Field of Valour

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Thornwood render

Thornwood

  • MELEE
  • JUNGLER
  • NUKER
  • ESCAPE

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

LANE PROFICIENCY
  • Off86
  • Hard Support68
Primary attributes
ATTRIBUTE BASE PER LEVEL
Force attack lethality192.2
Flow ability economy and spell power192.4
Tempo action frequency203.0
Resolve survivability283.2
Secondary stats
Attack range150 cm
Attack point0.4 s
Move speed310
Base attack time1.75 s
Lock acquisition0.31 s
Armour2.0
Magic resistance25 %

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

Kit

ABILITIES
  • QStorm Verdict

    Plants a mark that detonates when the target next takes damage.

    Damage70 / 125 / 180 / 235
    Duration2s / 3s / 4s / 5s
    Cooldown20s / 18s / 16s / 14s
    Cost80 / 95 / 110 / 125
  • ECinder Sunder

    Pulls the ground upward, slowing everything standing on it.

    Damage90 / 145 / 200 / 255
    Duration3s / 4s / 5s / 6s
    Cooldown18s / 16s / 14s / 12s
    Cost90 / 105 / 120 / 135
  • CPale Lash

    Drops your own health to raise your attack for a short window.

    Damage110 / 165 / 220
    Duration4s / 5s / 6s
    Cooldown16s / 14s / 12s
    Cost100 / 115 / 130
  • XEmber Toll

    Blinks to the last place you held a lock.

    Damage130 / 185 / 240
    Duration5s / 6s / 7s
    Cooldown14s / 12s / 10s
    Cost110 / 125 / 140
  • VHollow VerdictULTIMATE

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

    Damage150
    Duration6s
    Cooldown12s
    Cost120
INNATE
Cold Blood

Attacks against a slowed target deal bonus damage.

ULTIMATE UPGRADE
Hollow Sigil

Grants a new active that silences everything in a small radius.

Talents

  • +15 armour10Storm Verdict slows by a further 15%
  • +8 attack damage15+1s duration on Storm Verdict
  • -2s cooldown on Storm Verdict20+18 attack speed
  • Storm Verdict hits a second target25-15% respawn time

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.