Guardians of Middle-earth: Tacticians abilities, passives detailed
In Guardians of Middle-earth, your tacticians are your characters can literally control the lanes they are in. Through traps, fields, zones, and very large bombs, the tacticians tell their foes where they can go or what they will sacrifice if they don’t play the their games. Often these characters can also add auto attacking siege equipment on the battlegrounds for extra damage to enemy guardians and structures.
A/X: Dwarven Onslaught
Nori projects the bravery of the Dwarves by giving himself and all Allies within close range and increase to Basic Attack Damage of 4/8/12/16 for 6.0 seconds. If the “Master Mason” Ability is active, the Basic Damage enhancement is increased to 7/15/23/41. This Ability gains a large benefit from increased Ability Power.
X/: Man The Walls!
With his knowledge of stone, walls, and battle, Nori gives Allied Structures and units within close range 75% Resistance to Basic and Ability Damage for 1.2/1.4/1.6/1.8 seconds. If the “Master Mason” Ability is active, the Resistance duration increases to 2.0/2.6/3.2/3.8 seconds. This Ability gains no benefit from increased Ability Power.
To gain advantage on the field of battle, Nori creates an area of effect that persists for 10.0 seconds, inflicting 5/7/9/11 Ability Damage per second to Enemies within medium range and Slowing them by reducing their Movement Speed by 15%. Additionally, Nori activates his “Master Mason” Passive Ability while within range of the effect, thereby increasing the Ability Damage dealt to nearby Enemies to 15/20/25/30 per second and Slowing them by 30%. This Ability gains a large benefit from increased Ability Power.
Y//\: Swift Blow
Nori uses stone and earth to deliver a devastating blow, instantly moving across the field of battle by Teleporting to a location within medium range. Upon arrival, Nori Knocks Enemies within medium range into the air and briefly immobilizes them, and deals 70/120/170/220 Ability Damage increases to 130/220/310/400, and Enemy structures lose 10%/15%/20%/25% of their total Health. This Ability gains a large benefit from increased Ability Power.
Passive: Master Mason
Feeling the strength of stone about him, Nori gains enchantments to his Abilities when he is near a Structure. Additionally, his Basic Attack adds 13 True Damage, increasing by 3 for each Level during a match.
A/X: Dwarven-Fire Flask
Hildifons tosses a flask of oil that explodes an impact and then continues to burn, effecting Enemy units and Structures within close range. The initial explosion deals 54/88/122/196 Ability Damage, followed by the burning oil, which does 5/8/12/18 Ability Damage per second for 5.0 seconds and reduces Basic Damages Resistance by 8%/10%/12%/14% for 5.0 seconds. This Ability gains a moderate benefit from increased Ability Power.
X/: Brandywine Barbs
Hildifons lays down a set of fiery caltrops that lasts for 12.0 seconds, afflicting all Enemies within the barbs for 8/14/20/28 Ability Damage per second and Slowing trapped Enemies’ Movement Speed by 20%/30%/45%/65%. This Ability gains a small benefit from increased Ability Power.
B/O: Took’s Wall
Hildifons sets a flaming wall upon the ground that persists for 20.0 seconds, dealing 15/23/32/46 Ability Damage to Enemies that dare pass through the fire, as well as blinding them for 1.4/1.7/1.9/2.2 seconds, preventing Basic Attacks from doing damage. This Ability gains a moderate benefit from increased Ability Power.
Y//\: Halfling’s Trap
Hildifons places a timed trap on the ground, and upon placement Hildifons gains 37%/38%/39%/40% Movement Speed for 3.0 seconds. The placed trap can last up to 30.0 seconds. If any Enemy comes within medium range of the trap while it’s active, it detonates, dealing 142/213/284/365 True Damage to Enemies within close range and 50/75/100/125 True Damage to enemies in medium range of the blast. Additionally, Knockback is applied to the affected units, flinging them away. This Ability gains no benefit from increased Ability Power.
Passive: Forger’s Hammer
Hildifons wilds a hammer with the keen eye of a blacksmith, reducing the Attack Speed of Enemies by 8% for 4.0 seconds with every hit.
A/X: Black Land Banner
Gothmog places his banner onto the Battlegrounds, drawing all Enemy fire within medium range to it for 2.0/3.0/4.0/5.0 seconds. This Ability gains no benefit from increased Ability Power.
Gothmog creates a stationary Trebuchet that lasts for 16.0 seconds, firing projectiles at all Enemies within long range and causing 50/76/103/130 Ability Damage. This Ability gains a small benefit from increased Ability Power.
B/O: Grond’s Blow
Gothmog charges into battle, rushing forward while wielding a mighty battering ram. Enemies caught in the path of the charge are Knocked into the air, briefly losing control, while his primary target takes 50/85/120/155 Ability Damage and is Stunned, impeding the target from taking any action for 1.0/1.3/1.6/1.9 seconds. This Ability gains a large benefit from increased Ability Power.
Y//\: Rain of Doom
Gothmog summons a massive artillery strike centered on his current position. All Enemy units and Structures caught within medium range of the bombardment are dealt 44/77/110/144 Ability Damage. This Ability gains a small benefit from increased Ability Power.
Directing his cohorts against enemy fortifications, Gothmog gives all Allied units within medium range a bonus, based upon his current Health, to Ability or Basic Damage against Structures.
A/X: Catapult of Angmar
Runsig builds a deadly Catapult on a field of battle that can persist for 35.0 seconds. The Catapult which has 100/200/300/400 Health, attacks Enemies with long range, causing 20/35/60/100 Ability Damage and Slows the Enemy for 2.0 seconds, reducing their Movement Speed by 10%/12%/14%/16%. This Ability gains a small benefit from increased Ability Power.
X/: Forceful Call
Runsig brings his Battlegrounds experience to bear, increasing the Movement Speed of Allied Soldiers within close range by 20%/25%/30%/35% for 6.0 seconds, as well as restoring 14/20/36/70 Health per second for 3.0 seconds to himself and Allies within close range. This Ability gains a small benefit from increased Ability Power.
Holding his ground and exhorting his Allies to do the same, Runsig creates Shields that persists for 4.0 seconds around himself, Structures, and Allied Guardians with close range that absorb all Damage types while functional. Shields placed around Runsig and his Allies have 75/135/225/350 Health, while the Shields placed on Structures have 65/125/215/340 Health. This Ability gains a large benefit from increased Ability Power.
Y//\: March Of The Northmen
Rallying all to his cause, Runsig increases Movement Speed for himself and Allies within medium range by 25%/50%/75%/100% for 5.0 seconds. He also increases Basic Attack Speed for himself, Allies, and Structures within medium range by 25%/28%/31%/35% for 5.0 seconds. Upon activation of the “March Of The Northmen” Ability, nearby Enemies are Rooted for 2.5 seconds, preventing them from moving. This Ability gains no benefit from increased Ability Power.
Passive: Savage Determination
Life in the North has hardened Runsig, tempting him and providing increased Basic and Ability Damage Resistance.
Goading his Enemy, Felgrom lofts a flaming explosive, causing Enemies at the center of the impact to be Stunned, keeping them from performing any action for 1.0 seconds. This Ability also deals 65/85/115/160 Ability Damage to all caught within close range of the fiery blast. This Ability gains a small benefit from increased Ability Power.
Felgrom lay a trap for the unwary, an explosive that detonates if an Enemy comes within close range, injuring the Guardian for 30/50/80/120 Ability Damage and Knocking them into the air, immobilizing them briefly. This Ability gains a moderate benefit from increased Ability Power.
In a great burst of battle-rage, Felgrom sets himself aflame, causing 30/44/58/72 Ability Damage per second to all Enemies within close range, with a portion of the Damage dealt returned to Felgrom as Health. There is a cost of reducing his own Health by 5% p0er second while “Burn!” is active. Note that relics activated upon an Ability use are not triggered by “Burn!” This Ability gains a small benefit from increased Ability Power.
With a final berserk act, Felgrom light the fuse of the bomb he carries, immediately removing all Controlling Effects from himself and committing to self-destruction within 20.0 seconds. If he collides with an Enemy Guardian before the bomb detonates, Felgrom explodes, causing 200/230/265/310 Ability Damage to all enemies within close range, with additional Damage dealt if Felgrom’s Health is low. This Knocks them back, flinging them from their original positions. Upon using “Ka-Boom!”, Felgrom receives a 50% reduction to his next respawn time, with an additional reduction of 8% for each Enemy Guardian struck by the final explosion. This Ability gains a large benefit from increased Ability Power.
With the zeal of a true fanatic, Felgrom’s Movement Speed increases as his Health decreases. Additionally, when Respawning Felgrom gains a significant Movement Speed increase for 10.0 seconds.
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