《Summoner of the Storm》Synergies and traits

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Class traits remake:

Bruiser- All allies gain bonus base health. Bruisers earn exp from recovering health.

1 Bruiser- spawns a regeneration orb after receiving damage. This effect happens every 31-X) seconds, where X is the number of bruisers

2 Bruisers- 15% health, 15% of hp recovered by bruiser becomes exp

5 Bruisers- 30% health, 30% of hp recovered by bruiser becomes exp

9 Bruisers- 50% health, Bruiser with the most kills gains MVP, 50% of hp recovered by bruiser becomes exp

17 Bruisers- 100% health, 100% of hp recovered by bruiser becomes exp, MVP's kills and takedowns have 20x the effect. All other units gain the MVP's improved old bonus for every 20 assist or kills on heroic enemies.

MVP- MVP gains 0.05 % stats bonus for every kill at first breakpoint, becomes 1% for every kill at 17 bruisers. Hero of the storm- the other units gain 1% hp, resource and damage bonus for every 20 kills or assists on heroic enemies. Hard cap of 999%, depending on each unit's mastery levels.

Tank - all units reflect a percentage of their damage mitigated value to enemy. Tanks gain experience from receiving and mitigating damage. A tank is magnified, and turned into a Colossus. Disabling enemies also give corresponding exp value to the tank, based on the enemy's stats. Displacements such as knockback give exp based on how far the target was moved. Roots give exp based on targets movespeed. Attack slows give exp based on how fast the enemy attack speed was, so on and so forth.

1 Tank- Tanks spawn a regeneration orb after receiving damage. This effect happens every (30-X) seconds, where X is the number of Tanks

3 Tanks- 20% of damage blocked is reflected back as true damage, back to the attacker in range. Tanks earn 100% of this value as experience.

8 Tanks- 50% of damage mitigated is reflected back as true damage, distributed equally amongst all enemies within effective range. Tanks earn 100% of this value as experience.

13 Tanks- 100% of total damage taken, including damaged mitigated, is reflected back as true damage to all enemies within range. Tanks earn 100% of this value as experience.

Colossus- Chosen tank unit gains up to 130% (X multiplied by 10%) bonus health and is permanently Unstoppable. The Colossus also takes 25 percent less damage which stacks additively with armor.

Ranged Assassin - All allies gain additional damage multiplier. Ranged assassin's now earn experience when damaging enemies, and they deal additional damage based on the experience they earned from that action. They also combine their expertise in order to build mini cores, with its number of core abilities increasing at each breakpoint. The mini core floats nearby the equipped ranged assassin, and its health and core abilities' damage is based on the mastery levels of every Ranged Assassin unit.

1 Ranged Assassin- All allies gain 10 percent damage multiplier with the ranged assassin dealing another 10% of damage, earning that value as experience. Every 23 seconds, the mini core will spawn 2 sets of 6 tornadoes which swirl around it, dealing some damage to enemies and knocking them back.

4 Ranged Assassins- All allies gain 20 percent damage multiplier with ranged assassins dealing another 20% of damage, also earning that value as experience. Assassins gain another 20 percent. Every 18 seconds, the mini core launches a nuke at a nearby enemy, dealing % maximum health as damage to enemies hit. Every 12 seconds, the mini core will spawn 2 volleys of Frozen Orbs that explode, dealing % maximum Health as damage and Rooting enemy's hit for some time

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6 Ranged Assassins- All allies gain 30 percent damage multiplier with the ranged assassins dealing another 30% of damage, also earning that value as experience. Every 8 seconds, the mini core fires 2 volleys of missiles around it, dealing % maximum Health as damage to enemies and slowing them by a percentage of their movespeed for some time. Every 6 seconds, the mini core shoots 3 Phantom Fists at nearby enemies, dealing some damage and knocking them back.

8 Ranged Assassins- All allies gain 40 percent damage multiplier with the ranged assassins dealing another 40% of damage, also earning that value as experience. Every 6 seconds, the mini core will throw 2 boulders at nearby enemies. Enemies hit are turned to stone, damaged for % of their maximum Health, and Stunning for some time. Every 5 seconds, the mini core shoots a seed under a nearby enemy. When the seed explodes, Enemies in its range are Polymorphed for some time.

11 Ranged Assassins- All allies gain 50 percent damage multiplier with the ranged assassins dealing another 50% of damage, also earning that value as experience. Every 5 seconds, the mini core will shoot a Death Wave, dealing % maximum Health as damage to enemies and slowing them by a % of their speed for some time. Every 4 seconds, the General will shoot a cannonball at 2 nearby enemies, dealing % maximum Health as damage, slowing them by a % of their speed for some time, and knocking them back.

30 Ranged Assassins- All allies gain 100 percent damage multiplier with the ranged assassins dealing another 100% of damage, also earning that value as experience. Every 4 seconds, the mini core will shoot 5 missiles at a nearby notable enemy, dealing % maximum Health as damage per missile. Every 3 seconds, the mini core will spawn a Curse under a nearby. enemy. If they are Cursed, they take % of maximum Health as damage and they take a % of more damage for some time.

Mini core- gives bonus health and attack damage at breakpoints. Has 220 attack damage and the mini core will reach its max durability of 22,000 health and 11,000 shields when any ranged assassin reaches 999 mastery level. They can also transform into a gigantic, flying statue at 30 ranged assassins. The statue is indestructible, cannot be crowd controlled and has 40 scales. The statue is a veritable warfortress with rapid firing cannons all around it, and in order to undo the transformation, the attacker must shave away all the indestructible scales from it. In order to shave the scales away, they must first capture one or more of the six bell towers beside it and detonate the altars which keep appearing around it from time to time. The statue spits out an auto locking, merciless fireball, which will thoroughly burn the life force of the target. Increases the number of mini cores at each breakpoint. 1 mini core at 1, 3 mini cores at 4, 5 mini cores at 6, 7 mini cores at 8, 9 mini cores at 11, and 12 mini cores at 30.

Healer - Increase the healing and shielding effects of the whole team. Healers now gain exp from healing and shielding. Also healing them for another amount from the experience earned, based on breakpoints.

2 Healers- Allies gain another healing fountain refill. Allied mercenaries and notable monsters from objectives now drop regeneration globes upon death. 10% heal and shielding effect. Healers heal or shield another 10% more, earning exp value equal to that amount.

3 Healers- 25% healing and shielding effect. Healers heal or shield another 25 % more, earning exp value equal to that amount.

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9 Healers- 50% healing and shielding effect. Healers heal or shield another 50 % more, earning exp value equal to that amount.

16 Healers- 100% healing and shielding effect. Healers heal or shield another 100 % more, earning exp value equal to that amount.

Premade- heroes gain premade which gives them a temporary armor plating of 50, good for X seconds (number of healer heroes) upon receiving an attack. 3 healers give one membership to the healer with the highest gem rating, 9 healers give premade to all healers. 16 healers give membership to all allied heroes, and increases the boost by 50%, bumping up the armor rating to 75, which now lasts for 24 seconds (X seconds+50%) after being attacked. Cooldown of armor bonus is (60 minus X) minutes upon leaving combat.

Melee Assassin - unlocks Stormheroes, which can increase the initial outbreak of allies. Melee assassins deal additional true damage to enemies, based on experience gathered from movement, deals double damage to shields. The damage bonus is lost when the melee assassin is first damaged by the enemy.

1 Melee Assassins- melee assassins gain experience when moving. 1 experience and damage point for every meter. Damage accumulated has an upper limit depending on gem rating and rank.

3 Melee Assassins- 25 armor and healing reduction, first 4 seconds on target.

5 Melee Assassins- 50 armor and healing reduction, first 7 seconds on target.

10 Melee Assassins- 75 armor and healing reduction, first 15 seconds on target.

Stormheroes- units assassinate the enemy by making their attacks during the first X seconds on the target deal damage as if the enemies' armor was lower than their normal value, making their enemies receive more damage while also lowering their healing, depending on the breakpoints. Triggering is per target and cooldown of armor reduction per target is (60 minus X) minutes upon last trigger. Also unlocks through breakpoints, at 3 melee assassin, it only affects the Melee assassin with the lowest gem value. At 5 melee assassin, it affects all melee assassins, at 10, it affects all heroic allies.

MC bonuses:

MC only reflects the same damage and deals the same damage bonus as one single unit(no multiplier even tho he is two heroes), but still gains the experience of both as per the tank and ranged assassin trait.

He is still awarded by the two special traits tho, the mini core trait doubles the number of cores he can have while he gains an improved version of permanently Unstoppable from Colossus. He still gains the same health bonus, but regarding the damage reduction, it double dips, reducing all incoming damage by 37.5%. Different from Unstoppable, UNSTOPPABLE!! is better because not only does it do what Unstoppable can, but also other stuff which Unstoppable cannot.

Debuffs that are not affected by Unstoppable

Attack Slow

Damage over time

Damage modifier

Healing reduction

Revealed

Time Stop

Armor debuff

Debuffs that are prevented by UNSTOPPABLE!!

Attack Slow

Damage modifier (% health damage and true damage)

Healing reduction

Time Stop

Armor debuff

Debuffs that interact positively with UNSTOPPABLE!!

Stasis from allies or enemies will buff the Colossus with UNSTOPPABLE!! into Invulnerable status(cannot be damaged but able to move), lasting for the duration of the stasis. While in the duration of Invulnerable, the colossus with UNSTOPPABLE!! is temporarily vulnerable to time based skills.

Debuffs that stay with UNSTOPPABLE!!

Revealed (the Colossus with UNSTOPPABLE!! is permanently revealed when not in stealth)

Other traits:

Zarya (support)- Zarya gains exp equal to 100% of value of shield lost whenever an ally uses a shielding effect to block incoming damage.

Three Vikings (trait, support)- Olaf, Baleog and Erik cannot be put on the upper board. Instead, they can only be fielded as soulbeasts but only takes up one soulbeast slot. They are a group of three and need to take up 3 hex slots but each can also earn their own experience, so they earn three times faster than the others. Their origin trait makes them spawn a red regeneration orb when damaging enemies, procs after every 30 seconds durng combat. "Tomator!!"

Medivh (support)- summons a portal that connects boards with your duo partner allowing you to support each other. It also makes some of your synergies and augments available to each other.

Supports- can only be on the soulbeast slot. Except Abathur, which can be put on the bench slot.

Murky (Egg)- appears as egg on soulbeast board. Egg does not take up any soulbeast slot, but murky has to take up one bench slot.

Origin traits new

Overwatch- Vehicles and Barrages.

1 Overwatch- gain access to a payload of 12 missiles which can be escorted near enemy forts. Missiles which can be used to bomb enemy fortifications.

2 Overwatch- gain access to a Triglav protector. A triglav protector is a gigantic robot crewed by two people, a pilot and a gunner.

Uniquely, it's controlled by two crew, the first serving as a pilot, and the second serving as a gunner. If both the Pilot and Gunner seats are occupied, it will gain 10 Armor and 25% increased damage.

The pilot controls movement and can Charge at a target enemy, fire a Rocket Fist that knocks back a hero or disables a structure, and activate a Shield Emitter that grants the mech Armor and grants a shield to nearby allies. The gunner has an array of offensive abilities, including a Particle Cannon that charges in range, a Gatling Cannon that fires bullets at the enemy, and a Scorching Laser that slices the terrain in a line then detonates for heavy damage. Additionally, Triglav Protector's basic attacks deal 50% bonus damage to Structures.

Pilot Abilities

Charge

Cooldown: 8 seconds

Charge a target and deal 160 damage in an area.

Non-Heroes take 500% increased damage.

Type: Spell damage / Movement: Dash

Scaling: 14 per minute

Affects: Enemies / Self

Targeting: Unit target

Properties: Area of Effect, Revealed

Cast time: 0.5 + 0 seconds

Range: 10

Radius: 2.0

Missile speed:

- Initial: 0

- Maximum: 30

- Acceleration: 16

The ability is interrupted, if the Protector does not reach the target after 2 seconds.

The target of Charge is revealed until the Protector arrives at its location.

Damage bonus to non-Heroes stacks additively with Triglav Protector's baseline damage bonus while both seats are occupied.

Rocket Fist

Cooldown: 14 seconds

Launch a Rocket Fist that deals 150 damage to the first Hero or Structure on its path. The fist pushes Heroes up to 2 seconds and disables Structures for 4 seconds.

Instantly kills Minions in its path.

Type: Spell damage, Crowd control / Instant kill

Scaling: 15 per minute

Affects: Enemy Heroes & Structure / Enemy Minions

Targeting: Point target

Properties: Clamping, Skillshot

Cast time: 0.125 + 0 seconds

Range: 16

Hitbox: 1.5 x 1.0

Missile speed: 12

Knockback speed: 10

The hero hit by Rocket Fist is pushed until it reaches its maximum range.

Shield Emitter

Cooldown: 16 seconds

Gain 25 Armor and Shield nearby allied Heroes for 500. Lasts 3 seconds.

Type: Defensive damage modifier / Shield

Scaling: 50 per minute

Affects: Self / Allied Heroes

Targeting: No target

Properties: Area of Effect, Armor

Cast time: Instant

Radius: 6.0 (max)

This armor bonus stacks with Triglav Protector's baseline armor while both seats are occupied.

Shield application has 0.125 second initial delay.

Shield area expands to its maximum radius over 0.375 seconds.

Gunner Abilities

Particle Cannon

Cooldown: 4 seconds

Start extending the range of Particle Cannon. Reactivate to fire, dealing 190 damage in the target area.

Type: Spell damage

Scaling: 19 per minute

Affects: Enemies

Targeting: No target / Point target

Properties: Area of Effect, Clamping

Range:

- Initial: 5.25

- Maximum: 9.9375

Radius: 2.5

Missile speed: 21

Particle Cannon can be reactivated after 0.0625 seconds.

Particle Cannon reaches its maximum range after 3 seconds.

Gatling Cannon

Cooldown: 0.5 seconds

Toggle to fire missiles at the cursor's location. Each missile deals 38 damage, but drains 1 Energy. Reactivate to stop firing.

Deals 50% less damage to Structures.

Type: Spell damage

Scaling: 3.8 per minute

Affects: Enemies

Targeting: Point target (cursor tracking, toggle)

Properties: Area of Effect

Cast time: Instant

Range: 10

Radius: 0.333

Missile speed: 45

Tickrate: 8.0 per second

The Protector has 32 maximum Energy, which constantly regenerates at a rate of 3.5 per second.

Scorching Laser

Cooldown: 10 seconds

Draw a line on the ground, dealing 60 damage. After 1 second it explodes for 380 damage.

Type: Spell damage

Scaling:

- Initial: 6 per minute

- Explosion: 38 per minute

Affects: Enemies

Targeting: Vector targeting

Properties: Area of Effect, Skillshot (initial)

Cast time: 0 + 0.25 seconds

Range: 10

Width: 1.25 (explosion)

Height: 12 (explosion)

Hitbox: 0.5 x 1.0 (initial)

Missile speed: 25.3

4 Overwatch- payloads increased to 6 and increases the number of Triglav protectors to three.

9 Overwatch- number of payloads increased to 18 and triglav protectors increased to 9.

Heroic origin traits

Orphea (Nexus)- The Raven Lord will create Tributes periodically. Gather them for your team! Once the team collects 3 Tributes, the Raven Lord curses the enemy in a wide range for 70 seconds. While cursed, enemy minions have 1 Health and enemy gun emplacements and hot weapons cease to work, allowing a massive assault against cursed enemies fortresses to work very successfully. Range scales with Orphea's mastery level.

Qhira (Nexus)- Temples will spawn in the real world, within the vicinity of the target place. Each Temple has a total of 45 shots that each deal a big amount of damage. The final five shots of the Temple will fire automatically and in rapid succession once the first forty shots have been expended. This five shot burst is the strongest, most powerful explosion in the temple's final moments, capable of overwhelming even the most stalwart defenses. Damage and number of temples scales with Qhira's mastery level. 1 temple at single digit level. 2 temples at double digit level, 3 temples at triple digit level.

Battleground bonus:

Blackheart's bay- scale at the same level as Overwatch synergy. 18 ghost ships that fire cannons, at max breakpoint. Number of ghost ships depends on the number of overwatch heroes, times 2. Each ghost ship needs to be paid gold doubloons in order to start the cannon barrage.

Dragon Shire- Capture and hold the Sun and Moon shrines to unlock the Dragon Altar

Channel on the Dragon Altar to turn into the Dragon Knight. Dragon Knights are vehicles which scale at the same synergy as overwatch. Can have 1 at 2 Overwatch, 3 at 4 Overwatch and 9 at 9 Overwatch.

The Dragon Knight is obtained by first capturing the Sun and Moon Shrines, located in the Top and Bottom lanes respectively, which will activate the Dragon statue in the Middle lane. The Dragon Knight can then be summoned by sending a Hero to channel the statue. The Hero then turns into the Dragon Knight, getting a bigger, separate health pool as well as new abilities to use during Dragon Knight form. It has the abilities Dragon's Breath, breathing a cone of fire, and Savage Charge, which winds up then punts a hero away. The Dragon Knight also deals increased damage to structures.

The Dragon Knight should be used to destroy buildings, not to fight agile enemies moving on the ground. If you must fight them, use Savage Charge to knock away key enemies, preferably as far away as possible.

Abilities of Dragon Knight

Leave Dragon Knight

Escape the Dragon Knight form.

Dragon's Breath

Cooldown: 4 seconds

Breathes fire towards the target area, burning enemies and leaves a patch of fire on the ground that deals damage over 4 seconds.

Savage Charge

Cooldown: 10 seconds

After a short delay, charge a target to knock them back and deal damage.

Rubble Maker

Damage dealt to structures is doubled. Damage received from enemies on fortifications and emplacements is reduced by 60%. The Dragon Knight explodes on death, dealing damage and knocking back nearby enemies.

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