Gem of Leadership: Difference between revisions
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Watermelon (talk | contribs) (Updated Executioner and Dragonscale) |
Watermelon (talk | contribs) (Updated with names and categorization) |
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[[Helm of Champions]]: Aura | [[Helm of Champions]]/Gallant Mask: (Aura) Grants non-hero allied units +8 armor<br> | ||
[[Circlet of Mana]]: Creates a circle that heals allied units for 30 health per second as long as the hero stays in the circle. 120 second cooldown<br> | [[Circlet of Mana]]/Blooming Wreath: Creates a circle around the hero that heals allied units for 30 health per second. The circle lasts as long as the hero stays in the circle. 120 second cooldown<br> | ||
[[Plate Helm]]: Aura | [[Plate Helm]]/Kingsguard Greathelm: (Aura) Grants non-hero allied units 20% more damage<br> | ||
[[Executioner's Hood]]: 20% chance on attacking enemy units to deal 1000 additional damage<br> | [[Executioner's Hood]]/Repear's Shroud: (Passive) Grants a 20% chance on attacking enemy units to deal 1000 additional damage<br> | ||
[[Dragonscale Mask]]: Attacks cause enemy units to have a 25% chance to flee in terror for 4 seconds. Current targets of melee heroes will not be feared.<br> | [[Dragonscale Mask]]/Grinning Death: (Passive) Attacks cause enemy units to have a 25% chance to flee in terror for 4 seconds. Current targets of melee heroes will not be feared; a random nearby enemy unit will be feared instead.<br> | ||
[[Category:Gems]] | [[Category:Gems]] |
Latest revision as of 19:37, 26 November 2013
Helm of Champions/Gallant Mask: (Aura) Grants non-hero allied units +8 armor
Circlet of Mana/Blooming Wreath: Creates a circle around the hero that heals allied units for 30 health per second. The circle lasts as long as the hero stays in the circle. 120 second cooldown
Plate Helm/Kingsguard Greathelm: (Aura) Grants non-hero allied units 20% more damage
Executioner's Hood/Repear's Shroud: (Passive) Grants a 20% chance on attacking enemy units to deal 1000 additional damage
Dragonscale Mask/Grinning Death: (Passive) Attacks cause enemy units to have a 25% chance to flee in terror for 4 seconds. Current targets of melee heroes will not be feared; a random nearby enemy unit will be feared instead.