
Heartwood
A living support tree who catches one approach, prepares spellcasting allies with Sap Pact and commits his own body to restorative channels.

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

Grasping Roots
Send a narrow root line forward. The first enemy hero hit is damaged and rooted; creeps take damage without stopping the line.
Sidestep the narrow line. Root allows ordinary attacks and spells; a strong dispel frees the victim.
- Cooldown
- 17s / 16s / 15s / 14s
- Cost
- 80 / 90 / 100 / 110
- Range
- 650 cm
- Cast time
- 0.5s
- Damage
- 65 / 95 / 125 / 155
- Root
- 1.0 / 1.2 / 1.4 / 1.6 s
- Width
- 90 cm
Example recording · Ability-specific video coming later.

Sap Pact
Graft a living bud onto one allied hero. Their next two completed mana-cost abilities open the bud and restore a small fixed amount of health, rewarding a planned spell sequence rather than passive armor.
Pressure before the ally finishes a spell, silence them, dispel the pact, or force them to spend spells elsewhere. There is no damage reduction or lethal-damage protection.
- Cooldown
- 22s / 20s / 18s / 16s
- Cost
- 75 / 85 / 95 / 105
- Range
- 550 cm
- Cast time
- 0.3s
- Duration
- 5 s; one Sap Pact per target; replacement discards unused blooms
- Healing per bloom
- 40 / 60 / 80 / 100 HP; at most two blooms, 80 / 120 / 160 / 200 HP total
- Trigger
- A successfully completed active hero ability that actually paid positive mana; one bloom per cast
Example recording · Ability-specific video coming later.

Verdant Surge
Nearby allied heroes gain a small constant regeneration aura while Heartwood is alive. The leaves work automatically after this ability is learned.
Pressure through the modest regeneration, spread the team away from Heartwood, or apply Break to him.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 0 / 0 / 0 / 0
- Health regeneration
- 2 / 3 / 4 / 5 HP/s
- Targets
- Heartwood and allied heroes; no buildings or summons
- Aura
- 0.5 s refresh; strongest Verdant Surge only
- Break
- Break suppresses Heartwood's emitter immediately; existing aura payloads expire within 0.5 s and resume only after Break ends. No stockpiling.
- Scaling
- Regeneration, not external received healing; no Resolve received-heal or direct Flow scaling.
Example recording · Ability-specific video coming later.

Ancient Awakening
Stand still to channel five healing pulses around Heartwood's body. After the first pulse, he may replace the remaining healing with one strong dispel on a nearby allied hero.
Interrupt or silence Heartwood before his first pulse, force him to move, or move the ally outside his range. A release saves one ally at the cost of the remaining team healing.
- Cooldown
- 120s / 110s / 100s
- Cost
- 150 / 200 / 250
- Range
- 500 cm
- Cast time
- 0.35s
- Channel
- 5 s, five pulses; no initial bonus heal
- Healing per pulse
- 35 / 45 / 55 HP per allied hero
- Maximum healing
- 175 / 225 / 275 per hero, before external received-heal amplification
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.
Levels 1–22