1.
Battle Hammer: Quest: Hit 10 heroes with hammer swipe.
Reward: Reduce hammer swipe strength cost to 15.
Quest: Hit 25 heroes with hammer swipe.
Reward: Reduce the cooldown by 1.5 seconds for each enemy hero hit.
Conductive Strikes: Basic attacks bounce to the closest enemy hero with 2.5 units for 50% damage.
Positive Charge: Heal for 10% of the damage electric aura does. Doubled versus heroes.
Feedback Loop: Quest: Hit 5 heroes with a single cast of chain shock.
Reward: Chain shock can now bounce to the same hero twice.
Passive: Hitting at least 3 heroes with a single cast of chain shock causes the next cast of it to deal 50%
bonus damage
4.
Lightning Strike: Active range 20. Choose a .75 radius circle. After three seconds, lightning will strike there, dealing 790 damage. Enemies can only see the area one second in advance. 25 second cooldown.
Hammer Throw: Active: Skillshot range 4, width 1. Throw your hammer, dealing 40 and stunning the first hero hit for .75 seconds. 40 second cooldown.
Energy Drain: Active: AOE radius 4. Steal 5% max health of all nearby enemy heroes, and gain 10 energy for each hero hit. 30 second cooldown.
Surge of Strength: Active: Restore strength to full, and gain 30 armor for 5 seconds. 40 second cooldown.
7.
Plasma Transfer: Each hero hit by Chain Shock heals you for 2% max health.
Improved Battery: Increase maximum energy to 110.
First Impression: Basic attacks cost 5 strength, but their Strength damage bonus is doubled.
Biotic Shock: Damaging an enemy with a basic attack restores 5 energy.
13.
Negative Charge: Enemies damaged by basic abilities are slowed by 10% for two seconds.
Energizer: Hitting an enemy with Chain Shock restores 5 energy.
Aftershock: 2 seconds after an enemy hero is damaged by a your basic attacks, deal 30 damage to them and other enemies within 1.5 units, and slow them by 30% for 1 second.
Maelstrom: Electric Aura deals 50% more damage, and the movement speed bonus is doubled. Double the energy cost.
16.
Adrenaline Rush: Hitting an enemy hero with basic attacks grants 2 armor for 4 seconds, up to 20. Effects are refreshed by attacking an enemy hero.
Overload: Active: Deal 300 damage to all heroes within 3 units. Damage is multiplied by your current percentage of maximum energy. Set energy to zero. 60 second cooldown.
Power Circuit: Bounces of Chain Shock reduce all of your basic ability cooldowns by 1 second.
Polarization: Increase the knockback of hammer swipe by 2.75 units.
20.
Magnetic Pull: Pull all enemies hit by Lightning Fissure 3 units towards you. Reduce the cooldown by 10 seconds for each hero hit.
Storm Front: Reduce the cooldown of Hammer Slam by 50 seconds.
Eye of the Storm: Reduce the energy cost of Electric Aura by 6 energy per second.
Vortex Shielding: Gain spell armor equal to 40% of your missing energy.
Pursuit of Vengeance: Active: Teleport to the last hero damaged by Chain Shock. 14 second cooldown.
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