Shade creates a link between either a friendly hero and an enemy hero or between two enemy heroes.
Friendly hero
If Shade targets a friendly hero, he will create a Soul link between the targeted hero and the closest enemy hero within 800 units. This link will inflict 15/30/45/60 % of the applied damage done to the friendly hero to the enemy hero.
Enemy hero
If Shade targets an enemy hero, he will create a Soul link between the targeted unit and the closest enemy hero within 800 units. This link will inflict 15/30/45/60 % of the applied damage done to either target to the other hero. If there are no enemy heroes in a 800 unit radius, the Soul link will be between Shade and the targeted hero, following the Friendly hero version of this skill.
The effect is Superior Magic damage since the link targets the soul directly and no armor can withstand the damage done. Though the transfer damage will be calculated after armor/magic armor. This skill will be very handy against heavy armored heroes if linked to a squishy hero close by. Attacking the squishy one will then inflict more damage to the armored hero then by attacking him directly.
The bond lasts for 6/7/8/9 seconds or when the attached heroes move more then 800 units apart.
Manacost: 100/110/120/130
Cooldown: 20/18/16/14 seconds
Bound Soul
Each time Shade kills a unit he will force the soul to fight for him, animating them into a skull that will fly around Shade in a radius of 450 units. Gaining a charge to a maximum of 1/3/5/7. Each skull is none selecteable but will attack the nearest enemy or the one Shade is attacking with 1 attack per sec, dealing 4/6/8/10 to 5/7,5/10/12,5 magic damage per attack. Each skull lasts for 50 seconds. On expire or activation each soul restores 20 mana and health.
The skulls will aggrivate at a range of 600 units.
Manacost: N/A
Cooldown: N/A
Phase
Shade phases towards the targeted location blinking 250 units in that direction consuming one charge. At the blinks destination Shade deals 80 damage in a 200 units radius around Shade. Shade gains a charge every 7 seconds to a maximum of 1/2/3/4 charges.
Due to the Phasing Shade will become more transperent making him harder to see. Passively this skill gives evasion of 2,5/5/7,5/10%.
Manacost: 30 per charge used.
Cooldown: N/A
Torment Soul
Compared to Empath, Shade uses his newfound powers to torment an enemies soul by fading into the targets body. Shade will be removed from the map and can not be targetet untill the spell ends or is ended. Shade can at any time break the link. While Shade is inside an enemy he will deal 70/90/110 Superior damage per seconds for 4/5/6 seconds. While Shade is inside a target, the target will be silenced and recieve 30/40/50% movement speed slow.
When Shade exits the target he will have 3 seconds invisibility with a 0 second fade.
Manacost: 200/300/400
Cooldown: 120/100/80
Coinspray
Shoots a spray of coins in a cone towards the targeted position. The cone will expand in size as the levels increase.
Damage: 100/150/200/250
Damage type: Magical
Cooldown: 30/26/22/18 sec
Manacost: 80/90/100/110
When a target is hit by this ability the coin will be embedded into the target for 3 seconds.
While the target is effected by coinspray, the ability turns into two sub-abilities, iron and steel. Only one of these two can be used after a Coinspray.
Iron:
Burning iron will make Allomancer pull on the coin in each target, pulling them 250/300/350/400 units towards the Allomancer.
Manacost: 40
Steel:
Burning steel will make Allomancer push on the coin in each target, pushing them 250/300/350/400 units away from the Allomancer.
Manacost: 40
Brass/Zinc
Allomacer burns Brass or Zinc, creating an aura that affects all allied heroes (including Allomancer).
Brass:
Brass makes Allomancer sooth his allies, making wounds cause less pain. Gives health regeneration of 1/2/3/4 to all allied heroes.
Zinc:
Zinc helps Allomancer to motivate his allies, increasing their adrenaline. Gives movement speed increase of 0,02/0,04/0,06/0,08 %
Activating this skill will change between the two auras.
Cooldown: 14/13/12/11 sec
Tin and Pewter
Allomancer burns Tin and Pewter for a short duration duration.
Tin:
Burning Tin will effect the senses. Giving Allomancer an increase in attack range of 25/50/75/100 units.
Pewter:
Buring Pewter increases the bodys capasity, giving Allomancer an increase in agility of 5/10/15/20 and strength 2/4/6/8.
Duration: 10/11/12/13
Cooldown: 25/23/21/19 sec
Manacost: 60/70/80/90
Duralumin
Allomancer burns the most powerful metal of them all, Duralumin. While burning Duralumin all of Allomancers abilities will be empowered.
Passivly decrease cooldown of the other abilities with 2/4/6 seconds.
Cooldown: 6/8/10 seconds
Manacost: 50
Manacost per second: 4/8/12
Effects:Coinspray:Iron: Increase the range a target is pulled with +50/100/150 units, and deals 50/100/150 magic damage.
Steel: Increase the range a target is pushed with +50/100/150 units, and deals 50/100/150 magic damage.
Zinc/Brass:Brass: Increase health regeneration gained by +1/2/3
Zinc: Increase movement speed gained by +0,02/0,04/0,06 %
Tin and Pewter:Tin: Increase attackrange gained by +25/50/75 units.
Pewter: Increase agility gained +5/10/15 nad strenght gained +2/4/6.
Iron Grip
Crabber uses his massive claws to squis the life out of his enemies.
This ability is a channel and cases damage over time. When Crabber uses this ability both he and the target is immobilized, but Crabber can break the channel at any time.
Mana cost: Drains mana over time : {50/45/40/35} per second
Damage: Deals damage over time : {125/200/275/375} over {1,5/2/2,5/3} seconds
Colddown: {16/15/14/13}
Waterfall
Crabber calls down a huge splash of water after a 1 second delay that crashs to the ground and knocks nearby enemies out cold.
Mana cost: {100/110/120/130}
Damage : {50/75/100/150}
Colddown : {20/18/16/14} seconds
Radius : 300
Stun : {0,5/0,5/1/1}
Cast range : 600 units
Activate to teleport into the falling water causing an extra {50/75/100/125} damage and a {0,5/0,5/1/1} extra stun to enemies hit.
Crab growth
The crabbers shell, legs and claws evolves, increasing Crabbers movement speed, armor and sharpens his claws.
Passivly increase
Armor : {2/4/6/8}
Movment speed : {10/20/30/40}
and {7,5/10/12,5/15%} chance to score a {1,25/1,25/1,5/1,75} x critical attack.
Tide Wave
A giant wave washes over everything, uprooting trees and pushes enemies in the indicated direction.
Mana cost : {150/200/250}
Damage : {200/250/300}
Colddown : {120/100/80} seconds
Range : 700
Width of wave : 300
Travel distance : 700
This ability can be activated again if the wave passes througth Crabber, making Crabber tuck in his legs and ride along the wave and deal an extra {100/150/200} damage in a 300 radius around Crabber and a {1/1,5/2} second stun to enemies hit by Crabber. Crabber may root himself to the ground at any time along the wave by activating this ability again.
Knife juggle
Toggle on /off with Q
When toggled on Wit starts to juggle knives reciving charges every 1.0/0.8/0.6/0.4 seconds untill he has 4/5/6/7 knives in the air. If Wit makes an attack he will loose one of the knives he is juggling. A new knife will be added after 1.0/0.8/0.6/0.4 seconds.
Each knife added to the juggling will cost 20 mana. Wit is an expert juggler but can't move at full speed while having all the knives in the air. So Wit have a 30% movement speed reduction when this ability is toggled on. If toggled off without having lanched the knives, Wit will throw all the knives up in the air and sprint off, gaining 10/15/20/25% movement speed for 3 seconds. The knives will fall down after 1 second delay and deal 15/20/25/30 damage multiplied with number of charges to enemies in a 250 units range around the spot Wit was standing when he toggled the ability off and a movement speed slow of 4% for each charge.
Target enemy with W
At any time Wit can lanches all knives he is juggling in rapid succession throwing one knife every 0.6/0.5/0.4/0.3 seconds inflicting 25/30/35/40 damage for each knife. Wit can move and attack while throwing knives, but with the movment penalty. If the target moves out of a 800 range from Wit the flurry stops. If Wit still have knives charges left he will keep them and start regaining charges untill Knife juggle is toggled off.
Artist
Wit excels in his juggling skills and presicion when throwing his knives, gaining 1/1/2/3 increase in maximum knive charges and each knife hitting a target will case a stacking 1/2/3/4% movementspeed penalty over 2 seconds and an extra 0/5/10/15 damage.
This increase in precision will also effect Wits regular attack increasing damage 0/5/10/15 damage and a stacking 2/4/6/8 % movmentspeed penalty over 2 seconds, to a maximum of 5 stacked charges. (maximum 40 % movementspeed penalty from autoattacks)
Wit will also be more at ease with his juggling and can move around more easly, reducing movmentspeed penalty from 30% to 25/20/10/0%.
Disguise
Wit is an expert in disguises and can blend into groups of friendly creeps.
Wit will become invisible after a 3/2/1/0.5 seconds fade time as long as he stays within 300/400/500/600 units from a group of friendly creeps. The group of creeps most consist of at least 2 creeps. If a creep dies such that the group reduces to below 2 creeps, Wit will instantly be revealed.
When Wit has been revealed there will be a short delay before it this skill will trigger again.
Cold down: 18/14/10/6 seconds
Imitate
Target a unit to use Wit uniqe imitate skill to copy the ultimate from the targeted unit. The target can be a friendly or enemy unit. The target is unaffected by this ability.
Wit recives the ultimate of the targeted unit for 60/100/140 sec or untill use. Once used Wit regain his Imitate ability, but on colddown. The copied ultimate is at the same level as Wits level in imitate. So if a level 11 Wit with level 2 in imitate will copy the ultimate at that level regardless of what level the target hero is.
Colddown: Equal to the colddown of the copied ultimate.
Mana cost: Equal to the manacost of the copied ultimate
Knife juggle
(This ability is based on this hero: http://dream.heroesofnewerth.com/hero/Cyaru/The Fool)Toggle on /off with Q
When toggled on Wit starts to juggle knives reciving charges every 1.0/0.8/0.6/0.4 seconds untill he has 4/5/6/7 knives in the air. If Wit makes an attack he will loose one of the knives he is juggling. A new knife will be added after 1.0/0.8/0.6/0.4 seconds.
Each knife added to the juggling will cost 20 mana. Wit is an expert juggler but can't move at full speed while having all the knives in the air. So Wit have a 30% movement speed reduction when this ability is toggled on. If toggled off without having lanched the knives, Wit will throw all the knives up in the air and sprint off, gaining 10/15/20/25% movement speed for 3 seconds. The knives will fall down after 1 second delay and deal 15/20/25/30 damage multiplied with number of charges to enemies in a 250 units range around the spot Wit was standing when he toggled the ability off and a movement speed slow of 4% for each charge.
Target enemy with W
At any time Wit can lanches all knives he is juggling in rapid succession throwing one knife every 0.6/0.5/0.4/0.3 seconds inflicting 25/30/35/40 damage for each knife. Wit can move and attack while throwing knives, but with the movment penalty. If the target moves out of a 800 range from Wit the flurry stops. If Wit still have knives charges left he will keep them and start regaining charges untill Knife juggle is toggled off.
Artist
Wit excels in his juggling skills and presicion when throwing his knives, gaining 1/1/2/3 increase in maximum knive charges and each knife hitting a target will case a stacking 2/4/6/8% movementspeed penalty over 2 seconds and an extra 0/5/10/15 damage.
Wit will also be more at ease with his juggling and can move around more easly, reducing movmentspeed penalty from 30% to 25/20/15/10%.
Disguise
Wit is an expert in disguises and can blend into groups of friendly creeps.
When disguise is used Wit will become invisible after a 3/2/1/0 seconds fade time as long as he stays within 300/400/500/600 units from a group of friendly creeps. The group of creeps most consist of at least 2 creeps. If a creep dies such that the group reduces to below 2 creeps, Wit will instantly be revealed.
Mana cost: 30 + 1 mana each 0,5 sec
Cold down: 18/14/10/6 seconds
Imitate
Target a unit to use Wit uniqe imitate skill to copy the ultimate from the targeted unit. The target can be a friendly or enemy unit. The target is unaffected by this ability.
Wit recives the ultimate of the targeted unit for 60/100/140 sec or untill use. Once used Wit regain his Imitate ability, but on colddown. The copied ultimate is at the same level as Wits level in imitate. So if a level 11 Wit with level 2 in imitate will copy the ultimate at that level regardless of what level the target hero is.
Colddown: Equal to the colddown of the copied ultimate.
Mana cost: Equal to the manacost of the copied ultimate
Staff of Master will improve the copied ultimate if the ultimate can be affected by Staff of Master, and reduces the colddown with 30%.