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*Battle Axe

Attack: Axe Swing


Shape: Line
Target: Enemy
Range: 13
Width: 6
Swing your axe to deal 210 (+40% power) damage to an enemy. Every third attack is an
uppercut which ignores 5% of the enemys physical resistance.

Ability 1: Blinding Chop


Shape: Cone
Target: Area
Range: 25
Angle: 120
Cooldown: 5
Swing your axe to deal 135 (+30% power) damage and blind enemies for 1.5 (+40% utility
power) seconds.

Ability 2: Armored Tackle


Shape: Line
Target: Enemy, Dash
Range: 35
Width: 10
Cooldown: 8
Lunge forward to deal 110 (+45% power) (+1% maximum health) damage to the first enemy you
hit.

Ability 3: Hook and Throw


Shape: Line
Target: Enemy
Range: 16
Width: 8
Cooldown: 10
Pull in an enemy with your axe and throw them 14 units behind you, dealing 180 (+30% power)
damage when they land.

Ability 4: Strengthened Strike


Target: User
Cooldown: 14
Your next attack deals 250 (+50% power) increased damage and gains a bonus effect based on
the last standard ability used. If no standard abilities were used within the last 10 seconds then
no bonus effect will be applied (still deals increased damage). Blinding Chop: the enemy will be
paralyzed for 1 (+70% utility power) seconds. Armored Tackle: the enemy will be stunned for 1
(+70% utility power) seconds. Hook and Throw: the enemy will be knocked back 25 units.

Ultimate Ability: Axe Tornado


Shape: Circle around user
Target: Area, Damage over time
Range: 30
Cooldown: 90
Extend your axe and spin around for the next 5 seconds dealing 120 (+25% power) damage
and reducing enemies physical resistance by 5% for 5 seconds (stacks up to 5 times with the
duration refreshing every time) every second.

Hammer
Attack: The user swings their hammer to the right, to the left, and then striking downward to slow
the enemy briefly.
1: The user slams the ground sending out a shockwave in a cone, damaging enemies hit.
2: The user uppercuts an enemy, dealing damage to them, and then jumps into the air. The user
then slams their hammer down, dealing damage a second time and stunning them.
3: The user will block the damage from the next 2 enemy attacks the user is hit by and the
enemy will be slowed. The cooldown of this ability is lowered by 1 second each time the user
attacks an enemy.
4: Toggle 1: Every third attack that hits an enemy will heal the user. Toggle 2: Every third attack
that hits an enemy will deal damage in the surrounding area.
Ultimate: The user leaps to a target location and strikes the ground dealing damage in the
surrounding area and knocking enemies in the opposite direction of the user. If an enemy is
knocked into a piece of terrain they will be stunned and paralyzed.

Spear
Attack: The user thrusts their spear forward, swings the spear to the right, and then lunges
forward slightly with the spear extended.
1: The user throws their spear forward damaging the first enemy hit. The users next attack on
the same enemy within the next 2 seconds will pull the spear out, dealing additional damage.
2: The user dashes forward with their spear extended, stopping once they hit an enemy and
dealing damage to all enemies in a line in front of the user.
3: The user spins in a circle with their spear extended, dealing damage and reducing the attack
speed of all enemies in the area around the user.
4: The user throws their spear to a target location, dealing damage in a small area once it
lands. The spear remains in the ground for the next 3 seconds. If the user walks over the spear
it will be picked up and the cooldown of this ability will be reduced to half its current time.
Ultimate: The user calls in a massive wave of spears from the sky dealing damage and slowing
enemies every second for 4 seconds in a large area. Any enemies that are in the area after 4
seconds will be stunned.

Fighting Staff
Attack: The user attacks with the right side of their staff, swings it down from overhead, then
twirls it overhead to strike an enemy twice. The second hit deals reduced damage.
1: The user leaps to a target location and strikes downward, damaging enemies in a small area
underneath the user. If this ability hits an enemy the user will leap the same distance in the
same direction.
2: The user slaps their staff down dealing damage and knocking back all enemies in a line
slightly.
3: The user jumps up on their staff, evading abilities for 1 second and then kicking an enemy in
front of the user to deal damage to them.
4: For the next 6 seconds the users attacks deal increased damage and have extended range.
Ultimate: The user leaps between up to 5 different enemies, dealing damage to each one. The
user gains damage reduction and cannot be affected by crowd control during this time.

Shotgun
Attack: The user fires a shot forward twice and then fires a wider shot in a cone that can hit
multiple enemies
1: The user fires five rounds in a cone that each deal damage to the first enemy they hit. Each
additional round that hits the same enemy deals slightly decreased damage.
2: The user shoots out a grappling hook that damages and attaches to the first enemy hit. If an
enemy is not hit the hook will attach to the ground at the end of the shots range. The user may
then re-activate this ability to be pulled half the distance toward the hooks location.
3: The user fires a shot at a target location that damages and slows enemies in the area.
4: The user fires a heavy round forward, damaging and knocking back the first enemy hit. If the
enemy is knocked into a piece of terrain they will be stunned.
Ultimate: For the next 6 seconds the user gains increased attack speed and attacks and abilities
gain increased range and deal an additional 3% of the enemys current health each second for 3
seconds.

Bow
Attack: The user shoots an arrow forward two times and then shoots a fiery arrow that applies
burn for 2 seconds.
1: For the next 3 seconds the users attacks apply toxin for 3 seconds.
2: The user dashes in the direction the player is moving (not direction facing). The users next
attack blinds the enemy; If this attack critically strikes the enemy is blinded for double the
duration.
3: The user fires an arrow in a line that deals damage to all enemies it passes through. This
ability can critically strike and each enemy hit moves the critical strike sequence forward.
4: The user shoots 7 arrows in a cone, each dealing damage and stopping at the first enemy hit.
Ultimate: The user rapidly fires arrows forward for 3 seconds, each dealing damage and
applying attack effects. The number of arrows fired scales with attack speed. The user may use
abilities 1 and 2 during this ability.

*Rifle
Attack: Rifle Shot
Shape: Line
Target: Enemy
Range: 52
Width: 6
Fire a round that deals 180 (+40% of power) damage to the first enemy it hits. Every third attack
fires a round that travels at 40% increased projectile velocity.
Laser effect: your attacks slow the movement speed of enemies they hit by 30% for 1 (+50% of
utility power) seconds.

Ability 1: Piercing Bullet


Shape: Line
Target: Area
Range: 60
Width: 8
Cooldown: 10
Fire a piercing shot that deals 150 (+30% of power) damage to all enemies in a line and ignores
15% of each enemys physical resistance.
Laser effect: the shot becomes a continuous laser beam that deals 45 (+7% of power) damage
to enemies each half second for 3 seconds. Each tick of damage an enemy is hit by ignores an
additional 4% of that enemys physical resistance, stacking up to 6 times. You may move and
look freely while using this ability.

Ability 2: Double Round


Target: Self
Cooldown: 12
For the next 4 seconds your attacks fire a double shot, each firing 2 projectiles. The second
projectile deals 75% of normal damage and applies attack effects.
Laser effect: your attacks each fire 3 projectiles. The second projectile deals 60% of normal
damage and the third deals 50%. Both additional shots apply attack effects.

Ability 3: Trapping Net


Shape: Line
Target: Enemy
Range: 40
Width: 10
Cooldown: 13
Fire out a net that deals 200 (+50% of power) damage and paralyzes the first enemy hit for 1.5
(+40% of utility power) seconds.
Laser effect: the net stuns and paralyzes the enemy for 2 (+40% of utility power) seconds.

Ability 4: Deploy Turret


Shape: Circle
Target: Area
Range: 20
Radius: 4
Charge Time: 15
Deploy a turret for 5 seconds that continuously fires at the closest enemy within a 35 unit range.
You can store up to 2 turrets that can be deployed within 1 second from each other. Turrets
attacks deal 90 (+20% of power) damage, can critically strike, and attack at 70% of your attack
speed. Turrets can be destroyed and have health equal to 60% of your maximum health.
Laser effect: all currently deployed turrets and new turrets can shoot through enemies, dealing
damage to all enemies their attacks pass through. You instantly gain an additional turret charge
and can store up to 3 turrets while the laser effect is active.

Ultimate Ability: Plasma Upgrade


Target: Self
Cooldown: 120
Augment your rifle with a high powered plasma attachment that causes your attacks and
abilities to gain a laser effect for the next 8 seconds.

Rocket Launcher
Attack: Fire Rocket
Shape: Line
Target: Enemy
Range: 55
Width: 6
Fire a rocket that deals 0 (+0% of power) damage to the first enemy it hits. Every third attack
fires a rocket that deals damage to the first enemy hit and to enemies in a 15 range, 90 degree
wide cone area behind the first enemy.

Ability 1: RPG
Shape: Line
Target: Enemy
Range: 60
Width: 8
Cooldown: 7
Launch a rocket that explodes after hitting an enemy or reaching the end of its range. The
explosion deals 0 (+0% of power) damage to all enemies in a 12 unit radius.

Ability 2:
Shape:
Target:
Range:
Width:
Cooldown:
2: The user pulls the pin on a grenade, keeping it in their hand and starting the countdown. This
ability may be reactivated within the next 3 seconds to quickly throw the grenade forward.
After 3 seconds the grenade will explode dealing damage to enemies in the area if it was thrown
or to the user and enemies if it was not.

Ability 3:
Shape:
Target:
Range:
Width:
Cooldown:
3: The user launches a rocket forward dealing damage to all enemies in a line. The rocket
leaves a fiery trail for 4 seconds that applies burn to enemies in the area for 3 seconds.

Ability 4:
Shape:
Target:
Range:
Width:
Cooldown:
4: The user repeatedly fires grenades for the next 3 seconds. Each grenade is fired at a target
location and deals damage in a small area. The number of grenades fired scales with attack
speed. The user may re-activate this ability in order to cancel it.

Ultimate Ability:
Shape:
Target:
Range:
Width:
Cooldown:
Ultimate: After a brief delay the user launches a large missile into the air. After a few seconds it
falls down from the sky and explodes, dealing damage and slowing enemies in a large area.

Sword
Attack: The user slashes downward diagonally, slashes upwards along the same line, and then
slashes across to the left dealing additional damage equal to 5% of the enemys maximum
health.
1: The user leaps to a target location and strikes the nearest enemy in front of them, dealing
damage and applying attack effects.
2: For the next 4 seconds the users main hand attacks strike with both weapons causing them
to deal damage and apply attack effects from both weapons. The off hand weapons attacks
deal reduced damage.
3: The user evades attacks for the next 3 seconds. After 3 seconds the users next attack will
deal increased damage based on the number of attacks evaded.
4: The user rapidly swings the sword back and forth dealing damage to all enemies in a small
cone area six times over the course of 2 seconds.
Ultimate: For the next 4 seconds the user will block any ranged attacks that hit the user and
reflect any melee attacks back at the enemy.

Dagger
Attack: The user slashes downward diagonally, slashes downward in the opposite direction
holding the dagger upside down, then stabs the enemy and pulls the dagger out, dealing
damage twice. The second instance of damage is reduced.
1: The user throws a dagger forward dealing damage to the first enemy hit. If the dagger hits an
enemy the user may re-activate this ability to teleport to the target within the next 5 seconds.
2: The user dashes forward a short distance. The users next attack stabs their foe, dealing
additional damage that is increased if striking an enemy from behind.
3: The user spins around with both weapons extended, dealing damage to enemies in the area
twice each.
4: The users next 4 attacks have increased attack speed. The cooldown of this ability is
decreased by 1 second each time one of these attacks critically strikes.
Ultimate: The user gains a burst of movement speed and becomes untargetable for a short
duration. The user may re-activate this ability up to 2 more times within the next 8 seconds.

Shield
Attack: The user bashes outward, strikes downward, then rams forward, stunning the enemy
very briefly.
1: The user dashes forward, dealing damage and knocking back the first enemy hit.
2: The user raises their shield for 1.5 seconds and reflects the first projectile they are hit by back
at the enemy. The user takes 50% of the damage and is not affected by any additional effects. If
the enemy is hit they also take 50% of the damage and are affected by any additional effects.
3: For the next 5 seconds the user gains additional power (based on physical resistance) and
movement speed that increases over the duration.
4: The user bashes their target with their shield, dealing damage and stunning them.
Ultimate: The user raises an enlarged shield for 5 seconds, blocking and reducing all incoming
damage that hits the shield by 75%.

*Whip
Attack: Whip Crack
Shape: Line
Target: Enemy
Range: 15
Width: 6
Crack your whip at an enemy to deal 200 (+30% of power) damage. Every third attack will
paralyze the enemy it hits for 0.25 (+20% of utility power) seconds.

Ability 1: Whiplash
Shape: Semicircle
Target: Area
Range: 25
Angle: 180
Cooldown: 7
Swing your whip to deal 130 (+20% of power) damage and mark all enemies hit with whiplash
for 3 seconds. Your attacks against enemies marked with whiplash will deal 4% of their current
health as additional damage (does not consume the mark).

Ability 2: Hurricane Strike


Shape: Circle around user
Target: Area, Damage over time
Range: 20
Cooldown: 9
Swing your whip above your head to deal 75 (+15% of power) damage to enemies in the
surrounding area each half second for 2 seconds. You may attack with your off hand weapon
during this time.

Ability 3: Enhanced Whip


Shape: Line
Target: Area
Range: 30
Width: 8
Cooldown: 10
Passive: each time you successfully hit an enemy with an attack or an ability you will gain a
stack that increases the damage of your attacks by 5%; stacking up to 5 times and lasting for 3
seconds. Active: consume all current stacks and lash your whip to deal 150 (+30% of power)
damage and slow the movement speed of all enemies hit by 30% for 1.5 (+50% of utility power)
seconds. The damage and slow amount are increased by 20% for each stack consumed.

Ability 4: Grappling Strike


Shape: Line
Target: Enemy/Ally
Range: 30
Width: 6
Cooldown: 14
Extend your whip forward to grab onto the first ally or enemy hit. If the whip hits an enemy they
will take 140 (+25% of power) damage and you will be pulled to their location. If the whip hits an
ally you will be pulled to their location and then leap off of them a distance of 15 units in the
same direction.

Ultimate Ability: Whip Tornado


Shape: Cone
Target: Area, Damage over time
Range: 40
Angle: 60
Cooldown: 100
Rapidly twirl your whip like a tornado to deal 60 (+10% of power) damage to enemies in the
area every half second for 4 seconds. Enemies will be stunned for 1.25 (+70% of utility power)
seconds when they are first hit. You may move and look freely while using this ability.

*Throwing Knives
Attack: Knife Throw
Shape: Line
Target: Enemy
Range: 42
Width: 6
Throw a knife at an enemy to deal 170 (+30% of power) damage. Every third attack will deal 5%
of the enemys missing health as additional damage.

Ability 1: Hidden Strike


Shape: Dash
Target: Self
Range: 15
Cooldown: 6
Channel briefly before dashing in the direction you are moving. You may attack while
channeling. If you do, you will attack as soon as you begin the dash and the attack will deal 25%
increased damage.

Ability 2: Volley of Blades


Shape: Cone
Target: Area
Range: 45
Angle: 70
Cooldown: 7
Throw a spread of 5 knives each with a width of 4 units and dealing 320 (+45% of power)
damage and slowing the movement speed of the first enemy they hit by 15% for 1.5 (+40% of
utility power) seconds. Enemies hit by multiple knives will take both 10% reduced damage and
will be slowed by an extra 10% for each additional knife they are hit by.

Ability 3: Piercing Knife


Shape: Line
Target: Enemy
Range: 50
Width: 8
Cooldown: 13
Throw a fast traveling knife that deals 230 (+45% of power) damage to any enemies hits. The
knife will pass through any enemies that have less than 50 physical resistance (at max level)
and stop at an enemy that has more than 50 physical resistance. If the knife stops at an enemy
above 50 physical resistance the knifes damage will ignore 20% of their physical resistance and
they will be blinded for 1.5 (+60% of utility power) seconds.

Ability 4: Lacerating Knives


Target: Self
Cooldown: 15
For the next 5 seconds your attacks with throwing knives will have a line attached to them and
stick inside enemies they hit. Attacks from your non-throwing knife weapon during this time will
push any existing knives in deeper. After 5 seconds the knives will be pulled out dealing 100
(+15% of power) damage for each knife pulled out. This damage is increased by 2% for each
knife that was in an enemy when they were hit by a non-throwing knives attack.

Ultimate Ability: Wave of Knives


Shape: Line
Target: Area
Range: 65
Width: 22
Cooldown: 100
Call down a massive wave of knives from the sky that deals 500 (+80% of power) damage to
enemies in the area. Enemies who get hit will be marked with a scar for the next 5 seconds.
Enemies with a scar will take 300 additional damage each time they take damage from any
other source (this damage has a 0.5 second cooldown).

Crossbow
Attack: The user fires a bolt twice and then fires a bolt that applies toxin to the enemy for 2
seconds.
1: Passive: each time the user critically strikes they will gain a stack that increases their attack
range with the crossbow by a small amount. Stacks last for 8 seconds and stack up to 4 times.
Active: the user fires a bolt forward that damages the first enemy hit, dealing increased damage
and gaining increased range based on the number of stacks the user has when the ability is
cast.
2: The user fires a bola forward, damaging and slowing the first enemy hit. If the user attacks
the same enemy while they are still slowed the duration of the slow will increase. The maximum
duration the enemy can be slowed by this ability is 3 seconds.
3: For the next 4 seconds the users ranged attacks will pierce through targets, damaging all
enemies they pass through, and melee attacks will hit all enemies in a small area in front of the
user.
4: The user swipes their crossbow and fires 9 bolts in a cone, each one damaging the first
enemy it hits.
Ultimate: The user fires an explosive bolt forward that attaches to the first enemy hit. The bolt
will explode after 4 seconds, dealing damage in a large area around the target. Attacks from the
user or their allies against the target the bolt is attached to will increase the amount of damage
the explosion will deal by 10% (up to 80% additional damage) and decrease the amount of time
before the explosion (bolt will immediately explode after 8 attacks).

Pistol
Attack: The user fires a shot twice and then fires a shot that blinds the enemy briefly.
1: The users next 6 attacks fire as fast as the player can click/press the trigger. These attacks
deal reduced damage.
2: The user throws a time bomb forward that attaches to the first enemy hit for 4 seconds. The
users attacks against the enemy the bomb is attached to will add a charge to the bomb. After 4
seconds the bomb will explode dealing damage in the area around the target based on the
number of charges it had. If the bomb reaches 5 charges before detonating it will explode early,
causing the same effect with the addition of paralyzing the target.
3: The user performs an attack based on the weapon in their other hand. Melee: The user fires
a pistol shot forward, damaging the first enemy hit, and then leaps to the enemy, striking them
with the short ranged weapon. Ranged: The user attacks with both weapons at the same time
forward in a line, damaging all enemies hit.
4: The user shoots down a line of spikes at a target location that last for 4 seconds, dealing
damage and slowing enemies that walk over them.
Ultimate: The user lays down a large smoke screen at a target location that lasts for 2 seconds.
Allies in the radius of the smoke evade all attacks and abilities from enemies.

Bladed Boomerang
Attack: The user throws a boomerang twice and then throws a boomerang that will pass through
the first enemy and can hit one additional enemy after the first.
1: The user throws out a boomerang that damages enemies in a line and then returns to the
user, damaging enemies again.
2: The user deploys a circular blade at a target location. After a brief delay the blade extends
and begins spinning, dealing damage to enemies in the area and reducing their physical
resistance by 7% every second for three seconds.
3: The user throws a boomerang that travels in a circle, damaging enemies on the outer edge of
the circle as it travels back to the user. The circumference of the circle increases the farther out
the user aims this ability.
4: For the next 4 seconds the users attacks will return to the user, causing each of them to
strike twice. The second strike deals decreased damage.
Ultimate: The user throws out a fast traveling boomerang that bounces between targets up to 10
times, dealing damage and blinding each enemy hit. Enemies may be hit by the boomerang
multiple times but will only be affected by the blind the first time they are hit by it.

Earth Staff
Attack: Stone Strike
Shape: Line
Target: Enemy
Range: 6
Width: 6
Smash an enemy with a rock covered staff to deal 130 (+40% of power) damage. Every third
attack gives you a 150 (+60% or utility power) health barrier for 1.5 seconds.
Ability 1: Ground Slam
Target: Self
Cooldown: 7
For the next 5 seconds your attacks create a shockwave causing them to hit in a circular area
around you with a 6 unit radius and deal 135 (+2% of maximum health) additional damage.

Ability 2: Trapping Fissure


Shape: Line
Target: Area
Range: 27
Width: 14
Cooldown: 10
Slam the ground to open a fissure that deals 230 (+40% of power) damage and slows the
movement speed of all enemies hit by 35% for 0.75 (+90% of utility power) seconds. After 1.5
seconds the fissure will close dealing the same amount of damage and stunning enemies in the
area for the same duration.

Ability 3: Smooth Stone Armor


Target: Self
Cooldown: 12
Surround yourself with a set of rock armor that reduces the duration of any crowd control effects
you receive by 50% for the next 7 seconds. During this time you gain 10% additional movement
speed if hit by an attack and 10% additional power if hit by an ability (each stacks up to 5 times
and lasts for 5 seconds).

Ability 4: Leaping Quake


Shape: Circle around user
Target: Area, Dash
Range: 35
Radius: 10
Cooldown: 15
Leap to a target location and smash the ground, dealing 270 (+50% of power) damage and
pulling enemies in 5 units toward you.

Ultimate Ability: Tectonic Rupture


Shape: Circle around user
Target: Area
Range: 25
Cooldown: 100
Increase your maximum health by 25% for 10 seconds and taunt enemies in the surrounding
area for 2 seconds. After 2 seconds the user causes an earthquake in the same area dealing
700 (+70% of power) damage plus 30% of the damage you took while taunting enemies without
factoring in the damage reduced by your resistances.

*Shadow Staff
Attack: Shadow Blast
Shape: Line
Target: Enemy
Range: 7
Width: 6
Cast a small shadow blast to deal 90 (+10% power) damage to an enemy. Every third attack will
ignore 5% of the enemys magical resistance.
Shadow effect: Your attacks deal 5% of the enemys maximum health as additional damage.

Ability 1: Shadow Orb


Shape: Line
Target: Enemy
Range: 40
Width: 8
Cooldown: 7
Cast a shadow orb that deals 220 (+50% of power) damage to the first enemy it hits.
Shadow Effect: The orb explodes in a 9 unit radius around the target, dealing the same damage
and slowing enemies movement speed by 30% for 1 (+80% of utility power) seconds.

Ability 2: Leaching Wave


Shape: Circle around user
Target: Area
Range: 13
Cooldown: 10
Send out a shadowy wave in the surrounding area, dealing 215 (+30% of power) damage and
restoring 140 (+80% of utility power) health. Shadow Effect: the cooldown of this ability is
reduced by 50%.

Ability 3: Dash Across the Darkness


Shape: Cone
Target: Area
Range: 17
Angle: 90
Cooldown: 12
Dash to a target location up to 32 units away and deal 300 (+55% of power) damage in a cone
once you arrive. Shadow Effect: within the next 5 seconds you may re-cast this ability to teleport
back the spot where it was originally cast.

Ability 4: Shadowfire Ritual


Shape: Circle
Target: Area, Damage over time
Range: 40
Radius: 12
Cooldown: 15
Conjure a fiery shadow at a target location that lasts for 3 seconds. Enemies in the area take 30
(+7% of power) damage each second they remain inside. Any enemies remaining in the area
after 3 seconds will be blinded for 1.5 (+60% of utility power) seconds. Your attacks and other
standard shadow staff abilities gain a Shadow Effect if they hit an enemy within the area of the
shadow.

Ultimate Ability: Shroud of Shade


Shape: Circle around user
Target: Area
Range: 15
Cooldown: 120
Become invisible for the next 4 seconds. You may re-activate this ability within the next 4
seconds to cause a large shadow explosion that deals 700 (+80% of power) damage in the
surrounding area a short time after re-activation.

Wind Staff
Attack: The user casts a gust of wind at an enemy twice and then casts a gust that reduces the
enemys attack speed.
1: The user creates a gust of wind in a line that damages and knocks back enemies in the area.
This ability uses directional casting.
2: The user creates a draft of wind that increases the movement speed of allies in the area
around the user for 3 seconds. If an enemy gets knocked into the area from a knock back effect
they will take damage from this ability.
3: The user creates a tornado in a cone in front of them for the next 3 seconds that damages
enemies every second and slows them when they are initially hit. If an enemy gets knocked into
this ability from a knock back effect they will be stunned instead of slowed.
4: The user blows a gust of wind forward that damages the first enemy hit and causes the user
to dash backward a short distance. If an enemy gets knocked into this ability from a knock back
effect they will be blinded.
Ultimate: The user creates a large storm in the area around them that traps enemies in the eye
of the storm for 3 seconds. Enemies in the outer edge area of the storm will be greatly slowed
and take a large amount of damage each half second.

Blade Staff
Attack: Katana: The user slashes with their katana twice and then stabs to deal 7% of the
enemys current health as additional damage. Axes: The user chops with their axes twice and
then chops with both axes, causing the attack to strike twice. The second hit deals reduced
damage. Shield and Flail: The user strikes with their flail twice and then bashes with their shield
to stun an enemy. Wrist Blades: The user cuts with their blades twice and then slashes enemies
in a small cone area in front of the user.
1: Passive: The user gains bonus power while using the katana. Active: The user conjures a
katana and evades all enemy abilities for 1 second. The users next attack will start on the third
attack in the sequence.
2: Passive: The user gains bonus critical strike value while dual wielding axes. Active: The user
conjures an axe in each hand and spins with both axes extended, dealing damage to enemies
in the area around the user and restoring health based on the amount of damage dealt. The
users next attack will start on the third attack in the sequence.
3: Passive: The user gains bonus utility power while using the shield and flail. Active: The user
conjures a shield and a flail and blocks all enemy attacks for 1 second. The users next attack
will start on the third attack in the sequence.
4: Passive: The user gains bonus attack speed while using wrist blades. Active: The user
conjures a blade on each wrist and dashes forward a short distance, dealing damage to the first
enemy they pass through. The users next attack will start on the third attack in the sequence.
Ultimate: The user summons a ring of blades that swirl around the user. For the next 7 seconds
the blades will deal damage to enemies in the area around the user every half second and the
user gains all of the passive bonuses from each of the standard abilities. After 7 seconds or if
the user re-activates this ability the blades will move together in front of the user and fly forward,
dealing damage to all enemies in a line.

Spirit Staff
Attack: The user casts a wisp of spiritual energy twice and then casts a more powerful wisp that
stuns the enemy very briefly.
1: The user summons a cheetah spirit that runs forward and pounces on the first enemy hit,
dealing increased damage based on the distance the cheetah traveled. For the next 4 seconds
the cheetah continues to attack the same enemy by clawing at them rapidly. The cheetah will
change targets to whomever the user attacks.
2: The user summons a hawk spirit that dives at enemies in a line, dealing damage to all
enemies hit. This ability uses directional casting. For the next 4 seconds the hawk will blow a
gust of wind in a small area around the user, increasing the users and allys movement speed.
3: The user summons a badger spirit that tunnels underground toward a target location and then
bursts out from underneath, dealing damage and slowing enemies in the area. For the next 4
seconds the badger will burst out of the ground underneath enemies who are hit by the users
attacks, dealing additional damage in the area.
4: The user summons a dolphin that surfs forward on a wave, damaging all enemies in a line.
For the next 4 seconds the dolphin will create a bubble around the user that blocks the next
enemy attack or ability. The bubble will pop if it blocks anything and the dolphin will create
another bubble around the user 1 second after the previous one popped.
Ultimate: The user summons the force of a goddess at a target location, dealing damage in a
large area. For the next 3 seconds the users spirits have their active durations increased by 2
seconds.

Lightning Staff
Attack: The user casts a bolt of lightning twice and then casts a bolt that slows the enemy.
1: Passive: Each time one of the users attacks hits an enemy the user will gain a stack that
increases attack speed by a small amount (stacks up to 4 times and stacks will disappear after 3
seconds without attacking an enemy). Active: For the next 5 seconds the users attacks bounce
to up to 3 additional targets. Each additional enemy takes slightly less damage than the
previous enemy.
2: The user creates a lightning gate at a location for 4 seconds that damages and paralyzes
enemies that pass through it. The users attacks that pass through the gate gain increased
range.
3: The user casts a ball of lightning forward, damaging the first enemy it hits and charging them
with electricity for 4 seconds. The users attacks against the charged target overpower the
charge, dealing damage in the area around the target.
4: The user charges up a lightning bolt that damages all enemies in a line at the same time.
Ultimate: The user conjures a storm cloud that creates a lightning strike that deals damage to
enemies in a small area underneath the cloud every second for 5 seconds. Each additional
strike deals increased damage. The cloud continuously moves to the location where the user
attacks.

Necro Staff
Attack: The user sends out an undead claw twice and then sends out a corrupted skull that bites
the enemy to reduce their attack speed by a small percent.
1: The user resurrects all corpses of enemies or allies at a small target location. If there are no
corpses at the location then one spectral warrior will spawn instead. For the next 10 seconds
the user gains control of the corpses, moving toward whomever the user attacks and attacking
them once in range. (Both of these effects persist if the user switches weapons). Corpses stats
are each equal to half the value they had before becoming a corpse and the user may only
control up to 5 corpses at a time.
2: The user casts a poisonous cloud at a target location, dealing damage and applying toxin to
enemies in the area for 3 seconds. If the user is in control of any corpses they will quickly leap
to the target location and attack the nearest enemy.
3: The user unleashes a blast of undead energy in the area around them, dealing damage and
slowing enemies. If the user is in control of any corpses each of them will use the same ability.
4: For the next 3 seconds the users attacks against enemies heal the user based on a certain
percentage of the damage dealt. If the user is in control of any corpses this effect will also apply
to their attacks.
Ultimate: The user combines all currently controlled corpses into one giant zombie. The zombie
lasts for 10 seconds plus an additional second for each corpse controlled at the time this ability
was cast. The user may use any of their other abilities during this time to control the zombie.
Ability 1 will heal the zombie for each corpse in the area, ability 3 will have a greatly increased
area for the zombie, and abilities 2 and 4 will function normally.

*Snow Staff
Attack: Snowball
Shape: Line
Target: Enemy
Range: 48
Width: 6
Cast a snowball that deals 100 (+10% of power) damage to the first enemy it hits. Every third
attack casts a stronger snowball that deals the same damage to enemies in a 6 unit radius
around the first enemy hit.

Ability 1: Chilled Breath


Shape: Cone
Target: Area, Damage over time
Range: 40
Angle: 60
Cooldown: 8
Blow icy wind for 3 seconds, dealing 140 (+20% of power) damage to enemies in the area each
second. You may move and look freely and perform any other actions during this time.

Ability 2: Snowfall
Shape: Circle
Target: Area, Damage over time
Range: 46
Radius: 12
Cooldown: 10
Call down a flurry of snow at a target location that deals 90 (+10% of power) damage to
enemies each half second for 2 seconds. Enemies that are still in the area after 2 seconds
become buried in the snow, taking 230 (+35% of power) damage and becoming stunned and
blinded for 1 (+75% of utility power) seconds.

Ability 3: Snow Covered Path


Shape: Line
Target: Area
Range: 50
Width: 12
Cooldown: 12
Create a path of snow on the ground for 3 seconds that slows enemies movement speed by
30% for 1 (+50% of utility power) seconds and gives you and your allies immunity to crowd
control as long as they are in the area.

Ability 4: Snow Boulder


Shape: Line
Target: Area
Range: 50
Width: 8
Cooldown: 14
Send a snow boulder rolling forward that deals 220 (+30% of power) damage to enemies it
passes through and gaining a bonus effect if it travels through one of your other standard snow
staff abilities (this effect may only happen once per use and happens to the first ability the snow
boulder comes in contact with).
Chilled Breath: The snow boulder gains 50% increased projectile velocity. Snowfall: The snow
boulder stops at the center of the area and explodes, dealing its damage in the radius of the
area. Snow Covered Path: The snow boulders size increases by 75% as it travels along the
snow.

Ultimate Ability: Violent Blizzard


Shape: Circle, Directional
Target: Area, Damage over time
Range: 45
Radius: 20
Cooldown: 120
Summon a large blizzard at a target area for 4 seconds that deals 240 (+25% of power) damage
to enemies in the area each second. The blizzard slows the movement speed of enemies who
are moving against the direction of the wind by 80% for 0.75 (+40% of utility power) seconds,
refreshing each second, and knocks back enemies moving with it to the edge of the area.

Metal Scepter
Attack: The user strikes with a metal coated scepter twice and then strikes harder and restores
5% of the users missing health.
1: The user gains a barrier for the next 5 seconds. The users attacks against enemies while the
barrier is active restore some of the barriers health.
2: The user uses magnetic force to pull in enemies in the area around the user and then deal
damage to them.
3: The user creates an impassable wall of steel at a target location for 3 seconds that blocks all
attacks, abilities, and movement. Enemies will take damage if they are in the area when the wall
is created, run into the wall at a high movement speed, or if they try to use a movement ability
into the wall.
4: The user strikes a piece of metal, creating a sound wave that echoes out in a cone. Enemies
hit by the echo will take damage and become taunted for 1.5 seconds.
Ultimate: The user is coated with a reflective metal for the next 4 seconds, gaining increased
size, movement speed, and reflecting enemy projectiles.

Darkness Scepter
Attack: The user attacks an enemy with a dark slash twice and then slashes them and gains
increased movement speed for 1 second.
1: The user becomes shrouded in darkness and dashes forward a medium length distance,
dealing damage and marking enemies the user passes through. Marked enemies take
additional damage when hit with a damaging ability or an attack from the user. Marks last for 5
seconds or until the mark is activated 3 times.
2: For the next 2 seconds the user evades all enemy abilities. Each time an ability is evaded a
burst of darkness is sent out in the area around the user, dealing damage to enemies hit.
3: The user lets out a wave of darkness in a small cone, damaging and slowing enemies in the
area.
4: Toggle 1: The user's next damaging ability ignores 10% of the enemy's resistances. Toggle 2:
The user's next attack deals an additional 10% of the enemy's missing health as damage of the
same type as the attack. These effects have a shared cooldown of 4 seconds.
Ultimate: The user becomes invisible for the next 3 seconds. If the user re-activates this ability
within the next 3 seconds they will dash forward a large distance to a target enemy and deal
damage to them.

Plant Scepter
Attack: The user cuts an enemy with a sharp leaf twice and then stabs them to paralyze them
briefly.
1: The user whips enemies with a vine in the area around the user, slowing enemies and
dealing damage based on a percent of the users magical resistance.
2: The users next 5 attacks spray out a wave of leaves in a cone area in front of the user,
dealing damage and healing the user based on the number of enemies hit.
3: The user creates a set of plant armor for the next 6 seconds that grants a barrier and
damages enemies who deal damage to the user while the armor is active.
4: The user throws out a vine in a line that damages and pulls in the first enemy hit.
Ultimate: The user sends out a wave of vines in a line dealing damage and stunning enemies.
The duration of the stun is increased for each attack or ability an enemy uses while stunned.
Stun duration may only be increased up to 4 times.

*Water Scepter
Attack: Splash
Shape: Line
Target: Enemy
Range: 10
Width: 6
Cast a splash of water that deals 130 (+15% of power) damage to an enemy. Every third attack
gives you a 150 (+60% of utility power) health barrier for 1.5 seconds.
Ability 1: Tidal Wave
Shape: Line
Target: Area
Range: 30
Width: 12
Cooldown: 7
Send a tidal wave forward that deals 270 (+60% of power) damage to all enemies it hits. The
cooldown of this ability is reduced by 1 second for each enemy the wave hits.

Ability 2: Heavy Waterfall


Shape: Circle around user
Target: Area, Damage over time
Range: 15
Cooldown: 12
Surround yourself with a waterfall for 3 seconds. The waterfall follows you and deals 90 (+15%
of power) damage each second and slows the movement speed of enemies hit by 20% for 0.5
(+40% of utility power) seconds.

Ability 3: Downpour
Shape: Line, Directional
Target: Area, Damage over time
Range: 20
Width: 18
Cooldown: 14
Summon a rain cloud that travels along a path up to 30 units long over 4 seconds. The cloud
restores 100 (+70% of utility power) health to allies and deals 140 (+30% of power) damage to
enemies it passes over each second.

Ability 4: Trapping Bubble


Shape: Line
Target: Enemy
Range: 25
Width: 8
Cooldown: 15
Send out a bubble that deals 180 (+45% of power) damage and stuns the first enemy it hits for 2
(+50% of utility power) seconds. If the enemy uses an attack while stunned the bubble will pop,
ending the stun and dealing 320 (+60% of power) damage in a 12 unit radius around the
stunned enemy. The bubble will not pop within the first second after hitting an enemy.

Ultimate Ability: Torrential Vortex


Shape: Circle
Target: Area, Damage over time
Range: 30
Radius: 20
Cooldown: 110
Create a large whirlpool at a target location for 2 seconds. The whirlpool deals 150 (+30% of
power) damage to enemies in the area every half second and pulls them in toward the center a
distance of 10 units over the duration.
Fire Scepter
Attack: The user casts a fireball at an enemy twice and then casts a fireball that reduces the
enemys magical resistance by 5% for 2 seconds.
1: The user creates a pool of lava at a target location for 4 seconds that deals damage to
enemies in the area each second. The radius of the pool increases over the duration.
2: The user throws a meteor forward damaging and slowing the first enemy hit. If the meteor hits
an enemy it will break sending out molten debris in a small cone behind the enemy, dealing
increased damage and applying a greater slow to any enemies hit.
3: The user creates a wall of fire at a target location that damages and applies burn to enemies
who pass through it for 3 seconds. Ally projectiles from attacks that pass through the fire will
apply burn to the enemies they hit for 4 seconds.
4: The user creates a ring of fire at a target location that damages enemies who pass over it.
After a delay a column of fire will erupt in the center area of the ring, damaging enemies in the
area. Enemies who took damage from the ring of fire will be stunned if they are then hit by the
column.
Ultimate: The user summons a phoenix shaped blast of fire in a line that damages all enemies
hit. The phoenix leaves behind a fiery trail for 3 seconds that burns enemies who enter it for 5
seconds. This ability uses directional casting.

Light Scepter
Attack: The user sends a ball of light forward twice and then sends a ball of light that gives the
user and allies it passes through a small barrier for 2 seconds.
1: The user sends a beam of light forward in a line that damages all enemies it hits and heals all
allies it hits.
2: The user summons two mirrored surfaces at a target location that create a wall of light.
Enemies who pass through the wall will be damaged and slowed; allies who pass through it will
gain increased movement speed for a short duration.
3: The user shines a light down on a target location, dealing damage to enemies in the area.
Allies in the area of the light will gain a buff for the next 3 seconds that charges their attacks with
light, causing them to deal additional damage.
4: The user casts a ball of light forward, altering the cooldowns of the first ally or enemy it hits. If
it hits an enemy they will take damage and the cooldowns of the next cast of each of their
standard abilities will be increased by a certain percent. If the ball of light hits an ally the
cooldowns of the next cats of each of their standard abilities will be reduced by a certain
percent.
Ultimate: The user sends out a bright light in a large cone that damages and blinds all enemies
in the area. Enemies that are blinded by this ability will take increased damage from all sources
as long as they are blinded.

*Illusion Scepter
Attack: Psychic Pulse
Shape: Line
Target: Enemy
Range: 55
Width: 6
Send out a psychic pulse that deals 120 (+25% of power) damage to the first enemy it hits.
Every third attack sends out a pulse that causes the enemy to move in the opposite direction for
0.25 (+25% of utility power) seconds. This effect will be ignored if the enemy is not moving.

Ability 1: The ol Switcheroo


Shape: Line
Target: Enemy
Range: 57
Width: 8
Cooldown: 10
Cast a blast of energy that deals 170 (+40% of power) damage to the first enemy it hits. All of
your debuffs and crowd control effects are transferred to the enemy and all of the enemys buffs
are transferred to you.

Ability 2: Detonation Decoy


Shape: Circle around clone
Target: Area
Range: 10
Cooldown: 13
Become invisible for the next 2 seconds and create a clone of yourself that runs forward at a
rate equal to your movement speed. After 2 seconds the clone will explode, dealing 270 (+45%
of power) damage to enemies in the surrounding area. You may re-activate this ability to end
the invisibility and detonate the clone early.

Ability 3: Distraction Decoy


Shape: Circle
Target: Area
Range: 50
Radius: 7
Cooldown: 15
Create a clone at a target location that taunts enemies in the area for 1 (+65% of utility power)
seconds and reflects 15% (+2% of power)% of the damage dealt to it back to the taunted
enemies.

Ability 4: Withering Blast


Shape: Circle
Target: Area
Range: 52
Radius: 8
Cooldown: 18
Cast a confusing spell at a target location that increases the cooldowns of the next cast of each
standard ability of enemies the spell hits by 15% (1 second minimum). Enemies affected by this
ability will take 20 (+5% of power) damage each second as long as the original abilities are still
on cooldown.

Ultimate Ability: Betrayal


Target: Enemy
Range: 60
Cooldown: 120
Mark a target enemy for the next 4 seconds. During this time the marked targets attacks and
abilities can only affect their allies and cannot affect you or your allies. If there are no other
enemies within 50 units of the marked target it will deal 10% of its maximum health as damage
to itself each time it uses an attack or an ability.

Ice Scepter
Attack: The user casts an icicle at an enemy twice and then casts an icicle that travels at a
higher projectile velocity.
1: The user casts a large icicle forward, damaging all enemies in a line. The user may charge
this ability for up to 2.5 seconds, giving it increased range and damage based on the amount of
time charged.
2: The user causes a hail storm at a target location for 3 seconds. Enemies in the area of the
storm will take damage every second and have their magical resistance reduced by 5% for 3
seconds, stacking up to 3 times.
3: The user freezes the ground at a target location for 3 seconds that increases the movement
speed of allies in the area. Any enemies in the area will slip on the ice and be knocked in the
direction they are moving then take damage and become slowed once they reach the edge of
the area.
4: The user casts a ball of ice forward that damages and freezes the first enemy hit, causing
them to be stunned, paralyzed, and blinded. If the frozen enemy is hit by an attack or ability
from any source 5 times the duration of the freeze will end. Damage over time effects only count
as one hit.
Ultimate: The user creates a large wall of ice at a target location that moves forward over 2
seconds, pushing enemies back and damaging them when they are first hit by the wall.

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