
Wick
A cold military field inspector with three unlit wicks and a plain heavy mace.

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

Inspection Blow
Strike a nearby enemy with the field mace, dealing physical damage and briefly Breaking its passives.
Keep him out of melee range, counter with active spells/items, or use an allied basic dispel to clear Break.
- Cooldown
- 15s / 14s / 13s / 12s
- Cost
- 65 / 75 / 85 / 95
- Range
- 250 cm
- Cast time
- 0.4s
- Damage
- 75 / 105 / 135 / 165 non-attack physical
- Break
- 1.2 / 1.6 / 2.0 / 2.4 s
- Targets
- One enemy hero/creep; no stun, slow, item-active block or bonus ordinary attack
Example recording · Ability-specific video coming later.

Cooling Patch
Lay a small visible patch of soft wax that slows enemies. Recast once to harden it, rooting enemies currently inside and consuming the patch.
Leave the small patch before the second warning ends or strong-dispel the root. The inspector cannot move the patch or root twice.
- Cooldown
- 22s / 21s / 20s / 19s
- Cost
- 85 / 95 / 105 / 115
- Range
- 550 cm
- Cast time
- 0.35s
- Radius
- 220 cm
- Formation / lifetime
- 0.4 s warning, then up to 4 s soft wax
- Soft slow
- 15 / 18 / 21 / 24%, refreshed every 0.5 s for 0.5 s; overlaps do not stack
Example recording · Ability-specific video coming later.

Three Wick Reserve
While alive, slowly store up to three wax layers. Each incoming enemy damage hit spends one layer to absorb a small fixed amount; excess damage still hurts.
Small separated hits waste layers; pure damage bypasses them and Break clears them. Burst exceeding the flat block always reaches health.
- Cooldown
- 12s / 11s / 10s / 9s
- Cost
- 0 / 0 / 0 / 0
- Layers
- Maximum 3; starts empty on learning and after death/Break
- Block per layer
- 25 / 35 / 45 / 55 HP from one positive enemy physical/magical packet after normal mitigation; overflow passes through
- Caps
- One layer per packet, at most 75/105/135/165 stored HP. Unused fraction of a consumed layer is lost; no extra damage, heal or reflection
Example recording · Ability-specific video coming later.

Final Notice
Strike a warned inspection point with the field mace. Enemies who remain are Silenced for a sustained spell-denial window, while retaining attacks and items.
Leave the small marked area before the mace falls. Use an item dispel or ask an ally to cleanse the Silence; ordinary attacks remain available throughout.
- Cooldown
- 130s / 120s / 110s
- Cost
- 165 / 210 / 255
- Range
- 350 cm
- Cast time
- 0.9s
- Radius
- 240 cm at the fixed committed point.
- Physical damage
- 120 / 170 / 220 non-attack physical once.
- Silence
- 4 / 5 / 6 s, basic-dispellable; one initial application per target, no refresh.
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