Leandros issues a shield stun, followed by a few confident swings of his blade to cut down his enemy.
Gains a 31.54K point Health Shield and stuns target for 2 seconds, dealing 9.58K physical damage. (Level 50)
A great leader inspires bravery and morale in his troops from the first call to arms.
The ally deployed to the left of Leandros at the start of battle gains an additional 11.57K Maximum Health. (Level 50)
Seasoned veteran Leandros motivates his allies with bravado and strength.
All allies gain 7.74K Maximum Health. (Level 50)
Leandros raises his gladius and inspires his allies with additional tenacity.
Allies start with 99.5 bonus Physical Defense. (Level 50)
Champion Clash now stuns all enemies for 1.5 seconds.
Upon death, Leandros grants all allies a 26K Health Shield for 14 seconds.
The first cast of Champion Clash grants all other allies a 20K point Health Shield for 12 seconds.
The commander Leandros has gained a reputation for rushing into fights and asking questions later.
A dauntless hoplite and occasional lothario, Leandros was born and raised in the kingdom and always knew he would serve the army as a fearless leader. He did lose some ground with the elder military council early on as a young officer when he planned and carried out a midnight ambush on a squadron of his own men.
Jocasta charges her shield with protective holy light, then smites her enemies with all the strength of Templar justice.
Deals 11.76K Magical Damage to her target and nearby enemies, and heals herself for 26.5K. (Level 50)
Jocasta offers a restorative blessing to any traveler joining her cause.
Upon casting Templar's Grace for the first time, the ally initially deployed to Jocasta's right will be healed for 24.93K health. (Level 50)
Jocasta's gleaming trident penetrates the chaos of battle, and bathes her enemies in a cleansing holy light.
Following 5 basic attacks, her next attack deals 18.62K Magical Damage to enemies around her. (Level 50)
Jocasta's holy light restores the vitality of her allies as her own fades.
When Jocasta dies, all allies are healed for 19.4K. (Level 50)
Jocasta permanently gains 20% base Magical and Physical Defense. (cleanse immune)
Upon dropping below 30% health for the first time, Jocasta returns 4K Physical Damage back to ranged attackers for 20 seconds.
Templar's Grace now additionaly purges all buffs from enemies hit.
Jocasta the Wanderer, renowned for her elegant combat tactics, traverses the land in search of causes worthy of her mighty trident and shield.
As the last remnant of the Order of the Trine, an ancient alliance of knights in the name of Poseidon, Jocasta carries the burden of bearing their message as her own crusade. In the name of the fearsome lord of the sea she pursues a pilgrimage to find others who might someday take up the banner of the Trine alongside her.
Melita signals her loyal bear to rear up as she issues a booming horn blast that stuns all enemies.
Stuns the entire enemy team for 2.25 seconds and deals 10.67K Physical Damage to each of them. (Level 50)
Melita's bear becomes inspired by her horn calls, strengthening the will of any ally deployed behind them.
The ally deployed behind Melita at the start of battle gains an additional 2.38K Physical Ability Power. (Level 50)
Careful instrument maintenance and strong lungs amplify the blast from Melita's echoing horns.
Shattering Call now reduces the enemy's Physical Defense by 141 for 6 seconds. (Level 50)
With a thunderous bellow, Melita's horns permeate the air, dampening the enemy's blows and shaking arrows out of the sky.
Melita starts the battle with an additional 177 Physical Defense. (Level 50)
Shattering Call now additionally reduces all enemies Resilience by 100 for 10 seconds.
The unit initially deployed behind Melita gains 5K bonus Physical Damage on every basic attack.
Shattering Call now additionaly purges one buff from all enemies hit.
Melita rides in the name of the kingdom, blowing her horns to inspire her allies and strike fear in the hearts of her enemies.
Melita, assigned by the kingdom as a rallying support, rides her bear into battle with great confidence as it lumbers into the fray, ready to take on any swords or arrows the enemy has in store. The two of them trained together for several months before active duty, ensuring excellent teamwork and timing between them in the heat of battle.
Taking the ultimate defensive stance, Tethoros immobilizes and slams his shields together, dealing damage while raising his own defenses.
Deals 7.39K Physical Damage to target, and gains 1.68K Physical Defense for 5 seconds. (Level 50)
Always prepared, Tethoros begins battle with the assurance only a health shield can bring.
Begins battle with a damage shield absorbing up to 35.73K damage. (Level 50)
The clashes of a thousand battles infuse the shields of Tethoros with a defensive aura.
Grants himself and allies around him 106 Physical Defense. (Level 50)
As the 10,000th sword shattered against Tethoros's defenses, the goddess Athena granted him an impenetrable shield to deter war.
Upon reaching 50% health, Tethoros returns 2.45K damage back for each attack he received. (Level 50)
Iron Bulwark now grants Tethoros 50% Magical Defense for 10 seconds.
Every other basic attack deals 3K Physical Damage and reduces the enemies Physical Defense by 100 for 8 seconds. (stackable)
Iron Bulwark now returns 1.4K Physical Damage back to each attacker.
The decorated general Tethoros raises his matching shield halves like an impenetrable wall on the field of battle, ever since a well-placed sword thrust nearly stole his vital breath.
The shell-insignia shield of Tethoros was bequeathed to him through a decree from King Atlas after a particularly nasty encounter on the battlefield with a practiced bandit swordsman. The shrewd king recognized the value in the officer Tethoros as a tactician and motivator of men in the face of great danger and faltering morale.
Grappling his opponent with his enchanted roots, Akanth drains them of their vital life essence while replenishing his own.
Deals 6.87K Physical Damage to target and heals himself for 12.01K health every second for 6 seconds. (Level 50)
Akanth grows thorns from his tough bark, inspiring the ally next to him.
The ally deployed to the right of Akanth gains 1.02K Physical Ability Power and 29.2% Life Steal. (Level 50)
Akanth projects an aura of verdant energy, allowing him to regrow damage he's sustained.
Following 2 basic attacks, the next attack heals self for 13.12K. (Level 50)
Reaching deep within his ancient wellspring of vitality, Akanth continuously heals himself after receiving grievous harm.
Upon dropping below 40% health, Akanth heals himself for 5.4K every second, indefinitely. (Level 50)
Siphoning Roots now permanently grants Akanth 80 Magical and Physical Defense. (stackable)
Siphoning Roots additionally grants Akanth 300% Life Steal for 12 seconds.
Siphoning Roots now additionaly cleanses all debuffs currently applied to Akanth.
The ground shakes beneath the steps of Akanth, a mighty protector of the dark and mysterious forests of the Dryadic Wilds.
A watchful guardian from the ancient age of the Dryads, Akanth patrols the canopied corridors of the living forest. Though their true origins are unknown, many Atlanteans believe that Akanth once existed as an olive tree. According to legend Athena blessed the tree after it survived a great war; soon after, Akanth drew their first breath, took their first steps, and became a sentinel of the Wilds. Not much known is about Akanth’s mysterious caretaker, known only as the Gardener. It is assumed that they met along one of Akanth’s many journeys. They are inseparable and work together to protect the forest from intruders.
Atlas calls an army of magical hippocamp cavalry that sweeps the battlefield, laying waste to all foes.
All enemies in front of Atlas receive 15.75K Magical Damage and their Basic Attack Speed is reduced by 28.3% for 6 seconds. (Level 50)
In moments of struggle, Atlas summons strength from the ocean legacies of his father Poseidon.
When his health falls below 30%, Atlas receives 211 Magical Defense for 6 seconds and heals 26.16K every half second for 3 seconds. (Level 50)
The glorious leadership of King Atlas guides any ally behind him into battle with added power.
The ally deployed behind Atlas at the start of battle gains 2.33K Magical Ability Power. (Level 50)
A king is nothing without followers. As Atlas leads the charge into battle, the defensive power of he and his most stalwart ally rise with the tides of war.
Both Atlas and the ally deployed behind him at the start of battle gain 156 Magical Defense. (Level 50)
Tide of War also purges one buff from each target and reduces Critical Damage Bonus by 50% for 10 seconds.
Grants all allies 120 Magical Penetration. (purge immune)
Tide of War now additionally reduces Basic Attack Damage by 30% for 10 seconds.
Atlas, favored son of Poseidon, once ruled his father's glorious island.
The eldest of ten heirs of the Lord of the Ocean, Atlas always knew he would be the servant his father would entrust with the governance and protection of his beloved island in the sea. When he assumed his throne, Atlas ruled as a just and prudent king, caring equally for each of his citizens as he would his own progeny. No scholar could have predicted the upheaval to come when Gadrus, the tyrant warlord twin brother of Atlas, decided the Atlantean throne must instead be his, sealing the fate of Poseidon's island.
The colossal machine Kahara activates the latent functions of her weapon, critically striking an enemy to its core and energizing her own outer shields in the process.
Deals 14.5K Magical Damage to her target and increases her own Magical Defense by 311 for 10 seconds. (Level 50)
Kahara arrives on the battlefield, and her magnificent, gleaming form leaves her foes in paralyzing awe.
Reduces the Magical Ability Power of nearby enemies by 1.47K. (Level 50)
Kahara unlocks her Talos Collider's dormant abilities and turns incoming attacks into devastating energy pulses.
The Talos Collider deploys a reflection shield dealing 5.08K Magical Damage to all ranged attackers for 6 seconds. (Level 50)
Kahara calculates the time required to defeat her remaining enemies, and projects a powerful shield.
Grants herself and allies around her 149 Magical Defense. (Level 50)
Talos Collider now additionally heals Kahara for 5K every second for 10 seconds.
Upon death, Kahara deals 50K Magical Damage to enemies in a small radius around her.
Kahara permanently gains 35% Magical Ability Power. (purge immune)
Standing tall over the heads of human soldiers, Kahara the Automaton Queen rules her loyal followers with a steady hand rather than her iron fist.
Once the ruler of a Children of Talos tribe, Kahara was well-known as a fair and judicious leader among her automaton subjects. In the aftermath of the Talos Rebellion, Kahara emerged as a sensible and rational matriarch who could lead the Children of Talos to freedom and independence far from the watchful eye of their human creators. But her fate seemed sealed after a cowardly ambush by fearful Atlanteans left her beaten and broken. Fortunately, her tribe was able to repair her, infusing her with a crystalline energy matrix that gave her more strength than any Child of Talos had known before.
Raising her tower shield above her head, Astrid imbues the Iron Hand of Jotunn and releases a wave of force against her enemy.
Deals 19.1K Physical Damage and steals 285 Physical Defense from her target for 10 seconds. (Level 50)
Along with her fellow warrior sisters, Astrid has been trained by the Jotunn to stand tall and remain vigilant against any threats.
For every 10% health lost, Astrid gains 450 Physical Defense for 4.5 seconds. (Level 50)
Astrid is unable to contain her zeal and as enemies strike against her tower shield, they find their blows are mirrored back at them.
Iron Palm Slam empowers Astrid to reflect back 11.91K Physical Damage to all attackers for 5 seconds. (Level 50)
The ally who falls first in battle must be honored, for it is said that their spirit will be reborn within a shieldmaiden to continue the battle.
When her first ally falls, Astrid gains a Health Shield absorbing up to 39.95K damage. (Level 50)
Astrid now permanently grants all allies 100 Resilience.（purge immune）
Astrid now reduces all enemies Critical Strike Chance by 8%.
Astrid now reduces all enemies Critical Damage Bonus by 25%. (cleanse immune)
Within giantess society is a warrior-caste of shieldmaidens known as the Iron Hand of Jotunn. As one of their elite defenders, Astrid protects the smallfolk with a tower shield that is as large and formidable as she is. Her imposing appearance and mastery in battle inspires admiration in her allies and fear in her enemies.
As the Iron Hand of Jotunn marched home from an excursion to rid their northern homelands of yet another threatening monster, they were approached by children from a nearby township of smallfolk. Unlike the adults in the village, who stayed indoors and peered from their windows, the children were seemingly unafraid of the giantess warriors. One of the children was so enamored with the sisters, that they asked how to become as big and strong as the Jotunn themselves. Astrid stood beside them, nearly tripling their size, and let out a booming and joyful laugh. That was the day she decided to fight for more than just honor and glory, it was time for the world to know of the Jotunn.
Sejiwan rears back on her trusty mount Gristle, then releases a shockwave crippling her enemies.
Hits enemies at her sides and in front of her for 15.33K Physical Damage, stuns primary target for 2.5 seconds. (Level 50)
As her life force is lost, Sejiwan invokes her inner strength gaining more offensive power.
For every 10% health lost, gains a 38.7% Basic Attack Speed for 10 seconds. (Level 50)
Sejiwan’s trusty steed can inspire her to persist in battle, granting her extra defenses.
Each basic attack has a 50% chance to gain a 127 Physical Defense for 8 seconds. (Level 50)
At the defeat of an enemy, Sejiwan is fueled to finish the fight, delivering a crushing blow to her foe.
When an enemy falls, her next basic attack will deal 13.47K additional Physical Damage and stuns the target 4 seconds. (Level 50)
When battle starts, Sejiwan gains 100% Magical Defense for 30 seconds.
Sejiwan starts the battle with an additional 100% Physical Defense for 30 seconds.
Sejiwan creates an aura around her, increasing allies Movement Speed by 40%.
Hailing from a far-flung hilltop village, Sejiwan and her mountain ram Gristle ride into war with a combined fury of steel and stone-hard horns, destined to smash aside all challengers in Atlantis.
It is traditional in Sejiwan’s village for riders to chose their own mounts when they have reached maturity. Knowing that no normal goat would suffice, she went searching for a truly worthy companion, eventually happening upon an large ornery ram beset by bandits. Joining the battle, Sejiwan leapt onto the beast and together they fended off the attack, sending the outlaws hurtling. They have been inseparable ever since.
Pallas calls upon the holy waters of the Acadine fountain to consecrate her shell hammer so that she may strike her foes with a purifying force.
Deals 21.88K Magical Damage and purges all buffs from her target. Additionally bounces to the next closest enemy, applying the same effects. (Level 50)
Sanctifying waters occasionally spring forth that anoint Pallas in a pearlescent coating and scald her enemies, rebuking them of any advantages.
Each basic attack has a 30% chance to purge one buff from a random enemy and grants Pallas 1.24K Magical Ability Power for 12 seconds. (Level 50)
As her shell hammer comes crashing down on her enemy, the holy waters of the Acadine fountain restore her most injured companion.
Fountain Burst now additionally heals the most damaged ally for 16.56K health. (Level 50)
Pallas adorns her chosen companion with symbolic imagery of the Acadine fountain so their attacks may be as razor sharp as a pinching clamshell.
The ally deployed behind Pallas gains a bonus 2K Magical Damage on every basic attack. (Level 50)
For every 30% health lost, all allies gain 100 Resilience for 10 seconds. (non-stackable)
For every 30% health lost, all allies gain 225 Magical Defense for 10 seconds. (non-stackable)
For every 30% health lost, Pallas freezes all enemies Energy Generation for 2.5 seconds.
An upbeat, bubbly cleric with a hope that springs eternal, Pallas travels the realm doing missionary work to help to purify the unclean. She enjoys performing her famed water spout trick for both her friends and her enemies.
Clerics of the Acadine fountain utilize its holy waters to detect and dispel impurities; however, its inhospitable location made the fountain inaccessible to most Atlanteans. Pallas sought to bring this mystical and insightful power directly to the people so that those most in need may also be cleansed. After laboring for months to fashion her own portative fountain, Pallas filled it with holy water from the Acadine fountain and began her missionary work to guide Atlantis to a new era of peace and prosperity.
Konamele roars with the power of a magmatic eruption, spewing lava into the air that becomes a protective coat of cinder as it cools.
Gains 196% Magical Defense and Physical Defense for 6 seconds. (Level 50)
Konamele blesses the ally backing him with a gift of splendid obsidian that enhances spells to deftly pierce their marks.
The ally deployed behind Konamele has their Magical Penetration increased by 114. (Level 50)
Basaltic lava seeps from his body and hardens as Konamele is wounded, building upon the layers of rock that frame his molten core.
For every 45% health lost, Konamele gains 291 Magical Defense for 18 seconds. (Level 50)
A plume of volcanic ash rises from the caldera left in Konamele's wake and envelops his chosen ally in an insulating barrier.
Upon death, the ally initially deployed behind Konamele gains a 35.97K Health Shield for 12 seconds. (Level 50)
Upon the death of any ally, Konamele gains a 50K Health Shield for 12 seconds. (stackable)
Every basic attack has a 30% chance to steal 20% Magical and Physical Defense for 10 seconds. (non-stackable)
While all allies are alive, Konamelete gains 20% Physical Defense and Magical Defense. (purge immune)
First summoned by the inhabitants of an isolated island to defend their home from the wave of destruction that followed Poseidon's wrath, the lord of magma and consort of Gaia has come to Atlantis with the intent of protecting its denizens from further devastation.
Although amiable by nature, Konamele leaves a searing trail as he moves and is seen by Atlanteans as more of a monster than the primordial demigod he is. When Konamele bellows with the might of an erupting volcano, blasting steam and rocky debris skyward, only the foolhardy would still choose to contest him.
Zephyr winds kick up around Unomsa as she swings her staff and delivers a straightforward attack that leaves her enemies breathless.
Hits all enemies in a line for 22.29K Magical Damage and freezes Energy Generation for 4 seconds. (Level 50)
Unomsa’s training in the Ubuntu cavalry catches enemies off-guard as she bolsters her defense and debilitates her foe in a single strike.
Following 2 basic attacks, the next attack grants Unomsa a 38.13K Health Shield and freezes Energy Generation of the enemy target for 5 seconds. (Level 50)
It is not wise to contest nobility in battle and enemies of the princess are swiftly punished for their arrogance.
Pivotal Blow now applies mortal wounds, reducing all healing by 60% for 27.1 seconds. (Level 50)
The presence of the Ubuntu princess on the battlefield initially overwhelms her enemies with a devitalizing lethargy.
While all allies are alive, enemies have 17.1% reduced Energy Generation Rate. (Level 50)
Pivotal Blow now additionally reduces Critical Strike Chance by 50% for 5 seconds.
Unomsa now reduces all enemies Energy Generation Rate by 20%. (purge immune)
Unomsa now reduces all enemies Team Cooldown Reduction by 20%. (cleanse immune)
While armies fight for their sovereign masters in other nations, Ubuntu nobility fight to serve their own people and the daring princess Unomsa is prepared to defend her empire to the death.
As the startling reports being sent from Atlantis grew steadily by the day, Shaka Ubuntu, the elder monarch of the Ubuntu empire, knew what he must do. Gathering his beloved family into the principal war room, he called upon one of them accompany him in defending the empire from external threats found in Atlantis. Unomsa accepted the call to action, but only if she could go alone, for her father was old and frail, and could not fight for their people as she could. After celebrating her upcoming victories with her family, Unomsa departed for the ravaged lands of Atlantis.
Agholor rallies his velociraptor, Grand Matron, into a beastly furor that causes her to shake with excitement for the battle ahead.
Grants Agholor enhanced basic attacks for 14 seconds. Each attack reduces his enemy's Magical Defense and increases his Magical Defense by 106 for 6 seconds. (Level 50)
The razor-sharp teeth of Agholor’s cherished velociraptor pierce the defenses of their foe while the scent of blood is still fresh in the air.
Agholor’s first attack reduces the Magical and Physical Defense of his target by 297 for 12 seconds. (Level 50)
Fighting on the front lines has helped Agholor to strategize new and inventive ways of bolstering his defenses should the need arise.
For every 25% health lost, Agholor cleanses himself of all debuffs and gains 83.4 Magical Defense until the end of battle. (Level 50)
Enemies that fight Agholor might be able to land a hit or two, but they soon realize there is simply no stopping a heavily armored war raptor.
For every 25% health lost, Agholor gains a 77.01K Health Shield by causing 17.55K Magical Damage to each ally. (Level 50)
Every other basic attack now reduces his target’s Life Steal by 75% for 6 seconds. (purge immune)
Every other basic attack now reduces his target's Physical Defense by 25% for 3 seconds.
Every other basic attack now reduces his target's Magical Defense by 25% for 3 seconds.
The commander of the legendary Raptor Squad, Agholor engages his enemies on the front lines with his heavily armored velociraptor, Grand Matron, leading the way to glorious victory.
Growing up under the tutelage of his older brother, Jhagor the Elder, Agholor bore witness as some of the most influential and powerful shaman ignored his urgent divinations. Frustrated, he sought to create what is now widely known as the Raptor Squad, with the hopes of defending his homeland of Ordos from the enemies that Jhaqor foresaw growing all around them. Now seen as a paragon of the Drogmol, the safety the Great Grassland Steppes is in his capable hands and his elite team of mounted warriors thrive under his command, proving to be a formidable and imposing force on the battlefield.
Displaying his imposing skill as a samurai, Takeda performs a grand gesture of deterrence and retaliates against his target with incredible power after having withstood the blows of his enemies.
Enters a defensive state, gaining 400% Physical Defense for 4 seconds and granting a stack of 103% Basic Attack Damage whenever Takeda receives damage while defending. All stacks are consumed after the first subsequent attack. (Level 50)
The tamahagane steel used to forge Takeda’s noble katana has been hand folded and welded over a dozen times to purify the sword and occasionally absorb damage.
Upon landing a critical strike, Takeda gains a 14.69K Health Shield for 6 seconds. (Level 50)
The many battles Takeda waged in the name of his clan have molded him into an expert warrior and leader that only trusts his instincts.
For every 20% health lost, Takeda gains 34.2% Critical Strike Bonus. (Level 50)
Takeda meditates during his defensive state and momentarily achieves true inner focus, before unsheathing his sword and preparing to attack.
Bushido Barrier now grants Takeda 32.4% Critical Strike Chance for 12 seconds. (Level 50)
Bushido Barrier now grants all allies 200 Resilience for 4 seconds.
While above 50% health, each critical strike increases Physical Defense by 15% for 10 seconds. (stackable)
Upon dropping below 50% health for the first time, Takeda gains 20% Physical Defense for 15 seconds.
As the Budo daimyo lord, Takeda is responsible for leading his clan, both in his homeland of Kunai and on the battlefield, where his impressive swordsmanship and defensive tactics can thwart even the toughest enemies.
The Budo clan is the regent family of the imperial shogunate of Kunai, a feudal and reclusive island nation situated to the far east of Atlantis. Although the leader of the clan is inherited, the chosen lord daimyo must continue to prove themselves as a capable ruler, or risk his clan falling out of favor with the shogunate. While visiting a Budo shrine, Takeda observed a flock of sparrows that moved like a foreboding storm cloud through the air. He saw this as an ominous warning that misfortune would be visited upon his clan if he did not take immediate action. Summoning his vassals, Takeda instructed them to send a scouting party out from Kunai and assess potential threats in other regions.
Rearing up on his hind legs, Atrax swings his axe through the air with enough force to create rippling shockwaves that quickly overwhelm nearby enemies.
Atrax becomes stationary and releases 3 consecutive shockwaves in an area around him. 1st attack stuns enemies for 3 seconds, 2nd reduces Physical Defense by 51.5% for 6 seconds, and the 3rd deals 19.7K Physical Damage. (Level 50)
Leading off battle with a concentrated strike, Atrax resourcefully strips his opponent of their defenses and claims it for his own.
Atrax’s first attack steals 366 Physical Defense from his target for 12 seconds. (Level 50)
The rage Atrax feels as his health dwindles is focused into his axe, triggering forceful blasts of power that render his foes practically lifeless.
For every 25% health lost, Atrax enhances his next basic attack to stun all enemies in a line for 2 seconds and reduce their Basic Attack Speed by 31% for 10 seconds. (Level 50)
Seeing his enemies driven before him in rapid dominance spurs the defiant Centurian vanguard to continue the fight.
Shock and Awe now grants Atrax 318 Physical Defense for 6 seconds from each shockwave. (Level 50)
Upon dropping below 15% health for the first time, Atrax gains 100% Resilience for 8 seconds. (cleanse immune)
Upon dropping below 15% health for the first time, Atrax stuns all enemies for 3 seconds. (purge immune)
Upon dropping below 15% health for the first time, Atrax gains 400% Magical and Physical Defense for 8 seconds. (purge immune)
Looming over both ally and foe alike, Atrax the Centaurian Vanguard charges headlong into combat, carving a path of destruction through the battlefield that leaves only broken bodies in his wake. While foes may hear the blasting of horns and stampeding of hooves in the distance, he is usually the only centaur an enemy sees before their certain demise.
A tyrant and a brute, Atrax is feared even among his own kind for his renowned talent at tracking and defeating recreant centaurs. His contempt for disloyalty and cowardice is so strong, he boasts a second pair of horns around his neck from a previous target as a show of strength and deterrence. Having hunted Nestor all the way from the Dryadic Wilds, Atrax fully intends to stay in the city of Atlantis for as long as it takes to convince his younger brother to rejoin the Centaurians after he previously left the group to become a soldier of fortune. Both brothers are bullheaded and known for their stubbornness, so only the Eastern Oracle knows what the outcome of their next meeting will be.
Vesper invokes mystical druidic power to augment her companions as a blanket of celestial eventide spreads across the battlefield.
Enhances the active abilities of allies in an area around her for 10 seconds. Their next active cast will deal a bonus 3.24K True Damage (ignores defenses) and stun all enemies for 2 seconds. (Level 50)
Vesper summons knotted vines of paralyzing umbra that bind to her foes whenever an ally falls in battle.
Upon the death of any ally, Vesper curses all enemies for the next 4 seconds. Cursed enemies have a 20% chance on every basic attack to stun themselves for 2.06 seconds. (Level 50)
With every strike of her staff, Vesper remains focused on slowing the coming assault from enemies of the forest.
Basic attacks reduce the Basic Attack Speed of her target by 30.9% for 5 seconds. (Level 50)
Falling stars begin to cascade from Vesper’s conjured energy, seeking out her most stricken comrade and granting them temporary succor.
Twilight Overgrowth now grants the most injured ally 128% Life Steal for 6 seconds. (Level 50)
Twilight Overgrowth now also grants Vesper stun immunity for 20 seconds. (cleanse immune)
At the start of battle, all enemies have their Basic Attack Speed reduced by 50% for 12 seconds.
While Vesper is alive, all allies are healed for 1K health every 3 seconds.
While usually reclusive in nature, Vesper the Centaurian Warden revels in close range combat, confronting enemies of the forest head-on with druidic spells empowered by the stars to enhance her allies or punish her foes into submission.
Vesper is a key emissary for the mystical Starseeker tribe, a group of centaur druids that prefer to remain hidden in an uncharted area of the Dryadic Wilds. Their solemn duty is preserve the delicate balance between the earth and the sky, thereby maintaining what the Starseekers consider to be true arboreal harmony. When a black fog swept through their sacred groves and began to corrupt the druids and strangle the very forest, she alone sought help from outside their cloistered sanctuary. As Vesper made her way out from the unnatural gloom, she gazed up to the night sky and saw that the stars were in perfect alignment. A wave of cosmic energy pulsed through her and in that instant, the druidic warden knew she had been chosen to save her tribe.
Smashing his tombstone shield to the ground sends out a ghoulish blast wave rendering anyone near Hector more vulnerable to attacks for as long as his bulwark holds.
Enters a dauntless state, gaining a 44.98K Health Shield for 10 seconds and reducing the Magical and Physical Defense of nearby enemies by 31%. The dauntless state ends if the Health Shield is depleted and Hector takes any damage. (Level 50)
Engraved on his massive tombstone shield is a cryptic epitaph that safeguards Hector from harmful magic.
Dauntless Tombstone now grants Hector 40.6% Magical Defense until the end of battle. (Level 50)
Hector’s resistance to magic dramatically increases as his reanimated lifeforce begins to dwindle away.
For every 20% health lost, Hector gains 44% Magical Defense for 60 seconds. (Level 50)
Hector will not rest in peace as long as enemies remain on the battlefield, crippling the impact of their strikes as he returns to the earth.
Upon death, Hector permanently reduces all enemies Critical Damage Bonus by 61%. (Level 50)
At the start of battle, Hector gains 100% Magical Defense for 8 seconds. (purge immune)
Upon the first ally death, Hector reduces all enemies Critical Strike Chance by 30% permanently. (cleanse immune)
Upon any ally death, Hector reduces all enemies Basic Attack Speed by 10% permanently. (stackable)
Hector the Grave Shieldbearer arrives in Atlantis on the direct orders of the Underworld aristocracy, sworn to fight for and defend Queen Moira as she searches the realm for her lost love.
Once a formidable champion in the Atlantean army, Hector now serves as an elite royal guard of the Underworld, ready to oppose any and all threats from the living. Carved into the unholy tombstone that he bears as a shield is an effigy that was originally meant to memorialize his honorable deeds in life. But when Hector rose from his grave and took the tombstone as his scutum, it twisted into a graven image that began to protect him from harm while also weakening his enemies with dreadful magic. It seemed to Hector that his duty as a hero would continue even in death.
Uki raises her Icefall spear and signals her mythical polar bear Nanuk to conjure an auspicious snowstorm purifying the immediate area and warding their allies from harm.
Creates a magical arctic barrier that cleanses Uki and her nearby allies of all debuffs and absorb all incoming damage for the next 2.52 seconds. (Level 50)
Sensing danger, Uki cloaks herself in a veil of protective ice while Nanuk unleashes a debilitating blast of icy wind against their foes.
Upon dropping below 50% health for the first time, Uki gains a 133.24K Health Shield and reduces all enemies Basic Attack Speed by 20% until the end of battle. (cleanse immune) (Level 50)
Years of hunting in the frozen Hoarfrost Mountains have helped Uki hone her ability to periodically augment her endurance in combat.
Following 4 basic attacks, the next attack grants Uki 157 Magical Defense for 6 seconds. (Level 50)
While most other polar bears are solitary creatures, Nanuk gladly welcomes anyone that will follow him and Uki into battle.
At the start of battle, the ally deployed behind Uki gains 254 Magical Penetration for 16 seconds and Uki also gains 237 Magical Defense for 16 seconds. (Level 50)
While above 50% health, all allies gains 100 Magical Defense. (purge immune)
Ward of the White Bear permanently reduces the Magical Defense of all enemies by 10%. (stackable, purge immune)
Reduces all enemies Critical Damage Bonus by 100% for 15 seconds at the start of battle. (cleanse immune)
As an unexpected blizzard engulfs Atlantis and buffets the city, Uki the Tundra Guardian and her mythical polar bear Nanuk emerge from the flurry of snow unscathed, ready to take on anyone who would challenge the Icefall tribe.
To outsiders, the Hoarfrost Mountains have always seemed like an unlivable frozen wasteland but through dedication and service to the goddess of snow, the Icefall tribe have thrived. Uki once patrolled her arctic home along with Nanuk, hunting intruders seeking to desecrate the sacred and blessed lands of Chione and take her icy power. All of this changed when undead from the Underworld overtook the region, their foul energies creating a permanent, dark winter. Now unable to hear Chione’s will, the leaders of the Icefall tribe have descended to Atlantis, hoping their high priestess Atalanta can aid them.
Grond Mk IV activates siege engine mode and begins rapidly spinning its battering ram, creating a powerful vortex of energy that is blasted forward like a cannon.
Deals 11.27K Physical Damage to all targets in a frontal line and reduces Physical Defense and Basic Attack Damage by 29.6% for 12 seconds. (Level 50)
Major damage to Grond Mk IV is rerouted through its internal combustion engine and expelled out as a thick exhaust cloud that chokes anyone close enough to breathe it.
For every 20% health lost, Grond Mk IV reduces the Basic Attack Damage of nearby enemies by 59.8%, for 12 seconds. (Level 50)
Reaching a critical state, Grond Mk IV initiates a safeguard protocol to purge dangerous statuses from within its own defensive system.
Grond Mk IV permanently gains 30% Physical Defense. After falling below 30% health for the first time, every basic attack will cleanse one debuff until the end of battle. (Level 50)
Grond Mk IV collects discarded Talos machine parts behind left on the battlefield and uses them to greatly enhance its own defenses.
Battering Ram now permanently grants 73.9 Resilience. (Level 50)
Battering Ram also stuns all targets for 3 seconds.
Battering Ram also reduces target healing by 50% for 12 seconds.
Battering Ram also reduces Basic Attack Speed by 20% for 12 seconds.
Built to break down the walls of Atlantis itself, Grond Mark IV was the last in its series before the conclusion of the Talos rebellion.
In an odd twist of fate, shortly after production assembly was completed, the rebellion was called to end. With no walls to smash and no enemies to crush, Grond Mk IV found itself isolated and alone, still waiting for instructions from Talos Queen Kahara. In the years that followed, Grond Mk IV cleared out a portion of the Gaian Groves, where it mostly kept to itself… that was until the day Kahara and her personal guard discovered the clearing. Overjoyed to have purpose again, Grond Mk IV is ready to break down whatever stands in the way of the Talos Queen.
Heavy Warthog rears back, opening its furnace panels and releasing a blastwave of immense heat that greatly weakens his enemies.
Burns all enemies in the frontal line, dealing 10.28K Magical Damage and causing all stats to be reduced by 26% for 3.3 seconds. (Level 50)
While operating at peak efficiency, anyone that strikes Heavy Warthog will find their blows mirrored back at them.
While above 50% health, Heavy Warthog reflects 1.7K Magical Damage back to enemies when receiving damage. (Level 50)
Commanded by Talos Queen Kahara, Heavy Warthog will continue to fight for as long as it can remain standing.
While below 50% health, Heavy Warthog heals for 3.95K health every second. (Level 50)
The central power core inside Heavy Warthog is designed to increase its defensive matrix when taking heavy amounts of damage.
For every 30% health lost, Heavy Warthog gains 67.7% Magical and Physical Defense for 10 seconds. (Level 50)
Furnace Fire now also grants 100 Resilience until the end of battle. (Purge immune)
Furnace Fire also stuns all enemies affected for 3 seconds.
Furnace Fire now additionally grants a 80K Health Shield for 10 seconds.
A monster on the battlefield and just as stubborn as its namesake, the mighty Heavy Warthog is both an immovable object and an unstoppable force.
The A2 Heavy Char Warthog, or the Heavy Warthog for short, is the pride of Talos engineers. Custom-built for brutal head-on assaults, Heavy Warthogs are meant to demolish and incinerate anything that stands in their way, but few still remain in service since the rebellion. Inhabiting the borders of the Gaian Groves, the last of the Heavy Warthogs now serve as a first line of defense in protecting the automata jungle.