the ground and claw at his enemies, doing damage and Slowing every .5s for 2s.! Cost: 60/65/70/75/80 Cooldown: 14/13/12/11/10s Ability:Ground Target Affects:Enemy Damage:Magical Radius:20 Death Gaze Anubis focuses all of his energy into a piercing gaze, doing damage to all enemies in the path, every 0.1 seconds for 3 seconds.! Cost: 90 Cooldown: 90/85/80/75/70s Ability:Line Affects:Enemy Damage:Magical Sorrow All of Anubis' abilities steal Physical and Magical Protection from the target and increase his Healing obtained from Magical Lifesteal. These effects stack on every tick of Anubis' abilities. Sorrow also grants Anubis an additional 30% reduction to all Crowd Control durations.! Cost: Cooldown: Ability:Buff/Debuff Affects:Self/Enemy

Isis (i) Isis Egyptian Mage Pros: High Area Damage, High Crowd Control Cons: Abilities: Wing Gust Isis flaps her wings, gaining increased movement speed with no backpedal penalty, and sending forth 4 wing gusts in a line, each dealing Magical Damage to all targets in their path. Isis is immune to Root and Knockback effects while casting.! Cost: 80/85/90/95/100 Cooldown: 10s Ability:Line Affects:Enemy Damage:Magical Spirit Ball Isis sends forth a ball of spirit energy. As the ball travels, it gains in power up to 1.5x at max. range. At any time, Isis can activate the ability to detonate the ball, dealing Magical Damage and Stunning enemies within 10 units, scaling in duration up to 1.5s at max range.! Cost: 70/75/80/85/90 Cooldown: 10s Ability:Projectile Affects:Enemy Damage:Magical Radius:10 Dispel Magic Isis Silences and slows enemy gods at her target location. Enemy gods hit also lose a portion of their Magical Protection. If Isis successfully hits an enemy god, allies near the Dispel Magic or Isis gain a shield. If Isis hits multiple enemy gods, the shield is increased by 40% for each enemy hit after the first up to a maximum of 80%.! Cost: 60/65/70/75/80 Cooldown: 16s Ability:Ground Target Affects:Enemy Radius:15 Circle of Protection Isis plants her staff at her target location for 5s. Allies within its radius take less damage. Any damage dealt within the radius charges up the staff. If Isis activates the staff again, it explodes, dealing damage to enemies inside and healing allies.! Cost: 80/90/100/110/120 Cooldown: 90s Ability:Ground Target Affects:Enemies and Allies Damage:Magical Radius:30 Funeral Rites Isis shares additional HP5 and MP5 with nearby allies. For every player death within 80 units, her aura gains an additional Stack (max. 10). Upon reaching 10 Stacks, Isis gains an additional 10% Cooldown Reduction. Additionally, Isis' final Basic Attack in her progression has a wider radius (+2).! Cost: Cooldown: Ability:Aura Affects:Friendly Gods Witness Radius:80 Aura Radius:40

Ra (i) Ra Egyptian Mage Pros: High Sustain, Pusher Cons: Abilities: Celestial Beam Ra summons a moving beam of intense light from the sky, doing damage to anyone caught under the beam.! Cost: 60/65/70/75/80 Cooldown: 10s Ability:Line Affects:Enemy Damage:Magical Divine Light Light starts to emanate from Ra, Stacking a Slow every .5s on enemies near him, and twice as fast on enemies facing him. After 2s, the light detonates, doing damage, applying another Slow stack, and increasing the Slow duration. Any enemies facing Ra at the time of the explosion are also Blinded. Additionally, Ra cleanses himself of slows and becomes immune to Slows for 0.6s when activated.! Cost: 60/65/70/75/80 Cooldown: 12s Ability:Area Affects:Enemy Damage:Magical Radius:30 Solar Blessing Ra summons a pillar of blessed light that persists for 6s. Allies inside the blessing have increased Protections and Power and are Healed every second. Enemies are damaged every second.! Cost: 65/75/85/95/105 Cooldown: 18s Ability:Ground Target Affects:Enemy and Allies Damage:Magical Radius:20 Searing Pain Ra calls on the power of the sun to decimate his foes in an extreme blast of heat in front of him, doing damage to all enemies unlucky enough to find themselves in the path.! Cost: 90 Cooldown: 80/75/70/65/60s Ability:Line Affects:Enemy Damage:Magical Speed of Light Every time Ra uses an ability, his movement speed is increased.! Cost: Cooldown: Ability:Buff Affects:Self

Thoth (i) Thoth Egyptian Mage Pros: High Area Damage Cons: Abilities: Hieroglyphic Assault Thoth conjures three Hieroglyphs around him, ignoring the Basic Attack Movement penalty. His next 3 Basic Attacks pass through Enemies and apply Ability Damage instead. If these attacks pass through the Glyph of Pain, their range is increased by 30. Hitting an Enemy God with this ability increases the damage they take from each subsequent shot by 20% and reduces the cooldown by 1s (this can only occur once per shot).! Cost: 50/55/60/65/70 Cooldown: 8s Ability:Buff Affects:Self Damage:Magical Range:55 Evade and Punish Thoth dashes in the direction he is currently traveling. After dashing, for 5s Thoth's next basic attack is enhanced. This projectile roots the first Enemy god hit while slowing all other Enemies, and also deals Ability Damage. If either the Dash or Attack passes through the Glyph of Pain, their respective range is increased by 30.! Cost: 70/75/80/85/90 Cooldown: 16/15/14/13/12s Ability:Dash Special Affects:Thoth and Enemies Damage:Magical Range:55 Glyph of Pain From his book, Thoth conjures forth a Hieroglyph in front of him. Thoth's ability projectiles passing through the glyph receive increased damage, and a range increase of 30. This damage does not trigger Item effects. Thoth and allies' Basic Attack projectiles also receive a lesser damage bonus, but no range increase.! Cost: 25/30/35/40/45 Cooldown: 5s Ability:Ground Target Affects:Self and Allies Damage:Magical Range:55 Final Judgement Thoth conjures a large glyph from his book, and then inscribes three more at its corners. When all four have been summoned, he sends them forward damaging all Enemies in their path. Thoth may activate this ability again to fire the ability early, doing a reduced amount of damage based on the number of glyphs currently summoned. Alternately he may cancel this ability at a cost of 30 mana.! Cost: 100 Cooldown: 90s Ability:Line Affects:Enemies Damage:Magical Range:100 Dead Reckoning Thoth pens the names of his fallen opponents in his book, recording their weaknesses. After killing 30 Enemies, Thoth gains a stack of 3 Magical Penetration, and killing an Enemy God will complete the current stack. He unlocks a new stack every 4 levels, up to a maximum of 5 stacks at level 17.! Cost: Cooldown: Level 1:Max 1 Stack Level 5:Max 2 Stacks Level 9:Max 3 Stacks Level 13:Max 4 Stacks Horus (i) Horus Egyptian Warrior Pros: High Defense, High Sustain Cons: Abilities: Updraft Horus uses his wings to create an updraft around himself, knocking nearby enemies into the air. Using the currents from the updraft, Horus' next Basic Attack within 5s will create a gust of wind that travels forward, damaging enemies and slowing them for 2.5s. This attack cannot crit. Enemies that are knocked up when hit take bonus damage.! Cost: 55/60/65/70/75 Cooldown: 16/16/15/15/14s Ability:Circle Affects:Enemy Damage:Physical Radius:12 Fracture Horus dashes forward a short distance, ready to strike with his weapon. If Horus hits a god he stops and stuns the god for 1.25s. He will then wind up a heavy cleave. Enemies hit have their Protections reduced for 3s. ! Cost: 55/60/65/70/75 Cooldown: 16/15.5/15/14.5/14s Ability:Dash Affects:Enemy Damage:Physical Range:35 Protector's Surge Horus rushes to the aid of an ally. After selecting an ally, Horus will fly to their location before descending. Upon landing, the selected ally and all nearby allies have their health restored and gain protections for 3s.! Cost: 65 Cooldown: 16s Ability:Leap Affects:Allies Range:60 To The Skies! Horus sends a mirror image of himself into the sky that scouts for a location to fly to. Upon selecting a ground location, Horus will begin to channel for 2s. Allies near Horus after these 2 seconds are flown to the location Horus' image chose. Horus and his allies land with such force, enemies take damage and are knocked away from the landing location. Horus and allies at the landing location gain a protective shield.! Cost: 100 Cooldown: 100s Ability:Teleport Affects:Allies Radius:20 Resolute Each time Horus is damaged by an enemy god, Horus gains a stack of Resolute. If Set is the god damaging Horus, Horus gains 2 stacks. Each stack increases Horus' Protections and CCR. Resolute stacks to a max count of 10 for 3s. When Resolute fades, Horus is healed based on the amount of stacks. ! Cost: Cooldown: Ability:Buff FR

Osiris (i) Osiris Egyptian Warrior Pros: High Defense, High Attack Speed Cons: Abilities: Sickle Strike Osiris throws his Sickle forward. It stops at the first enemy hit, dealing damage and Slowing them. The Sickle remains for the duration of the Slow.! Cost: 30 Cooldown: 5s Ability:Line Affects:Enemies Damage:Physical Range:55 Spirit Flail Osiris imbues his flail with spiritual energy, striking at the target ground location. Enemies hit take damage, and Osiris gains movement speed. If an enemy is under the effect of Sickle Strike, the target's Slow is increased in power and duration.! Cost: 50/55/60/65/70 Cooldown: 10s Ability:Ground Target Affects:Enemies Damage:Physical Radius:15 Judgement Tether Osiris flings out mummy wraps, tethering himself to all nearby enemy gods. Targets hit deal reduced damage over the next 4s. The tether can be broken by targets moving far enough away from Osiris. Targets still in range when the duration expires are Stunned.! Cost: 60/65/70/75/80 Cooldown: 15s Ability:Area Affects:Enemy Gods Radius:35 Lord of the Afterlife Osiris sheds any remaining fragments, gaining the benefit of his Passive, and leaps forward. Osiris targets all enemy gods in the landing area, and rips a fragment of their spirits out, dealing damage and preventing them from healing. Targets are Rooted for 0.4s during the attack. Enemy minions in the target area also take damage.! Cost: 100 Cooldown: 75s Ability:Leap Affects:Enemies Damage:Physical Area:15 Fragmented Each time Osiris uses an ability he burns away a fragment of his body, gaining Damage Mitigation for each missing fragment. After losing 8 fragments, he becomes his spirit form. He may walk through enemies and enemy blockers, and his Basic Attacks do not incur a movement penalty. This effect lasts for 6 successful Basic Attacks.! Cost: Cooldown: Ability:Passive Affects:Self

Great Old Ones

Cthulhu (i) Cthulhu Great Old Ones Guardian Pros: High Area Damage Cons: Abilities: Sanity Break Cthulhu sends out a terrifying blast of energy, dealing damage to all enemies hit and reducing their Attack Speed. Enemies hit by this ability also do reduced damage to Cthulhu for 6s. This ability applies 1 stack of Torment, 2 if the enemy hit is facing Cthulhu or Fears them instead if they are afflicted with Insanity. Successfully consuming Insanity permanently increases the base mitigation of this ability.! Cost: 60 Cooldown: 10s Ability:Cone Affects:Enemies Damage:Magical The Mire Cthulhu summons a portal creating a slowing field of eldritch mire at the target location. While Cthulhu channels, The Mire continues to grow as the portal fires out two masses of corruption that hit and damage all enemies in the field. The first shot also Slows enemies while the second Roots them, both hits applying 1 stack of Torment. Cancelling the ability early stops The Mire from growing or the portal from firing additional shots.! Cost: 50/55/60/65/70 Cooldown: 18/17/16/15/14s Ability:Ground Target Affects:Enemies Damage:Magical Radius:20-30 Rushing Terror Cthulhu creates two twisting projectiles at his sides as he unfurls his wings and charges forwards, damaging, stunning and knocking away enemies hit. The projectiles follow at a slightly slower pace but travel further, damaging enemies as well. Enemies hit by Cthulhu or the projectiles gain 1 stack of Torment.! Cost: 60/65/70/75/80 Cooldown: 16s Ability:Dash Affects:Enemies Damage:Magical Range:50 Descend into Madness Cthulhu reveals his true form as he plunges the battlefield into R'lyeh while any enemies caught nearby are damaged. In this form Cthulhu gains increased Health and access to new abilities. Enemies near Cthulhu gain stacks of Torment, increasing in pace if they are facing him. Enemies also suffer the debuff effects of Sanity Break, causing them to deal less damage to Cthulhu. <font color='#9932CC'>Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.</font>! Cost: 100 Cooldown: 120s Ability:Stim Affects:Self and Enemies Damage:Magical Radius:40 Prey on Fear Cthulhu breaks down the mental fortitude of enemy gods, applying stacks of Torment with abilities and the final hit of his basic attack chain. On reaching 4 stacks of Torment, enemies are afflicted by Insanity. Additionally, Cthulhu gains Magical Power per nearby enemy god with Insanity.! Cost: Cooldown: Ability:Buff Affects:Self Range:70

Greek

Arachne (i) Arachne Greek Assassin Pros: High Single Target Damage, Great Jungler Cons: Abilities: Venomous Bite Upon activation, Arachne's next Basic Attack within 5s does additional damage and infects the target with Venom, dealing damage over time and healing Arachne every 0.5s for 3s.! Cost: 60/65/70/75/80 Cooldown: 15/14/13/12/11s Ability:Stim Affects:Enemies Damage:Physical Cocoon Arachne spindles her webbing, and her next 3 successful Basic Attacks are executed with increased Attack Speed for 6s. If all 3 Basic Attacks hit the same target, that target is Stunned.! Cost: 70 Cooldown: 15s Ability:Stim Affects:Enemies Web Arachne shoots a line of Web forward. She is Immune to Slows and moves faster on Web. If the Web reaches max range a Web trap will spawn. Enemy gods who walk through the trap or get hit by the projectile are Slowed by 15%, revealed to Arachne, leave a trail of Web behind them, and are attacked by Pet Broodlings. Arachne can only have 3 Web traps or projectiles active at a time.! Cost: 50/55/60/65/70 Cooldown: 16s Ability:Projectile Affects:Enemies Damage:Physical Night Crawler Arachne flips up to her infinite web, hanging upside down above the lane and increasing her movement speed. She may leap off the web to deal damage to all enemies in the target area and create a large web around the target area. The web area provides the same slow to enemies and benefit to Arachne as her Web Trail. Arachne may activate Ability 1 and 2 while running on this web.! Cost: 100 Cooldown: 90/85/80/75/70s Ability:Channeled Affects:Enemies Damage:Physical Radius:15 Predator Arachne's Basic Attacks gain 1.5% Physical damage for every 5% of a target's missing Health. ! Cost: Cooldown: Affects:Self

Nemesis (i) Nemesis Greek Assassin Pros: High Mobility Cons: Abilities: Swift Vengeance Nemesis dashes in a line, dealing damage to enemies in her path and may dash again within 2s. She may use Basic Attacks and Abilities between the dashes.! Cost: 50/60/70/80/90 Cooldown: 14s Ability:Dash Affects:Enemies Damage:Physical Slice and Dice Nemesis swings her blade, dealing damage in an area in front of her. Enemies in the center of her swing are struck for 2x damage and Slowed for 2s.! Cost: 60/65/70/75/80 Cooldown: 11s Ability:Cone Affects:Enemy Damage:Physical Retribution Nemesis activates a temporary Shield around herself that protects her from a set amount of damage, or until time expires. A percentage of incoming damage from gods is healed and reflected back to the source. Hard Crowd Control effects remove the Shield.! Cost: 60/65/70/75/80 Cooldown: 16s Ability:Buff Affects:Self and Enemies Divine Judgement Nemesis chooses a single enemy god, reducing their Health and movement speed and stealing a portion of their Protections for a time period. Her movement speed is also increased during this time.! Cost: 90/95/100/105/110 Cooldown: 90s Ability:Buff Affects:Self and Enemy God Scales of Fate Nemesis holds the scales of balance. Hitting enemies with Basic Attacks tips the scales in her favor, reducing her target's Physical and Magical Power and increasing hers (Stacking).! Cost: Cooldown: Ability:Buff Affects:Self

Thanatos (i) Thanatos Greek Assassin Pros: High Sustain Cons: Abilities: Death Scythe Thanatos flings his scythe at an enemy, dealing damage and an additional 10% of the target's maximum Health against enemy gods. Enemies hit are slowed for 3s and heal Thanatos based on damage dealt. Consumes 5% of Thanatos' current HP when used.! Cost: 25/35/45/55/65 Cooldown: 13s Ability:Projectile Affects:Enemy Damage:Physical Scent of Death Thanatos senses death, gaining immunity to Slow effects and additional move speed and Physical Penetration for 6s. His speed bonus increases up to double when moving toward an enemy god within the instant kill Health threshold of his Ultimate. Consumes 5% of Thanatos' current HP when used.! Cost: 20/25/30/35/40 Cooldown: 13s Ability:Buff Affects:Self Soul Reap Thanatos swings his scythe, dealing Physical damage and Silencing enemies he hits. Thanatos moves at a reduced rate while swinging. Consumes 5% of Thanatos' current HP when used.! Cost: 25/30/35/40/45 Cooldown: 15s Ability:Cone Affects:Enemy Damage:Physical Hovering Death Thanatos flaps his wings and ascends for 5s, unable to be hit. While airborne, he moves unimpeded at an increased speed before diving to his target location, dealing damage. Enemies below a Health threshold are instantly killed. All others are Stunned. Consumes 10% of Thanatos' current HP when used.! Cost: 40/50/60/70/80 Cooldown: 90s Ability:Ground Target Affects:Enemy Damage:Physical Radius:15 Harvester of Souls Enemy gods within his ultimate's execute Health threshold are revealed to Thanatos. Dealing the killing blow to enemies also empowers Thanatos, healing him based on the max HP of his target and reducing his active cooldowns. Additionally, all of Thanatos' abilities cost Health and Mana to use.! Cost: Cooldown: Ability:Buff Affects:Self Ares (i) Ares Greek Guardian Pros: High Crowd Control, High Defense Cons: Abilities: Shackles Chains extend from Ares' shield, doing damage to all enemies in its path. Hitting a god shackles them to Ares, Cripples them, preventing movement abilities, dealing the same damage every second while slowing them by 15% and buffing Ares. While shackled, Ares can fire another chain for free within 2s.! Cost: 70/75/80/85/90 Cooldown: 15s Ability:Projectile Affects:Enemy Damage:Magical Bolster Defenses Ares strengthens the defenses of himself and all nearby allies, granting Protections and reducing Crowd Control durations. For each shackled enemy, the Protection Buffs are increased.! Cost: 40/45/50/55/60 Cooldown: 15s Ability:Buff Affects:Self/Allies Radius:35 Searing Flesh Flames pour forth from Ares' shield, engulfing enemies in a cone in front of him causing damage every .5s for 4s. Ares is immune to Knockback for the duration.! Cost: 55/60/65/70/75 Cooldown: 12s Ability:Cone Affects:Enemy Damage:Magical No Escape Ares throws chains out to all enemy gods in an area around him. All enemies hit by the chains are pulled to Ares after 2.5s, taking damage and are Stunned.! Cost: 80/85/90/95/100 Cooldown: 100s Ability:Area Affects:Enemy Gods Damage:Magical Radius:35 Blessed Presence Each completed aura item that Ares owns grants him 30 additional Magical Power.! Cost: Cooldown: Ability:Buff Affects:Self

Athena (i) Athena Greek Guardian Pros: High Crowd Control, High Defense Cons: Abilities: Preemptive Strike Athena powers up for a dash. While dashing, Athena will pass through minions, stop and hit the first enemy god she encounters, dealing damage and slowing all she hits. If she hits an enemy, Athena gains one stack of Block (max 3), absorbing the next Basic Attack from any god that hits her.! Cost: 60/70/80/90/100 Cooldown: 14s Ability:Dash Affects:Enemy Damage:Magical Confound Athena releases a shockwave of power from her shield, Taunting enemy gods, and forcing them to fight or chase her.! Cost: 60/65/70/75/80 Cooldown: 18s Ability:Cone Affects:Enemy god Shield Wall Athena summons a group of Athenian warriors who do damage upon arrival, and after 2s strike for additional damage.! Cost: 60/65/70/75/80 Cooldown: 14s Ability:Area Affects:Enemy Damage:Magical Radius:15 Defender of Olympus Athena picks a single allied god anywhere in the world, and launches herself up into the air, landing next to that god 3.6 seconds later. During that 3.6 seconds, the allied god gains 30% Damage Mitigation. Enemies nearby when Athena lands take damage.! Cost: 80/90/100/110/120 Cooldown: 110s Ability:Global Affects:Allies Damage:Magical Radius:20 Reach After using any ability, Athena's next Basic Attack is a ranged attack, hitting all enemies it passes through, and dealing an additional +15% of her Magical Power as damage. Reach's damage will trigger Basic Attack Item Effects, but not Ability ones.! Cost: Cooldown: Ability:Passive

Cerberus (i) Cerberus Greek Guardian Pros: Medium Crowd Control, Medium Area Damage Cons: Abilities: Paralyzing Spit Cerberus's snake tail spits venom that passes through and damages Enemies. If Cerberus's dog heads are Alert, they then also spit venom when the ability is fired. Each head is alerted upon hitting an Enemy with a Basic Attack, and all are alerted after Ghastly Breath. Each projectile that hits the same target deals 20% less damage, but hitting an Enemy with all 4 Stuns them.! Cost: 60/65/70/75/80 Cooldown: 14s Ability:Projectile Affects:Enemies / Self Damage:Magical Range:50 Ghastly Breath Each of Cerberus's 3 heads releases a cone of noxious breath in front of them, damaging all Enemies in range 7 times over 2.4s and reducing their Magical Protection up to three times. Enemies in the center of his breath are also Slowed up to three times. This attack immediately puts all three of Cerberus's heads on Alert for Paralyzing Spit.! Cost: 60/65/70/75/80 Cooldown: 15s Ability:Cone Affects:Enemy Damage:Magical Range:35 Soul Expulsion Cerberus leaps a short distance forward, dealing damage on impact and severing the souls of Enemies. These souls will not block Cerberus's attacks, and killing the souls heals Cerberus.! Cost: 55 Cooldown: 14s Ability:Leap Affects:Enemies / Self Damage:Magical Radius:15 Stygian Torment Cerberus's haunting wail summons below him the souls of the damned, which then knockup all Enemy Gods into the air while stretching the link between their bodies and souls, Damaging them. This knockup can be cleansed. A short time later, Cerberus uses this link to pull the Enemies to him.! Cost: 90/95/100/105/110 Cooldown: 100s Ability:Area Affects:Enemies Damage:Magical Radius:30 Spirit of Death Any time an Enemy God within 40 units of Cerberus is healed, that healing is reduced by 20% and Cerberus receives 50% of the heal.! Cost: Cooldown: Ability:Buff Affects:Self and Enemy Apollo (i) Apollo Greek Hunter Pros: High Mobility Cons: Abilities: So Beautiful Apollo strums a single chord on his lyre. It's so beautiful it hurts, and all enemies in a long range line take damage.! Cost: 70/75/80/85/90 Cooldown: 11s Ability:Line Affects:Enemy Damage:Physical Serenade Apollo uses his amazing voice to Mesmerize all nearby enemies and bolster himself with additional physical protection. Any damage done breaks the effect.! Cost: 75 Cooldown: 17/16/15/14/13s Ability:Area Affects:Enemies Radius:20 The Moves Apollo runs forward and slides on his knees, dealing damage, knocking aside all enemies and adding a stack of Audacity for each enemy hit. At the end of the slide, the movement speed is decreased for enemies and increased for himself and allies.! Cost: 70 Cooldown: 15s Ability:Dash Affects:Enemy Damage:Physical Across The Sky Apollo rides his chariot across the sky, choosing when to land, dealing damage every .2s for .8s as he lands. Enemies hit by the last tick of the landing will also be knocked up.! Cost: 10 + 40 per second Cooldown: 110s Ability:Ground Target Affects:Enemy Damage:Physical Radius:20 Audacity After 10 successful Basic Attacks, Apollo gains Audacity, increasing his Attack Speed by 100% for the next 5 Basic Attacks (hit or miss) he makes. Apollo also gains 2 stacks of Audacity for each successful damaging ability on Enemy gods.! Cost: Cooldown: Ability:Buff Affects:Self

Artemis (i) Artemis Greek Hunter Pros: High Single Target Damage Cons: Abilities: Transgressor's Fate Artemis places a trap on the ground. Enemy gods coming within 5 units of her traps activate them, Rooting and Crippling the enemy god, preventing movement abilities and dealing damage every second for 3s. ! Cost: 45 Cooldown: 18/16/14/12/10s Ability:Ground Target Affects:Enemy Gods Damage:Physical Vengeful Assault Artemis attacks at a furious pace, increasing her Attack and Movement Speed significantly. Additionally, Artemis cleanses herself of slows and becomes immune to Slows for 0.6s when activated.! Cost: 60/65/70/75/80 Cooldown: 18/17/16/15/14s Ability:Buff Affects:Self Suppress the Insolent Artemis fires a volley into a ground target, suppressing all of her enemies. Enemies caught within the volley are damaged and are Slowed.! Cost: 50/55/60/65/70 Cooldown: 10s Ability:Ground Target Affects:Enemy Damage:Physical Radius:15 Calydonian Boar Artemis summons the great Calydonian Boar on her enemies, doing damage to the nearest enemy god and Stunning them, and itself. The boar is immune until it hits the first god and then continues to charge other gods for its lifetime. Artemis is also immune to Crowd Control for 1.5s.! Cost: 80/90/100/110/120 Cooldown: 90s Ability:Area Affects:Enemy Gods Damage:Physical Still Target Artemis deals 15% increased Basic Attack damage to gods and 30% to minions who are afflicted by Crowd Control. ! Cost: Cooldown: Ability:Buff Affects:Self

Chiron (i) Chiron Greek Hunter Pros: High Sustain, High Movement Speed Cons: Abilities: Training Exercise Chiron warns his teammates to evade the area, granting them .3s of Crowd Control Immunity so they can escape before it explodes and does damage to all enemies in the area. Applies Target Mark! Cost: 55/60/65/70/75 Cooldown: 13s Ability:Ground Target Affects:Enemies and Allies Damage:Physical Radius:17.5 Masterful Shot Chiron passively marks his enemies as targets when he damages them with Basic Attacks, Training Exercise, or Centaurus, reducing their Physical Protections by 5%. He may activate this ability to fire seeking arrows at all marked targets within range, damaging and slowing them.! Cost: 65 Cooldown: 16s Ability:Instant Affects:Enemy Gods Damage:Physical Giddyup! Chiron gallops forward damaging enemies, knocking up minions, and kicking enemy gods behind him. Chiron may fire Basic Attacks while charging.! Cost: 70/75/80/85/90 Cooldown: 16s Ability:Dash Affects:Enemies Damage:Physical Centaurus Chiron is transformed into a constellation, and can fire three long-distance shots, even through walls. If Chiron would be killed during this ability, he does not die until he runs out of time or shots. Killing an enemy with this ability when Chiron would have died returns him to life with health equal to the damage dealt instead. Applies target mark.! Cost: 80/90/100/110/120 Cooldown: 90s Ability:Line Affects:Enemies Damage:Physical Range:120 Herbal Medicine Every 12s Chiron collects herbs for a poultice. Each time he uses an ability, a poultice is consumed to heal himself or an ally within 30 units, based on who has the lowest health.! Cost: Cooldown: Ability:Buff Affects:Allies Radius:30

Medusa (i) Medusa Greek Hunter Pros: High Single Target Damage Cons: Abilities: Viper Shot Medusa gains increased attack speed and her basic attacks become augmented, shooting Vipers that poison the targets hit dealing damage over time.! Cost: 50/55/60/65/70 Cooldown: 10s Ability:Buff Affects:Self, Enemies Damage:Physical Acid Spray Medusa hurls back and spits out acid that damages the first enemy hit and sprays out acid in a cone behind them. Acid Spray will explode on statues Medusa has created.! Cost: 60/65/70/75/80 Cooldown: 14s Ability:Line Affects:Enemies Damage:Physical Range:45 Lacerate Medusa quickly slithers forward rooting and slashing the first enemy god she encounters. The slash leaves the enemy god reeling in pain, reducing their healing for a short time.! Cost: 70 Cooldown: 15s Ability:Dash Affects:Enemies Damage:Physical Range:55 Petrify Medusa removes her mask revealing her true face, delivering a powerful blast from her horrifying Gorgon gaze. Enemies take damage and are stunned if they are looking at Medusa. Enemies not looking at Medusa take 75% damage and are slowed. Enemy gods that are killed during Medusa's gaze will turn to a stone statue and remain behind as a reminder to others.! Cost: 100 Cooldown: 90s Ability:Cone Affects:Enemies Damage:Physical Range:70 Sidewinder Medusa suffers no movement penalty when side strafing and half of the movement penalty when moving backward.! Cost: Cooldown: Ability:Passive Affects:Self Aphrodite (i) Aphrodite Greek Mage Pros: High Sustain Cons: Abilities: Kiss Aphrodite blows a kiss to an allied god, making them her soul mate and giving them both increased movement speed. If it hits an ally, it has a reduced 1s cooldown. If the kiss hits an enemy god, they are Stunned and Aphrodite's soul mate gets jealous, increasing their damage. Also, 70% of all Mana regenerated by Aphrodite is restored to her soul mate.! Cost: 50/55/60/65/70 Cooldown: 14/13.5/13/12.5/12s Ability:Projectile Affects:Gods (Enemy or Ally) Back Off! Agitated by all the attention, Aphrodite commands enemies to get away from her, doing damage around her, slowing them by 25% for 2s and knocking them back to 25 units from her. If Aphrodite has a soul mate, an explosion originates on them in addition, dealing the same damage as well as slowing enemies. If an enemy would be hit by both blasts, they will only be affected by the one originating from Aphrodite.! Cost: 70/75/80/85/90 Cooldown: 12s Ability:Point Blank Affects:Enemy Damage:Magical Radius:20 Love Birds Aphrodite calls forth a flock of beautiful doves that fly forward in the area in front of her. The doves circle around all enemies in the path, damaging enemies every .5s for 3s. Aphrodite and her soul mate also receive healing when cast.! Cost: 70/75/80/85/90 Cooldown: 12s Ability:Line Affects:Enemy and Allies Damage:Magical Undying Love Aphrodite pledges undying love to herself and her soul mate. While this is active, her and her soul mate are invulnerable to all damage for a short duration. All Crowd Control effects are also removed when activated.! Cost: 100 Cooldown: 90s Ability:Buff Affects:Self and Soul Mate Center of Attention Aphrodite gains 4 Physical Protection and 4 Magical Protection for each friendly or enemy god within 70 feet of her.! Cost: Cooldown: Ability:Buff Affects:Self

Chronos (i) Chronos Greek Mage Pros: Medium Crowd Control, High Mobility Cons: Abilities: Time Rift Chronos creates a rift in time, damaging all enemies in the area.! Cost: 50/55/60/65/70 Cooldown: 5s Ability:Ground Target Affects:Enemy Damage:Magical Radius:10 Accelerate Chronos accelerates himself over time, allowing him to move faster initially and gain speed over time. While active, his Attack Speed is increased. This ability also stops the Wheel of Time. Section I: Heal 1.5% Max Health Per Second. Section II: 100% Mana Refund On Abilities. Section III: +25% Magical Power. Section IV: +35% Magical Power Contribution to Basic Attacks.! Cost: 60/65/70/75/80 Cooldown: 15s Ability:Buff Affects:Self Stop Time Shooting forward spinning gears of time, any enemies hit by Chronos' attack have their Attack Speed reduced and Ramp to a Stun, taking damage on the initial hit and again when they are stunned.! Cost: 65/70/75/80/85 Cooldown: 18/17/16/15/14s Ability:Line Affects:Enemy Damage:Magical Rewind Chronos travels through time to where he was 8 seconds ago, gaining Health and Mana back to the values of that time. All of his Cooldowns are instantly reset as well.! Cost: 100 Cooldown: 100/95/90/85/80s Ability:Leap Affects:Self Time Lord Chronos becomes empowered as time flows around him. Every 2 minutes he gains a stack that increases his Magical Power. Stacks up to 25 times, stacks are permanent.! Cost: Cooldown: Ability:Buff Affects:Self

Hades (i) Hades Greek Mage Pros: High Defense, High Sustain Cons: Abilities: Death From Below Hades descends into the ground and erupts from below at his ground location, doing damage to all enemies in the area. If the enemy is Blighted, they are also Slowed. Applies Blight.! Cost: 50/55/60/65/70 Cooldown: 14s Ability:Leap Affects:Enemy Damage:Magical Radius:20 Shroud of Darkness Hades Silences all enemies in a cone in front of him. If the enemy is Blighted, they are also Feared. Applies Blight.! Cost: 60 Cooldown: 14/13/12/11/10s Ability:Cone Affects:Enemy Devour Souls Hades devours the souls of his enemies, dealing damage in an area around him. Blighted enemies hit by this ability are Detonated, dealing damage to enemies and healing your allies around the Detonated targets. Enemy gods only take 50% of the damage from Detonating Blights.! Cost: 60/65/70/75/80 Cooldown: 11s Ability:Area Affects:Enemy Damage:Magical Radius:20 Pillar of Agony Hades calls to all enemy souls nearby, pulling them closer to him over time, doing damage every .5s for 4s. If the enemy is Blighted, their Protections are reduced. Hades also gains Protections and 10% damage mitigation for the duration.! Cost: 100 Cooldown: 90s Ability:Area Affects:Enemy Damage:Magical Radius:30 Blight Hades' normal staff attacks apply a Debuff to the enemy, called Blight. This Debuff stays on the target and can be refreshed. If an enemy is afflicted by Blight their Magical and Physical Power is reduced. Also each of Hades' other powers have an additional effect.! Cost: Cooldown: Ability:Debuff Affects:Enemy

Hera (i) Hera Greek Mage Pros: High Area Damage, High Crowd Control Cons: Abilities: Royal Assault Hera damages enemies in a cone in front of her before opening a portal for Argus to attack through. Enemy minions hit by this cone are knocked into Argus' path. Argus then slams his fists at the target location dealing heavy damage. If both of his fists connects with an enemy, it deals 15% extra damage.! Cost: 55/60/65/70/75 Cooldown: 10s Ability:AoE Affects:Enemies Damage:Magical Range:45 Polymorph Hera weaves magic in front of her before sending it out. Enemies hit by this ability take damage. If this ability hits a god it causes their form to shift into a monster.! Cost: 60 Cooldown: 14s Ability:Line Affects:Enemies Damage:Magical Range:80 Divine Shroud Hera shrouds herself in her divine power, granting her a shield from damage and temporary movement speed that lasts as long as the shield remains. If Argus is active, Argus shines with the same Divine power as Hera, causing him to deal radiant damage and move at an increased rate.! Cost: 45/50/55/60/65 Cooldown: 16s Ability:Shield and Buff Affects:Self Argus, the Defender Hera brings Argus crashing down at a location, damaging and knocking up enemies. On landing Argus will attack the nearest target. Hera can control where Argus moves through refiring this ability onto an enemy or if he has a target, to recall him. While recalled Argus will defend Hera and attack anyone that gets close. Argus has a hit chain that starts with a normal basic attack, into a ground circle AoE slowing enemies by 20% for 1s, into a line attack.! Cost: 80/85/90/95/100 Cooldown: 90s Ability:AoE Affects:Enemies Damage:Magical Radius:20 Commanding Presence Each time Hera deals damage to gods with her Abilities or Basic Attacks Argus, The Defender's cooldown is reduced by 1s and Divine Shroud's cooldown is reduced by 0.33s. If Argus is active he is instead healed.! Cost: Cooldown: Ability:Pet

Persephone (i) Persephone Greek Mage Pros: Cons: Abilities: Bone Rush Persephone calls forth a skeletal warrior of the underworld. This warrior charges forward 35 units or until it comes into contact with a god. It charges with such force that when it stops it topples, sending bones flying forward and damaging enemies in its path. The skull from this warrior flies forward and becomes a Harvest Skull when it lands.! Cost: 60/65/70/75/80 Cooldown: 12 Ability:Line Affects:Enemies Damage:Magical Range:55 Harvest Persephone places a Skull (max 6/6/8/8/10) and can activate it with a Basic Attack to heal herself. She stores up to 6 Skulls. After 2.5s it turns into a Sprout that explodes when activated, damaging and slowing enemies. After 16s it turns into a Flower that chases down enemies when activated for 2.2s before biting them. After activation or 120s it withers. Enemies recently hit by Harvest take reduced damage from additional hits stacking 3 times.! Cost: 18/21/24/27/30 Cooldown: 8s Ability:Circle Affects:Enemies Damage:Magical Range:50 Flourish Persephone floods the ground around her with life giving energy that propels her from the ground directly forwards or backwards; based on the direction she is moving. Harvest plants inside the area immediately grow to their next stage and activate. After using this ability the next Harvest cast is pre-germinated and spawns as a Sprout.! Cost: 70 Cooldown: 15/14/13/12/11 Ability:Leap Affects:Self Damage:None Radius:20 Grasp of Death Persephone conjures a mass of Entrapping Vines that she throws forwards, entrapping the first enemy god or wall it touches. Entrapped gods are crippled, rooted, and have reduced Attack Speed. Vines then spawn from the Entrapped target that seek nearby enemy gods. Upon finding an enemy god it binds them, crippling them and preventing them from moving away. Entrapping Vines are destroyed if hit by 5 Basic Attacks, ending all effects.! Cost: 100/110/120/130/140 Cooldown: 90 Ability:Line Affects:Enemies Damage:Magical Radius:55 Pomegranate Seeds Persephone gains Pomegranate Seeds when her Harvest plants wither. If she has more than 25 Seeds she can spend these to resist death, continuing to fight at full mana for 8s but dealing 60% reduced damage. This can be cancelled before the revive occurs. Additional seeds are sold when she enters the fountain for 3 gold a seed. Persephone can hold 100 Seeds.! Cost: Cooldown: Ability:Passive

Poseidon (i) Poseidon Greek Mage Pros: High Area Damage Cons: Abilities: Tidal Surge Poseidon summons forth a wave that travels in a line, dealing damage and pushing back all enemies in its path.! Cost: 60/65/70/75/80 Cooldown: 10s Ability:Line Affects:Enemy Damage:Magical Trident Poseidon activates his Trident, granting movement speed and making his Basic Attacks fire 2 additional shots in a spread for 6s. The shots deal Magical damage plus 20% of Poseidon's Magical Power. All shots increase Poseidon's Tide on successful hit.! Cost: 65/70/75/80/85 Cooldown: 20/18/16/14/12s Ability:Buff Affects:Self Whirlpool Poseidon summons a whirlpool at his ground target location that Cripples targets, preventing movement abilities, and pulls targets toward the center dealing Magical damage every .5s for 3s. Reduces Poseidon's Tide by 20% when cast.! Cost: 60/65/70/75/80 Cooldown: 15/14/13/12/11s Ability:Ground Target Affects:Enemy Damage:Magical Radius:20 Release the Kraken! Poseidon releases the Kraken, damaging and Slowing targets in its radius. Enemies in the center of the effect when it spawns take additional damage, are bounced into the air and Stunned.! Cost: 100/110/120/130/140 Cooldown: 90s Ability:Ground Target Affects:Enemy Damage:Magical Radius:30 Changing Tides Poseidon's movement speed increases and his abilities do additional damage as his Tide Level increases. Successful Basic Attack hits increase his Tide, and using abilities decreases it.! Cost: Cooldown: Ability:Buff Affects:Self

Scylla (i) Scylla Greek Mage Pros: High Area Damage Cons: Abilities: Sic 'Em Scylla sends two hounds forward, damaging, Rooting, and Crippling the first enemy hit. At max rank, two additional enemies nearby the first target will also be hit.! Cost: 60/70/80/90/100 Cooldown: 10s Ability:Line Affects:Enemy Damage:Magical Crush Scylla creates a Magical field that Slows enemies. After 5s it detonates and causes damage. Scylla may activate the ability again to detonate it early. At max rank, enemies in the area also have their Magical Protection reduced, and targets hit by the damage are Slowed for 1s.! Cost: 70/75/80/85/90 Cooldown: 10s Ability:Ground Target Affects:Enemies Damage:Magical Radius:20 Sentinel Passive: Scylla gains MP5. Active: Scylla summons a sentinel to the target area, granting vision of enemies for 5s. Scylla may activate the ability again within 5s to move to the sentinel location. At max rank, the vision is granted through line of sight blockers, and placement range increases.! Cost: 70/75/80/85/90 Cooldown: 15s Ability:Ward, Leap Affects:Self I'm a Monster Scylla reveals her true nature, becoming CC immune for the next 6s, and gaining movement speed. She may make one powerful attack during this time. If she kills an enemy god with the attack, she gains another 6s and may attack again. At max rank, the movement speed bonus doubles.! Cost: 100 Cooldown: 90s Ability:Ground Target Affects:Enemies Damage:Magical Range:60 Quick Learner Each of Scylla's abilities gain an additional effect at max rank. In addition, Scylla gains 25 Magical Power for each max rank ability.! Cost: Cooldown: Ability:Passive

Zeus (i) Zeus Greek Mage Pros: High Area Damage Cons: Abilities: Chain Lightning Zeus fires a bolt of lightning that arcs between enemies, doing damage and applying a charge on each hit.! Cost: 50/55/60/65/70 Cooldown: 10s Ability:Projectile Affects:Enemy Damage:Magical Aegis Assault Zeus throws his shield forward dealing damage to nearby enemies. The shield remains for 5s, and Zeus may target it with Basic Attacks or Chain Lightning. Each Basic Attack or first Chain Lightning arc that hits the shield will deal additional static damage and apply a charge in the area.! Cost: 60/65/70/75/80 Cooldown: 12s Ability:Ground Target Affects:Enemies Damage:Magical Radius:20 Detonate Charge Zeus detonates any charges that have accumulated on enemies, doing damage, multiplied by 1/1.7/2.4 depending on the number of charges.! Cost: 60 Cooldown: 10s Ability:Instant Affects:Enemy Damage:Magical Lightning Storm Zeus conjures a lightning storm, striking enemies in the area every second. Applies a charge with each hit.! Cost: 100 Cooldown: 90s Ability:Ground Target Affects:Enemy Damage:Magical Radius:30 Overcharge In hand lightning bolt attacks against enemies will apply a charge. Basic Attacks against targets with charges deal increased damage. Charges last 5s.! Cost: Cooldown: Ability:Debuff Affects:Enemy Damage:Magical Achilles (i) Achilles Greek Warrior Pros: High Single Target Damage, High Mobility Cons: Abilities: Shield of Achilles Achilles punches forward with the edge of his Shield, inflicting massive damage and stunning enemy targets hit by the impact. The force of his punch continues to radiate past his initial target area, dealing 85% damage to targets farther away.! Cost: 60/65/70/75/80 Cooldown: 15s Ability:Cone Affects:Enemies Damage:Physical Range:50 Radiant Glory Achilles is blessed by the gods, giving him bonus Physical Power, Protections, and Crowd Control Reduction for 6 seconds. While this blessing is active, Achilles will heal himself upon successfully damaging enemies with abilities.! Cost: 40/45/50/55/60 Cooldown: 10s Ability:Buff Affects:Self Combat Dodge Achilles dodges his enemies' attacks before striking them in swift response. If Achilles successfully hits an enemy god with this strike, Achilles can use this ability once more before it goes on Cooldown.! Cost: 24/28/32/36/40 Cooldown: 14/13/12/11/10s Ability:Dash Affects:Enemies Damage:Physical Range:35 Fatal Strike Achilles dashes forward and attacks. While dashing, Achilles will pass through minions, stop and hit the first enemy god he encounters, dealing damage to all he hits and executing gods below 30% Health. If Achilles kills a god with this ability, he can use it again, up to 5 times. As Achilles successfully Executes his enemies, he becomes more reckless in combat and leaves his heel exposed. Achilles will become more susceptible to damage, stacking up to 5 times.! Cost: 80/85/90/95/100 Cooldown: 90s Ability:Dash Affects:Enemies Damage:Physical Range:35 Gift of the Gods Achilles adapts to the tide of Battle. While in the Fountain, Achilles can choose to wear armor, granting him bonus Health and Protections, or forgo it, granting him bonus Movement Speed and Physical Power. To swap, use Achilles' Basic Attack while the Passive targeter is active. ! Cost: Cooldown: Ability:Passive

Nike (i) Nike Greek Warrior Pros: High Defense, Medium Crowd Control Cons: Abilities: Rend Nike slams the ground three times, sending out fissures that deal damage. If a target is hit twice, that target loses protections for 5 seconds. If a target is hit three times, that target is disarmed. Nike is immune to Knockback for the duration.! Cost: 60/65/70/75/80 Cooldown: 14s Ability:Line Affects:Enemies Range:50 Barrier Formation Nike conjures a protective barrier in front of her that blocks ranged Basic Attacks. While focused on the barrier Nike's ability to turn is limited and she is knockback immune. Enemies who get near the barrier are repelled. At any point, Nike can re-fire the ability to collapse the barrier and deal damage to enemies in front of the barrier.! Cost: 60/65/70/75/80 Cooldown: 15 Ability:Cone Affects:Enemies Damage:Physical Radius:25 Valiant Leap Nike leaps into the air, then crashes down at a location dealing damage and knocking up enemies.! Cost: 55/60/65/70/75 Cooldown: 16s Ability:Leap Affects:Enemies Range:55 Radius:15 Sentinel of Zeus Nike transforms into an armored sentinel and sends out a shockwave that damages and slows enemies around her. While in this form, she gains a percentage of her max health as a shield that lasts for 10 seconds.! Cost: 90/95/100/105/110 Cooldown: 100s Ability:Area Affects:Enemies Radius:40 To Victory! Nike sets three goals that the team can achieve to gain increased strength. Upon completing a goal, Nike's team gains a Laurel that increases Power and Movement Speed. This Laurel can increase up to 3 times.! Cost: Cooldown: Ability:Buff Affects:Allies Bonus Power:+1/2/3% Bonus Movement Speed:+1/1.5/2%

Hindu

Bakasura (i) Bakasura Hindu Assassin Pros: High Single Target Damage Cons: Abilities: Take Down Bakasura leaps to his ground target location, dealing damage to all enemies in the area and increases the damage they take from all sources by 10% for 3s.! Cost: 60/65/70/75/80 Cooldown: 12s Ability:Leap Affects:Enemy Damage:Physical Radius:15 Eat Minion Bakasura grabs a minion and devours it, healing himself and gaining a Protections Buff. Large Jungle monsters must be at 33% Health to be eaten, but will provide 2 minions toward Regurgitate. Up to 6 minions can be stored for Regurgitate.! Cost: 55 Cooldown: 15s Ability:Melee Target Affects:Enemy Minion Damage:Physical Butcher Blades Bakasura passively gains Physical Power. When activated, he gains additional true damage on each strike for the duration.! Cost: 60/65/70/75/80 Cooldown: 14s Ability:Buff Affects:Self Damage:True Regurgitate Bakasura regurgitates all of the minions consumed by his Eat Minion ability at his ground target location that Slows for 3s and Cripples enemy players. This area lasts for 5s. Bakasura's Basic Attacks become cone attacks and he is immune to Crowd Control for a short duration. Bakasura is able to use Eat Minion on his regurgitated minions.! Cost: 80/90/100/110/120 Cooldown: 90/85/80/75/70s Ability:Ground Target Affects:Enemy Radius:25 Insatiable Hunger Bakasura's attack and movement speed temporarily increases for each enemy that he kills.! Cost: Cooldown: Ability:Buff Affects:Self

Kali (i) Kali Hindu Assassin Pros: High Single Target Damage, High Sustain Cons: Abilities: Nimble Strike Kali leaps forward, damaging enemies in the target area. Kali additionally heals herself for a percent of a single enemy's missing Health. Kali always heals from the target that would heal her the most.! Cost: 70 Cooldown: 12s Ability:Leap Affects:Enemies Damage:Physical Range:55 Lash Kali throws several blades, that converge upon the target location. Each does damage and causes bleed. Kali gains Physical Lifesteal against targets affected by this Bleed.! Cost: 60/65/70/75/80 Cooldown: 12s Ability:Line Special Affects:Enemies Damage:Physical Range:70 Incense Kali hurls her incense at her feet, exploding it. Enemies hit are Stunned, while Kali gains a Physical Power bonus.! Cost: 70 Cooldown: 18s Ability:Ground Target Affects:Enemies and Self Radius:20 Destruction Kali becomes an unstoppable force of destruction, creating a damage aura around her. During this time, she can be reduced to 1 Health, but cannot die. She is Immune to Knockup, Slow effects, and protected from Root, but still vulnerable to Stuns. If Kali is under 15% of her total Health at the end of the duration, she will heal to 15% Health.! Cost: 60/70/80/90/100 Cooldown: 90s Ability:Self Affects:Enemies and Self Damage:Physical Radius:20 Marked for Death Kali selects a god to Mark. Kali gains Physical Penetration against that god, and Heals 80% of her Max Health for killing the god or 20% for assisting. Gold Bounty from that god is increased by 30% for a Kill or Assist. If her marked target dies the enemy go