Although trial by combat was long ago outlawed in the Legion of Man, on the fringes of civilization there are several who still practice it. When the war between the Legion and the Hellbourne broke out The Gladiator ventured forth in search of worthy opponents, each crack of his mighty whip sounding the death knell for another daemon.
The Gladiator's Flagellation is the core skill to his play style, allowing him to farm and harass with one skill. Late game, skilled players can use well-placed Pitfalls and Calls to Arms to demolish the opposing team.
Abilities[ | ]
Pitfall
[ Q ]
Cast Time: 0.2 / 0 seconds
Target Position
Non-Boss Enemies
Type - Magic
Arenas that Gladiators live in are full of Pitfalls and traps. The Gladiator can bring out the essence of the Arena anywhere, summoning a Spike Trap that will go off after a delay. Anyone hit is stunned, damaged, then snared.
Range: 1500 Radius: 200 Mana Cost: 90/100/110/120 Cooldown: 16/14/12/10 seconds
Creates a Pitfall at target position, which is visible to allies only. After 1.5 seconds, the Pitfall deals 75/150/225/300 Magic Damage to enemies in radius, knocks them up for 1.5 seconds, and applies Spiked! for 1/2/3/4 seconds.
Grants 400 day and night Clearvision around the Pitfall after it triggers.
You're going dow... I mean up!
Spiked! Effects
30% Movement Slow
Notes
Stun duration cannot be reduced with Stun Resistance.
Pitfall deals an initial 37.5/75/112.5/150 Magic Damage on impact and deals an additional 25/50/75/100 Magic Damage per second for 1.5 seconds.
Has a total delay of 1.7 seconds, without Cast Speed modifiers.
Doesn't require facing within 180 degrees of the target location before starting the ability cast.
Showdown
[ W ]
Cast Time: 0.4 / 0 seconds
Target Unit
All Heroes
Type - Magic
One-on-One challenges are the lifeblood of a Gladiator and they can challenge anyone at any time. After a short delay, the challenged person is returned to where they were previously so the fight can begin!
Range: 400/600/800/1000 Mana Cost: 60 Cooldown: 20/18/16/14 seconds
Summons a Colosseum at the target's location and applies Challenged to Fight to it for 4 seconds.
Activate again to teleport Challenged unit to the Colosseum early. Does not teleport back Magic Immune units.
Grants 1000 day and night Clearvision around the Colosseum for 5 seconds.
Stay near tower, I pull dem runners in!
Challenged to Fight Effects
Will be teleported back to the Colosseum after 4 seconds
Notes
Stops channeling on return.
I Have No Patience
[ W ]
Cast Time: 0 / 1 seconds
No Target
Gladiators are not known for their patience, though. At any time he can recall his challenged target to begin the fight anew.
Instantly ports back the Challenged target to the Colosseum.
Flagellation
[ E ]
Passive
Knowing how to wield only one weapon is a weakness. The Gladiator is master of many, but prefers to use a Whip as his secondary so he can harm those a good distance from himself with ease.
Cooldown: 10/8/6/4 seconds
While off cooldown, grants 20/40/60/80 Damage or 10/20/30/40 Damage when attacking ally units.
When attacking an enemy unit, your next attack deals 100% splash damage in True Damage in a 380/420/460/500 radius.
Attacking a Tower or Building triggers the cooldown, but not the splash damage. Does not go on cooldown when attacking allied units.
When in doubt, whip it out.
Notes
While the Splash deals True Damage, the main target does not take True Damage.
Illusions inherit Flagellation.
Call to Arms
[ R ]
Cast Time: 0.4 / 0 seconds
Target Position
Type - Magic
Gladiators always have allies where they are not expected, thus The Gladiator can call upon a Chariot to inspire his allies and trample his enemies underfoot.
Range: 1000 Radius: 450 Mana Cost: 150/200/250 Cooldown: 80/70/60 seconds
Summons a Chariot behind you that travels 2000 units in target direction. The Chariot applies Call to Arms to allies it passes through for 6 seconds.
Upon reaching its end point, the Chariot deals 300/450/600 Magic Damage to enemies in a 400 radius and Stuns them for 1 second.
Grants 800 day and night Clearvision around the Chariot. Vision lingers for 6 seconds.
This isn't Sparta...THIS IS NEWERTH!
Call to Arms Effects
+10% Movement Speed Absorbs 50% of damage taken Absorbed damage is taken over 6 seconds after buff expires. Damage is non-lethal.
Notes
The Chariot will appear 2000 units away from the target position behind The Gladiator.
The Chariot travels at 600 speed, and arrives at its end point after 3.33 seconds.
Both the Chariot and damage point have a radius of 450.