The format for abilities is based on Heroes of the Storm, with Passives/Traits you can activate and two Ultimates.

Super Mario - Mario



D/Passive: Super Mushroom: Upon dropping below 50% Health, Mario shrinks to 50% of his normal size and gains 40% increased movement speed for 5 seconds. This effect has a 20 second cooldown.

Q: Fireball: Mario launches a fireball that travels in a line, dealing damage to the first enemy hit. The fireball can bounce off walls. Holds 3 charges.

W: Star-Spin: Mario spins, damaging and knocking back nearby enemies.

E: Jump: Mario jumps into the air, allowing him to go over enemies and terrain. While in the air, he travels slowly towards the mouse cursor. If he lands on an enemy, the enemy is damaged, slowed by 70% for 0.5 seconds and Mario is launched back into the air. This second jump cannot damage enemies.

R1: Starman: Make an allied Hero Invulnerable for 3 seconds. Also increases their movement speed and attack damage by 20% for the duration.

R2: Mario Finale: After 0.75 seconds, channel two slow-moving streams of fire that deal damage in a huge cone over time to enemies. Can channel for a maximum of 3 seconds.

Recall Animation: Mario spins once while taking off his hat, similarly to his level complete animation in NSMBWii. A Warp Pipe appears from the ground below him, and his makes a peace sign as he goes down it.

Donkey Kong – Donkey Kong

D/Passive: Barrel Thrower: Barrels randomly spawn near Donkey Kong. He can pick these barrels up and carry them around. His next Basic Attack while carrying a barrel will make him throw the barrel, dealing increased damage to all enemies in a long line. Using abilities while carrying a barrel will automatically throw the barrel in the direction DK is facing.

Q: Giant Punch: Slow DK by 60% as he channels for 1 second. After the channel finishes, DK can reactivate this ability to throw an incredibly powerful punch in front of him, damaging and knocking back enemies.

W: Ground Pound: Channel to have DK slam the ground, releasing tremors that damage enemies and slow by 40%. DK takes 25% less damage while channeling.

E: DK Clap: DK claps, dealing a small amount of damage in a wide cone and stunning enemies for 0.75 seconds.

R1: Jungle Drums: Inspire nearby allied Heroes with drum music, granting 20% increased movement and attack speed, and making Basic Ability cooldowns regenerate 40% faster for 10 seconds.

R2: Banana Slamma: After 1 second DK slams the ground with both hands, dealing damage in a wide cone and knocking enemies into the air for 1.75 seconds.

Recall Animation: DK does a small front flip as he takes out his bongo drums. He plays a bit on them before a Launch Barrel from Donkey Kong Country appears over him, and he jumps into it. He is shot into the air as the animation finishes.

Link – The Legend of Zelda

D/Passive: Triforce: While at 75% Health or below, Link moves 10% faster.

While at 50% Health or below, Link takes 15% less damage.

While at 25% Health or below, Link’s natural Health Regeneration is increased by 150%.

Q: Hookshot: Link fires the Hookshot in a direction, latching onto terrain and pulling Link to it. If the hook hits an enemy Hero, they take a small amount of damage and are stunned as Link is dragged to them.

W: Whirling Blade: Link spins once, damaging all nearby enemies.

E: Hylian Shield: Link raises his shield, blocking the damage from all Basic Attacks for 2 seconds. He will also block the first non-Ultimate ability projectile that hits him.

R1: Song of Time: After 3 seconds, reverts all nearby characters to the health and position they were at when this ability was activated.

R2: Triforce Slash: Dashes to an enemy Hero and channels, slashing them repeatedly over 2 seconds. The enemy is rooted during this.

Recall Animation: Link swings his sword a bit before sheathing it. He pulls out the Fairy Ocarina and plays on it until a tornado swoops in and teleports him away.

Kirby - Kirby

D/Passive: Copy Ability: Kirby can activate this ability on an enemy Hero to inhale a piece of their clothing, gaining one of their Abilities to replace his Inhale. Reactivate to regain Inhale instead.

Q: Inhale: Kirby moves 75% slower as he damages enemies in a cone while slowly dragging them towards him. Deals 200% increased damage to minions. If he kills a minion with this, he puts the minion into his mouth and has to either Star Spit or Eat it.

Q (With a minion in his mouth): Star Spit: Kirby spits out the minion, dealing damage in a line.

W (With a minion in his mouth): Eat: Kirby eats the minion, restoring 25% of his maximum Health over 2 seconds.

W: Cutter: Kirby throws a sharpened boomerang a set distance, which then flies back to where it was thrown from after 1 second.

E: Wheel: Kirby turns into a wheel, travelling through and damaging enemies in a line. Can be redirected once or canceled while dashing.

R1: Crash: Kirby channels to unleash a powerful explosion, which increases in radius and damage over time. The explosion occurs after reaching maximum power, or when reactivated.

R2: Star Rod: Kirby equips the Star Rod, gaining the ability to launch stars that damage enemies in a wide line. Lasts until Kirby has launched a set number of stars.

Recall Animation: Kirby does a little dance before jumping onto the Warp Star. He stays on the Warp Star for a bit before flying off.

Red – Pokémon

D/Passive: Hitmonchan: Activate to summon a Hitmonchan at any allied minion or Red’s summons to fight alongside them. Hitmonchan’s fighting spirit inspires nearby allied minions, granting them increased attack speed and damage.

Q: Pokéball: Throw a Pokéball at an enemy minion below 35% health, instantly defeating and capturing them. Reactivate this ability to release it to fight for Red.

W: Voltorb: Summon a Voltorb, which rolls at the nearest enemy (prioritizing Heroes) and explodes after 3 seconds.

E: Haunter: Summon a Haunter for 8 seconds, which chases down enemy Heroes and attacks them.

R1: Triple Finish: Summon Venusaur, Charizard and Blastoise for 15 seconds. Venusaur attacks enemies with Vine Whip and releases a damaging Poison Powder aura. Charizard attacks with its claws and breathes fire in a cone, dealing damage over time. Blastoise charges by entering and spinning inside its shield, and shoots slowing streams of water at enemies.

R2: Snorlax Drop: After 1.25 seconds a Snorlax comes crashing down on the target area, damaging and knocking back enemies. The Snorlax lies on the ground for 5 seconds, blocking all units from moving through it.

Recall Animation: Red scrolls through the Pokédex for a bit before flying off on a Fearow.

Samus Aran - Metroid

D/Passive: Missile Launcher: Toggle to make Samus’s Basic Attacks deal increased damage, but cost Missiles. Missiles spawns randomly around the map, as well as dropping from enemy minions.

Q: Charge Beam: Charge for at least 1 second while slowing Samus by 50%, then reactivate to fire a powerful beam that damages all enemies in a line.

W: Paralyzer: Samus fires a small laser that stuns the first enemy hit for 1.25 seconds.

E: Morph Ball: Roll in a direction, leaving behind three bombs that explode after 0.75 seconds.

R1: Screw Attack Combo: Samus fires a missile at the ground in front of her, knocking enemies into the air. If any enemies got knocked into the air, Samus can reactivate this ability to do a Screw Attack towards them, keeping them in the air longer and dealing damage over time. If Samus does not use a Screw Attack, the cooldown is halved.

R2: Metroid Hatchling: Samus is permanently followed around by a Metroid. The Metroid will automatically latch onto enemies (prioritizing Heroes), damaging and slowing them over time. After a short while, it will return to Samus to heal her for 150% of the damage dealt.

Recall Animation: Samus takes off her helmet and looks around for a bit before putting it on again. She jumps into the air as her ship flies by, catching her in midair.

Little Mac – Punch-Out!!

D/Passive: Dodge and Counter: Every 5 seconds Little Mac will dodge the next enemy Hero Basic Attack, completely negating the damage. Whenever he dodges an attack, he gains 75% increased movement and attack speed decaying over 1.25 second.

Q: Right Hook: Little Mac delivers a right hook, damaging all enemies in front of him and gaining a Star for each enemy Hero hit.

W: Sidestep: Dash a short distance. Little Mac’s next Basic Attack deals 65% increased damage and gives him a Star.

E: Star Punch: Little Mac gains Stars from his other abilities, up to three. This ability consumes all of his Stars to have him deliver a powerful uppercut to an enemy Hero, damaging and stunning them. The damage and stun duration is increased by how many Stars Little Mac had.

R1: Giga Mac: Little Mac transforms into Giga Mac for 18 seconds, gaining increased damage, movement speed and attack range. He takes 15% less damage while transformed.

R2: Megaton Punch: Little Mac punches so hard a massive wave of force and air damages and knocks back enemies in a cone.

Recall Animation: A stool appears behind Little Mac as he sits down on it to take a breather. He drinks some bottled water as he sits.

Bowser - Mario

D/Passive: Koopa King’s Tenacity: Bowser blocks 35% of all damage that hits his back. Additionally, upon taking fatal damage, he immediately recovers 25% of his maximum Health and takes 90% reduced damage decaying over 3 seconds. This effect has a 120 second cooldown.

Q: Firebreath: Bowser stands still as he breathes fire in a cone, turning towards the mouse cursor. Enemies take damage while in the fire, plus additional damage over time after leaving.

W: Shell Spin: Bowser hides in his shell and dashes a short distance, damaging and knocking up enemies he passes through.

E: 8-4 Throw: Bowser grabs an enemy Hero and damages them, then throws them in a direction within a 180 degree cone. If the enemy hits a wall, they take additional damage and are stunned for 0.75 seconds.

R1: Giga Bowser: Bowser transforms into Giga Bowser for 16 seconds, gaining increased size, increasing his damage dealt by 30% and reducing his damage taken by 50%.

R2: Ferocious Leaps: Bowser jumps to target location, releasing a damaging laser circle as he lands. He can recast this ability within 1 second after landing, and once again after that for a total of 3 jumps.

Recall Animation: Bowser stomps around, roaring and laughing evilly. Eventually, he jumps into his Clown Car and flies off.

Princess Peach - Mario

D/Passive: Compassion: Whenever Peach uses an Ability, she heals the lowest Health nearby ally (prioritizing Heroes).

Q: Therapy: Heal an allied Hero and remove all crowd control effects from them.

W: Peach Bomber: Peach lunges in a direction, damaging and knocking back the first enemy hit.

E: Sleepy Sheep: Throw a sheep in a direction that puts the first enemy Hero it hits to sleep for up to 4 seconds. Sleeping enemies cannot act, but will wake up when taking damage. Being woken up by damage slows the enemy by 60%, decaying over 2 seconds.

R1: Group Hug: Heal all nearby allied Heroes over 5 seconds, and reduce the duration of all crowd control on them by 75% for that duration.

R2: Star Beam: After 0.75 seconds, the seven Star Spirits create a huge beam on target location, dealing huge damage to all enemies caught in it over 3 seconds. Global range.

Recall Animation: A Piranha Plant pops up from the ground and tries to attack Peach, but she kicks it away. A Monty Mole then tries to dig up and grab her, but she stomps it back into the ground. Finally, a Boo appears behind her but she backhands it away. Peach then dusts off her dress before teleporting.

Princess Zelda – The Legend of Zelda

D/Passive: Sheik/Zelda: Activate to switch between Zelda and Sheik, gaining different Basic Abilities. Zelda has ranged Basic Attacks, while Sheik has very fast melee attacks.

Q (Zelda): Nayru’s Love: Grant an ally a shield for 8 seconds. If used on a minion, also applies the shield on all other nearby friendly minions.

W (Zelda): Din’s Fire: Create a dome of fire at a location that expands outwards, damaging enemies over time.

E (Zelda): Farore’s Wind: Grant all nearby allies 30% increased movement speed for 4 seconds, and reduce the cooldown on their Basic Abilities by 1 second.

Q (Sheik): Acupuncture Needle: Throw a needle at an enemy that damages and slows by 15% for 2 seconds, stacking up to 45%. Holds 3 charges.

W (Sheik): Vanish: Gain Stealth for up to 8 seconds. Lose Stealth upon taking damage or using another Ability. Stealth cannot be broken by damage during the first second. Gain 10% increased movement speed while in Stealth.

E (Sheik): Deku Nut: Stuns enemies in an area for 1 second.

R1: Light Arrows: Equip Zelda’s bow, and fire four arrows that deal damage in a long line. Enemies hit by Light Arrows are revealed for 4 seconds. Each arrow is aimed and fired separately, but Zelda/Sheik cannot use any other Abilities until all four are fired.

R2: Hylia’s Blessing: For 12 seconds, ALL allied Heroes take 30% reduced damage. Every 4 seconds, they are healed equal to the amount of damage blocked by this ability in the last 4 seconds.

Recall Animation: Zelda: A Skyloft flies down and lands in front of Zelda. She pets it for a bit before mounting it and flying off.

Sheik: Sheik plays on their harp, until they suddenly throw a Deku Nut to the ground and vanish.

Ganondorf – The Legend of Zelda

D/Passive: Triforce of Power: Ganondorf takes 10% less damage from Basic Attacks, and his own Basic Attacks deal additional Ability Damage.

Q: Destruction Orb: Ganondorf launches a ball of magic, damaging the first enemy Hero hit.

W: Warlock Punch: Ganondorf’s next Basic Attack will deal greatly increased Ability Damage, and slow the enemy by 60% for 1.5 seconds.

E: Corruption: After 0.25 seconds a pillar of dark magic bursts from the ground at target location for 1.75 seconds. Enemies caught in the blast take damage over time and are slowed. The damage, slow and duration are increased based on how long the enemy was in the dark magic.

R1: Ganon: Ganondorf permanently transforms into his demon-pig form, gaining increased Health and damage. Additionally, he now also takes 10% less Ability Damage. However, he moves 15% slower.

R2: Reincarnation: When killed, Ganondorf resurrects after 3 seconds. While resurrecting, he creates waves of flame around him that damage nearby enemies. This has a 300 second cooldown. Killing minions reduces the cooldown by 1 second, and killing Heroes reduces it by 10 seconds.

Recall Animation: Ganondorf: Ganondorf crosses his arms and laughs, then looks around with a cocky grin.

Ganon: Ganon roars furiously and stabs his swords into the ground. He then places his knuckles on the ground and breathes heavily.

Fox McCloud – Star Fox

D/Passive: On The Move: Fox is able to move while using Basic Attacks.

Q: Fox Illusion: After 0.25 seconds Fox dashes to target location, damaging all enemies he passes through.

W: Barrel Roll: Fox rolls a short distance, escaping slows and roots, and reducing all damage taken by 90% while rolling.

E: G-Diffusion: Gain a shield that decays over 4 seconds.

R1: Smart Bomb: Throw a Smart Bomb which explodes upon contact with an enemy or upon reaching a set distance, creating an expanding ring of fire that damages enemies over time.

R2: Strafing Run: Order the rest of the Star Fox Team to do a strafing run down a lane in their Arwings, damaging all enemies in that lane. The Arwings fly out from Fox’s base and quickly travel down the entire lane, leaving when they reach the enemy’s base.

Recall Animation: Fox holsters his blaster and communicates with his team for a bit before his Arwing lands besides him. He enters it and it flies off.

King Dedede - Kirby

D/Passive: Waddle Dee Army: Minion waves in the nearest lane to Dedede spawn with a Waddle Dee. Waddle Dees march down along with the wave and fight like a regular melee minion. Every fourth Waddle Dee will be a Waddle Doo instead, with increased Health and a piercing beam attack.

Q: Rocket Hammer: Dedede’s next Basic Attack deals increased damage and stuns the target for 1.5 seconds.

W: Super Dedede Jump: Dedede jumps to target location, damaging enemies he lands on.

E: Hammer Swing: Dedede spins around with his hammer, dealing damage to enemies per second. Can be reactivated to make Dedede throw his hammer in a direction, damaging enemies in a long line but making Dedede unable to use Basic Attacks for 5 seconds.

R1: Dededance: Dedede dances for 3 seconds, summon a small army of Waddle Dees around him. These Waddle Dees last for up to 12 seconds.

R2: Masked Dedede: Dedede equips a mask and upgrades his hammer, gaining increased damage on Rocket Hammer, Hammer Swing and Basic Attacks. Activate to fire a missile that damages the first enemy hit.

Recall Animation: Dedede lies down on the ground as a pair of Waddle Dees bring in a TV and another Waddle Dee bring him a cake. He lies on the ground watching TV and eating cake until he is teleported away.

Lucas - Mother

D/Passive: Concentrate: Activate to upgrade Lucas’ next Basic Ability to an improved version.

Q: Lifeup α: Heal an ally.

Q: Lifeup β: Significantly heal an ally.

W: Counter α: Choose an allied Hero. For 5 seconds 50% of Basic Attack damage taken by that Hero is reflected back to the attacker.

W: Counter Ω: Cast Counter α on all allied Heroes in an area.

E: PK Flash: Blind all enemies in an area for 2 seconds, and stun all enemies in a smaller area for 1 second.

E: PK Flash + Offense Up Ω: Cast PK Flash. For the next 5 seconds, all allied Heroes deal increased damage to the affected enemies.

R1: PK Love: Channel for up to 4 seconds, then deal damage to all enemies within a huge area. Damage increases the longer the Ability is channeled.

R2: Lifeup γ + Healing Ω: After 0.75 seconds, greatly heal an allied Hero and remove all crowd control from them.

Recall Animation: Lucas’ dog Boney appears, and Lucas plays with him. Sunflowers also start sprouting up around them.

Luigi - Mario

D/Passive: Let’s-A Go The Other Direction: Luigi gains 15% increased movement speed while moving away from enemy Heroes.

Q: Thunderhand: Damage a nearby enemy. Half the damage dealt then bounces to nearby enemies up to 3 times.

W: Flamethrower: Shoot fire out of the Poltergust 5000 towards an enemy for up to 5 seconds, dealing damage in a cone. Luigi can move while Flamethrower is active. Activate Flamethrower again to retarget it.

E: Spring Jump: After 1.5 seconds, jump a massive distance.

R1: Ghost Hunt: Ghosts passively spawn around the map, and Luigi can suck these up with the Poltergust 5000. Each ghost captured grant Luigi increased regeneration. Activate Ghost Hunt to launch all the captured ghosts out over time, each homing in to the closest enemy and damaging them.

R2: Negative Zone: Surround Luigi with a zone of negativity for 6 seconds, slowing and damaging enemies.

Recall Animation: Luigi takes of his cap and wipes some sweat from his brow, as a ghost slowly appears behind him. He screams as he notices it, and even more ghosts appear around him. The ghosts move closer until a Pixelator screen pops up from the ground and warps Luigi away.

Meta Knight - Kirby

D/Passive: Parry: When Meta Knight is hit by an enemy melee Basic Attack, he parries it. Parried Basic Attacks deal no damage, and the attacker is immediately hit by a Basic Attack from Meta Knight. This passive has a cooldown, and Meta Knight’s Basic Attacks reduce this cooldown by 1 second.

Additionally, Meta Knight recalls 60% faster than other Heroes.

Q: Sword Dash: Meta Knight dashes a short distance. If he hits an enemy Hero on the way, they’re immediately hit by two Basic Attacks.

W: Mach Tornado: Meta Knight rapidly spins, damaging nearby enemies for up to 3 seconds. He can move at 70% speed while spinning.

E: Powerful Strike: Meta Knight’s next Basic Attack will deal increased damage and completely refresh the cooldown on Parry.

R1: From Above: Meta Knight takes flight. While flying, he is immune to all effects and can fly over terrain. He can land at any time to damage enemies in a small area.

R2: Galaxia Tornado: Meta Knight launches a tornado in a direction, damaging the first enemy Hero hit and knocking them into the air for 5 seconds.

Recall Animation: Meta Knight does his trademark cape-spinning-exit.

Captain Falcon – F-Zero

D/Passive: High Speed: Whenever Captain Falcon gains increased movement speed, he takes reduced damage equal to the speed increase.

Q: Falcon Punch: After a 0.5 second delay, damage and stun enemies in a wide area in front of Captain Falcon for 1.25 seconds. Captain Falcon can’t perform any action for 0.5 seconds after punching.

W: Falcon Kick: Slide a medium distance, damaging enemies in the way.

E: Boost: Increase Captain Falcon’s movement speed by 60% for 2 seconds, then decay back to normal over 3 seconds.

R1: Blue Falcon: Captain Falcon enters the Blue Falcon for up to 7 seconds, continuously moving forwards and damaging enemies he runs over. Captain Falcon can at any time leap out of the Blue Falcon to Falcon Punch an enemy Hero.

R2: Ultimate Falcon Punch: Captain Falcon leaps a medium distance and punches the ground, creating an earthquake that damages enemies in a radius. The earthquake also creates an impassable wall around the same radius for 4 seconds.

Recall Animation: Captain Falcon drinks some Falcon Punch, until his Blue Falcon swoops by to pick him up.

Captain Olimar - Pikmin

D/Passive: Pikmin: Olimar is constantly followed by Pikmin. Pikmin spawn buried, and are automatically plucked out of the ground when Olimar gets close to them. Pikmin can be killed by Basic Attacks, but are immune to Ability Damage.

Q: Pikmin Throw: Throw a Pikmin to an area. The Pikmin will latch onto enemies and attack them for 5 seconds, then fall off and run back to Olimar. This Ability has no cooldown.

W: Whistle: Immediately make all active Pikmin return to Olimar.

E: Bomb Rock: After 1 second, Olimar’s Pikmin dig a Bomb Rock out of the ground. Activate a second time to throw the Bomb Rock, dealing damage in an area.

R1: Pikmin Swarm: The Master Onion flies by, dropping a massive amount of Pikmin down on an area. These Pikmin act like normal Pikmin, but is not affected by Olimar’s Abilities.

R2: S. S. Dolphin: Olimar and his Pikmin enter the S. S. Dolphin to fly to target location. For up to 10 seconds before liftoff, allied Heroes can also enter the Dolphin to fly along with them.

Recall Animation: An Onion flies down besides Olimar and the Pikmin. The Pikmin climb aboard it normally, while Olimar just hangs on to one of its legs as it flies off.

Orange Inkling - Splatoon

D/Passive: Ink: Orange’s Basic Attacks and Abilities create Ink on the ground for 60 seconds. Orange moves 30% faster while on Ink. If she stands still for 5 seconds while on Ink, Orange will enter Stealth. Attacking, taking damage or leaving the Ink will break Stealth.

Q: Blaster Shot: Fire a wad of Ink that will explode when hitting an enemy or reaching maximum range, dealing damage in an area.

W: Splat Charger: Charge up a sniper shot for up to 2 seconds, slowing Orange by 60%. Reactivate to fire, dealing damage in a line. Range and damage increased by time spent charging.

E: Slosher: Throw a bunch of Ink at an area, damaging enemies.

R1: Inkstrike: After 1.5 seconds a missile lands on target area, creating a tornado of Ink that grows in size over 3 seconds. Enemies caught in the tornado are damaged and slowed over time, up to 60%.

R2: Kraken: Transform into the mighty Kraken for 6 seconds. The Kraken is Invulnerable, immune to crowd control and damages and knocks back enemies it touches.

Recall Animation: If on Ink: Orange dives into the Ink, then jumps out of the Ink a few times like a dolphin.

If not on Ink: Orange dives as if she was on Ink, but hits her face on the ground. She lies on the ground for a second before picking herself up, looking annoyed.

Wario – Wario Land/Warioware

D/Passive: Gas-o-Meter: Wario builds up his Gas-o-Meter over time, from 0% to 100%. When Wario dies, he creates a noxious fart cloud for 4 seconds. The size and damage of the cloud is based on how much Gas he had upon his death.

Q: Shoulder Bash: Wario charges a short distance, damaging and knocking back enemies he rams through.

W: Wario Waft: Toggle to have Wario fart, consuming Gas-o-Meter over time. While farting, he leaves behind gas clouds for 3 seconds that damage enemies over time.

E: Garlic: Wario eats some garlic, healing himself for 30% of his missing health and gaining 35% on his Gas-o-Meter.

R1: Speed Up!: Wario’s movement speed, attack speed, cooldown rate, damage and healing over time, respawn rate and channeling is permanently increased by 10%.

R2: Earthshake Punch: After 2.5 seconds, Wario punches the ground so hard every enemy on the map is damaged and stunned for 0.5 seconds.

Recall Animation: Wario pulls his motorcycle out of nowhere and does donuts, laughing while making a W with his hand.





Guzma - Pokémon



D/Passive: Swarm: Guzma's Abilities deal 0.5% increased damage for each 1% of Health he's missing.



Q: Toxic Thread: Guzma's Ariados which fires a poisonous thread forwards. The first enemy Hero hit by the thread are slowed by 40% for 2 seconds and take damage over the same duration.



W: Bug Buzz: Guzma's Masquerain sends forth a sound wave that grows in size over time, damaging all enemies it touches and making them take 10% increased Ability Damage for 3 seconds.



E: First Impression: Guzma's Golisopod charges forth, damaging all enemies it passes through and stopping at the first enemy Hero hit. This Ability turns into and shares a cooldown with Emergency Exit when in combat.



E: Emergency Exit: Guzma's Golisopod picks him up and quickly dashes to a location. The cooldown of this Ability is reset if Guzma falls below 50% Health, though this can only trigger once every 30 seconds. If Guzma has not been in combat for 10 seconds, this Ability turns into First Impression.



R1: Guillotine: After 0.75 seconds, Guzma's Pinsir comes crashing down on target area, dealing damage to all enemies in the area equal to 50% of their current Health.



R2: X-Scissor: Guzma's Scizor performs two powerful slashes in an X-pattern, damaging enemies.