The Enchantment system is a pre-battle strategy system that allows players to match their heroes with different enchantment combinations before the game starts to enhance their performance in different ways.
The Enchantment system allows challengers to combine different Enchantments for powerful effects according to their understanding of the game and the hero in order to win the game.
Players can customize Enchantments for each hero in advance according to their gameplay style, and each Enchantment provides a different ability, so every choice is essential.
There are four Enchantment Masteries: Lokheim, Veda, Afata, and League of Humans, each of which corresponds to a different class.
Veda (Power of Light, Ranged Combat) Suitable for ranged heroes, like marksmen and mages[edit | edit source]
Lokheim (Power of the Abyss, Melee Combat) Suitable for melee heroes, like warriors and assassins[edit | edit source]
Afata (Force of Nature, Source of Life) Suitable for supports and tanks[edit | edit source]
League of Humans (Creative Power, Surprise Move) Creative gameplay, suitable for any class[edit | edit source]
Reaper's Blessing got replaced by Enhanced Restore in the August 2020 update.
Each hero has 3 sets of customize Enchantment page. On each page player can choose 1 primary mastery and 2 secondary masteries according to the features of the hero:
1. Primary Mastery Enchantment. You can choose 2 regular Enchantments and 1 core enchantment for the primary mastery. There are multiple options for the core Enchantment of any mastery; it is the most powerful Enchantment on the page, so it is crucial for you to choose wisely.
2.Secondary Mastery Enchantment. Choose the secondary mastery from the 3 other masteries different from the primary mastery, which has 2 regular Enchantments. They can belong to the same or different mastery.
Gains one charge of Freeze 3 minutes into the match. Grants immunity to all damages but renders you immobile and unable to attack.
Gains Death Sickle 3 minutes into the match, becoming immune to lethal damage. Also gains 20% movement speed for 0.5 second. Can only be triggered once.
Replaces Restore with Enhanced Restore: immediately recover 640 HP (+20/lv) and 210 mana.
You receive an additional 15% reduction in talent cooldown time
Abilities or normal attacks will kill minions that have less than 200 HP.
Spawn with a stack of Gunslinger. Killing or assisting different heroes will grant an additional stack of Gunslinger. Each stack of Gunslinger grants 10 Attack Damage and 15 Ability Power.
Able to use "Resurrect" upon death, and is resurrected immediately after use. Resurrect's cooldown ranges from 100 to 310 seconds, depending on your level. Can be used up to 2 times.
Spawns at Lv. 2 and gain an additional 50% EXP bonus until Lv. 12. While this bonus is active, Gold and EXP gains from lanes and monsters are reduced by half.
Axe of Sacrifice
Deals an extra 3% damage but also receives an extra 2% damage (1% in the case of melee).
Recovers 8% Mana when an ability/normal attack hits an enemy hero.Cooldown: 5 seconds.
Ultimates gain an additional 10% cooldown reduction (subject to Ultimate cooldown reduction cap).
+12% Crit Chance from equipment
+8% Ability Power from equipment
Gains 18 (+3/level) Armor/Magic Pierce.
Summon a holy spirit for 5 seconds when an enemy hero is hit by 3 consecutive normal attacks. Fairy automatically attacks the enemy that you are attacking. Fairy has a range of 8.5m, 0.4 of your AD, and 15% Armor Pierce. (Cooldown: 10 seconds)
The first normal attack or ability attack that hits an enemy triggers Holy Thunder, dealing 100 (+10/level) (0.4 bonus AD) (0.3AP) damage. Each subsequent normal attack or ability attack that hits the enemy shortens cooldown by 1 second (need 0.5 seconds to trigger CD). Cooldown: 15 seconds.
After taking damage equal to 30% of your max HP within 3 seconds, you will gain 50% movement speed for 1.5 seconds, a shield with 550 (+60/level) and 15% Magic Life Steal. Kills and Assists during this time will extend Magic Life Steal by 3 seconds. Cooldown: 30 seconds.
Kills or assists restore HP by 9% of HP lost and Mana by 15%.
Each use of movement and charge abilities grants a stack of Shadow Blade for 2 seconds. Stacks up to 3 times. Next normal attack against a hero consumes all Shadow Blade stacks, dealing an additional 30 (5/level) physical damage per stack.
Your normal attack or abilities will inflict 50 (+5/lv) (0.25AP) (0.35 additional AD) magic damage on an enemy hero. Cooldown: 8 seconds
Gains 12-40 Attack Damage and +18-60 Ability Power.
Gains 12-40 Attack Damage and +18-60 Ability Power.
Hitting an enemy hero with normal attacks or abilities increases movement speed by 2 (1 stack per ranged normal or ability attack, 2 stacks per melee normal or ability attack), last for 3 seconds, stacks up to 10 times. At 10 stacks, restores 15% of lost HP and receives 15% Armor Pierce and Magic Pierce (5% for ranged).
Curse of Death
Each abilities/normal attack that hits an enemy hero imposes a stack of mark on the same enemy which lasts 1.5 seconds. At 3 stacks, the enemy will suffer a curse buff that causes 50 (+5/level) (+0.25 additional AD) (+0.2AP) magic damage to all targets within a 2.5 meter radius, and, 1 second after that, follows it up with 100 (+10/level) (+0.5 additional AD) (+0.4AP) magic damage to targets within the same area. Cooldown: 15 seconds.
Reduces cooldowns after ultimate is used.
While in riverbed, gains 10 movement speed, and regenerates 20 HP and 10 Mana over 5 seconds.
While in brush, the next normal attack deals additional True Damage equal to 4% of enemy's current HP. Effect remains for 4 seconds after leaving brush. Cooldown: 20 seconds.
When you are within 4 meters of a tower, gain an additional 15% Resistance and 10% Damage Reduction against enemy heroes.
Gains 10% healing and shield effects. If target HP is less than 50%, increases effect by an additional 10%. (Includes equipment and talents.)
Each minion or monster that dies near you gives you a permanent HP buff (1 stack from minions, 2 from small monsters, 3 from large monsters). Each stack grants 8 HP, up to a maximum of 100 stacks.
When an immobilizing ability (Taunt, Knock Away, Knock Back, Stun, Petrify) hits an enemy hero, inflicts a Burn effect that deals damage equal to 1% percentage of the enemy’s max HP per 0.5 second for 5 seconds. Affected enemies will suffer a 30 Magic Defense loss (+3/level). Cooldown: 25 seconds.
Gains a stack when damage is taken. At 20 stacks, shakes off control effect and sets off an explosion in a 3.5 meter radius. Affected enemies take magic damage equal to 10% of their max HP and become stunned for 0.75 seconds. Meanwhile, receive a 30% boost to healing effect for 3 seconds.
After exiting combat, the next normal attack will slow down enemy by 30% for 1 second and mark a Stealth Magic Crystal.Magic Crystal bursts in 3 seconds, dealing Mana Damage equal to 10% of the target’s max HP.
This page was last edited on 16 January 2021, at 02:34.
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