
Overseer
A menacing rune caster who threatens fixed ground, protects against magic, and earns a long sleep setup through a vulnerable channel.

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

Arcane Lance
Fire a wand bolt that bursts on the first enemy, with reduced splash damage around that target.
Use a creep to absorb the bolt or separate from the first target.
- Cooldown
- 11s / 10s / 9s / 8s
- Cost
- 80 / 90 / 100 / 110
- Range
- 850 cm
- Cast time
- 0.4s
- Magical damage
- 100 / 140 / 180 / 220
- Splash
- 150 cm; secondary targets take 40% damage
Example recording · Ability-specific video coming later.

Runic Ward
Place a finite magical-damage shield on one allied hero. It has no detonation or physical protection.
Attack physically, dispel the ward, or wait for it to expire.
- Cooldown
- 22s / 20s / 18s / 16s
- Cost
- 75 / 85 / 95 / 105
- Range
- 600 cm
- Cast time
- 0.3s
- Magic-only shield
- 100 / 145 / 190 / 235 HP; no Flow scaling
- Duration
- 4 s; strongest shield only; does not stack with another Runic Ward
Example recording · Ability-specific video coming later.

Ominous Insight
Expose ordinary concealed enemies inside a small marked area. When the rune closes, enemies still inside are briefly silenced. Holds two casts.
Move out before the clearly signaled closure, use a basic dispel after silence, or contest the wizard with attacks/items. The rune cannot follow you or see the detection-immune tier.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 65 / 75 / 85 / 95
- Charges
- 2 / 2 / 2 / 2
- Recharge
- 26s / 24s / 22s / 20s
- Range
- 800 cm
- Cast time
- 0.35s
- Radius
- 200 / 225 / 250 / 275 cm
Example recording · Ability-specific video coming later.

Astral Convergence
Channel a fixed rune circle, then discharge it and put up to three enemy heroes still inside to sleep. The long sleep creates a reset or setup window, but any damage wakes its victim.
Leave the stationary rune during its long warning, interrupt Overseer, or strongly dispel a sleeping ally. Any damage wakes the victim, so the attacking team must choose between isolation and immediate damage.
- Cooldown
- 135s / 125s / 115s
- Cost
- 180 / 230 / 280
- Range
- 800 cm
- Cast time
- 1.8s
- Impact damage
- 120 / 160 / 200 magical once to enemies still inside after completed channel; no damage over time.
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