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Legionnaire
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==Abilities== {{Ability infobox|Q |name = Taunt |image = Legionnaire Taunt.jpg |action = Self Position |target = Organic Enemy Units |castactiontime = 0.3 |castbackswing = 0.5 |radius = 300 |manacost = 65/80/95/110 |cooldown = 13 |description = The Legionnaire taunts nearby foes, forcing them to attack him for a few seconds. The Legionnaire prepares himself for the attack, increasing his Armor significantly for the duration. |effects = Forces enemies in radius to attack you for {{sc|2/2.4/2.8/3.2}} seconds. Applies ''Taunting'' to self for {{sc|2/2.4/2.8/3.2}} seconds. |status1 = Taunting |status1-effects = {{sc|+8/12/16/20}} Armor |flavortext = HAHA, YOU ALL SUCK! |notes = * Taunt does not affect Neutral units. * Taunt affects invisible units and units in the Fog of War. Does not affect towers, Kongor, invulnerable or hidden units. * Re-casting on a unit under the effect of Taunt refreshes the duration. * Taunt has lower priority than [[Kane]]'s [[Kane#Face Off|Face Off]]. * When Legionnaire dies, the taunt ends inmediately. * If Legionnaire turns invisible during the taunt, the forced attack debuff on enemies will end prematurely, but the armor buff on Legionnaire will remain for its normal duration. }} {{Ability infobox|W |name = Terrifying Charge |image = Legionnaire Terrifying Charge.jpg |action = Target Unit |target = Enemy Units |type = |castactiontime = 0 |castbackswing = 0 |range = 1000 |manacost = 40/50/60/70 |cooldown = 30/26/22/18 |description = The Legionnaire charges very quickly at a target foe and swings wide with his mighty axe upon reaching them, dealing damage and Terrifying those unfortunate enough to be standing there. Terrified enemies attack very quickly, but do less damage per attack. |effects = Charges with {{sc|+100/200/300/400}} Movement Speed and {{sc|0/2/4/6}} Armor and Magic armor towards the target, granting sight of the target. Being stunned, issuing another command, or being more than 1750 distance from the target will cancel the charge early. Upon reaching the target, causes Physical Damage equal to {{sc|150/200/250/300%}} of your base damage and applies ''Terrify'' for {{sc|4/5/6/7}} seconds to the target and nearby units in a cone. |status1 = Terrify |status1-effects = -50% Attack damage<br />+50% Attack Speed |flavortext = I'll give you a head start... RUN! |notes = * Reveals the target and grants 600 day and night vision around the target while charging. * Legionnaire also has Unitwalking while charging. * The buff lingers for 1 second after you reach the target, but not when cancelled early. * Terrifying Charge deals damage in a 110 degree cone up with a 240 radius in front of Legionnaire. * Terrifying Charge does not deal damage as an autoattack, so it will not apply attack modifiers. * ''Terrify'' halves attack damage after every Damage and Base Damage modifiers, and multiplies Attack Speed after non-multiplicative Attack Speed modifiers. * Terrifying Charge will not deal damage to a Physical Immune unit, but you can charge to a Physical Immune units and it will apply ''Terrify'' to them. * Shift-queueing Taunt while charging (Shift+Q) will allow you to immediately cast Taunt upon reaching your target, allowing you to land your Taunt after charging more reliably. }} {{Ability infobox|E |name = Whirling Blade |image = Legionnaire Whirling Blade.jpg |action = Passive |radius = 300 |cooldown = 0.5/0.4/0.3/0.2 |description = The Legionnaire's skill with a Battle Axe is unrivaled. Every time he is attacked, he has a small chance to perform a Whirling Blade maneuver, which damages all nearby enemies. |effects = <u>On Attacked</u><br />9% per charge chance to deal {{sc|120/150/185/215}} Physical Damage to enemies in 300 radius when attacked. Gains one charge when attacked, automatically spinning when the 9th charge is gained. Charges are reset to zero when a spin happens or 5 seconds pass without being hit. |flavortext = My axe and I will bring the devil to his knees! |notes = * Can be toggled off * Does not deal damage to Siege units. * Whirling Blade gains a charge and has a chance to proc during the startup of an autoattack, not when Legionnaire actually takes damage from it. * Despite the visual effects, the damage is applied instantly within the radius. }} {{Ability infobox|R |name = Decapitate |sotmname = Decapitate All |image = Legionnaire Decapitate.jpg |action = Target Unit |target = Organic Enemy Units |type = Superior Magic |castactiontime = 0.3 |castbackswing = 0.5 |range = 175 |manacost = 120/160/200 |cooldown = 75/65/55 |description = The Legionnaire performs a mighty attack with his Battle Axe, attempting to decapitate a target enemy. If the target is low on Health, this attack will instantly kill the target. |effects = Instantly kills target unit if they are below {{sc|300/450/600}} Health, {{sotm|Refreshing all ability cooldowns}}. Otherwise, deals {{sc|150/250/350}} Magic Damage to target unit. {{sotm|Refreshes only on hero kills.}} |flavortext = Night brings bad dreams, bad dreams and guillotines! |notes = * Decapitate unconditionally kills the target unit below the Health threshold, disregards Physical or Magic Immunity, and even goes through abilities such as {{si|Accursed|Flame Consumption}} or {{si|Demented Shaman|Unbreakable}}. ** However, Decapitate will fail if the target is Invulnerable at the time of impact. * Decapitate will play a special animation and sound if it successfully via kill threshold. If Decapitate manages to kill the target at above the threshold (via large amounts of -Magic Armor and damage amplification debuffs), the animation and sound will not play. * Decapitate checks the Health threshold when the skill impacts (after cast time). }}
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