Field of Valour

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Scavenger render

Scavenger

  • MELEE
  • SAVE
  • CARRY
  • INITIATOR

A melee save who holds ground and punishes an over-extension.

LANE PROFICIENCY
  • Mid82
  • Soft Support64
Primary attributes
ATTRIBUTE BASE PER LEVEL
Force attack lethality262.5
Flow ability economy and spell power162.1
Tempo action frequency212.5
Resolve survivability262.6
Secondary stats
Attack range150 cm
Attack point0.3 s
Move speed300
Base attack time1.8 s
Lock acquisition0.28 s
Armour2.5
Magic resistance25 %

The numbers on this page are placeholder content, not authored values.

Kit

ABILITIES
  • QPale Snare

    Roots the first enemy in front of you and holds them there.

    Damage70 / 125 / 180
    Duration2s / 3s / 4s
    Cooldown20s / 18s / 16s
    Cost80 / 95 / 110
  • EEmber Mark

    Shields an ally and passes the next hit they take back to you.

    Damage90 / 145 / 200
    Duration3s / 4s / 5s
    Cooldown18s / 16s / 14s
    Cost90 / 105 / 120
  • CHollow Bloom

    Burns the ground beneath the target for a few seconds.

    Damage110 / 165 / 220
    Duration4s / 5s / 6s
    Cooldown16s / 14s / 12s
    Cost100 / 115 / 130
  • XWrath Wake

    Silences the target for as long as you keep the lock.

    Damage130 / 185 / 240
    Duration5s / 6s / 7s
    Cooldown14s / 12s / 10s
    Cost110 / 125 / 140
  • VFrost SnareULTIMATE

    Cleaves the locked target and the unit standing behind it.

    Damage150 / 205 / 260
    Duration6s / 7s / 8s
    Cooldown12s / 10s / 8s
    Cost120 / 135 / 150
INNATE
Grave Sense

Senses enemies who died inside your vision in the last minute.

ULTIMATE UPGRADE
Deep Ward

Transforms Pale Snare: it leaves a ward at the point of impact.

Talents

  • -2s cooldown on Pale Snare10+20% lifesteal
  • Pale Snare hits a second target15+2 armour
  • +12% magic resistance20Pale Snare slows by a further 15%
  • +250 mana25+1s duration on Pale Snare

A point at each of levels 10, 15, 20 and 25, and then again at 27 to 30 — the later four take the side you passed over, so a hero at the level cap holds all eight. Both sides are always drawn: what you did not take stays visible.