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Ten'Shí

Hero · Unlocks at stage 12

Ten'Shí

Melee · True damage · Fireball rain and Transformation

A Myth… a Legend… Master of Masters… and wielder of all powers. Ten'Shí is the epitome of wisdom and power combined. His mere existence makes the Kingdom tremble. And don't even think of getting him angry…

Health, level 1 → 10

380 → 560

Armor, level 1 → 10

20% → 50%

Damage, level 1 → 10

14-22 → 32-49

Respawn time

15 seconds

Each hero has two skills. They gain their levels by themselves as the hero levels up in battle: the first skill at hero levels 2, 5 and 8, the second at hero levels 4, 7 and 10. Every level gained also restores the hero to full health.

Skills

  • Fireball rain

    Level I at hero level 2II at 5III at 8Cooldown 25 seconds

    Ten'Shí calls fireballs down from the sky onto the enemies furthest along the path near him. Used in his normal form when at least 1 enemy (ground or flying) is within 100 and the cooldown is ready. Fireballs fall one every 0.5 seconds, each aimed at the enemy furthest along the path within 150 of Ten'Shí; with no enemy in reach one lands near him. Each fireball rolls its damage once and deals it to every enemy within 60 of where it lands, flying enemies included. The burning ground at level 3 covers a radius of 65 and hurts only ground enemies; it ticks at once and then every second.

  • Transformation

    Level I at hero level 4II at 7III at 10Cooldown 10 seconds

    Ten'Shí transforms into his powered form: he fights with spinning area strikes and slams the ground to send spikes along the path. Used in his normal form when at least 3 ground enemies are within 100; the cooldown counts from the moment he returns to normal form. While transformed he is immune to true, physical, magic, explosive, electric and poison damage; instant kills still work on him. His normal strikes are replaced by a spin every 2 seconds that hits 4 times (2 spins of 2 hits), each hit striking every ground enemy within 50 of him. His melee reach grows from 55 to 85 and his speed from 48 to 66. Every 9 seconds, when he stands by the path and a ground enemy is on that path a short way from him (enemies right beside him do not count), he slams the ground. Up to 10 of the nearest ground enemies within 40 of him take the slam damage, then spikes erupt along the path step by step, and the first step also erupts once in the opposite direction. Each step hits every enemy within 40 (the last step within 60), flying enemies included. Each spike step has a 25% chance per enemy to stun it for 3 seconds; the last step always stuns. Bosses and flying enemies are never stunned. While transformed he does not teleport and does not use the fireball rain. The transformation gives 100, 150 or 200 XP by skill level, and so does every spin attack. Slams and spikes give no XP, and no damage dealt in this form gives damage XP.

Levels I to III

  • Fireball rain I

    Hero level 2100 XP per use

    Calls down 2 fireballs dealing 30-60 true damage each.

  • Fireball rain II

    Hero level 5200 XP per use

    Calls down 3 fireballs dealing 45-75 true damage each.

  • Fireball rain III

    Hero level 8300 XP per use

    Calls down 4 fireballs dealing 50-80 true damage each; each one leaves burning ground that deals 10-20 physical damage per second for 5 seconds (20-30 for 10 seconds with the Rain of Fire upgrade Blazing Earth).

  • Transformation I

    Hero level 4100 XP per use

    Lasts 6 seconds; spins deal 18-36 physical damage per hit, the slam 50-70 true damage and 3 steps of spikes 10-20 physical damage.

  • Transformation II

    Hero level 7150 XP per use

    Lasts 9 seconds; spins deal 23-45 physical damage per hit, the slam 60-80 true damage and 4 steps of spikes 15-30 physical damage.

  • Transformation III

    Hero level 10200 XP per use

    Lasts 12 seconds; spins deal 27-54 physical damage per hit, the slam 70-90 true damage and 6 steps of spikes 20-40 physical damage.