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I know it sounds crazy, but here goes.

Me and my friends have been discussing this for a while. We want to, eventually create a Ultra Kaiju MOBA game called Ultra Galaxy: League of Kaijus (ウルトラギャラクシー怪獣のリーグ Urutora Gyarakushī Kaijū no Rīgu). The main draw of the game is it's Huge Character Roster. It features kaijus and seijins from across all Ultraman series, as well as our own custom creations. It sounds impossible, but we hope it will happen. The following sections detail the gameplay and game modes, and the Kaiju concepts:

Gameplay

SSSP

Ultra Station

Ultra Galaxy: League of Kaijus features many different game modes, with the largest being Conquest. Players are formed into two teams, with five players to each team. All players begin at opposite sides of a map at their team's 'Ultra Station'. There are three continuous 'lanes' running from one side of the map to the other. Each lane is defended by a pair of defensive towers. The Towers deal a large amount of damage to any enemies that come too close. The players are accompanied by 'minions', small soldiers with a weak attack; these minions spawn at the Phoenixes every thirty seconds and run along their lane until they meet opposition and attack immediately. Minions will attack not only players and other minions but also tower and the Ultra Nexus; in fact, their presence is required for players to deal full damage to these objectives. Defensive positions will prioritize enemy minions over players, allowing players to attack a tower without receiving damage; however, towers will fire upon players if there are no minions nearby or the player attacks an enemy player under their tower.

With every game, players have to choose a Kaiju to play. Two players on the same team cannot choose the same kaiju (with the exception of All for One Day, which rotates daily). Each Kaiju has a basic attack and four abilities with varying effects, such as area damage, crowd control, buffs and many more. These Abilities are acquired and upgraded when a player's Kaiju levels up by gaining experience from being in range of minions when they are killed, taking down towers and killing enemy players. The maximum level is 18 and each successive level is harder to reach.

Kaijus gain gold as the match progresses and when enough gold is accumulated the players earn the right to acquire a new trait. To activate the new trait the Kaiju needs only stay stationary and unharmed for a few seconds. Traits provide boost to max health, add lifesteal and have other similar effects.

The large areas between the lanes make up what is called the 'jungle', where computer-controlled monsters such as packs of Pedoleons or Berserkers periodically spawn at specific locations distributed symmetrically across the map. Killing certain monsters in said jungle grants a point causes a 'buff' to drop on the ground, where it can be picked up by a player. This buff grants the player one of the following buffs for a limited time, depending on which monster was killed: stamina (stamina regen & cooldown reduction bonus), damage (basic damage & power bonus), speed (movement speed bonus), or attack speed (in-hand attack speed & power bonus). There was one special neutral monsters who spawn less frequently, the Beryudora. When killed, they grant the entire team who killed it 3 points and a powerful damage buff for a medium length of time or a set amount of Gold, respectively. There also exist monsters which do not offer a buff, only experience and gold.

Central to the game is the twenty-minute time limit. There are three ways to win a match: Outscore, Overwhelm, or Outlast. A team can win via Outscore, which is awarded to the first team to reach 10 points. A tower kill is worth a point, as is killing one of the Jungle NPCs found on the maps. Finally, seven player kills is worth one point, so even a stalemate from the standpoint of tower kills can result in victory if one team is able to get some kills. An Overwhelm victory means that one team kills the other team's base, which can only be taken out after at least one lane has lost all of its towers. Most importantly, Outlast is a victory condition. Each match can last a maximum of 20 minutes, at which point the team with the most points wins.

Game Modes

There are several game types separated in five main groups: Practice which contains the main tutorial, solo versions of several Normal game modes, along with a practice exclusive, Jungle Practice, that allows players to test characters and equipments. Co-Op contains cooperative versions of most game modes. Normal contains Arena, Conquest, Assault, Joust, Siege, Clash, and All for One Day. Ranked contains competitive versions of the Conquest, Joust and Duel game modes, and is available to players who have mastered a specified minimum number of Kaiju and are Level 30. Custom allows players to create custom matches based on any available game mode.

Conquest

Conquest is the main mode of the game, featuring a traditional three-lane MOBA-style map with a Kaiju Island visual theme. As with the traditional MOBA gameplay, Conquest is played with two teams of five players, with the main objective being to reach the highest points, or destroy the enemy team's Ultra Nexus. There is also a Ranked league Conquest mode, and it only allows up to 3 teamed players, who must be in similar divisions in order to play. It is considered to be the toughest and most competitive of the modes, and is advised only for those well experienced at the game. Because of this, the player has to reach Level 5 before they can play Conquest.

Arena

Arena is a 5v5 game mode played with minions and side-objectives including buff camps, on a map with a Tokyo City visual theme. However, rather than having lanes, the map mainly consists of an open area. Minions of both sides spawn and attempt to enter the portal located on the front of the enemy base. Rather than a single end objective, in Arena each team begins with 500 tickets, with the goal being to reduce the enemy team's ticket counter to 0 by killing their players and minions, or escorting friendly minions, including the special super minion called Arena Juggernaut that spawns every 10 player kills, to the enemy portal.

Joust

Joust is a game mode featuring a map consisting of only one lane with two towers on each side, and played with two teams of three players. Nonetheless, Joust plays in a very similar way to the Conquest game mode, complete with the Ultra Nexus in each team's base, a rudimentary jungle and a special jungle boss called the Demonzoa. Whichever team defeats this creature is granted 3 points and a small buff, and the enemy team's nearest structure is disabled. There are also two Joust Ranked leagues, one of them a standard 3v3 (where a player can party up with 2 other players of their choice) and the other being a 1v1 variant called Duel. This game mode features a Lulu Island visual theme.

Assault

Assault is a game mode that is based on the ARAM (All Random All Mid) custom match mode from other MOBA titles. Each player is assigned a random Kaiju (however, the player may choose to "re-roll" their Kaiju for a small price of in-game currency or premium currency), and they are all taking charge in a single lane. In this game mode, the ability to recall is disabled, so the only way to buy items from the shop is either to die or to return to the base themselves. The objective is similar to that of Conquest: Destroy the enemy team's two towers, and their Ultra Nexus. This game mode features a Meta Battlefield visual theme.

Siege

Siege is a game mode somewhat similar to Conquest, played on a map with two lanes, each consisting of three towers, and the Ultra Nexus on each team's base, plus a jungle in between the lanes. But unlike Conquest, there is less emphasis on gathering gold/experience to become stronger and more on taking down enemy objectives as soon as possible. To do this, there is a special super minion called Siege Juggernaut, which is more resistant, twice as fast as regular minions, deals bonus damage to structures and allows allied players to quickly teleport to its position. To spawn one, a team needs to fill a counter of 100 points by either killing enemy minions (+1 each), killing enemy players (+5 points each) or clearing neutral camps (+9 each). Once spawned, the Siege Juggernaut will constantly move forward, attacking any enemy units in its path while prioritizing structures. In this mode, there is also a special jungle boss, the Ultraman Belial. Defeating him will instantly spawn a friendly Siege Juggernaut, separate from the counter, allowing for two to appear at once. Siege was originally played with two teams of five, until it was changed after the player base showed a 4v4 gameplay to be more valuable. This game mode features a Frozen Home of Ultras visual theme.

All for One Day

There are also specialty matches which are available on a daily rotation. These matches are called the "All for One Day", also known as AfOD. These matches are played on a variety of maps with various rules changes in regards to Kaiju selection or the in-match item shop. For example, "Battle with Legs" allows players to only select from Kaijus with legs. "Fear of Space Beasts" allows players to choose the space beasts, such as Galberos or Nosferu; this is an example of a match type in which there can have multiple of the same Kaiju on one team.

Duel

Duel is a 1v1 game mode that is played on the Joust map. Duel is only available in Ranked.

Clash

Clash is a 5v5 game mode that features a map with two lanes, with each lane having two towers. The main goal is to reach the highest points or destroy enemy objectives, including the enemy Ultra Nexus. This game mode is meant to be a middleground between the Conquest and Arena game modes, and features Conquest's Beryudora jungle bosses.

Kaijus

Each player controls a single Kaiju, each with unique characteristics. Certain Kaijus are tagged with certain attributes such as Guardian, Fighter, Shooter, Assassin, Psychic or Support to describe their play style. Kaijus have more than one attribute, and can be played in a variety of ways though some are more viable than others.

At the start of each battle, every player must choose a Kaiju to fight for him/her in battle. The choice of Kaijus is limited by what the player has unlocked. Each week, ten Kaijus are made temporarily free so that players can try them out without unlocking them, a service known as the free Kaiju rotation.

Kaijus gain experience by killing enemy minions, neutral monsters, Kaijus, or structures. After reaching a certain amount of experience, the Kaiju levels up. Each level increases the Kaiju's stats and adds an ability point that can be spent to improve one of the Kaiju's four unique abilities. Normally, each Kaiju has three basic abilities that can be learned at any time, with a maximum rank of five (with some exceptions). They also have the ability to level up their ultimate ability at level 6, to a maximum rank of three. The maximum level for a champion is 18.

Players can gain gold by landing the killing blow on an enemy minion/monster, by killing a Kaiju/assisting in a kill, or will receive global gold from the destruction of structures, or killing of some epic monsters. Some abilities and equipments also generate extra gold. The acquired gold can be spent at the equipment shop for various equipments. These equipments boost stats of the champion. Some equipments can be combined into more powerful equipments by following predefined recipes.

1500 Crystals Kaiju

Kaijus that have a 1500 Crystals Price.

  • These kaijus are considered "Heroic" Kaijus.
  • These Kaijus are often considered "Recommended" Kaijus, and are generally easy to learn.

Gomora (Guradian/Fighter)

  • Stats
    • Health: 620 (106)
    • Health Regen: 8.68 (0.85)
    • Stamina: 280 (38)
    • Stamina Regen: 8.5 (0.8)
    • Attack: 61.11 (3.62)
    • Attack Speed: 0.65 (2.15)
    • Armor: 25.42 (3.5)
    • Ability Resist: 32.1 (1.25)
    • Range: 125
    • Movement: 330
  • Skills

Passive: Unbreakable Will
Gomora gains physical damage equal to 50% of his total armor.

Q: Smashing Ground
Cooldown: 10s
Cost: 50/55/60/65/70 Stamina
Range: 380
Gomora smashes the ground with his tail, dealing 60/110/150/200/240 (+0.5 AD) physical damage dang tossing nearby enemy units into the air, stunning them for 1.5 seconds.

W: Mega-Ton Tail
Cooldown: 12/11/10/9/8s
Cost: 65/70/75/80/85 Stamina
Range: 650
Gomora swaps his tail to an enemy, dealing 60/110/170/220/280 (+0.8 AD) physical damage and knocking them back.

E: Power Ball
Cooldown: 16/14/12/11/10s
Cost: 60/65/70/75/80 Stamina
Range: 300
Gomora accelerates in a ball for 7 seconds. On collision with an enemy he stops, dealing 100/150/200/250/300 (+1 AD) physical damage to nearby enemies, knocking them back, and slowing them by 20/25/30/35/40% for 2 seconds.

R: Super Oscillatory Wave
Cooldown: 100/80/60s
Cost: 100 Stamina
Range: 3450
Gomora fires 3/4/5 wave of energy from his nasal horns, dealing 200/250/300 (+0.6 AD) to the first enemy hit. If canceled early, Super Oscillatory Wave's cooldown is refunded by 10% for each unused shot.

Red King (Fighter/Guardian)

  • Stats
    • Health: 600 (85)
    • Health Regen: 9.01 (0.9)
    • Attack: 56.95 (3.5)
    • Attack Speed: 0.65 (2.5)
    • Armor: 25.88 (3.5)
    • Ability Resist: 32.1 (1.25)
    • Range: 125
    • Movement: 345
  • Skills

Passive: I'm the King
Red King reduces the duration of all disables for each nearby enemy Kaiju.
1 Kaiju: 10%
2 Kaijus: 25%
3 Kaijus: 40%

Q: Rock Toss
Cooldown: 20/17/15/12/10s
Cost: None
Range: 1100
Red King throws a giant rock that stops when it hits an enemy, slowing all nearby enemies by 15/20/25/30/35% for 2 seconds and dealing 10/50/90/130/170 (+1.2 AD) physical damage. Picking up the giant rock reduces its cooldown by 60%.

W: Punch in the Face
Cooldown: 15/13/11/9/7s
Cost: None
Range: 200
Red King stuns enemies in an area for 1.25 seconds, dealing 30/50/70/90/110 (+1 AD) physical damage.

E: Crunch
Cooldown: 18/16/15/13/12s
Cost: None
Range: 475
Red King leaps to a location and deals 30/70/110/150/190 [6% of Red King's Max Health] physical damage to nearby enemies. Enemies Red King lands directly on top of are slowed by 40% for 1.5 seconds.

R: Red King Punch
Cooldown: 120/100/90s
Cost: None
Range: 600
Red King knocks nearby enemies in the specified direction with his super punch, dealing 200/300/400 (+0.2 AD)(+0.5 AP) physical damage and slowing them by 45% for 1.25/1.5/1.75 seconds. Enemies hit a wall take 150% damage and stunned instead of slowed.

Eleking (Psychic/Assassin)

  • Stats
    • Health: 540 (80)
    • Health Regen: 5.64 (0.65)
    • Stamina: 300 (45)
    • Stamina Regen: 6 (0.8)
    • Attack: 50.54 (3.3)
    • Attack Speed: 0.69 (3.4)
    • Armor: 24.3 (3.75)
    • Ability Resist: 32.1 (1.25)
    • Range: 550
    • Movement: 335
  • Skills

Passive: Electric Mark
Baby Eleking's abilities add one stacks of Electric Mark to their target for 6 seconds. If the target reaches 3 Electric Marks, it will be stunned for 1.5 seconds by Adult Eleking's abilities and Eleking gains 25 Stamina.

Q: Plushy Lightning / Lightning Spear
Cooldown: 8/7/6/5/4s
Cost: 40/45/50/55/60 Stamina
BABY: Eleking throws a plushy lightning that deals 10/40/100/130 (+0.5 AP) ability damage and slows enemies by 15/20/25/30/35% for 2 seconds. The lightning plushy returns towards Eleking after hitting an enemy, dealing 50% damage to subsequent targets. Each enemy can only be hit once. Catching the plushy lightning reduces its cooldown by 50%.
ADULT: Eleking throws a lightning spear that deals 80/120/160/200/240 (+0.6 AP) ability damage to the first enemy hits.

W: Ele-Hyper / Thunder-strike
Cooldown: 14/12/10/8/6s
Cost: 40/45/50/55/60 Stamina
BABY: PASSIVE: Every 3rd attack or ability on the same target deals an additional 20/30/40/50/60 (+0.5 AP) + 6/8/10/12/14% of the target's max Health as ability damage and grants Eleking 30% Movement Speed that decays over 3 seconds.
ADULT: Eleking sends a surge of electricity through all nearby enemies affected by Electric Mark, dealing 70/100/130/160/190 (+0.55 AP) ability damage.

E: Kawaii Hop / Thunder Rush
Cooldown: 18/16/14/12/10s
Cost: 80/85/90/95/100 Stamina
Range: 475
BABY: Eleking leaps to a location, gaining 20/30/40/50/60% Attack Speed for 3 seconds. If Eleking lands on a unit he will bounce off it, traveling further. Deals 20/60/100/140/180 (+0.6 AP) ability damage and slowed by 15/20/25/30/35% for 2 seconds if the unit landed on was an enemy.
ADULT: Eleking doubles his base movement speed and ignores unit collision for 2 seconds, dealing 90/130/210/250 (+0.6 AP) ability damage to any enemy he passes through. Additionally, Eleking will gain 10/20/30/40/50 Armor and Ability Resist for 3 seconds.
Thunder Rush deals half damage to minions.

R: Size Change
Cooldown: 5s
Cost: None
Range: 200
BABY: Eleking transform into his Adult Form with the basic abilities Lightning Spear, Thunder-strike, and Thunder Rush. Adult Eleking's abilities will stun enemies with 3 Electric Marks, but does not add stacks of Electric Mark.
ADULT: Eleking transform back into his Baby Form. Baby Eleking's abilities will add one stacks of Electric Mark but does not trigger the stun of Electric Mark.

Tyrant (Support/Guardian)

  • Stats
    • Health: 590 (95)
    • Health Regen: 8.51 (0.75)
    • Stamina: 270 (40)
    • Stamina Regen: 8.5 (0.8)
    • Attack: 61.54 (3.5)
    • Attack Speed: 0.63 (1.13)
    • Armor: 24.38 (4)
    • Ability Resist: 32.1. (1.25)
    • Range: 125
    • Movement: 325
  • Skills

Passive: Ultra Sign Eraser Beam
Tyrant can detect nearby stealthed Vision Detectors. Tyrant can right-click them to destroy them instantly by firing small, arrow-shaped shots from his left hand.
Ultra Sign Eraser Beam has 10 seconds cooldown.

Q: Grappling Hook
Cooldown: 20/18/16/14/12s
Cost: 80 Stamina
Range: 1075
Tyrant throws out a hook from his mace hand. If it encounters an enemy unit it will stun them and deal 80/140/190/250/300 (+1 AP) ability damage while he pulls them to himself.

W: Energy Beam Absorbtion Gorge
Cooldown: 14/13/12/11/10s
Cost: 50/55/60/65/70 Stamina
Range: 650
Tyrant leaps to target allied. Kaiju or minion.
On arrival, Tyrant opens the gorge on his chest, absorbing almost any type of attack for 3 seconds.

E: Axe Hand
Cooldown: 9/8/7/6/5s
Cost: 30 Stamina
Range: 500
Tyrant swings his Axe Hand to the target enemy, dealing double of his total attack damage as physical damage and pop them up in the air.

R: Fire and Ice Combination
Cooldown: 60/45/30s
Cost: 100 Stamina
Tyrant unleashes different attacks depending on the target enemy's Health.
45% OR LOWER: Tyrant breathes a stream of flames to the target enemy, dealing 100/200/300 (+0.25 AD) physical damage. Enemies hits are burned, taking 10/20/30 physical damage per second over 4 seconds.
50% OR HIGHER: Tyrant releases a blast of freeze gas, dealing 250/280/500 (+1 AP) ability damage and silences target enemy for 0.5 seconds.

Verokron (Shooter)

  • Stats
    • Health: 530 (85)
    • Health Regen: 6.19 (0.65)
    • Stamina: 325 (35)
    • Stamina Regen: 8.04 (0.65)
    • Attack: 48 (1)
    • Attack Speed: 0.66 (3)
    • Armor: 24.04 (3)
    • Ability Resist: 30 (0)
    • Range: 550
    • Movement: 325
  • Skills

Passive: Burst Missile
Velokron deals bonus 35 - 120 (based on level) bonus physical damage if she attacks a new target.

Q: Bouncing Missile
Cooldown: 7/6/5/4/3s
Cost: 43/46/49/52/55 Stamina
Range: 650
Velokron fires a bouncing missiles through an enemy, dealing 20/35/50/65/80 (+0.9 AD)(+0.4 AP) physical damage to the first target and 40/70/100/130/150 (+1 AD)(+0.5 AP) damage to the second. Both apply on-hit effect.
If this first shot kills its target, the second deals 50% increased damage.

W: Energy Capture Bind Ring
Cooldown: 12s
Cost: 30 Stamina
Range: 600
PASSIVE: After 5 seconds of not taking direct damage, Velokron gains 25 Movement Speed. After another 5 seconds, this bonus increases to 60/70/80/90/100.
ACTIVE: Velokron throws a ring of energy to her target, rooting them for 1.25/1.5/2/2.25/2.5 seconds.

E: Missile Rain
Cooldown: 14/13/12/11/10s
Cost: 80 Stamina
Range: 1000
Velokron reveals an area, raining down missiles that deal 80/120/150/190/220 (+0.8 AP) ability damage over 2 seconds and slow enemies hit by 28/36/44/52/60%.

R: Frenzied Missiles
Cooldown: 120/110/100s
Cost: 100 Stamina
Range: 400
Velokron channels a barrage of missiles for 3 seconds, dealing (+0.4 AD)(+0.2 AP) physical damage per wave (12/14/16 waves total).
Frenzied Missiles can critically strikes for % damage.

Mizunoeno Dragon (Support/Psychic)

  • Stats
    • Health: 489 (85)
    • Health Regen: 5.42 (0.55)
    • Stamina: 377 (43)
    • Stamina Regen: 11.4 (0.4)
    • Attack: 51.2 (3.1)
    • Attack Speed: 0.66 (3)
    • Armor: 19.74 (4)
    • Ability Resist: 30 (0)
    • Range: 170
    • Movement: 335
  • Skills

Passive: Telepathy
All allied Kaijus touched by any of Mizunoeno Dragon's abilities gain 60 (+ 20% AP) bonus movement speed for 1.5 seconds. This is doubled to 120 (+ 40% AP) when touched by Water Manipulation.

Q: Forehead Flashes
Cooldown: 14/13/12/11/10s
Cost: 60 Stamina
Range: 875
Mizunoeno Dragon creats a flash at the targeted area, dealing 75/130/185/240/295 (+0.5 AP) ability damage to all units it hits, revealing them, and stun them for 1.5 seconds.

W: Mizunoeno Bolts
Cooldown: 10s
Cost: 70/85/100/115/130 Stamina
Range: 725
Mizunoeno Dragon unleashes a white lightning bolts onto the target kaiju or himself, which then bounces to nearby unaffected kaijus up to twice, alternating between allies and enemies, including himself.
Mizunoeno Bolts heals allies by 65/95/125/155/185 (+0.3 AP) and deals 70/110/150/190/230 (+0.6 AP) ability damage to enemies, with each bounce being 85% (+ 7.5% per 100 AP) as effective as the previous one.

E: Astro Projection
Cooldown: 11s
Cost: 55/60/65/70/75 Stamina
Range: 800
Mizunoeno Dragon turns the target allied Kaiju or himself into spirit form for 1.5/2/2.25/2.5/3 seconds, causing his target become untargetable and immune form crowd controls.

R: Water Manipulation
Cooldown: 160/130/100s
Cost: 100 Stamina
Range: 650
Mizunoeno Dragon creates a force field for 4 seconds. While inside the force field, all allied units cannot be reduced below 10% their maximum health. Units in the force field who reach the threshold cannot be healed while within for the remaining duration.
All allied units within the zone are healed 200/250/300 (+0.45 AP) immediately after the force field disappears.

Hanejiro (Support/Psychic) *New!

  • Stats
    • Health: 482 (37)
    • Health Regen: 5.42 (0.55)
    • Stamina: 340 (45)
    • Stamina Regen: 11.5 (0.4)
    • Attack: 50.04 (3)
    • Attack Speed: 0.625 (2.3)
    • Armor : 20.54 (3.3)
    • Ability Resist: 30 (0)
    • Range: 550
    • Movement: 325
  • Skills

Passive: BFFs
Hanejiro and his ally gains 5% base Stamina Regeneration and 5% Armor for each nearby ally Kaiju.

Q: Best Medicine
Cooldown: 10/9/8/7/6s
Cost: 80/85/90/95/100 Stamina
Range: 1000
Hanejiro heals himself and his allies by 40/60/80/100/120 (+0.25 AP).

W: Dash or Dazzle
Cooldown: 12/11/10/9/8s
Cost: 65 Stamina
Range: 850
DASH: Increases the target ally Kaiju's Movement Speed by 10/11/12/13/14% (+6% per 100 AP) for 3 seconds.
DAZZLE: Reduces the target enemy Kaiju's Movement Speed by 10/11/12/13/14% (+6% per 100 AP) for 3 seconds.

E: Cheer Up!
Cooldown: 8/7.5/6/5.5/4s
Stamina: 75/80/85/90/95 Stamina
Range: 850
Hanejiro cheers all nearby ally Kaijus up, removing all crowd controls abilities instantly and gains a shield that absorbs 500/100/150/200/250 (+0.45 AP) damage for 3 seconds.

R: GoGoGo!!!
Cooldown: 110/100/90s
Cost: 100 Stamina
Range: 900
Hanejiro power ups his target ally Kaiju, dealing 300/450/600 (+0.6 AP) ability damage and knocking up all enemies around them for 0.75 seconds, and giving his target 300/450/600 (+0.6 AP) bonus health and causing them to slow nearby units by 30/45/60% for 7 seconds.

5500 Crystals Kaiju

Kaijus that have a 5500 Crystals price.

  • These Kaijus are considered "Epic" Kaijus.

Alien Baltan (Assassin)

  • Stats
    • Health: 590 (85)
    • Health Regen: 8.40 (0.55)
    • Stamina: 300 (40)
    • Stamina Regen: 7.20 (0.45)
    • Attack: 58.60 (3.5)
    • Attack Speed: 0.72 (3)
    • Armor: 24.88 (3.5)
    • Ability Resist: 32.1 (1.25)
    • Range: 125
    • Movement: 350
  • Skills

Passive: Space Ninja
Alien Baltan ruthlessly hunts his victims. He gains 30 Movement Speed when moving toward nearby enemy Kaiju.

Q: Deceive
Cooldown: 11s
Cost: 90/80/70/60/50 Stamina
Range: 400
Alien Baltan teleports nearby and becomes stealth for 4 seconds.
His next basic attack within the next 5 seconds will critically strike, dealing 120/140/160/180/200% damage.

W: Doppelgänger
Cooldown: 16s
Cost:50/55/60/65/70 Stamina
Range: 425
Alien Baltan creates a clone at the target location. It will become stealth after 2 seconds, and pop out when an enemy comes near, stunning nearby enemies for 0.5/0.75/1/1.25/1.5 seconds and attacking them.
It's attacks deal 35/50/65/80/95 (+0.2 AP) ability damage and it lasts for 60 seconds while invisible or for 5 seconds while firing.

E: Dynamite Bullets
Cooldown: 8s
Cost: 50/55/60/65/70 Stamina
Range: 625
PASSIVE: While Dynamite Bullets is ready to cast, Alien Baltan's basic attacks apply freeze for 2 seconds, reducing Movement Speed by 10/15/20/25/30% and also reducing Attack Speed by 20/22.5/25/27.5/30% if the target is a minion or monster.
ACTIVE: Alien Baltan fires a Dynamite Bullets to target enemy, dealing 50/90/130/170/210 (+1 AD)(+1 AP) ability damage and applies freeze for 3 seconds.

R: Hallucinating
Cooldown: 100/90/80s
Cost: 100 Stamina
Range: 500
Alien Baltan vanished briefly and reappears with a clone that lasts up to 15 seconds. The clone deals 80% of Alien Baltan's damage and receives 50% increased damage.
On death, the clone detonates, dealing 300/500/600 (+1 AP) ability damage to nearby enemies.
The clone can be controlled by holding the alt key and using the right mouse click or by reactivating this ability.

Aprasar (Assassin/Psychic)

  • Stats
    • Health: 518 (75)
    • Health Regen: 7.48 (0.6)
    • Stamina: 340 (50)
    • Stamina Regen: 6 (0.8)
    • Attack: 55.44 (3.5)
    • Attack Speed: 0.64 (1.4)
    • Armor: 22.86 (3.5)
    • Ability Resist: 30 (0)
    • Range: 525
    • Movement: 335
  • Skills

Passive: Hollow
When Aprasar is below 40% maximum health, she becomes untargetable and invulnerable for 8 seconds. Hollow has 1 minute cooldown.

Q: Light Wave Plumage
Cooldown: 6s
Cost: 50/60/70/80/90 Stamina
Range: 700
Aprasar fires a Light Bullets at the target enemy, dealing 60/80/120/140/160 (+0.4 AP) ability damage and marks the target for 3 seconds.
If the target takes damage from one of Aprasar's abilities, the mark will trigger, dealing 60/80/120/140/160 (+0.4 AP) ability damage.

W: Illusion Step
Cooldown: 18/16/14/12/10s
Cost: 80/85/90/95/100 Stamina
Range: 600
Aprasar quickly dashes to the target location, dealing 90/130/180/220/250 (+0.6 AP) ability damage to nearby enemies.
For 3.5 seconds, Aprasar can activate Illusion Step again to return to her starting location.

E: Celestial Robe
Cooldown: 14/12/11/10/8s
Cost: 80 Stamina
Range: 925
Aprasar launches an orange robe that shackles the first enemy hits, dealing 40/70/90/120/140 (+0.5 AP) ability damage and slowing their Movement Speed by 25%.
If the target remains shackled for 1.5 seconds they take an additional 40/70/90/120/140 (+0.5 AP) ability damage and are unable to move for 1.5 seconds.

R: Mirage
Cooldown: 40/32/24s
Cost: None
Range: 200
Aprasar casts a mimicked version of her most recently used basic ability, applying the same effects and dealing modified ability damage.
Mimicked Light Wave Plumage and Celestial Robe deal 100/200/300 (+0.6 AP) ability damage on both instances of their damage.
Mimicked Illusion Step deals 200/300/500 (+0.9 AP) ability damage.

Alien Magma (Fighter/Assassin)

  • Stats
    • Health: 550 (85)
    • Health Regen: 8.25 (0.55)
    • Stamina: 300 (40)
    • Stamina Regen: 8 (0.7)
    • Attack: 60 (3.3)
    • Attack Speed: 0.63 (3.2)
    • Armor: 25 (3.5)
    • Ability Resist: 32.1 (1.25)
    • Range: 150
    • Movement: 345
  • Skills

Passive: The Saber Tyrant
Alien Magma identifies the Vitals of nearby enemy Kaijus, marked as an arc around themselves. Vitals take 0.5 seconds to identify and last for 15 seconds. After a Vital is triggered or times out, Alien Magma identifies a new one on his target. Basic attacks and/or damaging abilities against a Vital deal 2% (+ 4.5% per 100 bonus AD) of target's maximum health as bonus true damage, heal Alien Magma for 30 - 115 (based on level) and grant him 20 / 30 / 40 / 50% bonus movement speed that decays over 2 seconds.

Q: Saber Lunge
Cooldown: 16/14/12/10/8s
Cost: 20/25/30/35/40 Stamina
Alien Magma launches in a direction and stabs a nearby enemy, dealing 70/80/90/100/110 (+0.6 AD) physical damage and applying on-hit effects. This attack priotizes Vitals and enemies it will kill.
If this ability hits an enemy, 60% of its cooldown is refunded.

W: Grand Challenge
Cooldown: 24/22/20/18/16s
Cost: 50 Stamina
Range: 500
Alien Magma challenges the target enemy champion for 4.5/5/6/7/8 seconds, highlighting their four Vitals and creates an area around them, granting Alien Magma The Saber Tyrant's movement speed while inside it.
If he triggers one Vital before his target dies, or triggers all four, he creates a Victory Zone that heals him and allied Kaijus 80/90/110/120/140 (+1 AP) within it for 2 seconds.
The Victory Zone's duration increases by 1 second per Vital hit, up to a maximum of 5. While Grand Challenge is in effect, The Saber Tyrant does not identify new Vitals on Alien Magma's target.

E: Bladework
Cooldown: 13/11/9/7/5s
Cost: 40/45/50/55/60 Stamina
Range: 425
Alien Magma's next two basic attacks gain bonus attack range and 50% bonus attack speed.
The first basic attack can never critically strike, but slows its target by 30% for 1 second, while the second basic attack is guaranteed to critically strike for bonus 140/160/170/190/200% critical damage.
Bladework resets Alien Magma's auto-attack timer.

R: Giras Tornado
Cooldown: 110/90/70s
Cost: 100 Stamina
Alien Magma summons the Giras Brothers at target location, dealing 100/180/250 (+0.5 AD) physical damage and interrupting enemy channels.
Alien Magma can redirect the Giras Brothers for 6.5 seconds, which will discharge 150/250/350 (+0.6 AD) physical damage every 2 seconds to nearby enemies. Giras Brothers will move slower as it attempts to move farther away from Alien Magma. This ability can prioritizes Vitals.

Alien Babarue (Assassin/Psychic)

  • Stats
    • Health: 532 (90)
    • Health Regen: 9.82 (0.55)
    • Stamina: 315 (42)
    • Stamina Regen: 8.11 (0.6)
    • Attack: 53.88 (3.5)
    • Attack Speed: 0.63 (3.6)
    • Armor: 26.5 (3.8)
    • Ability Resist: 32.1 (1.25)
    • Range: 175
    • Movement: 340
  • Skills

Passive: Babarue Stick
Alien Babarue's auto-attack deals additional 10% ability damage. This damage increases the more Alien Babarue attacks the same target.

Q: Ice Breath
Cooldown: 14s
Cost: 60/70/80/90/100 Stamina
Range: 1100
Alien Babarue exhales a strong breath of ice from his mouth, stunning the first enemy hit for 1/1.5/2/2.5/3 second(s) and dealing 60/120/180/240/300 (+0.4 AD) (+0.6 AP) ability damage.

W: Dark Rocket
Cooldown: 18/16/14/12/10s
Cost: 90 Stamina
Range: 475
Alien Babarue dashes to a nearby location and fires Dark Rocket at the nearest enemy, dealing 75/125/175/225/275 (+0.75 AD) (+0.75 AP) ability damage and slowed by 40% and increases Alien Babarue's movement speed by 30% for 2 seconds.

E: Babarue Beam
Cooldown: 20/18/16/14/12s
Cost: 80 Stamina
Range: 650
Babarue fires a purple energy blast, silencing the first enemy hits for 1.5 seconds and dealing 65/85/105/125/145 (+0.5 AP) ability damage.

R: Babarue Disguise
Cooldown: 100/80/60s
Cost: 100 Stamina
Range: 750
After 2 seconds of channel time, Alien Babarue becomes a copy of the enemy Kaiju, refreshing all ability and item cooldowns while restoring all of his stamina.
While in this form, Alien Babarue deals 70/85/100% damage, and last for 10 seconds.

Nosferu (Assassin/Fighter)

  • Stats
    • Health: 587 (85)
    • Health Regen: 9.25 (0.65)
    • Stamina: 321 (45)
    • Stamina Regen: 8.25 (0.6)
    • Attack: 59.88 (3.2)
    • Attack Speed: 0.69 (3.1)
    • Armor: 26.38 (3.5)
    • Ability Resist: 32.1 (1.25)
    • Range: 175
    • Movement: 350
  • Skills

Passive: Open Wound
When Nosferu hits an enemy with his abilities, he wounds the target for 3 seconds. If the target has wounded, Nosferu's next ability deals 15% bonus physical damage and remove the wound instead.

Q: Ravage
Cooldown: 9s
Cost: 50/55/60/65/70 Stamina
Range: 225 Nosferu swiftly attacks a targeted enemy 2 times with his claws (applies on-hit effects), dealing a total of 70/110/150/190/230 (+0.9 AD) physical damage.
Nosferu then gains 60/75/90/105/120% Attack Speed for 3 seconds.

W: Pounce
Cooldown : 18/16/14/12/10s
Cost: 50/60/70/80/90 Stamina
Range: 700
Nosferu pounces to the target location, dealing 70/100/140/170/210 (+0.5 AD) physical damage to all nearby enemies.

E: Tongue Bound
Cooldown: 9/8.5/8/7.5/7s
Cost: 80 Stamina
Range: 925
Nosferu extends his extremely long tongue in a line, dealing 25/50/75/100/125 (+0.6 AD) physical damage to the first enemy hit and shackles them.
If Nosferu remains within a slowly decreasing radius of his target for 1.75 seconds, he pulls them towards him, slowing them by 40/45/50/55/60% for 1.5 seconds and 50/100/150/200/250 (+1.2 AD) dealing bonus damage.

R: Nosferu Brood
Cooldown: 90s
Cost: 100 Stamina
Range: 200
Nosferu summons 3 Nosferu Broods that attack nearby enemies and last for up to 8 seconds, slowing them by 20% for 1.5 seconds and deal 45/70/85 (+0.2 AD) physical damage per hit.
The Nosferu Broods will attack wounded enemies first.

Alien Standel (Psychic/Support)

  • Stats
    • Health: 511 (80)
    • Health Regen: 6.01 (0.6)
    • Stamina: 295 (45)
    • Stamina Regen: 6 (0.8)
    • Attack: 47.88 (3.5)
    • Attack Speed: 0.64 (3.22)
    • Armor: 22.88 (3.5)
    • Ability Resist: 30 (0)
    • Range: 525
    • Movement: 335
  • Skills

Passive: Stance Attunement
When Alien Standel is in a stance, she gradually attunes to the strengths of that stance, gaining up to 20% ability power in the Dark Stance and 20% healing in the Light Stance.
Stance Attunement takes 3s to fully charge a stance.

Q: Decay / Restoration
Cooldown: 8s
Cost: 70/75/80/85/90 Stamina
Range: 800
DECAY (Dark Stance): Alien Standel fires a projectile on the target enemy, dealing 70/120/170/220/270 (+0.5 AP) ability damage to all nearby enemies.
RESTORATION (Light Stance): Alien Standel fires a projectile, to the target enemy, dealing 70/120/170/220/270 (+0.5 AP) ability damage and heals Alien Standle 50/95/140/185/230 (+0.4 AP).

W: Hinder / Cleanse
Cooldown: 14/13/12/11/10s
Cost: 70/75/80/85/90 Stamina
Range: 800
HINDER (Dark Stance): Alien Standel debuffs all enemies at the target location, reducing their Ability Resist by 5/10/15/20/25% and slowing them by 5/10/15/20/25% for 2.5 seconds.
CLEANSE (Light Stance): Alien Standel buffs all allies at the target location, removing all crowd controls abilities instantly and immune to all disables for 2.5 seconds.

E: Repulse / Inspire
Cooldown: 12 seconds
Cost: 60/65/70/75/80 Stamina
Range: 650
REPULSE (Dark Stance): Alien Standel conjures a burst of dark energy, dealing 80/130/180/230/280 (+0.7 AP) ability damage to all nearby enemies.
INSPIRE (Light Stance): Alien Standel conjures a burst of white matter soothes all nearby allies pain, healing them by 60/90/120/150/180 (+0.4 AP) and increase their Movement Speed by 20/25/30/35/40% for 2.5 seconds.

R: Switch Stances
Cooldown: 2s
Cost: None
Range: 20
Dark Stance: Alien Standel's abilities cause damage and gains 15/20/25% ability power to all nearby allies.
Light Stance: Alien Standel's abilities heal and support his allies and he gains 15/20/25% stamina regeneration.

Izac (Assassin/Fighter)

  • Stats
    • Health: 520 (83)
    • Health Regen: 4.5 (0.55)
    • Attack: 59 (3.6)
    • Attack Speed: 0.66 (3.47)
    • Armor: 26.88 (3.5)
    • Ability Resist: 32.1 (1.25)
    • Range: 125
    • Movement: 345
  • Skills

Passive: Restless Hunter
If Izac kills an enemy Kaiju, his ability cooldowns are reduced by 80 %.

Q: Deadly Claws
Cooldown: 10/9/8/7/6s
Cost: None
Range: 400
Izac scratches his enemy with his claws, dealing 80/130/180/230/280 (+1.5 AD) physical damage.
Enemies hit are marked for 3.5 seconds. Izac's basic attacks or abilities will consume the mark, dealing 15/30/45/60/75 (+0.25 AD) additional physical damage.

W: Super Speed
Cooldown: 10/9/8/7/6s
Cost: None
Range: 10000
Izac removes all slows affecting him and gains 40/50/60/70/80% Movement Speed for 3 seconds.

E: Tiger's Roar
Cooldown: 4s
Cost: None
Range: 500
Izac roars loudly, dealing 50/80/120/150/180 (+0.8 AD) physical damage to all nearby enemies and slowing them by 30/35/40/45/50% for 1.5 seconds.
If Tiger's Roar hits an enemy Kaiju, Izac gains 15/20/25/30/35% Attack Speed for 1.5 seconds.

R: Brutal Strike
Cooldown: 90/60/45s
Cost: None
Range: 700
Izac leaps to an enemy Kaiju, stunning them for 1.5 seconds and dealing 250/350/450 (+1.5 AD) physical damage.
Enemies hit will be wounded grievously, reducing healing by 50/75/100% for 3 seconds.

Geozark (Fighter)

  • Stats
    • Health: 580 (90)
    • Health Regen: 7.34 (0.65)
    • Attack: 56.53 (3.35)
    • Attack Speed: 0.63 (2)
    • Armor: 28.3 (3.75)
    • Ability Resist: 32.1 (1.25)
    • Range: 175
    • Movement: 335
  • Skills

Passive: Fury of the Underground Shark
While un-burrowed Geozark generates Fury with his basic attacks and abilities. When burrowed Geozark consumes Fury to heal himself.

Q: Shark's Wrath/Prey Seeker
Cooldown: 4s
Cost: None
Range: 325
UN-BURROWED: Geozark's next 3 basic attacks within 5 seconds deals 20/30/40/50/60 (+0.2 AD) bonus physical damage to nearby enemies.
BURROWED: Geozark launches a burst of laser beam that explodes on first enemy hit, dealing 60/90/120/150/180 (+0.7 AP) ability damage and revealing non-stealth end enemies for 3 seconds.

W: Burrow/Un-burrow
Cooldown: 4s
Cost: None
Range: 1650
UN-BURROWED: Geozark burrow into the ground.
BURROWED: Geozark un-burrow, dealing 40/8012/0160/200 (+0.4 AD) physical damage and knocking up nearby enemies for up to 1 second based on their proximity to Geozark. A unit cannot be hit by Un-burrow more than one every 10/9.5/9/8.5/8 seconds.
BURROWED EFFECTS: New abilities + Movement Speed, reduced vision range, disabled basic attacks, and gains Sense of Shark: Nearby enemies that move in the Fog of War have their position revealed to Geozark and his allies.

E: Shark Bite/Tunnel
Cooldown: 12s
Cost: None
Range: 250
UN-BURROWED: Geozark brutally bites a target dealing physical damage, increasing by up to 100% at maximum Fury. Deals True Damage if Geozark has 100 Fury.
BURROWED: Geozark tunnels forward leaving two connected Tunnel Entrances. Clicking a Tunnel Entrances will make Geozark dive to the other entrance.
Tunnel Entrance last for 8 minutes and can be destroyed by enemies. Geozark may have 7 tunnels at one time. Tunnels have a 10/9/8/7/6 second cooldown on use.

R: Underworld Rush
Cooldown: 150/100/70s
Cost: None
Range: 2500
PASSIVE: Grants 20/40/60% Attack Speed.
ACTIVE: After channeling for 1.5 seconds, Geozark becomes un-targetable and travels to target Tunnel Entrance. Taking damage from a Kaiju or tower will interrupt the channel.

Banpira (Assassin/Psychic)

  • Stats
    • Health: 540 (90)
    • Health Regen: 9.82 (0.55)
    • Stamina: 315 (42)
    • Stamina Regen: 8.11 (0.6)
    • Attack: 53.88 (3.5)
    • Attack Speed: 0.63 (3.6)
    • Armor: 26.5 (3.8)
    • Ability Resist: 32.1 (1.25)
    • Range: 125
    • Movement: 335
  • Skills

Passive: Fog of Stealth
When out of combat for 6 seconds, Banpira enters stealth onl being able to be seen by nearby enemy Kaijus or true sight. While stealthed, he rapidly regenerates Stamina.

Q: Sonic Screech
Cooldown: 5/4.5/4/3.5/3s
Cost: 50/60/70/80/90 Stamina
Range: 300
Banpira emits a supersonic screech, dealing 80/120/160/200 (+0.75 AP) ability damage to enemies in a cone.

W: Fog Screen
Cooldown: 26/24/22/20/18s
Cost: 70/75/80/85/90 Stamina
Range: 950
Banpira creates a cloud of fog lasting for 3.5 seconds. Enemies inside the fog cannot see out.
Dealing 60/110/160/210/260 (+0.65 AP) ability damage and slows by 15/20/25/30/35% on impact.

E: Strong Yarn
Cooldown: 14/13/12/11/10s
Cost: 50 Stamina
Range: 1075
Banpira fires a thin line of webbing from his mouth, stunning the first enemy hits for 1.6/1.7/1.8/1.9/2 seconds and reveals them if they are not stealthed.

R: Cocoon Area
Cooldown: 120/110/100s
Cost: 100 Stamina
Range: 650
Banpira spreads a giant sticky web to all enemies in the target location, dealing 15/25/35(+0.01 AP)% of their current Health in ability damage and slowing their Movement Speed by 40/60/80% for 1.5 seconds.
Banpira gains a 150/225/300 health shield for each enemy Kaiju hit which lasts up to 5 seconds.

Black Terrina (Psychic)

  • Stats
    • Health: 480 (85)
    • Health Regen: 5.69 (0.5)
    • Stamina: 368 (60)
    • Stamina Regen: 8.56 (0.8)
    • Attack: 54.38 (3.28)
    • Attack Speed: 0.61 (1.81)
    • Armor: 24.55 (3.5)
    • Ability Resist: 30 (0)
    • Range: 125
    • Movement: 350
  • Skills

Passive: Queen of the Shells
All of Black Terrina's abilities have additional effects when they hit more than one target.

Q: Spark Shower
Cooldown: 20/18/16/14/12s
Cost: 60/65/70/75/80 Stamina
Range: 850
Black Terrina emits a blinding shower of sparks, dealing 60/100/140/180/220 (+0.6 AP) ability damage to enemies in a cone. Black Terrina restores 20/22/24/26/28 stamina for each enemy hit.

W: Terrina Wall
Cooldown: 14/13/12/11/10s
Cost: 50/60/70/80/90 Stamina
Range: 800
Black Terrina summons an impassable wall of Terrina Q on the battlefield that lasts 5 seconds. The wall will attack nearby enemies, dealing 20/40/60/80/100 (+0.25 AP) ability damage and knocking them back. Deathmon gains 10/20/30/40/50% bonus Armor and Ability Resist for 2.5 seconds for each enemy hit by the wall.

E: Suicide Squad
Cooldown: 18/16/14/12/10s
Cost: 80/85/90/95/100 Stamina
Range: 800
Black Terinna summons a several Terrina Q filled with explosive blood, who dash toward nearby enemies, dealing 40/80/120/160/200 (+0.75 AP) ability damage on impact. Black Terrina gains 40/50/60/70/80% bonus Movement Speed for 2.5 seconds for each enemy hit.

R: Terrina Bomb
Cooldown: 90/60/45s
Cost: 120 Stamina
Range: 750
Black Terrina infects an enemy Kaiju with a Terrina Bomb. After 2.5 seconds, it explodes, dealing 180/240/300 (+0.8 AP) ability damage to all nearby enemy Kaijus. Terrina Bomb deals 10/20/30% more damage for each nearby enemy Kaiju.

Nova (Psychic/Assassin)

  • Stats
    • Health: 486 (90)
    • Health Regen: 7.12 (0.65)
    • Stamina: 345 (70)
    • Stamina Regen: 7.56 (0.75)
    • Attack: 61.05 (3.1)
    • Attack Speed: 0.61 (1.81)
    • Armor: 25.82 (3.5)
    • Ability Resist: 30 (0)
    • Range: 170
    • Movement: 340
  • Skills

Passive: Sigil of Madness
Nova's abilities add one stacks of Sigil of Madness to their target for 5 seconds. If the target reaches 5 Sigil of Madness, it will be drive into madness and attack the enemy units, or walk harmlessly to Nova for 2.5 seconds.

Q: Crazy Explosion
Cooldown: 1s
Cost: 20/26/32/28/44 Stamina
Range: 875
Nova blasts the target area in the cursor's direction, dealing 40/60/80/100/120 (+0.45 AP) ability damage to all units within, doubled when hitting only a single target.

W: Choking Cloud
Cooldown: 16/14/12/10/8s
Cost: 80/90/100/110/120 Stamina
Range: 700
Nova creates a cloud of choking vapors at the target location which lasts up to 5 seconds. Enemies within the cloud take 25/30/35/40/45 (+0.35 AP) ability damage each 0.5 seconds and slowed by 40% for 3.5 seconds.

E: Red Zone
Cooldown: 0.5s
Cost: 30/40/50/60/70 Stamina per second
Range: 425
TOGGLE OFF: Nova restores 20/28/34/40/48 stamina whenever he kills a unit.
TOGGLE ON: Nova deals 40/60/80/100/120 (+0.35 AP) ability damage per second to all nearby units.

R: Nova Saucer
Cooldown: 100/90/80s
Cost: 100 Stamina
Range: 650a
Nova transform into his saucer from and quickly dashes to a nearby location, dealing 80/120/160 (+0.55 AP) ability damage to surrounding enemy units.
Nova Saucer can be cast up to three times within 10 seconds before going on cooldown.

Silver Bloome (Assassin/Psychic)

  • Stats
    • Health: 514 (80)
    • Health Regen: 6.51 (0.6)
    • Stamina: 334 (50)
    • Stamina Regen: 6 (0.8)
    • Attack: 53.04 (3)
    • Attack Speed: 0.67 (2)
    • Armor: 20.88 (3.5)
    • Ability Resist: 30 (0)
    • Range: 125
    • Movement: 330
  • Skills

Passive: Corrosion
Silver Bloome's basic attacks and Acid Spittle reduce his targets' damage, armor and ability resist by 15% for 2.5 seconds.

Q: Acid Spittle
Cooldown: 2s
Cost: 40 Stamina
Range: 1000
Silver Bloome launches a corrosive projectile at the target location, 40/80/120/160/200 (0.85 AP) ability damage. If Acid Spittle kills a unit half its stamina cost is refunded.
Missile-lock can be achieved by holding the cursor over a target afflicted by Corrosive Ooze.

W: Spin-A-Round
Cooldown: 16/14/12/10/8s
Cost: 50/60/70/80/90 Stamina
Range: 300
Silver Bloome spins himself in a circle, stunning surrounding enemies for 1.25 seconds and deals 50/75/100/125/150 (+0.5 AP) ability damage to them.

E: Corrosive Ooze
Cooldown: 15/14/13/12/11s
Cost: 50/55/60/65/70 Stamina
Range: 900
Silver Bloome leaves an area of corrosive ooze. Enemies within the area are afflicted by the ooze reducing their ability resist by 12/14/16/18/20% and take 80/130/190/240/300 (+0.6 AP) ability damage over 5 seconds.
Acid Spittle is able to missile -lock onto targets affected by Corossive Ooze.

R: Saucer Dash
Cooldown: 6/4/2s
Cost: 50 Stamina
Range: 500
Silver Bloome quickly dashes to a nearby location, dealing 80/160/240 (+0.45 AP) ability damage to nearby enemies.
Each subsequent Saucer Dash within 10 seconds costs 50 more Stamina (Max 500).

Red Jack (Assassin/Fighter) *New!

  • Stats
    • Health: 582 (85)
    • Health Regen: 8.26 (0.75)
    • Stamina: 273 (35)
    • Stamina Regen: 6.75 (0.45)
    • Attack: 59.21 (3.1)
    • Attack Speed: 0.66 (2.7)
    • Armor: 66.88 (3.5)
    • Ability Resist: 32.1 (1.25)
    • Range: 125
    • Movement: 345
  • Skills

Passive: Black Smoke Assailant
Red Jack's basic attack deals 120% bonus physical damage to a nearsight target. Black Smoke Assailant has 10 seconds cooldown.
Basic attacks reduce Black Smoke Assailant's cooldown by 1 second.

Q: Breath of Dark Cloud
Cooldown: 10s
Cost: 60/65/70/75/80 Stamina
Range: 1400
Red. Jack breathes out a dark smoke in a line that leaves a Smoke Trail on its path, dealing 60/105/150/195/240 (+0.75 AD) physical damage to enemies it passes through and causing enemy Kaijus hit to also leave a Smoke Trail behind their movements for 5 seconds.
While on the Smoke Trail, Red Jack is ghosted and gains 15/20/25/30/35% bonus movement speed and 15/25/35/45/55 bonus attack damage.

W: Smoke Shroud
Cooldown: 20/18/16/14/12s
Cost: 80 Stamina
Range: 700
Red Jack releases a cloud of smog at the target locations which lasts for 8 seconds, granting sight of the target area and applies nearsight to all enemies within it.
Upon entering the smog, Red Jack immediately gains stealth and a burst of 20/40/60/80/100 % movement speed that decays over 1 second and refreshes each time he re-enters the smog.
If Red Jack uses a basic attack or ability in his smog, he reveals himself for 0.65 seconds.

E: Blinding Gas
Cooldown: 15/14/13/12/11s
Cost: 60/65/70/75/80 Stamina
Range: 425
PASSIVE: Red Jack gains 335 bonus movement speed when moving toward nearsight targets.
ACTIVE: Red Jack infects blinding smoke into his target's mind, dealing 80/125/170/215/260 (+1 AP) ability damage over 2 seconds and forming a tether between him and his target. If the target does not break the tether by moving out of range, Red Jack applies nearsight to his target for 1/1.25/1.5/1.75/2 second(s).

R: Black Smoke Disappear
Cooldown: 150/125/100s
Cost: 100 Stamina
Range: 25000
Red Jack applies nearsight to all enemy Kaijus for 4 seconds.
While Black Fog is active, Red Jack can activate it again to dash to the target enemy Kaiju, dealing them 150/250/350 (+1.2 AD) physical damage.


8000 Crystals Kaijus

Kaijus that have a 8000 Crystals price.

  • These Kaijus are considered "Legendary" Tier.

Geronimon (Psychic/Support)

  • Stats
    • Health: 522 (78)
    • Health Regen: 6.55 (0.6)
    • Stamina: 396 (60)
    • Stamina Regen: 8 (0.8)
    • Attack: 54.89 (3)
    • Attack Speed: 0.63 (2)
    • Armor: 24.88 (3.5)
    • Ability Resist: 30 (0)
    • Range: 550
    • Movement: 330
  • Skills

Passive: Force of Will
Geronimon deals 15% more damage with his abilities to any enemies that is slowed, stunned, immobilized, or suppressed.

Q: Feather Shuriken
Cooldown: 4s
Cost: 40/50/60/70/80 Stamina
Range: 800
Geronimon throws a Feather Shuriken at the target location, dealing 50/95/140/185/230 (+0.75 AP) ability damage to all enemies hit, which is then remains for 8 seconds.
This ability can be cast while moving.

W: Psychic Grab
Cooldown: 12/11/10/9/8s
Cost: 60/70/80/90/100 Stamina
Range: 925
FIRST CAST: Geronimon telekinetically grabs a Feather Shuriken, enemy minion or monster for 5 seconds. If a Feather Shuriken is grabbed, its duration is refreshed. If a minion or monster is grabbed, it's put in stasis.
SECOND CAST: Geronimon throws the grasped Feather Shuriken or enemy to the target area, granting sight of the projectile's surroundings as they fall. The projectile, if it is an enemy, and any enemies struck take 80/120/160/200/240 (+0.8 AP) ability damage and are slowed by 25/30/35/40/45% for 1.5 seconds.
This ability can be cast while moving.

E: Anti-Gravity Breath
Cooldown: 16/15/14/13/12s
Cost: 50 Stamina
Range: 650
Geronimon expels levitating, anti-gravity mist from his mouth and knocks back all enemies and Feather Shurikens in front of him, with the distance increased the closer they are to his at the time of cast, dealing 70/115/160/205/250 (+0.5 AP) ability damage to them and any enemies with which they collide.
Launched Feather Shuriken also stun all enemies in their path for 1.5 seconds, dealing Anti-Gravity Breath's damage to enemies who weren't affected by the initial cast.

R: Thousand Feathers
Cooldown: 100/90/80s
Cost: 100 Stamina
Range: 675
Geronimon hurls all of his Feather Shurikens at the target enemy Kaiju, dealing 90/135/180 (+0.2 AP) ability damage per Feather Shuriken. Thousand Feathers manipulates 3 Feather Shurikens, in addition up to 4 Feather Shurikens previously created.
All Feather Shurikens remain on the ground for 8 seconds after Thousand Feathers is used.

Grand King (Psychic)

  • Stats
    • Health: 537 (76)
    • Health Regen: 5.42 (0.55)
    • Stamina: 385 (42)
    • Stamina Regen: 6 (0.8)
    • Attack: 54.94 (3.14)
    • Attack Speed: 0.63 (1.36)
    • Armor: 22.99 (3.5)
    • Ability Resist: 30 (0)
    • Range: 525
    • Movement: 340
  • Skills

Passive: Energy Shield
When Grand King hasn't take recently taken damage or crowd controlled for 8 seconds, Grand King gains massive damage reduction and crowd control immunity, lingering for a short period after taking damage. Damage from lane minions in unaffected.

Q: Purple Beam
Cooldown: 7s
Cost: 40/45/50/55/60 Stamina
Range: 1050
Grand King fires a purple laser beam from his mouth, dealing 80/120/160/200/240 (+0.65 AP) ability damage to the first enemy hit and applies a slow of 70% that decays over1/1.4/1.8/2.2/2.6 second(s).
Killing a unit with this ability refunds 50% of the Stamina Cost.

W: Chest Laser
Cooldown: 1.5s
Cost: 50/55/60/65/70 Stamina
Range: 1050
Grand King fires an huge laser beam from his chest on the target location, dealing 30/50/70/90/110 (+0.2 AP) ability damage. After a delay, it deals additional 50/80/110/140/170 (+0.4 AP) ability damage.
Chest Lasers has a 2 second cooldown between casts.

E: Shockwave Emission
Cooldown: 16/15/14/13/12s
Cost: 50/55/60/65/70 Stamina
Range: 850
Grand King unleashes an energy burst that disrupts a nearby area which, after 0.5 seconds, deals 50/100/130/160/190 (+0.5 AP) ability damage and knocks up enemies hit for 0.75 seconds.
Any enemies hit that are closed to Grand King will be pushed slightly in the direction the ability was cast.

R: Grand Lasers
Cooldown: 120/100/80s
Cost: 100 Stamina
Range: 1600
PASSIVE: Grand King's abilities apply Supermassive Deconstruction to enemies hit. If 3 stacks are accumulated, the enemy will take a burst of true damage.
ACTIVE: Grand King channels a ray of energy that follows the cursor for 2.5 seconds, dealing 500/650/800 (+1.5 AP) and slowing units hit by 20%.
Enemies that stays in the beam will periodically gain Supermassive Deconstruction stacks. Deals True Damage instead of ability damage against enemies units.

Kyrieloid (Assassin/Fighter)

  • Stats
    • Health: 585 (95)
    • Health Regen: 9 (0.9)
    • Stamina: 285 (55)
    • Stamina Regen: 6 (0.8)
    • Attack: 60 (3)
    • Attack Speed: 0.63 (3.3)
    • Armor: 28 (3)
    • Ability Resist: 32 (1.25)
    • Range: 125
    • Movement: 340
  • Skills

Passive: Flames of Eternity
Kyrieloid's basic attacks or abilities burns his targets, dealing 2.5% of their maximum Health in ability damage over 3.5 seconds, stacking up to 3 times.
When Flames of Eternity reaches max stacks on a Kaiju or monster, Kyrieloid's next basic attack or ability will deal 15% bonus damage and gains 30% Movement Speed.

Q: Chaos Beam
Cooldown: 13/12/11/10/9s
Cost: 50/60/70/80/90 Stamina
Range: 525
Kyrieloid fires a chaos beam that cuts across the field in a line, dealing 80/120/160/200/240 (+0.5 AP) ability damage in its path.
Enemies that are burned are slowed 20% for 1.5 seconds.

W: Judgement Kick
Cooldown: 8/7.5/7/6.5/6s
Cost: 50/55/60/65/70 Stamina
Range: 375
Kyrieloid performs a roundhouse kick knocking an enemy Kaiju back and dealing 80/120/140/180/200 (+0.55 AP) ability damage.
If the target is burned, Flammable Kick will stun the target for 1.5 seconds.

E: Blazing Dive
Cooldown: 11/10/9/8/7s
Cost: 40/50/60/70/80 Stamina
Range: 325
Kyrieloid dashes a short distance in the targeted location, his next attack will deal 40/70/90/120/140 (+0.4 AP) bonus ability damage and teleport him to his target.
If the target is burned, Kyrieloid will gain a shield that absorbs up to 40/70/90/120/140 (+0.4 AP) damage for 2 seconds.

R: Sacred Flame
Cooldown: 105/90/75s
Cost: 100 Stamina
Range: 750
After a brief delay, Kyrieloid creates a Sacred Flame at a target area, dealing 150/300/450 (+0.6 AP) ability damage to enemies within the area.
Enemies that are burned take an additional 30% damage from Sacred Flame.

Gatanozoa (Psychic)

  • Stats
    • Health: 548 (84)
    • Health Regen: 7.01 (0.6)
    • Stamina: 384 (47)
    • Stamina Regen: 6 (0.8)
    • Attack: 54.32 (3.3)
    • Attack Speed: 0.63 (1.36)
    • Armor: 18.74 (4)
    • Ability Resist: 30 (0)
    • Range: 550
    • Movement: 330
  • Skills

Passive: Master of Darkness
Gatanozoa gathers energy from all abilities he uses. For every ability Gatanozoa casts, he gains a stack, up to 4 stacks. For every stack Gatanozoa gains +3% ability power. When Gatanozoa takes damage he loses one of his stacks.

Q: Dark Shackles
Cooldown: 10s
Cost: 50/55/60/65/70 Stamina
Range: 1100
Gatanozoa extends his tentacle, rooting and crippling a single enemy Kaiju in place and dealing 30/40/50/60/70 (+0.2 AP) per 0.5 seconds over 2 seconds. Gatanozoa must channel to maintain hold on the target, but may cancel this ability early. While channeling this ability Gatanoza suffers no directional movement penalty.

W: Siphon Darkness
Cooldown: 13s
Cost: 70/75/80/85/90 Stamina
Range: 900
Gatanozoa creates a void of darkness that silences all enemies within. After 2 seconds it explodes, dealing 100/160/230/300/370 (+1 AP) ability damage.

E: Shell Barrier
Cooldown: 22/20/18/16/14s
Cost: 80 Stamina
Range: 750
Gatanozoa shields himself for 5 seconds. The shield absorbs 80/160/240/320/400 (+0.7 AP) damage and prevents disables until it breaks.

R: Petrification Beam
Cooldown: 80s
Cost: 100 Stamina
Range: 3500
Gatanozoa fires a Petrification Beam, dealing 300/350/400 (+0.8 AP) ability damage to all enemies in a line. Enemies hit are weakened, dealing 40% less damage for 5 seconds.
Enemies with 50% or lower Health turn to stone and stunned for 2 seconds.

Zogu (Psychic/Assassin)

  • Stats
    • Health: 516 (80)
    • Health Regen: 5.45 (0.55)
    • Stamina: 370 (44)
    • Stamina Regen: 6 (0.8)
    • Attack: 54.7 (3.5)
    • Attack Speed: 0.63 (1.36)
    • Armor: 21.92 (3.5)
    • Ability Resist: 30 (0)
    • Range: 525
    • Movement: 340
  • Skills

Passive: Root of Destruction
Zogu's basic attacks periodically restore 4 - 72 (based on level) Stamina.

Q: Shockwave Ball
Cooldown: 9/8/7/6/5s
Cost: 80/90/100/110/120 Stamina
Range: 750
FIRST CAST: Zogu charges Shockwave Ball, gradually decreasing her Movement Speed while increasing the ability's range.
SECOND CAST: Zogu fires a Shockwave Ball, dealing 80/120/160/200/240 (+0.8 AP) ability damage to all enemies in a line. While charging Shockwave Ball, Zogu cannot attack or cast other abilities. If Zogu does not fire the ability, half the Stamina cost is refunded.

W: Destruction Beam
Cooldown: 11s
Cost: 70/80/90/100/110 Stamina
Range: 1100
Zogu calls down a blast of Destruction Beam, dealing 60/90/120/150/180 (+0.75 AP) ability damage to all enemies within the target area, slowing them by 15% for 2.5 seconds.
Enemies in the center of the blast take 90/140/180/230/270 (+1 AP) ability damage and are slowed by 60/65/70/75/80%. This slow decays rapidly.

E: Armageddon Spark
Cooldown: 13/12.5/12/11.5/11s
Cost: 60/65/70/75/80 Stamina
Range: 1050
Zogu fires a sparkly energy from her fingers. The first enemy hit takes 80/120/140/180/200 (+0.5 AP) ability damage and is stunned for 2 seconds.

R: Punishment of the Angel
Cooldown: 130/110/100s
Cost: 100 Stamina
Range: 3200
Zogu reveals her true form, becoming rooted in place and gaining 3/4/5 Destruction Barrage. This beam artillery deals 200/240/260 (+0.45 AP) ability damage to all enemies hit.
The root ends after 10 seconds, when all shots have been fired or when manually deactivated by issuing a move command. If no barrages are fired, 50% of the cooldown is refunded.

Zamsher (Fighter/Assassin)

  • Stats
    • Health: 520 (84)
    • Health Regen: 6.51 (0.9)
    • Attack: 56.24 (3.2)
    • Attack Speed: 0.66 (3.2)
    • Armor: 24.80 (3.4)
    • Ability Resist: 30 (0)
    • Range: 175
    • Movement: 345
  • Skills

Passive: Hoshikirimaru
Zamsher's Critical Strike Chance is doubled, but his critical strikes deal 90% damage! reduced 75% damage on Explosive Sword.

Q: Explosive Sword
Cooldown: 6/5.5/5/4.5/4s
Cost: None
Range: 475
Zamsher thrusts his sword forward, dealing 20/40/60/80/100 (+1 AD) physical damage to all enemies in a line. Explosive Sword can critically strike and will apply on-hit effects to the first enemy hit.
Hitting an enemy grants Gathering Energy for 10 seconds. At 2 stacks, Zamsher's next Explosive Sword is empowered and will consume all stacks.
EMPOWERED: Explosive Sword unleashes a explosive wave that travels an extended distance, dealing the same damage and knocking airborne all enemies hit.
Zamsher can cast Explosive Sword during Dashing Slash to change the area of effect a to circle about him, which does not benefit from Empowered's extended range. The cooldown and cast time of Explosive Sword is reduced by 「 0.6% for every 1% bonus attack speed 」, down to a maximum 66% reduction.

W: Blade Deflection
Cooldown: 18/16/14/12/10s
Cost: None
Range: 175
Zamsher swings his Hoshikirimaru in front of him, blocking all enemy projectiles with the exception of tower attacks.

E: Dashing Slash
Cooldown: 0.5s
Cost: None
Range: 475
Zamsher dashes a fixed distance in the direction of the target enemy, dealing 70/90/110/130/150 (+0.6 AP) ability damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed.
Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage.
Zamsher cannot use Dashing Slash on a marked enemy.

R: Sword Cutter Move
Cooldown: 80/50/30
Cost: None
Range: 1200
Zamsher blinks to the nearest visible airborne enemy Kaiju to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all nearby airborne enemies for 1 second and deals them 200/300/400 (+1.5 AD) physical damage.
For the next 15 seconds, Zamsher ignores 50% of his targets' bonus armor. Casting Sword Cutter Move clears all stacks of Gathering Energy.

Inpelaizer (Shooter)

  • Stats
    • Health: 520 (82)
    • Health Regen: 5.91 (0.5)
    • Stamina: 250 (45)
    • Stamina Regen: 6.68 (1)
    • Attack: 59.21 (2.41)
    • Attack Speed: 0.63 (1)
    • Armor: 22.88 (3.5)
    • Ability Resist: 30 (0)
    • Range: 525
    • Movement: 325
  • Skills

Passive: Raging Robot
Every 5 basic attacks, or against a target he has trapped or slowed, Inpelaizer's next basic attack will deals bonus damage that scales with his critical strike chance. On trapped or slowed targets, Inpelaizer's attack range is doubled.

Q: Switch
Cooldown: 1s
Cost: 20 Stamina per Cannon
Range: 600
Inpelaizer swaps his attack mode.
SHOULDER CANNON: Inpelaizer's basic attacks deal 110% damage to the target and nearby enemies! gain 80/100/130/150/180 range, drain Stamina, and scale 25% less with bonus Attack Speed.
THREE-TWIN GATLING GUN: Inpelaizer's basic attacks grant bonus Attack Speed for 2.5 seconds. This attack stacks up to 3 times for a total bonus of % (bonus scales with ability rank and Inpelaizer's level). Stacks fall off one at a time and only benefit Inpelaizer's first attack after switching to SHOULDER CANNON.

W: Tractor Beam
Cooldown: 10/9/8/7/6s
Cost: 50/60/70/80/90 Stamina
Range: 1450
Inpelaizer fires a yellow-orange beam that deals 10/60/110/160/210 (+1.5 AD) physical damage to the first enemy hit, revealing it if it is not stealth end and slowing it by 30/40/50/60/70% for 1.5 seconds.

E: Mechanical Trap
Cooldown: 24/22/20/18/16s
Cost: 50 Stamina
Range: 900
Inpelaizer tosses his mechanical arms that, once armed, explode on contact with enemy Kaijus, rooting the target for 1.5 seconds and dealing 80/140/190/250/300 (+1 AP) ability damage over 1.5 seconds to nearby enemies.
Mechanical Traps last for 5 seconds.

R: Mega Death Cannon
Cooldown: 90/75/60s
Cost: 100 Stamina
Range: 25000
Inpelaizer fires a deadly cannon that gains damage of over the first second it travels. If explodes on the first enemy Kaiju hit, dealing 30/40/50 (+0.1 AD) to 300/400/500 (+1 AD) physical damage plus 30/35/40% of the target's missing health. Nearby enemies take 80% damage.

Gudis (Psychic)

  • Stats
    • Health: 530 (75)
    • Health Regen: 5.5 (0.5)
    • Stamina: 380 (65)
    • Stamina Regen: 6 (0.8)
    • Attack: 54 (4)
    • Attack Speed: 0.65 (1.5)
    • Armor: 30 (3.5)
    • Ability Resist: 30 (0)
    • Range: 550
    • Movement: 335
  • Skills

Passive: Evil Growth
Gudis generates a stack of Evil Growth once every 6 seconds (10 times per minute) and for every second that an enemy Kaiju is infected by his abilities, up to a maximum of 500 stacks. Gudis empowers himself in different ways when he reaches certain milestones.

  • 100 STACKS: + 5% AP and Vicious Gaze now heals for 6 - 16 (based on level) (+ 6% AP)
  • 250 STACKS: + 5% AP for a total of + 10% AP and + 25% cooldown reduction.
  • 500 STACKS: + 20% AP for a total of + 30% AP.

Q: Cell Blast
Cooldown: 3.5s
Cost: 40/50/60/70/80 Stamina
Range: 850
Gudis blasts enemies in an area with Gudis Virus. If a Kaiju is hit, Gudis gains 30/35/40/45/50% Movement Speed over 3 seconds.
Gudis Virus deals 75/120/165/210/255 (+0.7 AP) ability damage over 3 seconds.

W: Virus Cloud
Cooldown: 14/13/12/11/10s
Cost: 40/50/60/70/80 Stamina
Range: 850
Gudis spits a cloud of viruses at a target location, which expands over 7 seconds, granting sight in a 250 unit radius. Enemies in the area are afflicted by the Gudis Virus, inflicting a 40/50/60/70/80% slow, and take 20/35/50/65/80 (+0.15 AP) ability damage per seconds over 2 seconds.

E: Vicious Gaze
Cooldown: 5s
Cost: 50/60/70/80/90 Stamina
Range: 700
Gudis fires a laser beam from both of his eyes at a target, dealing 55/80/105/130/155 (+0.55 AP) ability damage and amplifying his Gudis Virus damage against the target by 20% for 5 seconds, stacking up to two times.
If the target is infected by the Gudis Virus, Vicious Gaze's cooldown is reduced to a static 0.5 seconds.
If Vicious Gaze kills the target, it refunds its stamina cost and restores an additional 1.5% maximum stamina.

R: Hypnotize Bubble
Cooldown: 120/110/100s
Cost: 100 Stamina
Range: 825
After a brief delay, Gudis incases enemies in a cone in the target location in a Blue Bubble of Energy, dealing 150/250/350 (+0.5 AP) ability damage and hypnotize them, causing them to walk harmlessly towards Gudis for 2 seconds.

Maga-Basser (Psychic/Support)

  • Stats
    • Health: 500 (78)
    • Health Regen: 5.42 (0.55)
    • Stamina: 409 (64)
    • Stamina Regen: 11.5 (0.5)
    • Attack: 52.83 (3.8)
    • Attack Speed: 0.65 (2.61)
    • Armor: 20.52 (3.8)
    • Ability Resist: 30 (0)
    • Range: 175
    • Movement: 350
  • Skills

Passive: Power of the Wind
Maga-Basser gains ability power equal to a percentage of his bonus Movement Speed.

Q: Maga-Shockwave
Cooldown: 13/12/11/10/9s
Cost: 60/65/70/75/80 Stamina
Range: 1180
Maga-Basser unleashes a shockwave that deals 60/105/150/195/240 (+0.5 AP) ability damage to enemies in its path. A directional draft then remains for 5 seconds, increasing the Movement Speed of allies following it by 35/40/45/50/55%.

W: Maga-Zephyr
Cooldown: 12s
Cost: 40/50/60/70/80 Stamina
Range: 650
Maga-Basser fires a projectile breath attack to the target enemy, dealing 60/115/170/225/280 (+0.6 AP) ability damage and slows their Movement Speed by 24/28/32/36/40% (+0.06% AP).

E: Maga-Monsoon
Cooldown: 10s
Cost: 80/85/90/95/100 Stamina
Range: 725
PASSIVE: Maga-Basser increases his Movement Speed by 10/12/14/16/18% (+0.03% AP) and allows movement through units.
ACTIVE: Maga-Baser summons forth the might of the wind to knock back surrounding enemies back, dealing 75/100/125/150/175 (+0.65 AP) ability damage and increase the Movement Speed of all nearby allies by 25/30/35/40/45% for 3 seconds.

R: Maga-Storm
Cooldown: 80s
Cost: 100 Stamina
Range: 1100
Maga-Basser summons an extremely huge tornado, which deals 300/400/500 (+1.2 AP) ability damage to enemies in its path and knocks them into the air for 0.5 seconds.
The tornado can be charged for up to 3 seconds. For each second it charges, it deals 45/60/75 (+0.15 AP) bonus damage, knocks up for an additional 0.5 seconds, and travels 40% further.
Activate again to release the tornado early.

Maga-Jappa (Fighter/Guardian)

  • Stats
    • Health: 550 (85)
    • Health Regen: 8.02 (0.55)
    • Stamina: 285 (50)
    • Stamina Regen: 7.52 (0.55)
    • Attack: 62.32 (3.38)
    • Attack Speed: 0.61 (1.81)
    • Armor: 28.55 (3.5)
    • Ability Resist: 32.1 (1.25)
    • Range: 125
    • Movement: 345
  • Skills

Passive: Tough Hide
Maga-Jappa gains 10% Armor and Ability Resist for each nearby enemy Kaiju.

Q: Maga-Odor
Cooldown: 0.5s
Cost: 15 Stamina per second
Range: 20
TOGGLE: Maga-Jappa releases a strong smell from his body, dealing 30/35/40/45/50 (+0.45 AP) ability damage to all nearby enemies per second.

W: Maga-Suction
Cooldown: 20/18/16/14/12s
Cost: 45 Stamina
Range: 535
PASSIVE: Maga-Jappa gains 5/10/15/20/25% Ability Penetration.
ACTIVE: Maga-Jappa pulls in all enemies in front of him, dealing 50/65/80/95/110 (+0.75 AP) ability damage and slows them by 40% for 1.5 second.

E: Maga-Ambush
Cooldown: 16s
Cost: 40 Stamina
Range: 20
After 1.5 seconds of not taking damage, Maga-Jappa is stealthed and gains 20% Movement Speed for up to 4/5/6/7/8 seconds. Upon leaving stealthed, he gains 20/25/30/35/40% Attack Speed for 5 seconds.
When an enemy Kaiju is killed by Maga-Jappa, Maga-Ambush's cooldown is reset.

R: Maga-Water Flow
Cooldown: 90/75/50s
Cost: 100 Stamina
Range: 925
Maga-Jappa fires a concentrated beam of green polluted water from tips of his nose, dealing 200/250/300 (+0.75 AP) ability damage to all enemies hit.
Enemies hit will take 30/35/40(+0.05 AP) ability damage per second for 5 seconds.

Pandon (Support/Guardian)

  • Stats
    • Health: 576 (87)
    • Health Regen: 8.18 (1)
    • Stamina: 310 (45)
    • Stamina Regen: 6 (0.8)
    • Attack: 55.37 (3.2)
    • Attack Speed: 0.65 (0.35)
    • Armor: 26.72 (4.5)
    • Ability Resist: 32.1 (1.25)
    • Range: 175
    • Movement: 335
  • Skills

Passive: Twin-Headed Monster
Pandon gains physical attack equal to 50% of his total ability power and gains ability power equal to 50% of his total physical attack. These bonuses do not stack with themselves.

Q: Fire Stream
Cooldown: 9/8/7/6/5s
Cost: 10/15/20/25/30 Stamina
Range:800
Pandon breathes out a stream of fire, dealing 30/40/50/60/70 (+0.25 AD)(+0.25 AP) physical damage to the target enemy. Enemies hit will be burned, reducing 10/20/30/40/50% of total health for 5 seconds.

W: Escape Burrowing
Cooldown: 14/13/12/11/10s
Cost: 80/85/90/95/100 Stamina
Range: 150
Pandon burrows underground, gaining 37.5% bonus movement speed which decays exponentially over 1.5 second and becoming untargetable for 2.5 seconds.
Enemies who stand upon him will be slowed and deals 50/60/70/80/90 (+0.25 AD)(+0.25 AP) ability damage per 0.5 seconds over 2.5 seconds.

E: Pandon Tornado
Cooldown: 20/18/16/14/12s
Cost: 40/50/60/70/80 Stamina
Range: 500
Pandon encases himself into a tornado. Gaining 40/50/60/70/80% Movement Speed and temperary be immune to crowd controls and dealing 40/80/120/160/200 (+0.5 AD)(+0.5 AP) physical damage to nearby enemies each seconds over 4 seconds.

R: Defence Shield
Cooldown: 60/40/20s
Cost: 80/90/100 Stamina
Range: 950
Pandon creates a protective shield on the target ally Kaiju that last up to 8 seconds. This shield reflects every 50/75/100% enemies' basic attacks and abilities.

Hyper Zetton Deathscythe (Assassin/Fighter)

  • Stats
    • Health: 572 (85)
    • Health Regen: 7.51 (0.75)
    • Stamina: 327 (40)
    • Stamina Regen: 7.59 (0.5)
    • Attack: 55.4 (3.1)
    • Attack Speed: 0.625 (2.7)
    • Armor: 27.3 (3)
    • Ability Resist: 30 (0)
    • Range: 125
    • Movement: 350
  • Skills

Passive: Hyper Zetton Absorb
Hyper Zetton Deathscyth generates 1% of his maximum Flow for every 59 / 52 / 46 units he travels by any means, requiring a total of 5900 / 5200 / 4600 units travelled to obtain maximum Flow. At maximum Flow, the next instance of Kaiju or monster damage against Hyper. Zetton Deathscythe consumes all of his Flow and absorbs the damage instead.

Q: Deathscythe
Cooldown: 3s
Cost: 20 Stamina
Range: 425
Hyper Zetton Deathscythe slashes the target enemy, dealing 70/95/120/145/170 (+1.2 AD) physical damage.

W: Hyper Zetton Teleport
Cooldown: 20/18/16/14/12s
Cost: 50 Stamina
Range: 700
Hyper Zetton Deatscythe teleports to the target location and enters stealth for 1 second, gaining 40% bonus movement speed, and ghosting while stealthed.

E: Hyper Zetton Barrier
Cooldown: 24/22/20/18/16s
Cost: 100 Stamina
Range 425
Hyper Zetton Barrier creates a powerful shield in front of him. The shield slowly drifts forward 50 units over 3.75 seconds, blocking all enemy projectiles with the exception of turret attacks.

R: Dark Fireballs
Cooldown: 100/90/80s
Cost: 100 Stamina
Range: 1000
Dark Fireballs fires a dark fireballs in a line that detonates upon hitting an enemy, slowing all enemies in a small area by 20% for 2 seconds and dealing 170/240/310 (+1 AD) physical damage, increased by 20% against enemies with 50% or lower health.

Alien Empera (Psychic)

  • Stats
    • Health: 524 (82)
    • Health Regen: 5.42 (0.55)
    • Stamina: 392 (52)
    • Stamina Regen: 6 (0.8)
    • Attack: 50.71 (2.6)
    • Attack Speed: 0.62 (2.24)
    • Armor: 22.55 (3.75)
    • Ability Resist: 30 (0)
    • Range: 525
    • Movement: 340
  • Skills

Passive: Space Monarch of Darkness
Alien Empera gains a stack of Space Monarch of Darkness whenever he hits an enemy kaiju with an ability, and 3 stacks whenever he scores a kaiju takedown. Aliean. Empera gains 1 Ability Power for every stack of Space Monarch of Darkness.

Q: Red Shockwave
Cooldown: 7/6.5/6/5.5/5s
Cost: 40/45/50/55/60 Stamina
Range: 950
PASSIVE: Killing a unit with Red Shockwave grants 1 stack of Space Monarch of Darkness, doubled against enemy Kaijus. ACTIVE: Alien Empera unleashes a red shockwave to the target enemy that bounces to other nearby enemies up to 6 times, prioritizing targets not yet hit, dealing 70/110/150/190/230 (+0.6 AP) ability damage with each bounce and silencing them for 1.25 seconds once.

W: Darkness Shot
Cooldown: 10/9.5/9/8.5/8s
Cost: 60/65/70/75/80 Stamina
Range: 900
Alien Empera calls a mass of dark energy to fall from the sky to the target location, which lands after a 1.25 second delay, dealing 100/150/200/250/300 (+1 AP) ability damage to all enemies hit.

E: Darkness Fear
Cooldown: 18/17/16/15/14s
Cost: 70/75/80/85/90 Stamina
Range: 700
Alien Empera forms a cage around the target area which materializes after a 0.5 second delay and lasts for 3 seconds,knocking down and stunning all enemies who pass through its edges for the first time for 1/1.5/2/2.5/3 seconds.

R: Rezolium Ray
Cooldown: 120/100/80s
Cost: 100 Stamina
Range: 650
Alien Empera fires a powerful red and black beam of Minus Energy to the target enemy Kaiju, dealing 180/260/340 (+0.75 AP) ability damage.
Rezolium Ray deals 1.5% increased damage for every 1% of target's missing health, up to double damage against targets below 33.3% of their maximum health.

King of Mons (Fighter/Psychic) *New!

  • Stats
    • Health: 563 (85)
    • Health Regen: 8.17 (0.7)
    • Stamina: 295 (35)
    • Stamina Regen: 6.75 (0.45)
    • Attack: 57.88 (3.5)
    • Attack Speed: 0.62 (3)
    • Armor: 25.04 (3.6)
    • Ability Resist: 32.1 (1.25)
    • Range: 125
    • Movement: 345
  • Skills

Passive: Spawn
King of Mons deals 10% more damage with his basic attacks and reduces incoming damage by 10% for every Bajiris and Scylla he has active, stacking up to 2 times for a maximum 20% modifier.
Additionally, each of his basic abilities spawn a Scylla and/or Bajiris near their target and grant it a unique bonus.

Q: Shark Fangs
Cooldown: 9/8/7/6/5s
Cost: 40 Stamina
Range: 175
King of Mons' next basic attack within 10 seconds has bonus range and deals 30/60/90/120/150 (+0.2 AP) bonus ability damage.
Shark Fang resets King of Mons' autoattack timer.
SPAWNS: King of Mons summons a Scylla, attacking enemies with short-ranged attacks that slow its target by 30% for 2 seconds. King of Mons cannot summon another Scylla while Scylla remains in the battlefield.

W: Bone Shield
Cooldown: 24/22/20/18/16s
Cost: 55 Stamina
Range: 800
King of Mons shields himself for up to 5 seconds, absorbing 60/120/180/240/300 (0.7 AP) ability damage and rendering him immune to all crowd control while the shield holds.

E: Bone Wings
Cooldown: 12s
Cost: 55/60/65/70/75 Stamina
Range: 625
King of Mons quickly dashes to the target location, stunning all enemies he passes through by 1.25/1.5/2/2.25/2.5 seconds and dealing 60/95/139/165/200 (+1 AP) ability damage.
SPAWNS: King of Mons summons a Bajiris, attacking enemies with long-ranged attacks. King of Mons cannot summon another Bajiris while Bajiris remains in the battlefield.

R: Destruction Trio
Cooldown: 130/120/110s
Cost: 100 Stamina
Range: 700
King of Mons fires a Climate Beam to his target enemy Kaiju, dealing 150/200/250 (+0.5 AP) ability damage. Bajiris and Scylla will attack the attack the target with their powerful attacks.
BAJIRIS: Bajiris fires a Barbary Ball, dealing 150/200/250 (+0.5 AP) ability damage.
SCYLLA: Scylla dashes and brutally bites the target, dealing 150/200/250 (+0.5 AP) ability damage.

Five King (Fighter) *New!

  • Stats
    • Health: 580 (82)
    • Health Regen: 6 (0.6)
    • Attack: 56 (3)
    • Attack Speed: 0.65 (2.65)
    • Armor: 26 (3)
    • Ability Resist: 32.1 (1.25)
    • Range: 125
    • Movement: 345
  • Skills

Passive: Super Combination Kaiju
FURY: Five King generates 5 Fury with each basic attack, and loses 4 Fury per second if he hasn't dealt or received damage in the last 12 seconds. At 50 or more Fury, his next basic ability consumes 50 Fury to enhance its effects, though generating no Fury in the process.
RAGED: Five King gains 50% more Fury from all sources while below half health.

Q: Gol-Mel Cannon
Cooldown: 8s
Cost: None
Range: 175
Five King fires a laser beam to his target, dealing 60/120/150/180/210 (+0.8 AD) bonus physical damage. Each hit applies on-hit effects and grants Fury. Hitting an enemy champion grants 10 bonus Fury.
RAGED: Gol-Mel Cannon fires a stronger laser beam, dealing 50% additional damage.

W: Reigu-Pincer
Cooldown: 13/12/11/10/9s
Cost: None
Range: 175
Five King's next basic attack gains bonus attack range and strikes his target, stunning them for 0.75 seconds and dealing 10/30/50/70/90 (+1.2 AD) physical damage. Each hit applies on-hit effects and grants Fury. Hitting an enemy champion grants 10 bonus Fury.
RAGED: Reigu-Pincer strikes Five King's target twice, dealing 50% additional damage and increasing the stun duration to 1.5 seconds.
Reigu-Pincer resets Five King's autoattack timer.

E: Gan-Q Punch
Cooldown: 18/17/16/15/14s
Cost: None
Range: 450
Five King dashes in the target direction, dealing 60/120/180/240/300 (+1.8 AD) physical damage to all enemies he passes through and generating 2 Fury per non-kaiju hit and 10 Fury per Kaiju hit. If he hits an enemy, he can use this ability once again in a row for 4 seconds.
Five King heals himself by 3/4.5/6/7.5/9 (+0.04 AD) for every enemy hit up to a cap, healing for triple the amount against enemy Kaijus.
RAGED: Gan-Q Punch deals 50% additional damage to all enemies Renekton passes through, tripling the healing and healing cap and reduces their armor for 4 seconds.

R: Combined Monster Assault
Cooldown: 160/140/120s
Cost: None
Range: 25000
Five King flies up into the clouds, gaining visibility on all enemy Kaijus, and firing powerful beams to them, dealing 250/400/550 (+0.6 AD)(+0.6 AP) physical damage.
If Combined Monster Assault kills an enemy Kaijus, Five King generates 25 Fury.

Mururoa (Psychic) *New!

  • Stats
    • Health: 476 (75)
    • Health Regen: 01 (1.75)
    • Stamina: 307.2 (40)
    • Stamina Regen: 6 (0.8)
    • Attack: 55.54 (2.7)
    • Attack Speed: 0.625 (1.36)
    • Armor: 19.04 (3)
    • Ability Resist: 30 (0)
    • Range: 550
    • Movement: 310
  • Skills

Passive: Transcendant
Mururoa gains 10% Ability Power for each max rank abilities.

Q: Acidic Spray
Cooldown: 8s
Cost: 80/85/90/95/100 Stamina
Range: 1100
Mururoa sprays a deadly acid from his mouth, dealing 60/120/180/240/300 (+0.65 AP) ability damage to all enemies in a cone.

W: Smoke of Darkness
Cooldown: 16/15/14/13/12s
Cost: 80 Stamina
Range: 900
Mururoa blasts the target location with black smoke, silencing all enemies hit for 1.25/1.5/1.75/2/2.25 seconds.

E: Armageddon Countdown
Cost: None
Range: 200
PASSIVE: Mururoa gains 10/15/20/25/30% Movement Speed. Also, each of Mururoa's ability gain bonus effects.

  • ACIDIC SPRAY: Decreases cooldown by 1/2/3/4/5 second(s) and reduces Stamina cost by 5/10/15/20/25.
  • SMOKE OF DARKNESS: Decreases cooldown by 1/2/3/4/5 second(s).
  • SPACE MOTH SWARM: Gains 1/2/3/4/5 bonus Space Moths.

R: Space Moth Swarm
Cooldown: 100s
Cost: 100 Stamina
Range: 700
Mururoa spawns 8/16/24 invulnerable, flying Space Moths that follow Mururoa for 35 seconds.
Space Moths deal 46/54/62 (+0.45 AP) ability damage per attack (deals 25% less damage if Mururoa are stunned) with an attack cooldown of 2 seconds, and have 400/450/500 Movement Speed. Space Moths will attack Mururoa's target or any enemy units around him otherwise.
Upon completion, the Space Moths return and heal Mururoa for 100% of the damage they dealt.

Reionyx

The Reionyx acts as the persistent element in the game and is the common term used to describe the League of Kaijus players. Reionyx accounts are used to track statistics and scores for each player.

Reionyx gain experience points and Crystals after each battle they participate in. They level up after receiving enough experience, and can unlock new kaijus and power chips with their Crystals.

Any questions, suggestions for the Kaijus, please let me know. :)

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