Sapphire of the Crystal Caverns is an ancient being, the last of her race of elemental channelers who once served as arbiters in the conflicts between Man and Beast. Sapphire lived among the tribes and packs of The Savage Lands, where the bloodshed was greatest, for she knew that if she could help create a peace there, the rest of Newerth may follow. She called sworn enemies to meet within the Crystal Caverns, deep beneath the northern Sang-La Mountains, to share their grievances and find common ground.
The crystals served dual purposes -- their energies created a soothing environment that made anger and resentment seem far off, like thunderclouds passing on the horizon. But should hostilities actually break out, Sapphire could channel those energies into spells that would incapacitate, protect, and, if necessary, kill.
Her efforts, and those of the other arbiters, seemed to be going well. Then came The First Corruption, and the eras of The Bestial Shift, Tooth and Nail, the Beast Bone Years...more and more corruption and death. Sapphire's hopes for a lasting truce between steel and claw dwindled. Peace was a jest, a word and notion that mocked her. The only remaining glimmer of a chance lay with the Red Sand tribe and their Warchiefs, who wanted to live in harmony with the Beasts -- with all beings, truly -- if the world would only let them.
When they were massacred by Apex's soldiers, leaving only the Warchief and Sapphire remaining, she finally realized why her beloved, healing crystals also possessed the power to kill. She had learned the hard way that sometimes peace required the utter and complete destruction of those who opposed it.
Sapphire is a ranged agility carry who also packs some solid teamfight utility. Unstable Shard can be used to farm and harass early, and a well placed Crystallize can setup Unstable Shard to do a lot of damage in fights throughout the game.
Abilities[ | ]
Reckless Charge
[ Q ]
Cast Time: 0.05 / 0.95 seconds
Target Unit
Enemy Units
Type - Magic
Charges into the target, knocking it away.
Range: 550 Mana Cost: 90 Cooldown: 14 seconds
Charges into the target, dealing 40/80/120/160 Magic Damage and pushing the target back 400 distance, as well as jumping back yourself.
If the target gets pushed into an hero, tree, building or a cliff it takes an additional 40/80/120/160 Magic Damage and gets Stunned for 1.2/1.6/2/2.4 seconds. If an enemy hero is hit into, they will receive this effect as well.
Notes
Charges to the target at 2000 speed.
Sapphire will land 100 units from where the target was hit over 0.5 seconds.
The target is knocked back over 0.3 seconds.
While being knocked back, the target stuns and deal damage to the first hero that gets within 95 units of it.
Unstable Shard
Stats
Duration
10 Seconds
Health
3 Hits
Gold
50
Notes
Gadget Immunity
Unstable Shard
[ W ]
Cast Time: 0.3 / 0.4 seconds
Target Position
Enemy Units
Type - Magic
Spawns an attackable Unstable Shard at the target location.
Range: 700 Radius: 450 Mana Cost: 75 Cooldown: 17 seconds
Spawns an Unstable Shard at the target location for up to 7 seconds, initially pushing enemy units near the center of the Unstable Shard towards Sapphire.
The Unstable Shard slows the Movement Speed of nearby enemies by 10/15/20/25%.
Sapphire and her allies can attack the Unstable Shard up to 5/6/7/8 times to deal 115/120/125/130% of attack damage as Magic Damage to enemies within its range. Enemies can also attack the Unstable Shard to kill it in 3 hits.
Notes
Units within 125 units of the Unstable Shard when placed is pushed out of the Shard towards Sapphire, placing them between Sapphire and the Shard.
Destroys trees in a 200 radius around the Unstable Shard when placed.
The Quickshield absorbs 100/160/220/280 Damage and increases Attack Speed by 15/30/45/60 for the duration. Attack Speed buff is halved if the shield dissipates.
Crystallize
[ R ]
Cast Time: 0.8 / 0.5 seconds
Self Position
Type - Magic
Crystallize nearby enemies.
Radius: 1200 Mana Cost: 100 Cooldown: 150/135/120 seconds
Crystallizes all enemy heroes within range for up to 4/5.5/7 seconds. While Crystallized, enemies are Stunned and Invulnerable. Upon expiration, enemies receive 20/40/60 True Damage and become Restrained for 1 second.
This ability can be activated again to end the effect early.