Javash/Beta
From Gigantic Wiki
< Javash
Later version of Javash's abilities, descriptions of skills and upgrades are taken from leaked core test build, dated to 2016.
CUDGEL AND CLOUD LMB / RT
Basic attack | |
HOLD [LMB/RT]: Melee attack combo with Cudgel. RELEASE: Unleash a Cloud attack. (Double-damage for each Cudgel hit, max 8x damage) |
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Cloud Strife | Enervating Haze | |||
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+20% base Cloud DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage. |
If you hit with Cudgel, your next Cloud attack WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakens enemies. (-20% damage, 2s) | |||
Thunder Strike | Debilitating Haze | General Malaise | ||
HOLD [LMB/RT],RELEASE,HOLD [LMB/RT]: Your Cudgel attacks deal +15% DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage[?] after hitting with a fully-powered Cloud attack. |
Hitting a weakened foe with your Cloud attack intensifies the WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakness. (-35% damage, 3s) |
Hitting a weakened foe with your Cloud attack inflicts SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slow. (2s) |
Enervating Haze | |
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If you hit with Cudgel, your next Cloud attack WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakens enemies. (-20% damage, 2s) | |
Debilitating Haze | General Malaise |
Hitting a weakened foe with your Cloud attack intensifies the WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakness. (-35% damage, 3s) |
Hitting a weakened foe with your Cloud attack inflicts SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.slow. (2s) |
SHIELD OF LIGHT RMB / LT
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Projectile that gives you and allies SHIELD Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value).shield. (250 HP, 3s) |
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SHIELD STRENGTH | PUNISH | |||
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HOLD [RMB/LT]: for a more powerful SHIELD. (400 HP, 4s) Now creates projectile on release. |
When SHIELD ends, inflict SHOCK Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful.shock on nearby foes. TAP [RMB/LT] AGAIN: End SHIELD early. | |||
HASTE | CLEANSE | BURST | INTERRUPT | |
Projectile gives SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it.speed to allies. |
Projectile CLEANSED Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).purifies allies. |
When SHIELD ends, DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage nearby foes. DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.Double damage against attacking foes. |
When SHIELD ends, INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.interrupts nearby foes. |
PUNISH | |
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When SHIELD ends, inflict SHOCK Deals damage over time, when expires a burst of damage explodes from the affected target. MAJOR SHOCK and MASSIVE SHOCK are more powerful.shock on nearby foes. TAP [RMB/LT] AGAIN: End SHIELD early. | |
BURST | INTERRUPT |
When SHIELD ends, DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage nearby foes. DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.Double damage against attacking foes. |
When SHIELD ends, INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.interrupts nearby foes. |
MANTLE OF WIND Q / LB
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You gain +10% SPEED BOOST Increases the speed of hero by a percent determined by the skill applying it.move speed and 100% CRITICAL HITS Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance. Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.crit chance for 4s. |
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Stormfront | Bolstering Winds | |||
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[Q/LB],[LMB/RT]: With Mantle of Wind, your Cudgel attacks build Cloud power twice as fast. | You and allies you approach gain TEMPORARY HEALTH Provided by certain skills, TEMPORARY HEALTH is added to the bottom of the HEALTH bar. When the skill expires, any remaining temporary health heals the hero by 50% of the remaining health.bonus health. (300 HP, 3s) +5s cooldown. | |||
Erosion | DOES NOT WORK Clouded Vision | Sheltering Winds | Deflecting Winds | |
[Q/LB],[LMB/RT]: With Mantle of Wind, your fully-powered Cloud attacks inflict CRACKED ARMOR Reduces armor by 10 and damages enemies over time.cracked armor. |
[Q/LB],[LMB/RT]: With Mantle of Wind, your fully-powered Cloud attacks inflict Blindness[?]. | You and allies you approach gain +15 ARMOR Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.armor. (3s) |
You and allies you approach gain DEFLECTION Deflects incoming projectiles away in random directions from the source of deflection.deflection. (2s) |
Bolstering Winds | |
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You and allies you approach gain TEMPORARY HEALTH Provided by certain skills, TEMPORARY HEALTH is added to the bottom of the HEALTH bar. When the skill expires, any remaining temporary health heals the hero by 50% of the remaining health.bonus health. (300 HP, 3s) +5s cooldown. | |
Sheltering Winds | Deflecting Winds |
You and allies you approach gain +15 ARMOR Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.armor. (3s) |
You and allies you approach gain DEFLECTION Deflects incoming projectiles away in random directions from the source of deflection.deflection. (2s) |
GRASPING SHADOWS E / RB
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HOLD [E/RB]: SLOW Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.Slow target enemy. Slow intensifies as you target the same enemy. |
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Hold to the Earth | Shadow to Stone | |||
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On hit foe's front, inflicts CRIPPLE Reduces movement speed by 40% and limits jump height.cripple. (2s) |
After 2 seconds on same target, inflicts PETRIFIED[?]. (immobilized but armored) | |||
Wounding Grasp | Growing Grasp | Stonebreaker | FOCUS | |
When inflicting CRIPPLE Reduces movement speed by 40% and limits jump height.cripple, deal ARMOR PIERCE Deals DAMAGE while ignoring target's ARMOR on certain percentage.armor-ignoring damage. |
When inflicting CRIPPLE Reduces movement speed by 40% and limits jump height.cripple, foes near your target are also CRIPPLE Reduces movement speed by 40% and limits jump height.crippled. |
When PETRIFY[?] ends, inflicts CRACKED ARMOR Reduces armor by 10 and damages enemies over time.cracked armor. (-10 armor, 3s) |
When PETRIFY[?] ends, gain FOCUS Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults. Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.focus. |
Shadow to Stone | |
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After 2 seconds on same target, inflicts PETRIFIED[?]. (immobilized but armored) | |
Stonebreaker | FOCUS |
When PETRIFY[?] ends, inflicts CRACKED ARMOR Reduces armor by 10 and damages enemies over time.cracked armor. (-10 armor, 3s) |
When PETRIFY[?] ends, gain FOCUS Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults. Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.focus. |
SHELTER F,LMB / LS+RT,RT
Focus ability | |
[F/LS+RT]: On start, INTERRUPT Disrupts any skills in use and very briefly slows the target's movement.interrupts foes around you. For 4/5/6s, allies near you take 65% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.less damage. |
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STUN | SIZE | |||
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On start, attacking enemies are STUN Interrupts and prevents skill usage and movement for the duration of the stun.stunned. |
Affects a larger area. |
SIZE | |
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Affects a larger area. |