Guard
Nature’s strikes back!
Roots [ Q ]
Active – Instant
Roots the Guard, so that it cannot move. When rooted, the Guard heals allied units in his range and gains for each level of this ability a natural healing by 30 hitpoints per second as well as 5% magical damage reduction.
[table]Level,Mana,Cooldown,Range,Area,Effect
1,5,5 sec.,-,500,”Heals allies by 1% hp and 1 mana, the Guard heals 30 hp/s and has 5% magic resistance”
2,5,5 sec.,-,500,”Heals allies by 2% hp and 2 mana, the Guard heals 60 hp/s and has 10% magic resistance”
3,5,5 sec.,-,500,”Heals allies by 3% hp and 3 mana, the Guard heals 90 hp/s and has 15% magic resistance”
4,5,5 sec.,-,500,”Heals allies by 4% hp and 4 mana, the Guard heals 120 hp/s and has 20% magic resistance”
5,5,5 sec.,-,500,”Heals allies by 5% hp and 5 mana, the Guard heals 150 hp/s and has 25% magic resistance”
[/table]
Notes:
- Both the hp and mana aura do not apply to the Guard itself or any other rooted Guard
Natural Energy [ W ]
Active – Unit Target (Ally, Tank)
Invokes natural energy in the target area, which heals a certain percentage of the max HP and mana of allied tanks. The Guard receives 50% of the heal when uprooted and 100% when rooted.
[table]Level,Mana,Cooldown,Range,Area,Effect
1,10,30 sec.,1300,400,”Heals 5% max hp and 4% max mana”
2,20,30 sec.,1300,400,”Heals 10% max hp and 8% max mana”
3,30,30 sec.,1300,400,”Heals 15% max hp and 12% max mana”
4,40,30 sec.,1300,400,”Heals 20% max hp and 16% max mana”
5,50,30 sec.,1300,400,”Heals 25% max hp and 20% max mana”
[/table]
Notes:
- none
Summon Treants [ E ]
Active – Instant
Spawns 2 treants with heavy siege damage fighting for the Guard. When rooted, 1 treant spawns passively every 20 seconds. Each level increases the strength of the treants.
[table]Level,Mana,Cooldown,Range,Area,Effect
1,10,40,-,-,”Treants last 14s and deal 60 damage”
2,20,40,-,-,”Treants last 18s and deal 120 damage”
3,30,40,-,-,”Treants last 22s and deal 180 damage”
4,40,40,-,-,”Treants last 26s and deal 240 damage”
5,50,40,-,-,”Treants last 30s and deal 300 damage”
[/table]
Notes:
- Treants attack every 1.5s, deal damage in 100 aoe and have 975 hp and 270 ms
- Treants benefit from weapon and armor upgrades
- The passive spawn always happens at the xx:00, xx:20 and xx:40 seconds mark
Entangling Roots [ R ]
Active – Area Target (Enemy)
Summons roots, which damage enemies in the target area and entangles them. Air units take 150% damage, but can’t be entangled. The ability is delayed by 0.5 seconds.
[table]Level,Mana,Cooldown,Range,Area,Effect
1,48,60 sec.,1200,350,”Deals 1000 damage and stuns for 1.5s”
2,57,60 sec.,1200,350,”Deals 1250 damage and stuns for 2.0s”
3,66,60 sec.,1200,350,”Deals 1500 damage and stuns for 2.5s”
4,75,60 sec.,1200,350,”Deals 1750 damage and stuns for 3.0s”
5,84,60 sec.,1200,350,”Deals 2000 damage and stuns for 3.5s”
[/table]
Notes:
- none
Tank Cannon [ T ]
Passive – Unit Target (Enemy)
Primary tank weapon.
[table]Level,Mana,Cooldown,Range,Area,Effect
1,-,1 sec.,900,-,Deals 60 damage to a random target
2,-,1 sec.,900,-,Deals 120 damage to a random target
3,-,1 sec.,900,-,Deals 180 damage to a random target
4,-,1 sec.,900,-,Deals 240 damage to a random target
5,-,1 sec.,900,-,Deals 300 damage to a random target[/table]
Notes:
- Like any other weapon in the game, this skill is based on phoenix fire
- If it would be sold as a regular weapon, it would be worth 4050 gold on level 5

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