Corepunk – Bomber Class

    Blast Medic

    Blast Medic

    Blast Medics are ranged support heroes who use grenade launchers and can wield various explosives like hand grenades or bombs. These heroes heal allies, buff them, and use crowd control against enemies. They can create illusions to trick their enemies.

    Skills

    Ricochet bomb

    The Blast Medic throws a bomb, which deals magic damage to enemies and heals allies. The bomb ricochets off the targets 2 times.

    With every ricochet, the damage dealt to enemies increases by 10% and the healing effect to allies decreases by 10%. The Blast Medic will need some time to use the ability.

    Cast time: 1.2 seconds

    Range: 7 meters

    Cost: 10/25/40/60/75/95 Mana

    Cooldown: 0 seconds

    Damage per ricochet: 20/40/60/80/100/120 + 60/70/80/90/100/110% spell power

    Healing per ricochet: 20/40/60/80/100/120 + 60/70/80/90/100/110% spell power

    Number of ricochet: 2

    Blinding bomb

    Throw a bomb into the selected area, dealing physical damage to enemies and blinding affected enemies for 2 seconds. The bomber and their allies within the blast radius gain a 30 shield for 20 sec.

    Cast time: 0.6 seconds

    Range: 8 meters

    Cost: 10/15/20 Mana

    Cooldown: 18 seconds

    Damage: 30/50/70 + 60/70/80% weapon damage

    Shield: 30/50/70 + 100% spell power

    Double trouble

    The Blast Medic creates their duplicate and sends it to a target direction. When the ability is recast on the duplicate, the Blast Medic swaps places with the duplicate. Passing through enemies, the Blast Medic deals magic damage and regenerates health of allies they pass through.

    Cast time: instant

    Range: 8 meters

    Cost: 10 Mana

    Cooldown: 22 seconds

    Damage: 20 + 100% spell power

    Healing: 30 + 100% spell power

    Fusion

    The Blast Medic sends a drone to a target hero. The drone is active for 10 seconds.

    • If a target is an ally, they are buffed with periodic heal. A target gains bonus movement speed.
    • If a target is the Blast Medic, they will be shielded, their incoming damage will be decreased by 30% and he reflect 20% of incoming damage.
    • If a target is an enemy, they will be debuffed, taking additional magic damage alongside the damage dealt by basic attacks.

    Cast time: 0.5 seconds

    Range: 14 meters

    Cost: 40 Mana

    Cooldown: 160 seconds

    Healing: 90 + 120% spell power

    Bonus movement speed: 10% + 5% spell power

    Damage reduction: 30% + 20% spell power

    Damage: 10 + 30% spell power

    Special Ability

    Multi-dimensional atomizer

    The Bomber begins cycling through enhancements (after activating, the effect changes every 5 seconds). Reactivating the ability activates the current enhancement.

    • Enhancement 1: Outcoming healing is increased by 30%.
    • Enhancement 2: The bomber delivers the next 3 auto-attacks at maximum attack speed 300%
    • Enhancement 3: Inflicted magical damage is increased by 30%.

    Cast time: instant

    Cost: 5 Mana

    Cooldown: 6 seconds

    Grenadier

    Grenadier

    Not in Game Yet

    Grenadiers are ranged heroes who use a plasma gun, bombs, and grenades to deal massive explosive damage. Thanks to the R ability, they can instantly reset the cooldown on all their abilities. They can also assist allies, dragging them back to help avoid attacks or knocking enemies back.

    Skills:

    The Grenadier deals magic damage (Spell Power) and knocks back an enemy. When the ability is applied to an ally, they are dragged back to the Grenadier and gain increased movement speed (Spirit) for 3 seconds.

    Cast time: instant

    Range: 6 meters

    Damage: 50/65/80/95/110/125/140/155/170/185/200/215

    Cost: 18/23/28/33/38/43/48/53/58/63/68/73 Mana

    Cooldown: 12 seconds

    The Grenadier throws a grenade at a target enemy. It sticks to a target and explodes with a 2-second delay, dealing magic damage (Spell Power). Enemies caught in the blast range take 50% of the damage dealt to a primary target and are slowed (Spirit). The grenade can be attached to an ally. After the explosion, all allies caught in the blast range gain bonus Attack Speed (Intelligence) and bonus ability haste (Intelligence).

    Cast time: instant

    Range: 9 meters

    Damage: 80/105/130/155/180/205/230/255/280/305/330/355

    Cost: 33/38/43/48/53/58/63/68/73/78/83/88 Mana

    Cooldown: 15 seconds

    The Grenadier throws a bomb in a target area. Enemies struck by the explosion take magic damage (Spell Power).

    If the ability hits at least one enemy, the Grenadier gets one charge of increased Spell Power for 10 seconds. The amount of charges increases by 1, and the time of the buff refreshes if an enemy is hit again. The maximum amount of empowered charges is 5.

    Cast time: instant

    Range: 6 meters

    Damage: 30/45/60/75/90/105/120/135/150/165/180/195

    Bonus spell power: 4/5/6/7/8/9/10/11/12/13/14/15

    Cost: 20/25/30/35/40/45/50/55/60/65/70/75 Mana

    Cooldown: 8 seconds

    The Grenadier instantly resets cooldown on all their abilities.

    Cast time: 0.5 seconds

    Cost: 75/100/125/150 Mana

    Cooldown: 90/70/50/30 seconds

    Special Ability

    Each Grenadier’s ability leaves explosive charges on an enemy, which lasts 5 seconds and stacks up to 6 times. When the Grenadier uses the special ability, the charges detonate, triggering an explosion and dealing magic damage (Spell Power).

    Damage: 10-20 (based on the hero’s level)

    Infiltrator

    Infiltrator

    Infiltrators are melee assassins who deal massive damage in a short amount of time. Infiltrators use double daggers and mines. They can become invisible to foes for some time, easily finish off enemies with low health.

    Skills: 

    Camouflage

    Infiltrator uses a device and tansitions into invisibility for 7 seconds over 2 seconds. Movement speed while in camouflage is reduced by 20%. Any action breaks the invisibility effet. First attack from invisibility deals (120%) damage and catches enemy off guard, preventing them from using abilities for 2 seconds.
    Weapon specialization bonus +1 camouflage duration

    Cast time: 0.2 seconds

    Damage: 120/125/130/135/140/145%

    Cost: 5/10/15/20/25/30 Mana

    Cooldown: 24/22/20/18/16/14 seconds

    Mine throw

    Infiltrator throws a mine to the specified location.

    Upon landing, the mine burrows into the ground after 1 second, activates, and becomes invisible for 30 seconds. If an enemy is within a 2 meters radius of the active mine, it detones. Upon detonation, the mine deals 25 magic damage in a 2 meters radius around itself and applies a slowing effect to all enemies damaged by the ability for 3 seconds. The mine instantly detonates if an enemy is within a 1 meter radius of its landing location.

    Only one mine can be active at a time.
    Weapon specialization bonus: +3 seconds to mine duration.

    Cast time: 0.2 second

    Range: 10 meters

    Base damage: 25/45/65/85/105/125

    Scaling damage from spell power: 60/70/80/90/100/110%

    Cost: 10/15/25/45/75/115 M

    Carpet bombing

    The Infiltrator throws a cluster of grenades on the ground in front of them (with a width of 3 meters).
    All enemy targets in the area receive an electric shock and 10 magical damage. Additionally, they are rooted for 2 seconds by the electric shock.
    Weapon specialization bonus: 0.2 seconds to root duration.

    Cast time: 0.3 seconds

    Range: 10 meters

    Base damage: 10/25/40/55/70/85

    Cost: 10/15/20/25/30/35 Mana

    Cooldown: 10 seconds

    Street violence

    Infiltrator shadows into the specified area and upon landing, deals [50 + 120% * Attack Power] physical damage to the nearest enemy within a 2-meter radius. If the enemy’s remaining health after the damage is at [5% + 2% Spell Power] or lower, the ability instantly kills them. If the enemy is killed, the ability recharges instantly.

    Cast time: instant

    Range: 5 meters

    Base damage: 50/100/150/200/250/250

    Scale from attack power: 90/100/110/120/130/130%

    Cost: 40/50/60/70/80/80 Mana

    Cooldown: 120/105/90/75/60/60 seconds

    Special Ability

    Assassin’s edge

    Attacks and abilities directed at an enemy’s back receive a bonus damage of [10% + 2% * Attack Power or SpellPower]. The Bomber can activate a special ability and throw a dagger in the chosen direction, followed by a second dagger within 2 seconds. Upon hitting the target, the dagger impales and deals [100% * Attack Power] physical damage. Cooldown is 30 seconds. After using the special ability, the Bomber remains unarmed for 5 seconds.
    Weapon Specialization Bonus: +0.5% damage from behind.

    Cast time: 0.3 seconds

    Range: 12 meters

    Cost: 38 Mana

    Cooldown: 30 seconds

    Coming of age in a concrete jungle surrounded by street gangs at war, bright and youthful Bombers had to grow up early. They managed to survive with the help of their trickery and razor-sharp wit.
    Speed is their advantage, and explosives their best friend. Bombers are unrivalled when it comes to illusions and hoaxes. They might seem like they’re just playing with matches, but watch out – or their little games might be the last thing you see before you die.