The Wraith

Do not breath deeply around her. For the sickly sweet scent of this maiden is much more dangerous than it seems.
 

The Wraith is a area of effect focused caster who can support her troops from the back lines throwing down various highly damaging spells.

Her Aoe is unmatched in the Restless Regiment, and she can also force units to flee with her area fear. While very powerful, her health pool is quite low and without any sustain she must be guarded at all times.

Attack Speed

1.1 sec

Speed

450

Range

1200

510

25

550

27

29

31

630

590

39

33

670

710

750

790

35

37

41

43

830

870

(Q) Horrid Decay

The wraith places a seed down with 200 health. After 2 seconds it sprouts, coating the area in a purple aura that deals 20 damage over 4 seconds

Lvl 2: Deal 40 Damage

Lvl 3: Deal 60 Damage

(W) Death Blossum

The wraith lashes out with a vine dealing 90 damage to all enemies caught. If it hits a necromatic seed, it causes it to burst dealing 60 damage over 4 seconds.

Lvl 2: Deals 180 Damage to all hit and seeds will do 120 damage over time.

Lvl 3: Deal270 Damage to all hit and seeds will do 180 damage over time.

(E) Dreadful Presence

The wraith screams and causes all enemies around her to run away in a straight line for 2 seconds.

Lvl 2: Causes them to run for 2.5 seconds.

Lvl 3: Causes them to run for 3 seconds.

(R) Pallid Garden

The Wraith will charge up her next ability to do a much stronger effect. Her Horrid Decay will have it's area tripled, Death blossom's damage will increase. Lastly it will cause units affected by her Dreadful presence to run away for 3 times as long.

 

The Revenant

"I must do it for them.. for Vengence. I may not rest until I have Retribution."

The Revenant is a highly mobile assassin able to deal a large amount of damage to a single target, while also having decent multi target damage and sustain. His highly mobile nature seems to be focused on allowing him to appear in a large group, quickly burst down a key target, then with his reset quickly move on to fight another day. 

While he doesn't have a stealth option like other heroes, his overwhelming mobility allows him to oppress foes effectively.

Attack Speed

1.15 sec

Speed

450

Range

Melee

770

40

820

42

46

48

920

870

56

50

970

1020

1070

1120

52

54

58

60

1170

1220

(Q) Vengeful Strikes

The Revenant spins, instantly inflicting a bleed debuff to all nearby enemies dealing 48 damage over 5 seconds.

Lvl 2: Deal 77 Damage over 6 seconds.

Lvl 3: Deal 112 Damage over 7 seconds.

(W) Undying Hared

The Revenant heals himself for 125 health and then absorbs all nearby bleeding debuffs to heal for additional 25 health per absorbed debuff.

Lvl 2: Heals himself for 250 hp and an additional 50 hp per bleed absorbed.

Lvl 3: Heals himself for 375 hp and an additional 75 hp per bleed absorbed.

(E) No Escape

Jumps into the air becoming untargetable and invulnerable for 1.5 seconds and travel to any area within 1000 range. Upon landing the Revenant pulls all enemies within 400 range towards himself.

Lvl 2: Jump to anywhere within 1250 range.

Lvl 3: Jump to anywhere within 1500 range.

(R) Moment of Reckoning

The Revenant strikes a target 3 times for 75 damage each. Strikes an additional time for each bleed debuff in the area.

Fallen Marshal

"March, fight, slay. But always move forward. Ever forward into the night..."

Whatever sandy tomb the Fallen Marshal arose from was only his resting place in between conquests. Ever determined to lead his warriors to battle he lives only to serve and to sap the life from his enemies one soul at a time.

Use his area affect abilities to tank enemy hits and his call to raise skeletons to fight against the living. He can also create terrain with his ultimate ability to either keep out enemy reinforcements or to keep in enemy deserters.

Attack Speed

1.3 sec

Speed

450

Range

Melee

940

38

1000

40

42

44

1120

1060

52

46

1180

1240

1300

1360

48

50

54

56

1420

1480

(Q) Call of the Marshal

The Marshal disintegrates into sand and teleports over to a target dealing 36 damage over 3 seconds. If the enemy unit dies within that time frame 1 skeleton spawns for 30 seconds that can be controlled and will fight for the Marshal.

Lvl 2: Deal 117 Damage and spawn 2 skeletons

Lvl 3: Deal 158 Damage and spawn 3 skeletons

(W) Overwhelming Dread

The Marshall pulls forward all enemies around him and deals 44 damage to each enemy within range.

Lvl 2: Deal 98 Damage

Lvl 3: Deal 158 Damage

(E) March of the Regiment

Turning all nearby allied units into sandy husks, all nearby units gain 15% life steal and are immune to slows, roots, and stuns for 10 seconds.

Lvl 2: Deal 20% Life Steal for 13 seconds

Lvl 3: Deal 25% Life Steal for 16 seconds

(R) The Way is Shut

Summon a wall of bone that damages any enemies touching it. Any damage dealt this way heals the Marshal while the wall is in effect.