HELENA

Role: Tank
· Difficulty:


Talents
2
The Best Defense

The Best Defense
Each time you Block an attack with your shield, you have a chance to reset the cooldown of Shield Throw. Your next Shield Throw within 12 seconds deals 20% increased damage.
(2.0 PPM)
(2.0 PPM)
Upgrade Cost: 2
2
Shield Mastery

Shield Mastery
The cooldown of your Shields Up and Shield Throw abilities are reduced relative to the amount of damage you mitigate with Toughness.
Upgrade Cost: 2
2
Sword & Board

Sword & Board
Your Power Strike has a chance to grant you Empowered Shield Slam for 12 seconds, causing your next Shield Slam to apply an absorb on you for 2000% Strength that lasts for 8 seconds.
(1.0 PPM)
(1.0 PPM)
Upgrade Cost: 2
1
Reinforced Steel

Reinforced Steel
Your Armor is increased by 20%.
Upgrade Cost: 1
1
Guarded Veteran

Guarded Veteran
Your chance to Block is increased by 10%.
Upgrade Cost: 1
1
Punishing Strikes

Punishing Strikes
Your Power Strike and Shield Slam deal 15% increased damage.
Upgrade Cost: 1
2
Aftershock

Aftershock
Enemies that take damage from your Shockwave ability take 30% more damage from you for 5 seconds.
Upgrade Cost: 2
2
Razor Shrapnel

Razor Shrapnel
Your Shield Throw hits have a 20% chance to trigger an explosion of metal, dealing damage equal to 40% of the Shield Throw hit that triggered the explosion to the target and up to 7 additional nearby enemies.
Upgrade Cost: 2
2
Skull Cracker

Skull Cracker
Your Shield Throw has 20% additional Critical Strike chance and deals 100% increased damage to the first target it hits.
Upgrade Cost: 2
2
Sharpened Blade

Sharpened Blade
Enemies affliced by your Sweeping Strike's bleed have 20% reduced attack speed.
Upgrade Cost: 2
1
High Command

High Command
Your "Hold the Line" cooldown is reduced by 6 seconds each time you use Shields Up.
Upgrade Cost: 1
1
Magic Ward

Magic Ward
You take 10% less Magic damage.
Upgrade Cost: 1
1
Commander's Advance

Commander's Advance
Your "Hold the Line" ability increases your movement speed by 50% and the movement speed of your allies by 25% for 5 seconds.
Upgrade Cost: 1
3
Second Wind

Second Wind
When your Toughness has reduced an amount of damage equal to 50% of your Maximum Health, you gain 30% increased Strength for 8 sec.
Upgrade Cost: 3
3
Martial Command

Martial Command
While Siegebreaker is active you deal 25% more damage and your damage reduction from Toughness is shared with all allies.
Your Spirit is increased by +5% passively.
Your Spirit is increased by +5% passively.
Upgrade Cost: 3
3
Gleaming Shield

Gleaming Shield
While Shields up is active your Shield Slam deals 40% increased damage and all healing effects on you are increased by 20%.
Upgrade Cost: 3
1
Front Line Defender

Front Line Defender
The efficiency of your Toughness mechanic is increased by 20%.
Upgrade Cost: 1
1
Master of War

Master of War
Your Grand Melee ability has 20% reduced cooldown.
Upgrade Cost: 1
1
Greater Shockwave

Greater Shockwave
Your Shockwave deals 20% increased damage.
Upgrade Cost: 1
Abilities
Siegebreaker
100 Spirit
For the next 20 seconds, the cooldown reduction granted by your Veteran of War is doubled.
While Siegebreakeris active, you take 25% reduced damage and your Shield Slam, Shield Throw and Shockwave abilities deal 25% increased damage.
SPIRIT ABILITY
When you activate your Spirit ability you gain Spirit of Heroism, granting +30% Haste for 20 sec.
While Siegebreakeris active, you take 25% reduced damage and your Shield Slam, Shield Throw and Shockwave abilities deal 25% increased damage.
SPIRIT ABILITY
When you activate your Spirit ability you gain Spirit of Heroism, granting +30% Haste for 20 sec.
Measured Strike
5yd range
Power Strike
5yd range6s Cooldown
Shield Slam
5yd range7.5s Cooldown
Shockwave
30s Cooldown
Charge
30yd range20s Cooldown
Taunt
30yd range8s Cooldown
Taunt the target, forcing it to attack you for 6 sec.
Can be used during Global Cooldown
Can be used during Global Cooldown
Bash
5yd range12s Cooldown
Interrupt the target's spellcasting and prevent it from casting for 4 sec.
Must interrupt a spell, or it will have no effect.
Can be used during Global Cooldown
Must interrupt a spell, or it will have no effect.
Can be used during Global Cooldown
Shield Throw
30yd range21s Cooldown
Shields Up
2 charges30s Cooldown
Hold the Line
40yd range30s Cooldown
Sweeping Strike
30s Cooldown
Iron Wall
90s Cooldown
Your Toughness can not be reduced for 12 seconds.
Can be used during Global Cooldown
Can be used during Global Cooldown
Grand Melee
120s Cooldown
For the next 10 seconds, Incite all enemies in a large radius around you, forcing them to only use Auto Attacks and only attack you.
All allies within the radius of Grand Melee take 20% reduced magic damage while it is active.
All allies within the radius of Grand Melee take 20% reduced magic damage while it is active.