Abyssal Fathom Dwellers are ranged mages who deal Cold and Shadow damage.
They utilize damage over time abilities, with many of their spells increasing in power based on how far away they are from their target.
Mastery: Shallow Waters - Reduces the distance required to be considered at maximum range by X yards.
2
Fathom Lance
Fire a shard of shadow energy that has increased critical strike chance based on the distance it travels, with maximum distance increasing its crit chance up to 25%.
3
Drown
Cast a bolt of water that damages enemies and reduces the cooldown of Descent.
The cooldown reduction is increased based on the distance Drown travelled (1 second minimum, 3 seconds max).
4
Descent
Apply a DoT that deals increased damage the longer it is active, up to 200% after 10 seconds.
Lasts 10 seconds. 12 second cooldown.
5
Cavitation
Apply a DoT that deals increased damage based on the target's missing health. When Cavitation is removed or expires it deals damage to nearby enemies.
Lasts 16 seconds. 4 second cooldown.
6
Crushing Depths
Channel to make your damage over time effects tick twice as fast for 3 seconds. During Crushing Depths your critical strike chance is increased by 50%.
20 second cooldown.
7
Depressurize
Deal a burst of damage to a target enemy and remove all of your damage over time effects from them, instead spreading those effects to nearby enemies and refreshing their durations on their new targets.
1 minute cooldown.
8
The Bends
Activate to cause your spells to act as though cast at maximum distance, and allow yourself to cast spells while moving.
Lasts 8 seconds. 30 second cooldown.
9
The Abyss
Activate to cause Descent and Cavitation to also be applied to you when you apply them to an enemy.
While under the effect of The Abyss all damage you deal is increased by 50% of your missing health. Lasts until canceled, at which point you are immediately cleared of Descent and Cavitation.
5 min cooldown.
10
Healing - Bioluminescent
Bioluminescent Fathom Dwellers are healers that find light in the darkest places.
They utilize heal over time abilities that can be augmented by their other more direct spells.
Mastery: Sea Floor - Your healing is increased by X%, based on your missing mana.
11
Bioluminescence
Apply a small heal over time to an ally, healing them every second for 12 seconds.
2 charges. 6 second cooldown.
12
Glow
Heal an ally after 1.5 seconds.
If they are under the effect of Bioluminescence its duration is refreshed and it heals for 50% more for the remainder of its effect.
13
Illuminate
Heal an ally after 3 seconds.
While you are casting Illuminate on a target they are healed for a small amount every 0.5 seconds.
14
Brine Whorl
Heal an ally for a small amount before surrounding them in briny water, preventing your HoT spells from healing them for 3 seconds.
When the effect expires they are healed for 200% of the healing they would have received from your HoTs during that time.
15
Eel Mantle
Assign an Electric Eel to the target ally. This Eel will move with and attack that ally's target for 12 seconds, healing them each time it deals damage.
24 second cooldown.
16
Thermal Vent
Summon a Thermal Vent at the target location.
Allies near a Thermal Vent heal for X every second and have their haste increased by 10%.
Lasts 30 seconds. 1 min cooldown.
17
Seabed
Channel to heal all nearby allies for 25% of their missing health every second for 4 seconds.
If an ally dies during Seabed they heal their nearby allies for 5% of their missing health.
5 minute cooldown.
18
Tank - Chitinous
Chitinous Fathom Dwellers are resilient tanks who have symbiotic relationships with various undersea creatures.
These tanks feed off their fallen enemies and excel at dealing with large groups.
Mastery: Carapace - Gain maximum health equal to X% of your armor.
19
Bottom Feeder
(Passive)Each time you kill an enemy you grow in size by 5%, up to 25%. Your maximum health increases in relation to your size.
Each stack of Bottom Feeder lasts 20 seconds.
20
Lure
Taunt the target to attack you.
8 second cooldown.
21
Nautilus Shell
Transform your shield into a large shell for 1 hour, increasing your block chance by 20%.
22
Barnacles
Gain 5 stacks of Barnacles. Each stack grants you X armor for 30 seconds.
2 charges. 15 second cooldown.
Critical strikes against you will destroy a stack of Barnacles.
23
Anemone Strike
Strike your target enemy, dealing moderate damage.
Electricity from this strike will jump to up to 2 additional enemies.
24
Parasite
Infect an enemy with a parasite, dealing damage to them over time and healing you for 50% of the damage dealt.
Each time Parasite deals damage it has a chance to grant you a stack of Bottom Feeder.
Lasts 10 seconds. 30 second cooldown.
25
Coral Reef
Cause a ring of coral to grow on the ground around you over 6 seconds.
Enemies standing in your Coral Reef take damage each second and have their movement speed slowed by 30%.
Coral Reef lasts for 4 seconds after reaching its maximum size.
16 second cooldown.
26
Kraken's Grip
Explode with tentacles, gripping each nearby enemy. Enemies affected by Kraken's Grip take damage for 3 seconds and are stunned for the duration.
60 second cooldown.
27
Leviathan
Instantly gain full stacks of Bottom Feeder and gain an absorb shield for 50% of your maximum health for 8 seconds.
When the shield is destroyed or expires your damage/leech is increased by an amount equal to the amount of the absorb shield that was lost during its duration. This buff last 8 seconds.
3 minute cooldown.
28
Spec Neutral Abilities
Of the above spells the following are available to all Fathom Dwellers regardless of spec:
- Drown
- Descent
- Bioluminescence
- Glow
- Lure
- Anemone Strike
29
Slipstream
Surround yourself in a torrent of water, increasing your movement speed by 50% and allowing you to swim through the air.
Lasts 5 seconds. 30 second cooldown.
30
Scuttle
Slow a target enemy's casting speed by 100% and cause them to take damage for the duration of the cast.
16 second cooldown.
31
Resurface
Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Not castable in combat.
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