User blog:Jared Grace/My Crazy Ideas: Ultra Galaxy: League of Kaijus

I know it sounds crazy, but here goes.

Me and my friends have been discussing this for a while. We want to, eventually create a Ultra Kaiju MOBA game. The main draw of the game is it's Huge Character Roster. It features kaijus and seijins from across all Ultraman series, as well as our own custom creations. It sounds impossible, but we hope it will happen. The following sections detail the gameplay and game modes, and the Kaiju concepts:

Gameplay
Ultra Galaxy: League of Kaijus features many different game modes, with the largest being Conquest. Players are formed into two teams, with five players to each team. All players begin at opposite sides of a map at their team's 'Ultra Station'. Before the players enter the map, they are granted an amount of gold (usually 1,500) to buy starting equipments. These items grant special bonuses or abilities that enhance the player's Kaiju. There are three continuous 'lanes' running from one side of the map to the other. Each lane is defended by a pair of defensive towers. The Towers deal a large amount of damage to any enemies that come too close. The goal of each game is to destroy the opposing team's Towers and the Ultra Nexus, a giant crystal which must be destroyed to win the game. The players are accompanied by 'minions', small soldiers with a weak attack; these minions spawn at the Phoenixes every thirty seconds and run along their lane until they meet opposition and attack immediately. Minions will attack not only players and other minions but also tower and the Ultra Nexus; in fact, their presence is required for players to deal full damage to these objectives. Defensive positions will prioritize enemy minions over players, allowing players to attack a tower without receiving damage; however, towers will fire upon players if there are no minions nearby or the player attacks an enemy player under their tower. If a game is going badly for a certain team it can decide to surrender, though this requires a majority of the team (4 players to 1) to agree.

With every game, players have to choose a Kaiju to play. Two players on the same team cannot choose the same kaiju (with the exception of All for One Day, which rotates daily). Each Kaiju has a basic attack and four abilities with varying effects, such as area damage, crowd control, buffs and many more. These Abilities are acquired and upgraded when a player's Kaiju levels up by gaining experience from being in range of minions when they are killed, taking down towers and killing enemy players. The maximum level is 18 and each successive level is harder to reach. Gold, which is used to buy equipment that increases power, defense, and passive effects, herbal juice, detectors (also known as "Wards") and abilities, is accumulated through standard periodic income, by slaying enemies (player and NPC alike), or by selling owned equipments.

The large areas between the lanes make up what is called the 'jungle', where computer-controlled monsters such as packs of Pedoleons or Berserkers periodically spawn at specific locations distributed symmetrically across the map. Killing certain monsters in said jungle causes a 'buff' to drop on the ground, where it can be picked up by a player. This buff grants the player one of the following buffs for a limited time, depending on which monster was killed: stamina (stamina regen & cooldown reduction bonus), damage (basic damage & power bonus), speed (movement speed bonus), or attack speed (in-hand attack speed & power bonus). There was one special neutral monsters who spawn less frequently, the Beryudora. When killed, they grant the entire team who killed it a powerful damage buff for a medium length of time or a set amount of Gold, respectively. There also exist monsters which do not offer a buff, only experience and gold.

Game Modes
There are several game types separated in five main groups: Practice which contains the main tutorial, solo versions of several Normal game modes, along with a practice exclusive, Jungle Practice, that allows players to test characters and equipments. Co-Op contains cooperative versions of most game modes. Normal contains Arena, Conquest, Assault, Joust, Siege, Clash, and All for One Day. Ranked contains competitive versions of the Conquest, Joust and Duel game modes, and is available to players who have mastered a specified minimum number of Kaiju and are Level 30. Custom allows players to create custom matches based on any available game mode.

Conquest
Conquest is the main mode of the game, featuring a traditional three-lane MOBA-style map with a Kaiju Island visual theme. As with the traditional MOBA gameplay, Conquest is played with two teams of five players, with the main objective being to destroy the enemy team's Ultra Nexus. There is also a Ranked league Conquest mode, and it only allows up to 3 teamed players, who must be in similar divisions in order to play. It is considered to be the toughest and most competitive of the modes, and is advised only for those well experienced at the game. Because of this, the player has to reach Level 5 before they can play Conquest.

Arena
Arena is a 5v5 game mode played with minions and side-objectives including buff camps, on a map with a Tokyo City visual theme. However, rather than having lanes, the map mainly consists of an open area. Minions of both sides spawn and attempt to enter the portal located on the front of the enemy base. Rather than a single end objective, in Arena each team begins with 500 tickets, with the goal being to reduce the enemy team's ticket counter to 0 by killing their players and minions, or escorting friendly minions, including the special super minion called Arena Juggernaut that spawns every 10 player kills, to the enemy portal.

Joust
Joust is a game mode featuring a map consisting of only one lane with two towers on each side, and played with two teams of three players. Nonetheless, Joust plays in a very similar way to the Conquest game mode, complete with the Ultra Nexus in each team's base, a rudimentary jungle and a special jungle boss called the Demonzoa. Whichever team defeats this creature is granted a small buff, and the enemy team's nearest structure is disabled. There are also two Joust Ranked leagues, one of them a standard 3v3 (where a player can party up with 2 other players of their choice) and the other being a 1v1 variant called Duel. This game mode features a Lulu Island visual theme.

Assault
Assault is a game mode that is based on the ARAM (All Random All Mid) custom match mode from other MOBA titles. Each player is assigned a random Kaiju (however, the player may choose to "re-roll" their Kaiju for a small price of in-game currency or premium currency), and they are all taking charge in a single lane. In this game mode, the ability to recall is disabled, so the only way to buy items from the shop is either to die or to return to the base themselves. The objective is similar to that of Conquest: Destroy the enemy team's two towers, and their Ultra Nexus. This game mode features a Meta Battlefield visual theme.

Siege
Siege is a game mode somewhat similar to Conquest, played on a map with two lanes, each consisting of three towers, and the Ultra Nexus on each team's base, plus a jungle in between the lanes. But unlike Conquest, there is less emphasis on gathering gold/experience to become stronger and more on taking down enemy objectives as soon as possible. To do this, there is a special super minion called Siege Juggernaut, which is more resistant, twice as fast as regular minions, deals bonus damage to structures and allows allied players to quickly teleport to its position. To spawn one, a team needs to fill a counter of 100 points by either killing enemy minions (+1 each), killing enemy players (+5 points each) or clearing neutral camps (+9 each). Once spawned, the Siege Juggernaut will constantly move forward, attacking any enemy units in its path while prioritizing structures. In this mode, there is also a special jungle boss, the Ultraman Belial. Defeating him will instantly spawn a friendly Siege Juggernaut, separate from the counter, allowing for two to appear at once. Siege was originally played with two teams of five, until it was changed after the player base showed a 4v4 gameplay to be more valuable. This game mode features a Frozen Home of Ultras visual theme.

All for One Day
There are also specialty matches which are available on a daily rotation. These matches are called the "All for One Day", also known as AfOD. These matches are played on a variety of maps with various rules changes in regards to Kaiju selection or the in-match item shop. For example, "Battle with Legs" allows players to only select from Kaijus with legs. "Fear of Space Beasts" allows players to choose the space beasts, such as Galberos or Nosferu; this is an example of a match type in which there can have multiple of the same Kaiju on one team.

Duel
Duel is a 1v1 game mode that is played on the Joust map. Duel is only available in Ranked.

Clash
Clash is a 5v5 game mode that features a map with two lanes, with each lane having two towers. The main goal is to destroy enemy objectives, including the enemy Ultra Nexus. This game mode is meant to be a middleground between the Conquest and Arena game modes, and features Conquest's Beryudora jungle bosses.

Kaijus
Each player controls a single Kaiju, each with unique characteristics. Certain Kaijus are tagged with certain attributes such as Guardian, Fighter, Shooter, Assassin, Psychic or Support to describe their play style. Kaijus have more than one attribute, and can be played in a variety of ways though some are more viable than others.

At the start of each battle, every player must choose a Kaiju to fight for him/her in battle. The choice of Kaijus is limited by what the player has unlocked. Each week, ten Kaijus are made temporarily free so that players can try them out without unlocking them, a service known as the free Kaiju rotation.

Kaijus gain experience by killing enemy minions, neutral monsters, Kaijus, or structures. After reaching a certain amount of experience, the Kaiju levels up. Each level increases the Kaiju's stats and adds an ability point that can be spent to improve one of the Kaiju's four unique abilities. Normally, each Kaiju has three basic abilities that can be learned at any time, with a maximum rank of five (with some exceptions). They also have the ability to level up their ultimate ability at level 6, to a maximum rank of three. The maximum level for a champion is 18.

Players can gain gold by landing the killing blow on an enemy minion/monster, by killing a Kaiju/assisting in a kill, or will receive global gold from the destruction of structures, or killing of some epic monsters. Some abilities and equipments also generate extra gold. The acquired gold can be spent at the equipment shop for various equipments. These equipments boost stats of the champion. Some equipments can be combined into more powerful equipments by following predefined recipes.

1500 Crystals Kaiju
Kaijus that have a 1500 Crystals Price.
 * These kaijus are considered "Heroic" Kaijus.
 * These Kaijus are often considered "Recommended" Kaijus, and are generally easy to learn.

Gomora (Guradian/Fighter)


 * Stats
 * Health: 620 (106)
 * Health Regen: 8.68 (0.85)
 * Stamina: 280 (38)
 * Stamina Regen: 8.5 (0.8)
 * Attack: 61.11 (3.62)
 * Attack Speed: 0.65 (2.15)
 * Armor: 25.42 (3.5)
 * Ability Resist: 32.1 (1.25)
 * Range: 125
 * Movement: 330

Passive: Unbreakable Will
 * Skills

Gomora gains physical damage equal to 50% of his total armor.

Q: Smashing Ground

Cooldown: 10s

Cost: 50/55/60/65/70 Stamina

Range: 380

Gomora smashes the ground with his tail, dealing 60/110/150/200/240 (+0.5 AD) physical damage dang tossing nearby enemy units into the air, stunning them for 1.5 seconds.

W: Mega-Ton Tail

Cooldown: 12/11/10/9/8s

Cost: 65/70/75/80/85 Stamina

Range: 650

Gomora swaps his tail to an enemy, dealing 60/110/170/220/280 (+0.8 AD) physical damage and knocking them back.

E: Power Ball

Cooldown: 16/14/12/11/10s

Cost: 60/65/70/75/80 Stamina

Range: 300

Gomora accelerates in a ball for 7 seconds. On collision with an enemy he stops, dealing 100/150/200/250/300 (+1 AD) physical damage to nearby enemies, knocking them back, and slowing them by 20/25/30/35/40% for 2 seconds.

R: Super Oscillatory Wave

Cooldown: 100/80/60s

Cost: 100 Stamina

Range: 3450

Gomora fires 3/4/5 wave of energy from his nasal horns, dealing 200/250/300 (+0.6 AD) to the first enemy hit. If canceled early, Super Oscillatory Wave's cooldown is refunded by 10% for each unused shot.

Red King (Fighter/Guardian)


 * Stats
 * Health: 600 (85)
 * Health Regen: 9.01 (0.9)
 * Attack: 56.95 (3.5)
 * Attack Speed: 0.65 (2.5)
 * Armor: 25.88 (3.5)
 * Ability Resist: 32.1 (1.25)
 * Range: 125
 * Movement: 345

Passive: I'm the King
 * Skills

Red King reduces the duration of all disables for each nearby enemy Kaiju.

1 Kaiju: 10%

2 Kaijus: 25%

3 Kaijus: 40%

Q: Rock Toss

Cooldown: 20/17/15/12/10s

Cost: None

Range: 1100

Red King throws a giant rock that stops when it hits an enemy, slowing all nearby enemies by 15/20/25/30/35% for 2 seconds and dealing 10/50/90/130/170 (+1.2 AD) physical damage. Picking up the giant rock reduces its cooldown by 60%.

W: Punch in the Face

Cooldown: 15/13/11/9/7s

Cost: None

Range: 200

Red King stuns enemies in an area for 1.25 seconds, dealing 30/50/70/90/110 (+1 AD) physical damage.

E: Crunch

Cooldown: 18/16/15/13/12s

Cost: None

Range: 475

Red King leaps to a location and deals 30/70/110/150/190 [6% of Red King's Max Health] physical damage to nearby enemies. Enemies Red King lands directly on top of are slowed by 40% for 1.5 seconds.

R: Red King Punch

Cooldown: 120/100/90s

Cost: None

Range: 600

Red King knocks nearby enemies in the specified direction with his super punch, dealing 200/300/400 (+0.2 AD)(+0.5 AP) physical damage and slowing them by 45% for 1.25/1.5/1.75 seconds. Enemies hit a wall take 150% damage and stunned instead of slowed.

Eleking (Psychic/Assassin)


 * Stats
 * Health: 540 (80)
 * Health Regen: 5.64 (0.65)
 * Stamina: 300 (45)
 * Stamina Regen: 6 (0.8)
 * Attack: 50.54 (3.3)
 * Attack Speed: 0.69 (3.4)
 * Armor: 24.3 (3.75)
 * Ability Resist: 32.1 (1.25)
 * Range: 550
 * Movement: 335

Passive: Electric Mark
 * Skills

Baby Eleking's abilities add one stacks of Electric Mark to their target for 6 seconds. If the target reaches 3 Electric Marks, it will be stunned for 1.5 seconds by Adult Eleking's abilities and Eleking gains 25 Stamina.

Q: Plushy Lightning / Lightning Spear

Cooldown: 8/7/6/5/4s

Cost: 40/45/50/55/60 Stamina

BABY: Eleking throws a plushy lightning that deals 10/40/100/130 (+0.5 AP) ability damage and slows enemies by 15/20/25/30/35% for 2 seconds. The lightning plushy returns towards Eleking after hitting an enemy, dealing 50% damage to subsequent targets. Each enemy can only be hit once. Catching the plushy lightning reduces its cooldown by 50%.

ADULT: Eleking throws a lightning spear that deals 80/120/160/200/240 (+0.6 AP) ability damage to the first enemy hits.

W: Ele-Hyper / Thunder-strike

Cooldown: 14/12/10/8/6s

Cost: 40/45/50/55/60 Stamina

BABY: PASSIVE: Every 3rd attack or ability on the same target deals an additional 20/30/40/50/60 (+0.5 AP) + 6/8/10/12/14% of the target's max Health as ability damage and grants Eleking 30% Movement Speed that decays over 3 seconds.

ADULT: Eleking sends a surge of electricity through all nearby enemies affected by Electric Mark, dealing 70/100/130/160/190 (+0.55 AP) ability damage.

E: Kawaii Hop / Thunder Rush

Cooldown: 18/16/14/12/10s

Cost: 80/85/90/95/100 Stamina

Range: 475

BABY: Eleking leaps to a location, gaining 20/30/40/50/60% Attack Speed for 3 seconds. If Eleking lands on a unit he will bounce off it, traveling further. Deals 20/60/100/140/180 (+0.6 AP) ability damage and slowed by 15/20/25/30/35% for 2 seconds if the unit landed on was an enemy.

ADULT: Eleking doubles his base movement speed and ignores unit collision for 2 seconds, dealing 90/130/210/250 (+0.6 AP) ability damage to any enemy he passes through. Additionally, Eleking will gain 10/20/30/40/50 Armor and Ability Resist for 3 seconds.

Thunder Rush deals half damage to minions.

R: Size Change

Cooldown: 5s

Cost: None

Range: 200

BABY: Eleking transform into his Adult Form with the basic abilities Lightning Spear, Thunder-strike, and Thunder Rush. Adult Eleking's abilities will stun enemies with 3 Electric Marks, but does not add stacks of Electric Mark.

ADULT: Eleking transform back into his Baby Form. Baby Eleking's abilities will add one stacks of Electric Mark but does not trigger the stun of Electric Mark.

Tyrant (Support/Guardian)
 * Stats
 * Health: 590 (95)
 * Health Regen: 8.51 (0.75)
 * Stamina: 270 (40)
 * Stamina Regen: 8.5 (0.8)
 * Attack: 61.54 (3.5)
 * Attack Speed: 0.63 (1.13)
 * Armor: 24.38 (4)
 * Ability Resist: 32.1. (1.25)
 * Range: 125
 * Movement: 325

Passive: Ultra Sign Eraser Beam
 * Skills

Tyrant can detect nearby stealthed Vision Detectors. Tyrant can right-click them to destroy them instantly by firing small, arrow-shaped shots from his left hand.

Ultra Sign Eraser Beam has 10 seconds cooldown.

Q: Grappling Hook

Cooldown: 20/18/16/14/12s

Cost: 80 Stamina

Range: 1075

Tyrant throws out a hook from his mace hand. If it encounters an enemy unit it will stun them and deal 80/140/190/250/300 (+1 AP) ability damage while he pulls them to himself.

W: Energy Beam Absorbtion Gorge

Cooldown: 14/13/12/11/10s

Cost: 50/55/60/65/70 Stamina

Range: 650

Tyrant leaps to target allied. Kaiju or minion.

On arrival, Tyrant opens the gorge on his chest, absorbing almost any type of attack for 3 seconds.

E: Axe Hand

Cooldown: 9/8/7/6/5s

Cost: 30 Stamina

Range: 500

Tyrant swings his Axe Hand to the target enemy, dealing double of his total attack damage as physical damage and pop them up in the air.

R: Fire and Ice Combination

Cooldown: 60/45/30s

Cost: 100 Stamina

Tyrant unleashes different attacks depending on the target enemy's Health.

45% OR LOWER: Tyrant breathes a stream of flames to the target enemy, dealing 100/200/300 (+0.25 AD) physical damage. Enemies hits are burned, taking 10/20/30 physical damage per second over 4 seconds.

50% OR HIGHER: Tyrant releases a blast of freeze gas, dealing 250/280/500 (+1 AP) ability damage and silences target enemy for 0.5 seconds.

Velokron (Shooter)


 * Stats
 * Health: 530 (85)
 * Health Regen: 6.19 (0.65)
 * Stamina: 325 (35)
 * Stamina Regen: 8.04 (0.65)
 * Attack: 48 (1)
 * Attack Speed: 0.66 (3)
 * Armor: 24.04 (3)
 * Ability Resist: 30 (0)
 * Range: 550
 * Movement: 325

Passive: Burst Missile
 * Skills

Velokron deals bonus 35 - 120 (based on level) bonus physical damage if she attacks a new target.

Q: Bouncing Missile

Cooldown: 7/6/5/4/3s

Cost: 43/46/49/52/55 Stamina

Range: 650

Velokron fires a bouncing missiles through an enemy, dealing 20/35/50/65/80 (+0.9 AD)(+0.4 AP) physical damage to the first target and 40/70/100/130/150 (+1 AD)(+0.5 AP) damage to the second. Both apply on-hit effect.

If this first shot kills its target, the second deals 50% increased damage.

W: Frenzied

Cooldown: 12s

Cost: 30 Stamina

Range: 600

PASSIVE: After 5 seconds of not taking direct damage, Velokron gains 25 Movement Speed. After another 5 seconds, this bonus increases to 60/70/80/90/100.

ACTIVE: Fully activates Frenzied's Movement Speed and grants 40/60/70/85/100% Attack Speed for 4 seconds. Burst Grenade reduce the cooldown of Frenzied by 30% seconds.

E: Missile Rain

Cooldown: 14/13/12/11/10s

Cost: 80 Stamina

Range: 1000

Velokron reveals an area, raining down missiles that deal 80/120/150/190/220 (+0.8 AP) ability damage over 2 seconds and slow enemies hit by 28/36/44/52/60%.

R: Siphon Missiles

Cooldown: 120/110/100s

Cost: 100 Stamina

Range: 400

Velokron channels a barrage of missiles for 3 seconds, dealing (+0.4 AD)(+0.2 AP) physical damage per wave (12/14/16 waves total).

Frenzied Missiles can critically strikes for % damage.

5500 Crystals Kaiju
Kaijus that have a 5500 Crystals price.
 * These Kaijus are considered "Epic" Kaijus.

Alien Baltan (Assassin)


 * Stats
 * Health: 590 (85)
 * Health Regen: 8.40 (0.55)
 * Stamina: 300 (40)
 * Stamina Regen: 7.20 (0.45)
 * Attack: 58.60 (3.5)
 * Attack Speed: 0.72 (3)
 * Armor: 24.88 (3.5)
 * Ability Resist: 32.1 (1.25)
 * Range: 125
 * Movement: 350

Passive: Space Ninja
 * Skills

Alien Baltan ruthlessly hunts his victims. He gains 30 Movement Speed when moving toward nearby enemy Kaiju.

Q: Deceive

Cooldown: 11s

Cost: 90/80/70/60/50 Stamina

Range: 400

Alien Baltan teleports nearby and becomes stealth for 4 seconds.

His next basic attack within the next 5 seconds will critically strike, dealing 120/140/160/180/200% damage.

W: Doppelgänger

Cooldown: 16s

Cost:50/55/60/65/70 Stamina

Range: 425

Alien Baltan creates a clone at the target location. It will become stealth after 2 seconds, and pop out when an enemy comes near, stunning nearby enemies for 0.5/0.75/1/1.25/1.5 seconds and attacking them.

It's attacks deal 35/50/65/80/95 (+0.2 AP) ability damage and it lasts for 60 seconds while invisible or for 5 seconds while firing.

E: Dynamite Bullets

Cooldown: 8s

Cost: 50/55/60/65/70 Stamina

Range: 625

PASSIVE: While Dynamite Bullets is ready to cast, Alien Baltan's basic attacks apply freeze for 2 seconds, reducing Movement Speed by 10/15/20/25/30% and also reducing Attack Speed by 20/22.5/25/27.5/30% if the target is a minion or monster.

ACTIVE: Alien Baltan fires a Dynamite Bullets to target enemy, dealing 50/90/130/170/210 (+1 AD)(+1 AP) ability damage and applies freeze for 3 seconds.

R: Hallucinating

Cooldown: 100/90/80s

Cost: 100 Stamina

Range: 500

Alien Baltan vanished briefly and reappears with a clone that lasts up to 15 seconds. The clone deals 80% of Alien Baltan's damage and receives 50% increased damage.

On death, the clone detonates, dealing 300/500/600 (+1 AP) ability damage to nearby enemies.

The clone can be controlled by holding the alt key and using the right mouse click or by reactivating this ability.

Aprasar (Assassin/Psychic)


 * Stats
 * Health: 518 (75)
 * Health Regen: 7.48 (0.6)
 * Stamina: 340 (50)
 * Stamina Regen: 6 (0.8)
 * Attack: 55.44 (3.5)
 * Attack Speed: 0.64 (1.4)
 * Armor: 22.86 (3.5)
 * Ability Resist: 30 (0)
 * Range: 525
 * Movement: 335

Passive: Hollow
 * Skills

When Aprasar takes, or kills an enemy Kaiju, she becomes stealth for 3.5 seconds and creates a clone that lasts for up to 8 seconds. Hollow has 15 seconds cooldown.

Q: Light Wave Plumage

Cooldown: 6s

Cost: 50/60/70/80/90 Stamina

Range: 700

Aprasar fires a Light Bullets at the target enemy, dealing 60/80/120/140/160 (+0.4 AP) ability damage and marks the target for 3 seconds.

If the target takes damage from one of Aprasar's abilities, the mark will trigger, dealing 60/80/120/140/160 (+0.4 AP) ability damage.

W: Illusion Step

Cooldown: 18/16/14/12/10s

Cost: 80/85/90/95/100 Stamina

Range: 600

Aprasar quickly dashes to the target location, dealing 90/130/180/220/250 (+0.6 AP) ability damage to nearby enemies and creates a clone that lasts up to 3.5 seconds at the target location.

For 3.5 seconds, Aprasar can activate Illusion Step again to becomes stealth and return to her starting location.

E: Celestial Robe

Cooldown: 14/12/11/10/8s

Cost: 80 Stamina

Range: 925

Aprasar launches an orange robe that shackles the first enemy hits, dealing 40/70/90/120/140 (+0.5 AP) ability damage and slowing their Movement Speed by 25%.

If the target remains shackled for 1.5 seconds they take an additional 40/70/90/120/140 (+0.5 AP) ability damage and are unable to move for 1.5 seconds.

R: Mirage

Cooldown: 40/32/24s

Cost: None

Range: 200

Aprasar's clone mimics every abilities Aprasar cast for 10 seconds.

Mimicked Light Wave Plumage and Celestial Robe deal 100/200/300 (+0.6 AP) ability damage on both instances of their damage.

Mimicked Illusion Step deals 200/300/500 (+0.9 AP) ability damage.

Alien Magma (Fighter/Assassin)


 * Stats
 * Health: 550 (85)
 * Health Regen: 8.25 (0.55)
 * Stamina: 300 (40)
 * Stamina Regen: 8 (0.7)
 * Attack: 60 (3.3)
 * Attack Speed: 0.63 (3.2)
 * Armor: 25 (3.5)
 * Ability Resist: 32.1 (1.25)
 * Range: 150
 * Movement: 345

Passive: The Saber Tyrant
 * Skills

Alien Magma identifies the Vitals of nearby enemy Kaijus, marked as an arc around themselves. Vitals take 0.5 seconds to identify and last for 15 seconds. After a Vital is triggered or times out, Alien Magma identifies a new one on his target. Basic attacks and/or damaging abilities against a Vital deal 2% (+ 4.5% per 100 bonus AD) of target's maximum health as bonus true damage, heal Alien Magma for 30 - 115 (based on level) and grant him 20 / 30 / 40 / 50% bonus movement speed that decays over 2 seconds.

Q: Saber Lunge

Cooldown: 16/14/12/10/8s

Cost: 20/25/30/35/40 Stamina

Alien Magma launches in a direction and stabs a nearby enemy, dealing 70/80/90/100/110 (+0.6 AD) physical damage and applying on-hit effects. This attack priotizes Vitals and enemies it will kill.

If this ability hits an enemy, 60% of its cooldown is refunded.

W: Grand Challenge

Cooldown: 24/22/20/18/16s

Cost: 50 Stamina

Range: 500

Alien Magma challenges the target enemy champion for 4.5/5/6/7/8 seconds, highlighting their four Vitals and creates an area around them, granting Alien Magma The Saber Tyrant's movement speed while inside it.

If he triggers one Vital before his target dies, or triggers all four, he creates a Victory Zone that heals him and allied Kaijus 80/90/110/120/140 (+1 AP) within it for 2 seconds.

The Victory Zone's duration increases by 1 second per Vital hit, up to a maximum of 5. While Grand Challenge is in effect, The Saber Tyrant does not identify new Vitals on Alien Magma's target.

E: Bladework

Cooldown: 13/11/9/7/5s

Cost: 40/45/50/55/60 Stamina

Range: 425

Alien Magma's next two basic attacks gain bonus attack range and 50% bonus attack speed.

The first basic attack can never critically strike, but slows its target by 30% for 1 second, while the second basic attack is guaranteed to critically strike for bonus 140/160/170/190/200% critical damage.

Bladework resets Alien Magma's auto-attack timer.

R: Giras Tornado

Cooldown: 110/90/70s

Cost: 100 Stamina

Alien Magma summons the Giras Brothers at target location, dealing 100/180/250 (+0.5 AD) physical damage and interrupting enemy channels.

Alien Magma can redirect the Giras Brothers for 6.5 seconds, which will discharge 150/250/350 (+0.6 AD) physical damage every 2 seconds to nearby enemies. Giras Brothers will move slower as it attempts to move farther away from Alien Magma. This ability can prioritizes Vitals.

Alien Babarue (Assassin/Psychic)


 * Stats
 * Health: 532 (90)
 * Health Regen: 9.82 (0.55)
 * Stamina: 315 (42)
 * Stamina Regen: 8.11 (0.6)
 * Attack: 53.88 (3.5)
 * Attack Speed: 0.63 (3.6)
 * Armor: 26.5 (3.8)
 * Ability Resist: 32.1 (1.25)
 * Range: 175
 * Movement: 340

Passive: Babarue Stick
 * Skills

Alien Babarue's auto-attack deals additional 10% ability damage. This damage increases the more Alien Babarue attacks the same target.

Q: Ice Breath

Cooldown: 14s

Cost: 60/70/80/90/100 Stamina

Range: 1100

Alien Babarue exhales a strong breath of ice from his mouth, stunning the first enemy hit for 1/1.5/2/2.5/3 second(s) and dealing 60/120/180/240/300 (+0.4 AD) (+0.6 AP) ability damage.

W: Dark Rocket

Cooldown: 18/16/14/12/10s

Cost: 90 Stamina

Range: 475

Alien Babarue dashes to a nearby location and fires Dark Rocket at the nearest enemy, dealing 75/125/175/225/275 (+0.75 AD) (+0.75 AP) ability damage and slowed by 40% and increases Alien Babarue's movement speed by 30% for 2 seconds.

E: Babarue Beam

Cooldown: 20/18/16/14/12s

Cost: 80 Stamina

Range: 650

Babarue fires a purple energy blast, silencing the first enemy hits for 1.5 seconds and dealing 65/85/105/125/145 (+0.5 AP) ability damage.

R: Babarue Disguise

Cooldown: 100/80/60s

Cost: 100 Stamina

Range: 750

After 2 seconds of channel time, Alien Babarue becomes a copy of the enemy Kaiju, refreshing all ability and item cooldowns while restoring all of his stamina.

While in this form, Alien Babarue deals 70/85/100% damage, and last for 10 seconds.

Nosferu (Assassin/Fighter)


 * Stats
 * Health: 587 (85)
 * Health Regen: 9.25 (0.65)
 * Stamina: 321 (45)
 * Stamina Regen: 8.25 (0.6)
 * Attack: 59.88 (3.2)
 * Attack Speed: 0.69 (3.1)
 * Armor: 26.38 (3.5)
 * Ability Resist: 32.1 (1.25)
 * Range: 175
 * Movement: 350

Passive: Open Wound
 * Skills

When Nosferu hits an enemy with his abilities, he wounds the target for 3 seconds. If the target has wounded, Nosferu's next ability deals 15% bonus physical damage and remove the wound instead.

Q: Ravage

Cooldown: 9s

Cost: 50/55/60/65/70 Stamina

Range: 225 Nosferu swiftly attacks a targeted enemy 2 times with his claws (applies on-hit effects), dealing a total of 70/110/150/190/230 (+0.9 AD) physical damage.

Nosferu then gains 60/75/90/105/120% Attack Speed for 3 seconds.

W: Pounce

Cooldown : 18/16/14/12/10s

Cost: 50/60/70/80/90 Stamina

Range: 700

Nosferu pounces to the target location, dealing 70/100/140/170/210 (+0.5 AD) physical damage to all nearby enemies.

E: Tongue Bound

Cooldown: 9/8.5/8/7.5/7s

Cost: 80 Stamina

Range: 925

Nosferu extends his extremely long tongue in a line, dealing 25/50/75/100/125 (+0.6 AD) physical damage to the first enemy hit and shackles them.

If Nosferu remains within a slowly decreasing radius of his target for 1.75 seconds, he pulls them towards him, slowing them by 40/45/50/55/60% for 1.5 seconds and 50/100/150/200/250 (+1.2 AD) dealing bonus damage.

R: Nosferu Brood

Cooldown: 90s

Cost: 100 Stamina

Range: 200

Nosferu summons 3 Nosferu Broods that attack nearby enemies and last for up to 8 seconds, slowing them by 20% for 1.5 seconds and deal 45/70/85 (+0.2 AD) physical damage per hit.

The Nosferu Broods will attack wounded enemies first.

Alien Standel (Psychic/Support)


 * Stats
 * Health: 511 (80)
 * Health Regen: 6.01 (0.6)
 * Stamina: 295 (45)
 * Stamina Regen: 6 (0.8)
 * Attack: 47.88 (3.5)
 * Attack Speed: 0.64 (3.22)
 * Armor: 22.88 (3.5)
 * Ability Resist: 30 (0)
 * Range: 525
 * Movement: 335

Passive: Stance Attunement
 * Skills

When Alien Standel is in a stance, she gradually attunes to the strengths of that stance, gaining up to 20% ability power in the Dark Stance and 20% healing in the Light Stance.

Stance Attunement takes 3s to fully charge a stance.

Q: Decay / Restoration

Cooldown: 8s

Cost: 70/75/80/85/90 Stamina

Range: 800

DECAY (Dark Stance): Alien Standel fires a projectile on the target enemy, dealing 70/120/170/220/270 (+0.5 AP) ability damage to all nearby enemies.

RESTORATION (Light Stance): Alien Standel fires a projectile, to the target enemy, dealing 70/120/170/220/270 (+0.5 AP) ability damage and heals Alien Standle 50/95/140/185/230 (+0.4 AP).

W: Hinder / Cleanse

Cooldown: 14/13/12/11/10s

Cost: 70/75/80/85/90 Stamina

Range: 800

HINDER (Dark Stance): Alien Standel debuffs all enemies at the target location, reducing their Ability Resist by 5/10/15/20/25% and slowing them by 5/10/15/20/25% for 2.5 seconds.

CLEANSE (Light Stance): Alien Standel buffs all allies at the target location, removing all crowd controls abilities instantly and immune to all disables for 2.5 seconds.

E: Repulse / Inspire

Cooldown: 12 seconds

Cost: 60/65/70/75/80 Stamina

Range: 650

REPULSE (Dark Stance): Alien Standel conjures a burst of dark energy, dealing 80/130/180/230/280 (+0.7 AP) ability damage to all nearby enemies.

INSPIRE (Light Stance): Alien Standel conjures a burst of white matter soothes all nearby allies pain, healing them by 60/90/120/150/180 (+0.4 AP) and increase their Movement Speed by 20/25/30/35/40% for 2.5 seconds.

R: Switch Stances

Cooldown: 2s

Cost: None

Range: 20

Dark Stance: Alien Standel's abilities cause damage and gains 15/20/25% ability power to all nearby allies.

Light Stance: Alien Standel's abilities heal and support his allies and he gains 15/20/25% stamina regeneration.

Izac (Assassin/Fighter)


 * Stats
 * Health: 520 (83)
 * Health Regen: 4.5 (0.55)
 * Attack: 59 (3.6)
 * Attack Speed: 0.66 (3.47)
 * Armor: 26.88 (3.5)
 * Ability Resist: 32.1 (1.25)
 * Range: 125
 * Movement: 345

Passive: Restless Hunter
 * Skills

If Izac kills an enemy Kaiju, his ability cooldowns are reduced by 80 %.

Q: Deadly Claws

Cooldown: 10/9/8/7/6s

Cost: None

Range: 400

Izac scratches his enemy with his claws, dealing 80/130/180/230/280 (+1.5 AD) physical damage.

Enemies hit are marked for 3.5 seconds. Izac's basic attacks or abilities will consume the mark, dealing 15/30/45/60/75 (+0.25 AD) additional physical damage.

W: Super Speed

Cooldown: 10/9/8/7/6s

Cost: None

Range: 10000

Izac removes all slows affecting him and gains 40/50/60/70/80% Movement Speed for 3 seconds.

E: Tiger's Roar

Cooldown: 4s

Cost: None

Range: 500

Izac roars loudly, dealing 50/80/120/150/180 (+0.8 AD) physical damage to all nearby enemies and slowing them by 30/35/40/45/50% for 1.5 seconds.

If Tiger's Roar hits an enemy Kaiju, Izac gains 15/20/25/30/35% Attack Speed for 1.5 seconds.

R: Brutal Strike

Cooldown: 90/60/45s

Cost: None

Range: 700

Izac leaps to an enemy Kaiju, stunning them for 1.5 seconds and dealing 250/350/450 (+1.5 AD) physical damage.

Enemies hit will be wounded grievously, reducing healing by 50/75/100% for 3 seconds.

Geozark (Fighter)


 * Stats
 * Health: 580 (90)
 * Health Regen: 7.34 (0.65)
 * Attack: 56.53 (3.35)
 * Attack Speed: 0.63 (2)
 * Armor: 28.3 (3.75)
 * Ability Resist: 32.1 (1.25)
 * Range: 175
 * Movement: 335

Passive: Fury of the Underground Shark
 * Skills

While un-burrowed Geozark generates Fury with his basic attacks and abilities. When burrowed Geozark consumes Fury to heal himself.

Q: Shark's Wrath/Prey Seeker

Cooldown: 4s

Cost: None

Range: 325

UN-BURROWED: Geozark's next 3 basic attacks within 5 seconds deals 20/30/40/50/60 (+0.2 AD) bonus physical damage to nearby enemies.

BURROWED: Geozark launches a burst of laser beam that explodes on first enemy hit, dealing 60/90/120/150/180 (+0.7 AP) ability damage and revealing non-stealth end enemies for 3 seconds.

W: Burrow/Un-burrow

Cooldown: 4s

Cost: None

Range: 1650

UN-BURROWED: Geozark burrow into the ground.

BURROWED: Geozark un-burrow, dealing 40/8012/0160/200 (+0.4 AD) physical damage and knocking up nearby enemies for up to 1 second based on their proximity to Geozark. A unit cannot be hit by Un-burrow more than one every 10/9.5/9/8.5/8 seconds.

BURROWED EFFECTS: New abilities + Movement Speed, reduced vision range, disabled basic attacks, and gains Sense of Shark: Nearby enemies that move in the Fog of War have their position revealed to Geozark and his allies.

E: Shark Bite/Tunnel

Cooldown: 12s

Cost: None

Range: 250

UN-BURROWED: Geozark brutally bites a target dealing physical damage, increasing by up to 100% at maximum Fury. Deals True Damage if Geozark has 100 Fury.

BURROWED: Geozark tunnels forward leaving two connected Tunnel Entrances. Clicking a Tunnel Entrances will make Geozark dive to the other entrance.

Tunnel Entrance last for 8 minutes and can be destroyed by enemies. Geozark may have 7 tunnels at one time. Tunnels have a 10/9/8/7/6 second cooldown on use.

R: Underworld Rush

Cooldown: 150/100/70s

Cost: None

Range: 2500

PASSIVE: Grants 20/40/60% Attack Speed.

ACTIVE: After channeling for 1.5 seconds, Geozark becomes un-targetable and travels to target Tunnel Entrance. Taking damage from a Kaiju or tower will interrupt the channel.

Banpira (Assassin/Psychic)


 * Stats
 * Health: 540 (90)
 * Health Regen: 9.82 (0.55)
 * Stamina: 315 (42)
 * Stamina Regen: 8.11 (0.6)
 * Attack: 53.88 (3.5)
 * Attack Speed: 0.63 (3.6)
 * Armor: 26.5 (3.8)
 * Ability Resist: 32.1 (1.25)
 * Range: 125
 * Movement: 335

Passive: Fog of Stealth
 * Skills

When out of combat for 6 seconds, Banpira enters stealth onl being able to be seen by nearby enemy Kaijus or true sight. While stealthed, he rapidly regenerates Stamina.

Q: Sonic Screech

Cooldown: 5/4.5/4/3.5/3s

Cost: 50/60/70/80/90 Stamina

Range: 300

Banpira emits a supersonic screech, dealing 80/120/160/200 (+0.75 AP) ability damage to enemies in a cone.

W: Fog Screen

Cooldown: 26/24/22/20/18s

Cost: 70/75/80/85/90 Stamina

Range: 950

Banpira creates a cloud of fog lasting for 3.5 seconds. Enemies inside the fog cannot see out.

Dealing 60/110/160/210/260 (+0.65 AP) ability damage and slows by 15/20/25/30/35% on impact.

E: Strong Yarn

Cooldown: 14/13/12/11/10s

Cost: 50 Stamina

Range: 1075

Banpira fires a thin line of webbing from his mouth, stunning the first enemy hits for 1.6/1.7/1.8/1.9/2 seconds and reveals them if they are not stealthed.

R: Cocoon Area

Cooldown: 120/110/100 Stamina

Cost: 100 Stamina

Range: 650

Banpira spreads a giant sticky web to all enemies in the target location, dealing 15/25/35(+0.01 AP)% of their current Health in ability damage and slowing their Movement Speed by 40/60/80% for 1.5 seconds.

Banpira gains a 150/225/300 health shield for each enemy Kaiju hit which lasts up to 5 seconds.

8000 Crystals Kaijus
Kaijus that have a 8000 Crystals price.
 * These Kaijus are considered "Legendary" Tier.

Geronimon (Psychic/Support)


 * Stats
 * Health: 522 (78)
 * Health Regen: 6.55 (0.6)
 * Stamina: 396 (60)
 * Stamina Regen: 8 (0.8)
 * Attack: 54.89 (3)
 * Attack Speed: 0.63 (2)
 * Armor: 24.88 (3.5)
 * Ability Resist: 30 (0)
 * Range: 550
 * Movement: 330

Passive: Force of Will
 * Skills

Geronimon deals 15% more damage with his abilities to any enemies that is slowed, stunned, immobilized, or suppressed.

Q: Feather Shuriken

Cooldown: 4s

Cost: 40/50/60/70/80 Stamina

Range: 800

Geronimon throws a Feather Shuriken at the target location, dealing 50/95/140/185/230 (+0.75 AP) ability damage to all enemies hit, which is then remains for 8 seconds.

This ability can be cast while moving.

W: Psychic Grab

Cooldown: 12/11/10/9/8s

Cost: 60/70/80/90/100 Stamina

Range: 925

FIRST CAST: Geronimon telekinetically grabs a Feather Shuriken, enemy minion or monster for 5 seconds. If a Feather Shuriken is grabbed, its duration is refreshed. If a minion or monster is grabbed, it's put in stasis.

SECOND CAST: Geronimon throws the grasped Feather Shuriken or enemy to the target area, granting sight of the projectile's surroundings as they fall. The projectile, if it is an enemy, and any enemies struck take 80/120/160/200/240 (+0.8 AP) ability damage and are slowed by 25/30/35/40/45% for 1.5 seconds.

This ability can be cast while moving.

E: Anti-Gravity Breath

Cooldown: 16/15/14/13/12s

Cost: 50 Stamina

Range: 650

Geronimon expels levitating, anti-gravity mist from his mouth and knocks back all enemies and Feather Shurikens in front of him, with the distance increased the closer they are to his at the time of cast, dealing 70/115/160/205/250 (+0.5 AP) ability damage to them and any enemies with which they collide.

Launched Feather Shuriken also stun all enemies in their path for 1.5 seconds, dealing Anti-Gravity Breath's damage to enemies who weren't affected by the initial cast.

R: Thousand Feathers

Cooldown: 100/90/80s

Cost: 100 Stamina

Range: 675

Geronimon hurls all of his Feather Shurikens at the target enemy Kaiju, dealing 90/135/180 (+0.2 AP) ability damage per Feather Shuriken. Thousand Feathers manipulates 3 Feather Shurikens, in addition up to 4 Feather Shurikens previously created.

All Feather Shurikens remain on the ground for 8 seconds after Thousand Feathers is used.

Grand King (Psychic)


 * Stats
 * Health: 537 (76)
 * Health Regen: 5.42 (0.55)
 * Stamina: 385 (42)
 * Stamina Regen: 6 (0.8)
 * Attack: 54.94 (3.14)
 * Attack Speed: 0.63 (1.36)
 * Armor: 22.99 (3.5)
 * Ability Resist: 30 (0)
 * Range: 525
 * Movement: 340

Passive: Energy Shield
 * Skills

When Grand King hasn't take recently taken damage or crowd controlled for 8 seconds, Grand King gains massive damage reduction and crowd control immunity, lingering for a short period after taking damage. Damage from lane minions in unaffected.

Q: Purple Beam

Cooldown: 7s

Cost: 40/45/50/55/60 Stamina

Range: 1050

Grand King fires a purple laser beam from his mouth, dealing 80/120/160/200/240 (+0.65 AP) ability damage to the first enemy hit and applies a slow of 70% that decays over1/1.4/1.8/2.2/2.6 second(s).

Killing a unit with this ability refunds 50% of the Stamina Cost.

W: Chest Laser

Cooldown: 1.5s

Cost: 50/55/60/65/70 Stamina

Range: 1050

Grand King fires an huge laser beam from his chest on the target location, dealing 30/50/70/90/110 (+0.2 AP) ability damage. After a delay, it deals additional 50/80/110/140/170 (+0.4 AP) ability damage.

Chest Lasers has a 2 second cooldown between casts.

E: Shockwave Emission

Cooldown: 16/15/14/13/12s

Cost: 50/55/60/65/70 Stamina

Range: 850

Grand King unleashes an energy burst that disrupts a nearby area which, after 0.5 seconds, deals 50/100/130/160/190 (+0.5 AP) ability damage and knocks up enemies hit for 0.75 seconds.

Any enemies hit that are closed to Grand King will be pushed slightly in the direction the ability was cast.

R: Grand Lasers

Cooldown: 120/100/80s

Cost: 100 Stamina

Range: 1600

PASSIVE: Grand King's abilities apply Supermassive Deconstruction to enemies hit. If 3 stacks are accumulated, the enemy will take a burst of true damage.

ACTIVE: Grand King channels a ray of energy that follows the cursor for 2.5 seconds, dealing 500/650/800 (+1.5 AP) and slowing units hit by 20%.

Enemies that stays in the beam will periodically gain Supermassive Deconstruction stacks. Deals True Damage instead of ability damage against enemies units.

Kyrieloid (Assassin/Fighter)


 * Stats
 * Health: 585 (95)
 * Health Regen: 9 (0.9)
 * Stamina: 285 (55)
 * Stamina Regen: 6 (0.8)
 * Attack: 60 (3)
 * Attack Speed: 0.63 (3.3)
 * Armor: 28 (3)
 * Ability Resist: 32 (1.25)
 * Range: 125
 * Movement: 340

Passive: Flames of Eternity
 * Skills

Kyrieloid's basic attacks or abilities burns his targets, dealing 2.5% of their maximum Health in ability damage over 3.5 seconds, stacking up to 3 times.

When Flames of Eternity reaches max stacks on a Kaiju or monster, Kyrieloid's next basic attack or ability will deal 15% bonus damage and gains 30% Movement Speed.

Q: Chaos Beam

Cooldown: 13/12/11/10/9s

Cost: 50/60/70/80/90 Stamina

Range: 525

Kyrieloid fires a chaos beam that cuts across the field in a line, dealing 80/120/160/200/240 (+0.5 AP) ability damage in its path.

Enemies that are burned are slowed 20% for 1.5 seconds.

W: Judgement Kick

Cooldown: 8/7.5/7/6.5/6s

Cost: 50/55/60/65/70 Stamina

Range: 375

Kyrieloid performs a roundhouse kick knocking an enemy Kaiju back and dealing 80/120/140/180/200 (+0.55 AP) ability damage.

If the target is burned, Flammable Kick will stun the target for 1.5 seconds.

E: Blazing Dive

Cooldown: 11/10/9/8/7s

Cost: 40/50/60/70/80 Stamina

Range: 325

Kyrieloid dashes a short distance in the targeted location, his next attack will deal 40/70/90/120/140 (+0.4 AP) bonus ability damage and teleport him to his target.

If the target is burned, Kyrieloid will gain a shield that absorbs up to 40/70/90/120/140 (+0.4 AP) damage for 2 seconds.

R: Sacred Flame

Cooldown: 105/90/75s

Cost: 100 Stamina

Range: 750

After a brief delay, Kyrieloid creates a Sacred Flame at a target area, dealing 150/300/450 (+0.6 AP) ability damage to enemies within the area.

Enemies that are burned take an additional 30% damage from Sacred Flame.

Gatanozoa (Psychic)


 * Stats
 * Health: 548 (84)
 * Health Regen: 7.01 (0.6)
 * Stamina: 384 (47)
 * Stamina Regen: 6 (0.8)
 * Attack: 54.32 (3.3)
 * Attack Speed: 0.63 (1.36)
 * Armor: 18.74 (4)
 * Ability Resist: 30 (0)
 * Range: 550
 * Movement: 330

Passive: Master of Darkness
 * Skills

Gatanozoa gathers energy from all abilities he uses. For every ability Gatanozoa casts, he gains a stack, up to 4 stacks. For every stack Gatanozoa gains +3% ability power. When Gatanozoa takes damage he loses one of his stacks.

Q: Dark Shackles

Cooldown: 10s

Cost: 50/55/60/65/70 Stamina

Range: 1100

Gatanozoa extends his tentacle, rooting and crippling a single enemy Kaiju in place and dealing 30/40/50/60/70 (+0.2 AP) per 0.5 seconds over 2 seconds. Gatanozoa must channel to maintain hold on the target, but may cancel this ability early. While channeling this ability Gatanoza suffers no directional movement penalty.

W: Siphon Darkness

Cooldown: 13s

Cost: 70/75/80/85/90 Stamina

Range: 900

Gatanozoa creates a void of darkness that silences all enemies within. After 2 seconds it explodes, dealing 100/160/230/300/370 (+1 AP) ability damage.

E: Shell Barrier

Cooldown: 22/20/18/16/14s

Cost: 80 Stamina

Range: 750

Gatanozoa shields himself for 5 seconds. The shield absorbs 80/160/240/320/400 (+0.7 AP) damage and prevents disables until it breaks.

R: Petrification Beam

Cooldown: 80s

Cost: 100 Stamina

Range: 3500

Gatanozoa fires a Petrification Beam, dealing 300/350/400 (+0.8 AP) ability damage to all enemies in a line. Enemies hit are weakened, dealing 40% less damage for 5 seconds.

Enemies with 50% or lower Health turn to stone and stunned for 2 seconds.

Zogu (Psychic/Assassin)


 * Stats
 * Health: 516 (80)
 * Health Regen: 5.45 (0.55)
 * Stamina: 370 (44)
 * Stamina Regen: 6 (0.8)
 * Attack: 54.7 (3.5)
 * Attack Speed: 0.63 (1.36)
 * Armor: 21.92 (3.5)
 * Ability Resist: 30 (0)
 * Range: 525
 * Movement: 340

Passive: Root of Destruction
 * Skills

Zogu's basic attacks periodically restore 4 - 72 (based on level) Stamina.

Q: Shockwave Ball

Cooldown: 9/8/7/6/5s

Cost: 80/90/100/110/120 Stamina

Range: 750

FIRST CAST: Zogu charges Shockwave Ball, gradually decreasing her Movement Speed while increasing the ability's range.

SECOND CAST: Zogu fires a Shockwave Ball, dealing 80/120/160/200/240 (+0.8 AP) ability damage to all enemies in a line. While charging Shockwave Ball, Zogu cannot attack or cast other abilities. If Zogu does not fire the ability, half the Stamina cost is refunded.

W: Destruction Beam

Cooldown: 11s

Cost: 70/80/90/100/110 Stamina

Range: 1100

Zogu calls down a blast of Destruction Beam, dealing 60/90/120/150/180 (+0.75 AP) ability damage to all enemies within the target area, slowing them by 15% for 2.5 seconds.

Enemies in the center of the blast take 90/140/180/230/270 (+1 AP) ability damage and are slowed by 60/65/70/75/80%. This slow decays rapidly.

E: Armageddon Spark

Cooldown: 13/12.5/12/11.5/11s

Cost: 60/65/70/75/80 Stamina

Range: 1050

Zogu fires a sparkly energy from her fingers. The first enemy hit takes 80/120/140/180/200 (+0.5 AP) ability damage and is stunned for 2 seconds.

R: Punishment of the Angel

Cooldown: 130/110/100s

Cost: 100 Stamina

Range: 3200

Zogu reveals her true form, becoming rooted in place and gaining 3/4/5 Destruction Barrage. This beam artillery deals 200/240/260 (+0.45 AP) ability damage to all enemies hit. The root ends after 10 seconds, when all shots have been fired or when manually deactivated by issuing a move command. If no barrages are fired, 50% of the cooldown is refunded.

Zamsher (Fighter/Assassin)


 * Stats
 * Health: 520 (84)
 * Health Regen: 6.51 (0.9)
 * Attack: 56.24 (3.2)
 * Attack Speed: 0.66 (3.2)
 * Armor: 24.80 (3.4)
 * Ability Resist: 30 (0)
 * Range: 175
 * Movement: 345

Passive: Hoshikirimaru
 * Skills

Zamsher's Critical Strike Chance is doubled, but his critical strikes deal 90% damage! reduced 75% damage on Explosive Sword.

Q: Explosive Sword

Cooldown: 6/5.5/5/4.5/4s

Cost: None

Range: 475

Zamsher thrusts his sword forward, dealing 20/40/60/80/100 (+1 AD) physical damage to all enemies in a line. Explosive Sword can critically strike and will apply on-hit effects to the first enemy hit.

Hitting an enemy grants Gathering Energy for 10 seconds. At 2 stacks, Zamsher's next Explosive Sword is empowered and will consume all stacks.

EMPOWERED: Explosive Sword unleashes a explosive wave that travels an extended distance, dealing the same damage and knocking airborne all enemies hit.

Zamsher can cast Explosive Sword during Dashing Slash to change the area of effect a to circle about him, which does not benefit from Empowered's extended range. The cooldown and cast time of Explosive Sword is reduced by 「 0.6% for every 1% bonus attack speed 」, down to a maximum 66% reduction.

W: Blade Deflection

Cooldown: 18/16/14/12/10s

Cost: None

Range: 175

Zamsher swings his Hoshikirimaru in front of him, blocking all enemy projectiles with the exception of tower attacks.

E: Dashing Slash

Cooldown: 0.5s

Cost: None

Range: 475

Zamsher dashes a fixed distance in the direction of the target enemy, dealing 70/90/110/130/150 (+0.6 AP) ability damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed.

Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage.

Zamsher cannot use Dashing Slash on a marked enemy.

R: Sword Cutter Move

Cooldown: 80/50/30

Cost: None

Range: 1200

Zamsher blinks to the nearest visible airborne enemy Kaiju to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all nearby airborne enemies for 1 second and deals them 200/300/400 (+1.5 AD) physical damage.

For the next 15 seconds, Zamsher ignores 50% of his targets' bonus armor. Casting Sword Cutter Move clears all stacks of Gathering Energy.

Inpelaizer (Shooter)


 * Stats
 * Health: 520 (82)
 * Health Regen: 5.91 (0.5)
 * Stamina: 250 (45)
 * Stamina Regen: 6.68 (1)
 * Attack: 59.21 (2.41)
 * Attack Speed: 0.63 (1)
 * Armor: 22.88 (3.5)
 * Ability Resist: 30 (0)
 * Range: 525
 * Movement: 325

Passive: Raging Robot
 * Skills

Every 5 basic attacks, or against a target he has trapped or slowed, Inpelaizer's next basic attack will deals bonus damage that scales with his critical strike chance. On trapped or slowed targets, Inpelaizer's attack range is doubled.

Q: Switch

Cooldown: 1s

Cost: 20 Stamina per Cannon

Range: 600

Inpelaizer swaps his attack mode.

SHOULDER CANNON: Inpelaizer's basic attacks deal 110% damage to the target and nearby enemies! gain 80/100/130/150/180 range, drain Stamina, and scale 25% less with bonus Attack Speed.

THREE-TWIN GATLING GUN: Inpelaizer's basic attacks grant bonus Attack Speed for 2.5 seconds. This attack stacks up to 3 times for a total bonus of % (bonus scales with ability rank and Inpelaizer's level). Stacks fall off one at a time and only benefit Inpelaizer's first attack after switching to SHOULDER CANNON.

W: Tractor Beam

Cooldown: 10/9/8/7/6s

Cost: 50/60/70/80/90 Stamina

Range: 1450

Inpelaizer fires a yellow-orange beam that deals 10/60/110/160/210 (+1.5 AD) physical damage to the first enemy hit, revealing it if it is not stealth end and slowing it by 30/40/50/60/70% for 1.5 seconds.

E: Mechanical Trap

Cooldown: 24/22/20/18/16s

Cost: 50 Stamina

Range: 900

Inpelaizer tosses his mechanical arms that, once armed, explode on contact with enemy Kaijus, rooting the target for 1.5 seconds and dealing 80/140/190/250/300 (+1 AP) ability damage over 1.5 seconds to nearby enemies.

Mechanical Traps last for 5 seconds.

R: Mega Death Cannon

Cooldown: 90/75/60s

Cost: 100 Stamina

Range: 25000

Inpelaizer fires a deadly cannon that gains damage of over the first second it travels. If explodes on the first enemy Kaiju hit, dealing 30/40/50 (+0.1 AD) to 300/400/500 (+1 AD) physical damage plus 30/35/40% of the target's missing health. Nearby enemies take 80% damage.

Gudis (Psychic)


 * Stats
 * Health: 530 (75)
 * Health Regen: 5.5 (0.5)
 * Stamina: 380 (65)
 * Stamina Regen: 6 (0.8)
 * Attack: 54 (4)
 * Attack Speed: 0.65 (1.5)
 * Armor: 30 (3.5)
 * Ability Resist: 30 (0)
 * Range: 550
 * Movement: 335

Passive: Evil Growth
 * Skills

Gudis generates a stack of Evil Growth once every 6 seconds (10 times per minute) and for every second that an enemy Kaiju is infected by the Gudis Virus, up to a maximum of 500 stacks.

Gudis empowers himself in different ways when he reaches certain milestones.


 * 100 stacks: + 5% AP and Vicious Beam now heals for 6 ~ 16 (based on level) (+ 6% AP)
 * 250 stacks: + 5% AP for a total of + 10% AP and + 25% cooldown reduction.
 * 500 stacks: + 20% AP for a total of + 30% AP.

Q: Cell Blast

Cooldown: 3.5s

Cost: 40/45/50/55/60 Stamina

Range: 850

Gudis blasts enemies in an area with Gudis Virus. If a Kaiju is hit, Gudis gains 30/35/40/45/50% Movement Speed over 3 seconds.

Gudis Virus deals 75/120/165/210/255 (+0.7 AP) ability damage over 3 seconds.

W: Virus Cloud

Cooldown: 14/13/12/11/10s

Cost: 70 Stamina

Range: 850

Gudis spits a cloud of viruses at a target location, which expands over 7 seconds, granting sight in a 250 unit radius. Enemies in the area are afflicted by the Gudis Virus, inflicting a 40/50/60/70/80% slow, and take 20/35/50/65/80 (+0.15 AP) ability damage per seconds over 2 seconds.

E: Vicious Gaze

Cooldown: 5s

Cost: 50/60/70/80/90 Stamina

Range: 700

Gudis fires a laser beam from both of his eyes at a target, dealing 55/80/105/130/155 (+0.55 AP) ability damage and amplifying his Gudis Virus damage against the target by 20% for 5 seconds, stacking up to two times.

If the target is infected by the Gudis Virus, Vicious Gaze's cooldown is reduced to a static 0.5 seconds.

If Vicious Gaze kills the target, it refunds its stamina cost and restores an additional 1.5% maximum stamina.

R: Hypnotize Bubble

Cooldown: 120/110/100s

Cost: 100 Stamina

Range: 825

After a brief delay, Gudis incases enemies in a cone in the target location in a Blue Bubble of Energy, dealing 150/250/350 (+0.5 AP) ability damage and hypnotize them, causing them to walk harmlessly towards Gudis for 2 seconds.

Maga-Basser (Psychic/Support)


 * Stats
 * Health: 500 (78)
 * Health Regen: 5.42 (0.55)
 * Stamina: 409 (64)
 * Stamina Regen: 11.5 (0.5)
 * Attack: 52.83 (3.8)
 * Attack Speed: 0.65 (2.61)
 * Armor: 20.52 (3.8)
 * Ability Resist: 30 (0)
 * Range: 175
 * Movement: 350

Passive: Power of the Wind
 * Skills

Maga-Basser gains ability power equal to a percentage of his bonus Movement Speed.

Q: Maga-Shockwave

Cooldown: 13/12/11/10/9s

Cost: 60/65/70/75/80 Stamina

Range: 1180

Maga-Basser unleashes a shockwave that deals 60/105/150/195/240 (+0.5 AP) ability damage to enemies in its path. A directional draft then remains for 5 seconds, increasing the Movement Speed of allies following it by 35/40/45/50/55%.

W: Maga-Zephyr

Cooldown: 12s

Cost: 40/50/60/70/80 Stamina

Range: 650

Maga-Basser fires a projectile breath attack to the target enemy, dealing 60/115/170/225/280 (+0.6 AP) ability damage and slows their Movement Speed by 24/28/32/36/40% (+0.06% AP).

E: Maga-Monsoon

Cooldown: 10s

Cost: 80/85/90/95/100 Stamina

Range: 725

PASSIVE: Maga-Basser increases his Movement Speed by 10/12/14/16/18% (+0.03% AP) and allows movement through units.

ACTIVE: Maga-Baser summons forth the might of the wind to knock back surrounding enemies back, dealing 75/100/125/150/175 (+0.65 AP) ability damage and increase the Movement Speed of all nearby allies by 25/30/35/40/45% for 3 seconds.

R: Maga-Storm

Cooldown: 80s

Cost: 100 Stamina

Range: 1100

Maga-Basser summons an extremely huge tornado, which deals 300/400/500 (+1.2 AP) ability damage to enemies in its path and knocks them into the air for 0.5 seconds.

The tornado can be charged for up to 3 seconds. For each second it charges, it deals 45/60/75 (+0.15 AP) bonus damage, knocks up for an additional 0.5 seconds, and travels 40% further.

Activate again to release the tornado early.

Maga-Jappa (Fighter/Guardian)


 * Stats
 * Health: 550 (85)
 * Health Regen: 8.02 (0.55)
 * Stamina: 285 (50)
 * Stamina Regen: 7.52 (0.55)
 * Attack: 62.32 (3.38)
 * Attack Speed: 0.61 (1.81)
 * Armor: 28.55 (3.5)
 * Ability Resist: 32.1 (1.25)
 * Range: 125
 * Movement: 345

Passive: Tough Hide
 * Skills

Maga-Jappa gains 10% Armor and Ability Resist for each nearby enemy Kaiju.

Q: Maga-Odor

Cooldown: 0.5s

Cost: 15 Stamina per second

Range: 20

TOGGLE: Maga-Jappa releases a strong smell from his body, dealing 30/35/40/45/50 (+0.45 AP) ability damage to all nearby enemies per second.

W: Maga-Suction

Cooldown: 20/18/16/14/12s

Cost: 45 Stamina

Range: 535

PASSIVE: Maga-Jappa gains 5/10/15/20/25% Ability Penetration.

ACTIVE: Maga-Jappa pulls in all enemies in front of him, dealing 50/65/80/95/110 (+0.75 AP) ability damage and slows them by 40% for 1.5 second.

E: Maga-Ambush

Cooldown: 16s

Cost: 40 Stamina

Range: 20

After 1.5 seconds of not taking damage, Maga-Jappa is stealthed and gains 20% Movement Speed for up to 4/5/6/7/8 seconds. Upon leaving stealthed, he gains 20/25/30/35/40% Attack Speed for 5 seconds.

When an enemy Kaiju is killed by Maga-Jappa, Maga-Ambush's cooldown is reset.

R: Maga-Water Flow

Cooldown: 90/75/50s

Cost: 100 Stamina

Range: 925

Maga-Jappa fires a concentrated beam of green polluted water from tips of his nose, dealing 200/250/300 (+0.75 AP) ability damage to all enemies hit.

Enemies hit will take 30/35/40(+0.05 AP) ability damage per second for 5 seconds.

Pandon (Support/Guardian)
 * Stats
 * Health: 576 (87)
 * Health Regen: 8.18 (1)
 * Stamina: 310 (45)
 * Stamina Regen: 6 (0.8)
 * Attack: 55.37 (3.2)
 * Attack Speed: 0.65 (0.35)
 * Armor: 26.72 (4.5)
 * Ability Resist: 32.1 (1.25)
 * Range: 175
 * Movement: 335

Passive: Twin-Headed Monster
 * Skills

Pandon gains physical attack equal to 50% of his total ability power and gains ability power equal to 50% of his total physical attack. These bonuses do not stack with themselves.

Q: Fire Stream Cooldown: 9/8/7/6/5s Cost: 10/15/20/25/30 Stamina Range:800 Pandon breathes out a stream of fire, dealing 30/40/50/60/70 (+0.25 AD)(+0.25 AP) physical damage to the target enemy. Enemies hit will be burned, reducing 10/20/30/40/50% of total health for 5 seconds.

W: Escape Burrowing Cooldown: 14/13/12/11/10s Cost: 80/85/90/95/100 Stamina Range: 150 Pandon burrows underground, gaining 37.5% bonus movement speed which decays exponentially over 1.5 second and becoming untargetable for 2.5 seconds.

Enemies who stand upon him will be slowed and deals 50/60/70/80/90 (+0.25 AD)(+0.25 AP) ability damage per 0.5 seconds over 2.5 seconds.

E: Pandon Tornado Cooldown: 20/18/16/14/12s Cost: 40/50/60/70/80 Stamina Range: 500 Pandon encases himself into a tornado. Gaining 40/50/60/70/80% Movement Speed and temperary be immune to crowd controls and dealing 40/80/120/160/200 (+0.5 AD)(+0.5 AP) physical damage to nearby enemies each seconds over 4 seconds.

R: Defence Shield Cooldown: 60/40/20s Cost: 80/90/100 Stamina Range: 950 Pandon creates a protective shield on the target ally Kaiju that last up to 8 seconds. This shield reflects every 50/75/100% enemies' basic attacks and abilities.

Black Terrina (Psychic) *New!
 * Stats
 * Health: 480 (85)
 * Health Regen: 5.69 (0.5)
 * Stamina: 368 (60)
 * Stamina Regen: 8.56 (0.8)
 * Attack: 54.38 (3.28)
 * Attack Speed: 0.61 (1.81)
 * Armor: 24.55 (3.5)
 * Ability Resist: 30 (0)
 * Range: 575
 * Movement: 350

Passive: Queen of the Shells All of Black Terrina's abilities have additional effects when they hit more than one target.
 * Skills

Q: Bouncy Terrina Cooldown: 20/18/16/14/12s Cost: 60/65/70/75/80 Stamina Range: 850 Deathmon fires a bouncy Terrina Q, dealing 60/100/140/180/220 (+0.6 AP) ability damage to the first enemy hits. The Terrina Q then bounces to more enemies, dealing 20% reduced damage and restores Black Terrina's 20/22/24/26/28 stamina for each enemy hit.

W: Terrina Wall Cooldown: 14/13/12/11/10s Cost: 50/60/70/80/90 Stamina Range: 800 Black Terrina summons an impassable wall of Terrina Q on the battlefield that lasts up to 5 seconds. The wall will attack nearby enemies, dealing 20/40/60/80/100 (+0.25 AP) ability damage and knocking them back. Deathmon gains 10/20/30/40/50% bonus Armor and Ability Resist for 2.5 seconds for each enemy hit by the wall.

E: Suicide Squad Cooldown: 18/16/14/12/10s Cost: 80/85/90/95/100 Stamina Range: 800 Black Terinna summons a several Terrina Q filled with explosive blood, who dash toward nearby enemies, dealing 40/80/120/160/200 (+0.75 AP) ability damage on impact. Black Terrina gains 40/50/60/70/80% bonus Movement Speed for 2.5 seconds for each enemy hit.

R: Terrina Bomb Cooldown: 90/60/45s Cost: 120 Stamina Range: 750 Black Terrina infects an enemy Kaiju with a Terrina Bomb. After 2.5 seconds, it explodes, dealing 180/240/300 (+0.8 AP) ability damage to all nearby enemy Kaijus. Terrina Bomb deals 10/20/30% more damage for each nearby enemy Kaiju.

Nova (Psychic/Assassin) *New!
 * Stats
 * Health: 486 (90)
 * Health Regen: 7.12 (0.65)
 * Stamina: 345 (70)
 * Stamina Regen: 7.56 (0.75)
 * Attack: 61.05 (3.1)
 * Attack Speed: 0.61 (1.81)
 * Armor: 25.82 (3.5)
 * Ability Resist: 30 (0)
 * Range: 525
 * Movement: 340

Passive: Sigil of Madness Nova's abilities add one stacks of Sigil of Madness to their target for 5 seconds. If the target reaches 5 Sigil of Madness, it will be drive into madness and attack the enemy units, or walk harmlessly to Nova for 2.5 seconds.
 * Skills

Q: Crazy Explosion Cooldown: 1s Cost: 20/26/32/28/44 Stamina Range: 875 Nova blasts the target area in the cursor's direction, dealing 40/60/80/100/120 (+0.45 AP) ability damage to all units within, doubled when hitting only a single target.

W: Choking Cloud Cooldown: 16/14/12/10/8s Cost: 80/90/100/110/120 Stamina Range: 700 Nova creates a cloud of choking vapors at the target location which lasts up to 5 seconds. Enemies within the cloud take 25/30/35/40/45 (+0.35 AP) ability damage each 0.5 seconds and slowed by 40% for 3.5 seconds.

E: Red Zone Cooldown: 0.5s Cost: 30/40/50/60/70 Stamina Range: 425 TOGGLE OFF: Nova restores 20/28/34/40/48 stamina whenever he kills a unit. TOGGLE ON: Nova deals 40/60/80/100/120 (+0.35 AP) ability damage per second to all nearby units.

R: Nova Saucer Cooldown: 100/90/80s Cost: 100 Stamina Range: 650a Nova transform into his saucer from and quickly dashes to a nearby location, dealing 80/120/160 (+0.55 AP) ability damage to surrounding enemy units. Nova Saucer can be cast up to three times within 10 seconds before going on cooldown.

Silver Bloome (Assassin/Psychic) *New!
 * Stats
 * Health: 514 (80)
 * Health Regen: 6.51 (0.6)
 * Stamina: 334 (50)
 * Stamina Regen: 6 (0.8)
 * Attack: 53.04 (3)
 * Attack Speed: 0.67 (2)
 * Armor: 20.88 (3.5)
 * Ability Resist: 30 (0)
 * Range: 125
 * Movement: 330

Passive: Corrosion Silver Bloome's basic attacks and Acid Spittle reduce his targets' damage, armor and ability resist by 15% for 2.5 seconds.
 * Skills

Q: Acid Spittle Cooldown: 2s Cost: 40 Stamina Range: 1000 Silver Bloome launches a corrosive projectile at the target location, 40/80/120/160/200 (0.85 AP) ability damage. If Acid Spittle kills a unit half its stamina cost is refunded. Missile-lock can be achieved by holding the cursor over a target afflicted by Corrosive Ooze.

W: Spin-A-Round Cooldown: 16/14/12/10/8s Cost: 50/60/70/80/90 Stamina Range: 300 Silver Bloome spins himself in a circle, stunning surrounding enemies for 1.25 seconds and deals 50/75/100/125/150 (+0.5 AP) ability damage to them.

E: Corrosive Ooze Cooldown: 15/14/13/12/11s Cost: 50/55/60/65/70 Stamina Range: 900 Silver Bloome leaves an area of corrosive ooze. Enemies within the area are afflicted by the ooze reducing their ability resist by 12/14/16/18/20% and take 80/130/190/240/300 (+0.6 AP) ability damage over 5 seconds. Acid Spittle is able to missile -lock onto targets affected by Corossive Ooze.

R: Saucer Dash Cooldown: 6/4/2s Cost: 50 Stamina Range: 500 Silver Bloome quickly dashes to a nearby location, dealing 80/160/240 (+0.45 AP) ability damage to nearby enemies. Each subsequent Saucer Dash within 10 seconds costs 50 more Stamina (Max 500).

Reionyx
The Reionyx acts as the persistent element in the game and is the common term used to describe the League of Kaijus players. Reionyx accounts are used to track statistics and scores for each player.

Reionyx gain experience points and Crystals after each battle they participate in. They level up after receiving enough experience, and can unlock new kaijus and power chips with their Crystals.

Power Chips???
Power Chips are enhancements that the player provides for their Kaiju before a match on a Kaiju Island begins to augment their Kaiju's abilities. Power Chips can only be bought with Crystals from the Pigmon's Store. Each power chips grants a small bonus in a specific category, which stack upon each other to grant larger bonuses.

Any questions, suggestions for "???", please let me know. :)