Manipulator of the forbidden arts, she reaches into the realms of the ancient evils. She seeks to discover more secrets that the Legion has forgotten, lest the Elder Gods awaken. Tapping into the darkness, she draws forth unholy power to aid the hordes of her liege. Do not let her pleasant demeanor fool you. The Riftwalker fears nothing and will serve only those who will aid her mad quest for power.
The Riftwalker is a unique hero that can initiate on an enemy team without the assistance of a Portal Key. Both inside and outside of a teamfight, the rest of Riftwalker's abilities give her great utility in a supporting role.
Abilities[ | ]
Cascade Event
[ Q ]
Cast Time: 0.3 / 0.1 seconds
Target Position
Non-Boss Enemy Units
Type - Magic
The Riftwalker tears a hole in reality, collapsing in on itself after a short delay. The collapse sucks in all nearby enemy heroes, damaging them in the process.
Range: 1200 Radius: 350 Mana Cost: 120 Cooldown: 20/18/16/14 seconds
Creates a Cascade at target position, which is visible to allies only.
After 1.5 seconds, enemies within the Cascade take 110/160/200/240 Magic Damage and are pulled towards the center.
Grants 200 day and night vision around target position for 2 seconds.
When reality collapses, pull yourselves together.
Notes
Provides 400 day and night clearvision around the cast point for 2 seconds.
No longer require the hero to face within 180 degrees of the target location before starting the ability cast.
Shared Existence
[ W ]
Cast Time: 0.1 / 0.4 seconds
Target Unit
Enemy Heroes
Type - Magic
The Riftwalker can bleed part of another world across dimensions, causing any target she wants to be half in this world and half in another. The results are a greatly reduced speed.
Range: 600 Mana Cost: 75 Cooldown: 10 seconds
Applies Shared Existence to target for 4 seconds. A charge is added to the target's state if the target receives an instance of non-DoT damage.
Your death will be slow, just like your existence.
Shared Existence Effects 30/35/40/45% Movement Slow 4/6/8/10% Movement Slow per charge Adds 1 charge when taking non-DoT damage Maximum of 5 charges
Rift Burn
[ E ]
Cast Time: 0.3 / 0.7 seconds
Target Position
Enemy Units
Type - Magic
The Riftwalker rips a temporary hole through the cosmos, making damaging energies leak out in the surrounding area.
Range: 700 Radius: 300 Mana Cost: 100/110/120/130 Cooldown: 15 seconds
Creates a Rift at target location, dealing an initial 80/140/170/200 Magic Damage to enemies within 200 radius.
Every 0.6 seconds the Rift releases a pulse that deals increasing Magic Damage in a 400 radius. Damage of pulses starts at 14/18/23/28 and ends at 39/52/65/79, dealing up to 150/200/250/300 total Magic Damage.
A Riftwalker's best burn is "Do you even Rift?"
Notes
Releases 6 pulses over 3.6 seconds.
Each pulse expands from the center to 400 radius over 0.4 seconds.
Pulse damage calculation: The first pulse deals 1.23 times 11.4/15.2/19/23, and the next pulse's damage deals 1.23 times more than the previous. Damage pop-up for each pulse is rounded. Approximate pulse damage is listed below:
Rift Burn pulse damage
Level
1
2
3
4
5
6
Total
1
14.02
17.25
21.21
26.09
32,09
39.47
150.13
2
18.69
22.99
28.28
34.79
42.79
52.63
200.17
3
23.37
28.74
35.36
43.49
53.49
65.79
250.24
4
28.29
34.79
42.79
52.64
64.75
79.64
302.90
Wormhole (Bidirectional Wormhole)
[ R ]
Cast Time: 0 / 0 seconds
Target Position
Enemy Units
Type - Superior Magic
The Riftwalker can concentrate and tear a hole through space-time, instantly transporting herself from one place to another. The side effects of doing this can be... explosive.
After channeling, teleports you to the target position and deals 250/350/450 Magic Damage to enemies in radius and Stuns for 2/2.25/2.5 seconds.
Activate a second time within {2/2.25/2.5 seconds to teleport you and all enemies in the radius to your original cast location.
One time, I ended up in a different game.
Notes
Destroys trees.
Disjoints and unbinds all projectiles from the Riftwalker upon finishing channeling.
With Staff of the Master, Riftwalker and all enemy units within the Wormhole's landing point are teleported to the initial channel location relative to their position at the time of teleport over 0.5 seconds.
Units are not disabled while they are being teleported. They cannot move while being teleported, but can use movement abilities.