Tricky artillery mage with powerful damaging abilities and combos. His goal is to cast as many of his abilities as possible and overwhelm the enemies in fights. He works best with heroes who play nicely with damage, especially those who can keep him safe. All of his abilities are skillshots - but he has a lot of control over them; enemies facing him will want armor, since he has no direct answer. He has no escape options, but packs quite the punch.
Q - Ralf's Fire Dollop:
The hero sends out a dollop of fire that travels in a line. The dollop deals 5/10/15/20/25 + (25% intelligence) damage, increased by 25% for each enemy it passes through.
The dollop returns and refreshes targets for the journey back, retaining bonus damage.
10/9/8/7/6 second cooldown. 75/100/125/150/175 mana cost.
W - Melman's Acid Rain:
The hero shoots enemies in an area with 6 acid missiles, dealing 5/10/15/20/25 + (6% intelligence) damage each.
5/4.5/4/3.5/3 second cooldown. 50/75/100/125/150 mana cost.
E - Chester's Freezing Blast:Â
The hero launches a freezing orb that deals 10/20/30/40/50 + (30% intelligence) to enemies it passes through, and erupts at the target location, dealing 20/40/60/80/100 + (50% intelligence) damage to nearby enemies and slowing them by 80% for 1 second.
22/20/18/16/14 second cooldown. 100/150/200/250/300 mana cost.
R - Demon Orb:
Passive: The hero makes a dark pact. Whenever he casts a spell, all remaining cooldowns are reduced by 0.5/1/1.5 second.
Active: The hero can activate the Demon Orb to replenish all of his mana.
50/40/30 second cooldown.