Legionnaires, the namesakes of the Legion itself, bring unflinching power to the battlefield. With their massive battle-axes, these warriors spread carnage among their foes and cleave bloody swaths through enemy ranks. Even those daemons born of fear itself can be terrified by these heroes of the Legion.
The Legionnaire can be played either in the lane or in the jungle from the onset of the game. He uses Taunt to force enemies to attack himself, which causes Whirling Blade to activate. Enemies with low health points can be instantly killed with Decapitate. A Portal Key boosts initiation potential.
Abilities[ | ]
Taunt
[ Q ]
Cast Time: 0.3 / 0.5 seconds
Self Position
Organic Enemy Units
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.
Radius: 300 Mana Cost: 65/80/95/110 Cooldown: 13 seconds
Forces enemies in radius to attack you for 2/2.4/2.8/3.2 seconds. Applies Taunting to self for 2/2.4/2.8/3.2 seconds.
HAHA, YOU ALL SUCK!
Taunting Effects +8/12/16/20 Armor
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.
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.
Terrifying Charge
[ W ]
Cast Time: 0 / 0 seconds
Target Unit
Enemy Units
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.
Range: 1000 Mana Cost: 40/50/60/70 Cooldown: 30/26/22/18 seconds
Charges with +100/200/300/400 Movement Speed and 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 150/200/250/300% of your base damage and applies Terrify for 4/5/6/7 seconds to the target and nearby units in a cone.
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.
Whirling Blade
[ E ]
Passive
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.
Radius: 300 Cooldown: 0.5/0.4/0.3/0.2 seconds
On Attacked 9% per charge chance to deal 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.
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.
Decapitate (Decapitate All)
[ R ]
Cast Time: 0.3 / 0.5 seconds
Target Unit
Organic Enemy Units
Type - Superior Magic
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.
Range: 175 Mana Cost: 120/160/200 Cooldown: 75/65/55 seconds
Instantly kills target unit if they are below 300/450/600 Health, Refreshing all ability cooldowns. Otherwise, deals 150/250/350 Magic Damage to target unit.
Refreshes only on hero kills.
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 Flame Consumption or 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).
The Legionnaire terrifies a target foe with a display of mighty rage. While terrified, the target foe takes damage over time until he manages to kill a unit, friend or foe, to overcome the terror. If no unit is killed, the terror will eventually expire naturally.
Range: 900 Mana Cost: 75/85/95/105 Cooldown: 25/20/15/10 seconds
Applies Terrified to target for 10/13/16/19 seconds.
Terrified Effects 15/17/25/33 Magic damage per second. This effect is removed when the inflicted kills a unit.
Notes
Terrified is removed on denies as well.
Deals up to 150/221/400/627 Magic Damage if it is not removed early.