
Dracula
An opportunistic vampire who uses visible bat marks to make attacking costly, feeds at melee range, and chooses bat pressure or retreat on one shared ultimate.

Abilities.
In developmentExample recording · Ability-specific video coming later.

Sanguine Bite
Bite one nearby enemy for magical damage. If this Dracula's bats recently drew blood from that enemy, consume its Feeding Mark to heal for part of this bite's damage; an unmarked bite gives no healing.
Withhold ordinary attacks while the bat provocation is active, absorb its entire bite, or dispel the resulting Feeding Mark. If blood was drawn, keep Dracula outside melee range for the short feeding window; an unmarked Q still hurts but cannot sustain him.
- Cooldown
- 12s / 11s / 10s / 9s
- Cost
- 65 / 75 / 85 / 95
- Range
- 175 cm
- Cast time
- 0.3s
- Damage
- 90 / 125 / 160 / 195 magical from one melee spell packet, whether marked or unmarked
- Per-cast heal cap
- 50 / 70 / 90 / 110 HP before healing reduction
Example recording · Ability-specific video coming later.

Cloakborn Swarm
Send Cloakwings to provoke enemies in a short fan; their next basic attack triggers one delayed bite and a brief reveal. A bite that draws blood leaves a short Feeding Mark for Sanguine Bite to consume. Stores two casts.
Dispel the visible provocation, wait three seconds before attacking, or use spells. Disjoint incoming bats before attachment; absorb all bite damage to deny Feeding Mark, or dispel the mark and avoid melee until it expires.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 65 / 75 / 85 / 95
- Charges
- 2 / 2 / 2 / 2
- Recharge
- 22s / 21s / 20s / 19s
- Range
- 700 cm
- Cast time
- 0.45s
- Fan / mark
- 50°; 700 cm; at most one 3-second Provocation Mark per target; no damage on initial contact
Example recording · Ability-specific video coming later.

Crimson Lunge
Lunge with the wooden stake along a chosen direction, stopping at the first enemy hero. The impact damages and briefly disarms that hero.
Root denies the lunge. Sidestep its fixed line; spells and items remain available during the short disarm, which an allied strong dispel can remove.
- Cooldown
- 20s / 18s / 16s / 14s
- Cost
- 60 / 65 / 70 / 75
- Range
- 400 cm
- Cast time
- 0.3s
- Damage
- 55 / 80 / 105 / 130 physical
- Disarm
- 0.75 / 0.9 / 1.05 / 1.2 s
- Travel
- 400 cm, fixed direction after release; stop at terrain/invalid navigation; no terrain crossing, immunity or disjoint
Example recording · Ability-specific video coming later.

Court of Midnight
Six one-second pulses around the moving caster; 30/40/50 magical per pulse, 180/240/300 maximum per target.
Leave the small moving swarm or root him. A retreat gives up the offensive swarm until the shared cooldown ends.
- Cooldown
- 100s / 90s / 80s
- Cost
- 140 / 180 / 220
- Range
- 350 cm
- Cast time
- 0.4s
- X — Court
- 6 s; one pulse/second in 350 cm; 30 / 40 / 50 magical damage per pulse
- X total per target
- 180 / 240 / 300; no extra life drain or control
- Shared entry
- X/V share three ranks, one cooldown and one point investment
Example recording · Ability-specific video coming later.

Midnight Retreat
One warned directional retreat, terrain/nav constrained; no damage, cleanse, immunity or disjoint. Root blocks this action.
Leave the small moving swarm or root him. A retreat gives up the offensive swarm until the shared cooldown ends.
- Cooldown
- 100s / 90s / 80s
- Cost
- 140 / 180 / 220
- Range
- 650 cm
- Cast time
- 0.45s
- V — Midnight Retreat
- 0.45 s warning, then 650 cm directional dash; no damage, cleanse, immunity or terrain crossing
- Shared entry
- X/V share three ranks, one cooldown and one point investment
Build a guide.
Ability order Levels 1–22
Choose a cell to learn a rank; choose it again to clear. Scroll for later levels. Arrow keys move between cells.
X / V share one rank. Choosing either levels both for one ability point.
Levels 1–22