Mercenary
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Information
Fan Of Knives: Quickly spin in place, throwing knives in every direction dealing damage to all close by. | ||
Poison Dagger Throw: Throws a line of poison daggers towards your enemies! | ||
Combat Preparation: Focuses on the battle ahead, giving an edge in battle by increasing movement speed, and damage. | ||
Sweeping Strikes: Unleash a spin move in the direction you're facing, dealing massive damage to any enemy unlucky enough to be in the path. |
Passive Ability
Predatory Instinct: Gains 50% tenacity and restores 10% of maximum health every 2 seconds (upgradeable to 20% in talents). |
List of Mercenary-specific Defenses:
Tower | Type | Description | Additional info | |||
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Mana cost | Damage Type | Targets | ||||
Royal Guard Blockade | Blockade | Blocks enemies. Attacks with his shield dealing physical damage. The Earthen Guard Shard can be used to add a chance for "splash" damage. | 30 | Physical | Melee | |
Nether Spider Spawner | Trap | Spawns several (max 3) spiders that run towards enemies and explode, dealing physical damage and weakening enemy attacks. Note that spiders cannot target Flying enemies, but may hit them if nearby a ground target. | 40 | Physical | Nearest (AoE) | |
Nether Archer | Tower | Fires bolts of dark energy that bounce between enemies, dealing less damage after each bounce. The Ghost Arrows shard can be used to increase "bounces" from 3 to 8. | 50 | Magical | Nearest (Chains) | |
Elvish Artillery Cannon | Tower | Fires a chaotic ball of energy dealing area of effect storm damage. The Critical Allocation Shard, can be used to massively increase Crit chance/Damage, at the cost of Range. | 60 | Storm | Nearest (AoE) |
List of Mercenary-specific Item Shards:
Name | Effect (Gilded value in brackets) | Item | ||
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GearSlot | Shard Pack | |||
Back Stab | Primary attacks that hit enemies from behind now deal 100-200% (220%) of their normal damage. | |||
Binding Roots | Your slam ability has a 22-50% (58%)' chance to stun enemies for 0.5 seconds, then root in place for 4.5 seconds. | |||
Bounty | Restore 1-6 (7) mana upon defeating an enemy. | |||
Empowered Throw | Increases the damage of Poison Dagger Throw by 3-39% (52%). | |||
Escape Artist | Reduces the time of disabling effects you sustain by 0-37.5% (50%). | |||
Explosive Blades | Poison Dagger Throw now sticks to the target and explodes after 3 seconds for 500-2,000% (2300%) of Ability Power. | |||
Follow Through | Increases the damage of Sweeping Strikes by 3-39% (52%). | |||
Frenzy | Primary Attacks have a 21-26% (28%) chance to increase attack speed by 5-30% (40%) for 5 seconds. Can only proc once every 7 seconds. | |||
Knife Club | Increase the damage of Fan Of Knives by 3-39% (52%). | |||
Lingering Poison | Poison Dagger Throw now poisons the target for 100-800% (940%) of Ability Power for 1.2-5.2 (6) seconds. | |||
Momentum | Enemies hit by abilities reduce Sweeping Strikes ability cooldown by 0.2-0.8 (1.2) seconds every hit. | |||
Poisoned Blades | Combat Preparation now applies poison to your blades for 5s, causing you to deal 50-110% (130%) of your Hero Damage as poison damage on melee attacks. | |||
Shadow Prince | Taking damage has a 7-23% (28%) chance to make you take 3-15% (19%) less damage and stun attackers for 1.2-4.8 (6) seconds over the duration. | |||
Sharp Thinking | Increases the damage bonus of Combat Preparation by 4-40% (52%). | |||
Critical Allocation | Increases Elvish Artillery Cannon's Crit Damage by 30-46% (50%) and Crit Chance by 5-21% (25%), but lowers the tower's range by 25%. | |||
Earthen Guard | Imbues the Royal Guard Blockade's shield with Earth magic that has a 8-18% (20%) chance on dealing damage to unleash a fissure, dealing 200-1,800% (2120%) of your Tower Health as Earth Damage. | |||
Ghastly Curse | Nether Archer's arrows now make enemies move at 50-42% (38%) speed for 0-4 (6) seconds. | |||
Ghost Arrows | Nether Archer's arrows can now bounce 1-4 (5) additional times. | |||
Icy Spiders | Nether Spiders have a 6-16% (20%) chance to spawn a pool of Ice on the ground that makes all nearby enemies move at 90-60% (48%) speed for 5 seconds. The ice pools last 10 seconds. | |||
Overcharge | Increases the Elvish Artillery Cannon's projectile damage radius by 16-64% (80%), and reduces damage falloff by 18-42% (50%). | |||
Plated Armor | Imbues the Royal Guard Blockade's armor, making enemy projectiles deal 76-40% (28%) of their original damage. |
List of Dryad and Mercenary shared Item Shards:
Name | Effect (Gilded value in brackets) | Item | ||
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GearSlot | Shard Pack | |||
Augmented Explosions | Explosion radius of Nether Spiders and Slimes are 15-65% (75%) bigger. |
List of Barbarian and Mercenary Shared Item Shards:
Name | Effect (Gilded value in brackets) | Item | ||
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GearSlot | Shard Pack | |||
Brace for Impact | After using your slam ability, take 4-20% (24%) less damage for 6 seconds. |
General Shards
List of General Shards that any Hero can equip.
List of non-hero-specific Item Shards:
List of Item Shards which can be used by multiple, but not all heroes: |
Hyper Shards
List of Hyper Shards that any Hero can equip.
List of All Hyper-Shards Items : With the introduction of mastery mode, several new hyper shards have been introduced to the game. Shards unlock as you earn stars in mastery mode. Each hyper shard can only be obtained once in Mastery mode. As of the Prime Incursion Update, completing all maps within a prime region awards a hyper shard. Completing all seven regions awards the last hyper shard. This allows you to obtain a second set of all the shards. Note that the order that you obtain hyper shards in Prime Incursions is different than that of Mastery mode (e.g. the first prime region doesn't award Mass Destruction).
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