Adds 2% of max HP to physical attack.
Cooldown 14 Mana Cost 50
Jump into the target area, dealing170 Physical Damage to enemies when landing and a 55% slow down effect. For the next 3s, the following basic attacks will deal an extra 50%Physical Damage.
Cooldown 8.5 Mana Cost 50
Deals 140 plus 15% of own missing HP as Physical Damage to enemies in the area. Also equips self with a shield that can block up to 360damage and lasts 4s.
Cooldown 35 Mana Cost 60
Becomes a ball in 4s and starts to dash. Each hit will knock back the target and deal 50 pts of Magic Damage.
When a nearby minion dies, a blood orb will generate. Absorbing blood orb will permanently increase 6 HP.
Cooldown 6 Mana Cost 90
Shoots a blob of blood in a specified direction, dealing 260 pts of Magic Damage to the enemy. Afterwards the hero can use this ability to instantly teleport to wherever the ball of blood is.
Cooldown 7 Mana Cost 120
Deals 310 pts of Magic Damage to surrounding enemies and stuns them for 1 seconds. After being stunned, the enemy will be slowed down for 1.5s.
Cooldown 40 Mana Cost 135
For the next 4 seconds, the blood princess will be in blood-drinking mode, dealing 80 pts of Magic Damage to surrounding enemies every 0.5 seconds and regening 50%of the damage as HP for herself.
Using skills will summon Beta to attack and mark the target. Beta will attack the target continuously after 2mark(s), dealing 150 pts of True Damage in total.
Cooldown 7 Mana Cost 70
Launches a slash forwards, dealing175 pts of Physical Damage to the enemies along the way and lower their movement speed 60%, lasting2s. After the light wave launches, Beta will follow its trace to strafe, dealing 95 pts of Physical Damage.
Cooldown 9.5 Mana Cost 70
After powering up for a while, the hero will strike forwards in a conical area and deal 245 pts of ,Physical Damage to enemies and slow them down. Every hit on an enemy will increase self’s attack speed by 5%and restore 85 pts of HP. While powering up, Beta will strafe at enemies along the edge of attack range, dealing 105 pts of Physical Damage.
SPEAR OF ALPHA
Cooldown 30 Mana Cost 130
Wields the light spear powerfully, stunning the target when it hits. The hero will be pulled to the hit enemy, dealing 295 pts of Physical Damageto enemies along the way. When the light spear hits, it will guide the fight suit to strafe toward the target’s area, dealing 205 pts of Physical Damage.
After use, the next basic attack will teleport the hero next to the target. If the ability only targets one enemy, then it will deal 1.2x damage. If it only targets two enemies, it will deal1.1x damage.
Leaps forward and strikes 1x. A strike deals 250 Physical Damage to the enemy.
Slashes at enemies in the area, dealing 230 Physical Damage.
Increases the hero’s lifesteal effect20% while also locking in on an enemy. Damage dealt to this enemy within 8s must trigger the extra passive damage effect, as well as increase current lifesteal effect 100%. While this ability is in effect, the hero can cast forth powerful Attack Waves that deal 440 Physical Damage.
PRIDE OF ICE
ach time the skill is released, one unit of frost energy will be added to the hero, when 4 units of frost energy is collected, the next skill damage will freeze the target. All skills can cause extra magic damage to the frozen target.
Cooldown 4.0 Mana Cost 59
Fires forward a Frost Energy Missile, when it hits the enemy it will detonate and deal 240 pts of radial magical damage and slow enemies down.
Cooldown 11.0 Mana Cost 110
Deals 420 magic damage at specified target and causes target’s movement speed to drop 80% for 1.5s.
Cooldown 40.0 Mana Cost 160
Summons a giant icy rock to bombard a designated target location, all enemy heroes hit will be slowed down and receive 800 pts of magic damage. Surrounding enemies of the target location where the rock lands also will be slowed down and receive 400 pts of magic damage.
Every 6 seconds, his weapon is infused with the power of the tides, and his next basic attack will increase in damage 60-105%(affected by level) and deal % splash damage to nearby enemies.
CRAB CLAW CANNON
Cooldown 7 Mana Cost 60
Fires at specified target, dealing 330pts of physical damage. Enemies near the target will receive 50%splash damage. Targets damaged will have movement speed reduced60% and armor reduced 15% for 2seconds.
Cooldown 20 Mana Cost 100
Pulls out his beloved rum and shares with his teammates. Allied heroes near the rum will regen up to 500 pts of health.
Cooldown 40 Mana Cost 120
Summons a battleship to barrage the enemy from above. Attacks 2enemies each time, dealing 160 pts of physical damage. Deals 30%damage to defense turrets.
Each time a skill causes damage, Bruno’s mechanical legs will add a4% crit strike chance effect, stacking up to 5 times.
Cooldown 10 Mana Cost 80
Kicks a shot-refracting energy ball at a specified target, dealing 230 pts ofPhysical Damage and slowing down the target 55%. Bruno and teammates can pick up the energy ball to reduce this skill’s cooldown.
Cooldown 7 Mana Cost 55
Bruno makes a forward slide tackle, stunning enemy units and dealing140 pts of Physical Damage.
Cooldown 35 Mana Cost 140
Kicks an energy ball filled with energy at a specified hero, dealing250 pts of Physical Damage and knocking the target back. The energy ball will then ricochet among enemy heroes until it cannot find a new target.
The deep bind with stars gives Cyclops the power to control time. Current cooldown of all skills will reduce by 0.5s when his skills hit enemies.
Cooldown 10 Mana Cost 100
Gathers the power of stars and casts two shock waves of stardust, each dealing 220 pts of [C3magical damage] to the enemy.
Cooldown 14 Mana Cost 75
Uses the power of stars to generate a starlit sphere spinning around him and increases his own movement speed greatly for a short period of time. The sphere will attack nearby enemies (enemy heroes first) automatically, dealing 160 pts of [C3magical damage] to them (damages dealt to the same target will decay).
STAR POWER LOCKDOWN
Cooldown 36 Mana Cost 160
Cyclops wields the power of stars to his fullest and creates a magic sphere filled with planetary power to track his enemy, dealing 500 pts of [C3magical damage]. According to the flying distance of the sphere, the target will be trapped for 1-2 sec.
After releasing a skill, next basic attack will penetrate targets along a straight line, dealing 120% of basic attack as damage.
Cooldown 10 Mana Cost 80
Projects a smoke shell, dealing 160/190/220/250/280/310 pts of physical damage to enemies in the area. The basic attack\’s hit rate of enemy heroes in the smoke area will decrease by 25%/35%/45%/55%/65%/75%, movement speed will decrease by 60%/60%/60%/60%/60%/60%.
Cooldown 10 Mana Cost 80
Shoots a trap net forwards, dealing 160/180/200/220/240/260 pts of physical damage to the first enemy it touches and slow the enemy down. Meanwhile the hero will step back for a section of distance.
Mana Cost 65
Launches a grenade toward the target, dealing 230/290/350 pts of physical damage when it hits and explodes. It can stack up to 5/5/5 grenades.
After every 8 yards of movement, the next basic attack will deal 200% pts of damage and stun the target for a while.
JEET KUNE DO
Punches forward, able to cast 3 times in a row, dealing 120 pts of Physical Damage. Former 2 attacks will lower target’s movement speed 60%, the3rd attack will knock nearby enemies airborne. Using this skill will refresh the cooldown on your next Shunpo.
Wages a short-range charge, invincible and immune to control skills while charging up. Within 2s after the charge, attacks will ignore target’s armor 3, stacking up to 3times at most.
THE WAY OF DRAGON
Casts a roundhouse kick to knock back the target and deal 320 pts ofPhysical Damage. Use the skill again to chase up the in-the-air enemy and deal at least 320 pts of Physical Damage.
Much more at: Mobile Legends:Bang Bang