R

Gathering Storm

ABILITY

AFFECTS

DAMAGE TYPE

PIERCES SPELL IMMUNITY : Point Target

: Enemies, Self

: Magical

: No CAST TIME

CAST RANGE

RADIUS

MOVEMENT SLOW

ATTACK SLOW

ARC WIDTH

ARC FLAT DAMAGE

ARC CURRENT HP DAMAGE

ARC DAMAGE INCREASE

BALL DURATION

EXPLODE DAMAGE

SPEED BONUS

SPEED DURATION

COOLDOWN

MANACOST : 0.55 + 0.65

: 500

: 1000

: 10/15/20%

: 30/40/50

: 50

: 30/40/50

: 3/4/5%

: 10/15/20

: 20

: 250/350/450

: 40/60/80%

: 10

: 120/100/80

: 150/225/300

Havoc has had to adjust to the smell of scorched flesh, because it seems to constantly be the result of his power.

Movement speed decays linearly over the duration.

Attacks made during the delay before the ball explodes will cause arcs but not charge the ball further than 10 charges.

Illusions of Havoc will cause arc animations but not do damage or charge the ball.

If the duration ends before Havoc fully charges the ball, it does not deal damage or grant movement speed.

If Havoc attacks an enemy outside the radius, no arc will occur and the ball will not charge.

The first arc will deal 30/40/50 damage (+ %hp damage), the second will deal 40/55/70 damage, and so on. The tenth arc will deal 130/190/250 damage.

If Havoc uses refresher orb or refresher shard to have multiple balls, all aspects will stack.

Creates a ball of lightning at the targeted location. While enemies stand near the ball, they are slowed. When Havoc attacks while near the ball, lightning arcs from his sword to the ball, damaging all enemies between his target and the ball based on their current hp. Every time lightning arcs to the ball, it gains power, increasing the arc damage. After 10 arcs, the ball reaches full power. After 1.5 seconds of full charge, the ball explodes, dealing damage in the radius and granting Havoc greatly increased move speed that decays over the duration.Cooldown Reduced to 40.Current HP% damage changed to max HP% damage.Ball will follow Havoc so that he is never more than 600 units away.