Corepunk - Paladin Class

    Hand of the Light

    Hand of the Light

    Not in Game Yet

    Hand of the Light are melee heroes who use heavy two-handed weapons and the energy of the light. Though their specialty is dealing damage, they can also buff their allies in a fight.

    Skills

    The Hand of the Light hits with a powerful strike and deals physical damage (Attack Power) in the area in front of them. All enemy targets hit by the ability take increased damage (Vitality).

    Cast time: 0.2 seconds

    Range: 4 meters

    Damage: 45/65/85/105/125/145/165/185/205/225/245/265

    Increased damage: 4/5/6/7/8/9/10/11/12/13/14/15%

    Cost: 23/33/43/53/63/73/83/93/103/113/123/133 Mana

    Cooldown: 12 seconds

    When the ability is activated, the Hand of the Light releases a 5-meter-long beam of light in a target area. All enemies struck by the beam take magic damage (Spell Power) and movement speed reduction (Tenacity). The beam removes all slowing effects from the allies who were touched by it. If the Hand of the Light hits a target with the beam of light, they can recast the ability and shield (Spirit) themself or allies.

    Cast time: instant

    Range: 5 meters

    Damage: 40/55/70/85/100/115/130/145/160/175/190/205

    Movement speed reduction: Tenacity

    Additional effect: Removes all slowing effects from allies touched by the beam

    Shield power: 20/30/40/50/60/70/80/90/100/110/120/130

    Cost: 25/30/35/40/45/50/55/60/65/70/75/80 Mana

    Cooldown: 10 seconds

    The Hand of the Light marks their enemy for 5 seconds. When expired, the mark deals true damage (Spell Power) and 10% (Vitality) of all damage received while a target was marked.

    Cast time: instant

    Range: 6 meters

    Damage: 20/35/50/65/80/95/110/125/140/155/170/185

    Additional effect: 10% of all damage received while the target was marked

    Cost: 23/33/43/53/63/73/83/93/103/113/123/133 Mana

    Cooldown: 25 seconds

    The Hand of the Light raises their weapon and starts to charge the ability, and then smashes it on the ground. The ability deals magic damage (Spell Power, Attack Power) to the area. The Hand of the Light can move while the ability is being charged. The damage that the ability deals depends on the duration of the charge.

    Charge time: 1.6 seconds

    Range: 3-5 meters

    Damage: 150/215/280/345

    Cost: 38/63/88/113 Mana

    Cooldown: 160/140/120/100 seconds

    Special Ability

    After using an ability, the next basic attack the Hand of the Light casts is empowered. An empowered basic attack deals bonus magic damage (Spell Power) and casts periodic healing (Spirit) on the Hand of the Light. Empowerment stacks up to 3 times. When the periodic healing effect stacks at 3 charges, the Hand of the Light gains bonus movement speed for 5 seconds, and when expired, the charges are reset.

    Damage: 10-43 (based on the hero’s level)

    Healing: 5-12 (based on the hero’s level)

    Cleric

    Cleric

    Not in Game Yet

    Clerics are support heroes who can still deal a lot of damage in a melee fight. Clerics’ weapons are dual maces and the energy of light, of which the latter they use for healing and shielding allies. The effect of all abilities these heroes use while they’re in a fight is increased.

    Skills:

    The Cleric attacks an enemy with their weapon and deals physical damage (Attack Power). After the strike, a small energy zone is created around the enemy in which the Cleric’s allies gain periodic healing (Spirit). The ability can be recast if the Cleric is in the energy zone. The zone explodes dealing magic damage (Spell Power) to enemies. The zone disappears after that.

    Cast Time: instant

    Damage: 25/35/45/55/65/75/85/95/105/115/125/135

    Blast Damage: 40/45/50/55/60/65/70/75/80/85/90/95

    Healing: 15/20/25/30/35/40/45/50/55/60/65/70

    Cost: 8/10/13/15/18/20/23/25/28/30/33/35 Mana

    Cooldown: 5 seconds

    The Cleric charges the weapon and releases a light wave in front of them, which deals magic damage (Spell Power) and debuffs an enemy reducing their armor (Spirit) and magic resistance (Spirit). A target is also rooted for 1.5 seconds.

    Cast Time: 0.3 seconds

    Range: 4 meters

    Damage: 35/50/65/80/95/110/125/140/155/170/185/200

    Armor Reduction: Spirit

    Magic Resistance Reduction: Spirit

    Root Duration: 1.5 seconds

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

    Cooldown: 10 seconds

    The Cleric shields (Health) themself or an ally. The shield absorbs all incoming damage. If the shield has more than 1 strength point upon its expiration, it triggers a magic explosion (Spell Power) in the range of 2.5 meters around the hero. All enemies in the range of explosion are stunned.

    Cast Time: instant

    Range: 5 meters

    Damage: 40/50/60/70/80/90/100/110/120/130/140/150

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

    Cost: 23/25/28/30/33/35/38/40/43/45/48/50 Mana

    Cooldown: 15 seconds

    For 3 seconds, the Cleric surrounds themself with an aura, which heals allies (Spell Power), increases the Cleric’s movement speed, and reduces the incoming damage (Spirit). While aura is active, the Cleric can basic attack, but is not able to use abilities.

    Cast Time: instant

    Cost: 50/75/100/125 Mana

    Cooldown: 150/120/90/60 seconds

    Healing: 150/230/310/390

    Special Ability

    When attacking, the Cleric gets and stacks charges, which empower their abilities by 2%. Charges stack up to 5 times and are automatically reset when any of the abilities was used.

    Stacked charges will be reset if the special ability is activated, and basic attacks will deal additional magic damage (Spell Power) for 10 seconds.

    Crusader

    Crusader

    Not in Game Yet

    Crusaders are tanks who wield a shield and use morgenshtern and the energy of light. Crusaders were made to withstand loads of incoming damage. At the right moment, they can drag enemies back to them, aiding allies in a fight.

    Skills: 

    The Crusader flings a chain in a target direction, dealing physical damage (Attack Power) to the first enemy it hits and dragging an enemy back to the Crusader. The ability taunts enemies to attack the Crusader for 2 seconds.

    Cast Time: instant

    Range: 8 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: 15 seconds

    The Crusader starts to charge the ability. They can’t use any other abilities, launch basic attacks, and move. The ability charges for 2 seconds and triggers an explosion, dealing magic damage (Spell Power, Vitality).

    Charge Time: 2 seconds

    Damage: 40/60/80/100/120/140/160/180/200/220/240/260

    Cost: 28/33/38/43/48/53/58/63/68/73/78/83 Mana

    Cooldown: 12 seconds

    The Crusader raises their shield and blocks the first attack or ability. If the damage has been blocked, the Crusader can recast the ability. The Crusader deals physical damage (Attack Power) in a small area in front of them and slows all affected enemies.

    Shield: 40/55/70/85/100/115/130/145/160/175/190/205

    Cost: 23/25/28/30/33/35/38/40/43/45/48/50 Mana

    Cooldown: 18 seconds

    The Crusader creates a field on the ground. All enemies trapped in this field can’t use teleporting and dashing abilities. All allies within the field take reduced damage. When enemies cross the border of the field, they will be disarmed (Spirit) and will take magic damage (Spell Power). When the Crusader or their allies cross the border of the field, they gain bonus movement speed (Spirit).

    Cast time: 1 second

    Range: 3 meters

    Damage: 120/160/200/240

    Cost: 63/75/88/100 Mana

    Cooldown: 160/120/90/60 seconds

    Special Ability

    Each basic attack of the Crusader marks an enemy. The mark stacks up to 10 times. Upon reaching the maximum stacks, the mark stuns the enemy for 2 seconds.

    Mighty warriors and defenders, Paladins have made it their mission to wipe out all evil. They always stay true to their values, and the sacred light guides them and those who follow them. Paladins are experts at healing and raising the spirits of their allies. But when prayers are no help, they are not helpless – Paladins can knock out their enemies with a stroke of their heavy hammer or mace.