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Spellslinger
- Ranged
- Carry
- Caster
Using his arcane guns and glyphs, he is a versatile character with many options. He can switch between Red, Blue, and Green magic. Red magic is offensive, adding damage to his abilities and basic attacks. Blue is a more poke oriented color, adding additional range to his abilities and basic attacks. Green is a defensive/controlling color, give him the ability to apply slows and snares as well as providing defensive stats. His ultimate allows him to gain all of the colors' bonuses for a limited time.
- Adaptable
- Decent CC
- Lack of Mobility
- Ultimate is not inherently powerful, requires extra work
Spellslinger changes the arcane element store in his guns. A bonus is given depending on the active element.
- Red: Spellslinger gains ## basic attack damage.
- Blue: Spellslinger gains ## basic attack range.
- Green: Spellslinger gains ## armor and magic resist.
Spellslinger shoots a glyph onto the ground that explodes when skill is reactivated, dealing ## damage to all enemies in an area around it. A bonus is given depending on the active element.
- Red: Deals ## extra damage.
- Blue: ## extra cast range.
- Green: Snares units for ## seconds.
Spellslinger shoots a glyph in a line, dealing ## damage to the enemy unit it hits. A bonus is given depending on the active element.
- Red: Deals ## extra damage.
- Blue: ## extra projectile range.
- Green: Slows by ##% for ## seconds.
Spellslinger combines the three elements. For ## seconds, the Red, Blue and Green elements are all active.
- (Art Note: During this, his glyphs are white. This is because the three main colors of light are combined.)