Fire Emblem Warriors: Three Hopes - The Loop
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List of champions
|4|| Orb of Deception|
Fires an orb in a line for 5 hexes, dealing 140 / 210 / 500 (× AP) magic damage to all enemies it passes through on the way out and the way back. She fires 1 / 1 / 2 additional orbs for each time she casts in combat, enemies take 60% damage for each subsequent orb. The orbs are fired to form a circular arc with 10° between each orb.
Launches a fireball at the nearest enemy, lighting them ablaze for 4 seconds and dealing 135 / 175 / 235 (× AP) magic damage. If the enemy is already lit, they suffer an explosion of 165 / 225 / 300 (× AP) bonus magic damage which stuns them for 1 / 1.5 / 2 seconds.
VIP Bonus: Fires a second fireball at a different target dealing 45% reduced damage, prioritizes ablazed enemies.
|4|| Vault Breaker|
Slams his vault door into the ground, creating a fissure towards his target. Enemies within 2 hexes of him and those struck by the fissure are stunned for 2 / 2.75 / 8 seconds and take 100 / 200 / 750 (× AP) magic damage.
|1||Ace in the Hole|
|4|| Spinning Axes|
Ignores 25% of his target's armor.
Starts spinning his axe, causing his next basic attack to gain 120 / 150 / 400 (× AP) (+ 170 / 180 / 400% AD) bonus on-hit physical damage.
The spinning axe ricochets off the target high up into the air, landing 2 seconds later at Draven's current position. If Draven catches an axe, Spinning Axe is reapplied for no additional cost on his next basic attack.
Draven can hold up to two Spinning Axes in his hands at once.
VIP Bonus: Gains infinite attack range and ignores an additional 25% his target's armor.
|5|| Colossal Entrance|
Critical strikes slam the ground, dealing 70 / 100 / 1999 (× AP) bonus magic damage to enemies around his target.
Becomes invulnerable and leaps into the sky before crashing down on the largest group of enemies. Enemies within a large radius take 125 / 175 / 9001 (× AP) (+ 10% of his maximum health) magic damage and are knocked into the sky for 1.5 / 1.5 / 10 seconds. The lower the enemy's maximum health is compared to his, the longer they are knocked up. At 3-Star, the ability radius is larger.
Transforms into Mega Gnar and throws a boulder at the farthest enemy within 3-hex range, dealing 150 / 200 / 300 (+ 175% AD) physical damage to all enemies it passes through.
While in Mega Gnar form, Gnar is melee, his ability is his boulder toss, and he gains 500 / 750 / 1200 (× AP) health and his mana costs are reduced by 20.
|5|| To the Skies! / Shock Blast|
While in melee form, gain 40 bonus armor and bonus magic resistance.
While in ranged form, gain 45 / 60 / 500 bonus attack damage and increases his attack range to 4 hexes.
Melee - To the Skies!: Overcharges himself, becoming unstoppable and gaining a 375 / 550 / 3000 (× AP) shield for 3 seconds. He then attacks twice, cleaving enemies in front of him for 160 / 170 / 1000% AD physical damage before leaping to the skies and slamming down on his target. Enemies within 2 hexes take the same damage and have their armor and magic resistance reduced by 50 / 50 / 70% for 5 seconds.
Ranged - Shock Blast: Summons an acceleration gate, granting allies within the same row 20 / 40 / 1000% (× AP) bonus attack speed for 5 seconds. He then replaces his next 3 attacks with orbs of electricity that deal 170 / 175 / 500% AD physical damage in an area around his target. The 3rd orb has an increased area of effect.
|4|| Curtain Call|
Has a fixed attack speed of 0.9 / 0.9 / 1.4 and converts every 1% of bonus attack speed into 0.8 bonus attack damage.
Transforms his weapon into a powerful sniper rifle for his next four shots. Each shot deals 175 / 200 / 300% AD physical damage, reduced by 50% for each target they pierce through. The fourth shot is guaranteed to critically strike and deals (× AP) more damage.
|5|| Super Mega Death Rocket|
Rides her rocket into the sky, then comes crashing down near the center-most enemy, dealing 450 / 650 / 8888 (× AP) magic damage to enemies around the epicenter, and 50% to all other enemies in in a large area. The epicenter burns every unit except her for 5 seconds, dealing 2 / 3 / 4% of the target's maximum health each second as true damage, and applying Grievous Wounds for the duration.
She then swaps to her rocket launcher for the rest of combat, causing basic attacks to explode for 210 / 220 / 888% AD physical damage in a small area around her target. With her rocket launcher, she targets a random valid targets with each attack.
|2|| Wild Growth|
Enlarges 1 / 2 / 3 low health allies, granting them 350 / 370 / 390 (× AP) bonus health and knocking up enemies near them. If the ally is already enlarged, they are healed instead.
|3|| Make It Rain|
Rains 4 waves of bullets down around a random enemy, dealing 275 / 375 / 600 (× AP) magic damage to enemies in the area and applying Grievous Wounds for 6 seconds.
|3|| Soul Shackles|
Shields herself by 475 / 575 / 675 (× AP) for 3 seconds. She then shackles herself to all enemies in a 2 hex radius, and deals 80 / 125 / 175 (× AP) magic damage per second to them, as long as the shield holds.
If the shield expires without being broken, all targets are stunned for a 1.5 / 2 / 2.5 seconds. If the shield is broken, she instead refunds herself 30 mana.
|1|| Unspeakable Horror|
Terrifies his target, stunning them with fear for 2 / 2.5 / 3 seconds and dealing 190 / 300 / 450 (× AP) magic damage over the duration.
|4|| Command: Shockwave|
Sends out her ball towards the largest group of champions, then commands it to release a shockwave. Allies within 2 hexes gain a 125 / 200 / 700 (× AP) shield for 4 seconds, while enemies within the area are briefly knocked up and dealt 300 / 425 / 1500 (× AP) magic damage. Enemies adjacent to the ball are drawn in and stunned for 1 / 1 / 4 seconds.
|2|| Disarming Assault|
Sends Valor out at the target with the highest attack speed, dealing 200 / 300 / 650 (× AP) magic damage to the target and nearby enemies. Enemies hit are also disarmed for 1.5 / 2 / 2.5 seconds.
|2|| Fury of the North|
Signals Bristle to charge, dealing 300 / 450 / 750 (× AP) magic damage and stunning the target for 1.5 / 1.5 / 2 seconds. She then gains Frost Armor, granting her 50 / 75 / 125 bonus armor and bonus magic resistance for 4 seconds.
|5|| Unstable Concoction|
Injects an unstable concoction into 1 / 1 / 5 of his lowest health allies, granting them 50% maximum health, 50 / 125 / 666% bonus attack speed, and immunity to crowd control for 6 / 7 / 10 seconds. When the concoction wears off, unstable units die by explosion, dealing 350 / 600 / 5000 (× AP) magic damage to nearby enemies. The explosion radius is doubled at 3-Star.
|2||Force of Will|
Devours his target, storing them in his belly and dealing 900 / 1350 / 30000 (× AP) magic damage over 3 seconds. During this time, the target is invulnerable to other sources of damage and he gains 30% damage reduction. If they die while inside, he either spits out a random item component they were holding, or the cost of the unit in gold. Otherwise, he spits them towards the farthest enemy, briefly stunning targets they impact. If the target is immune to crowd control, they take 50% damage instead.
|1|| Piercing Bolt|
Fires a powerful bolt towards his target that pierces through enemies hit, dealing 60 / 70 / 80 (× AP) (+ 125% AD) physical damage and applying Grievous Wounds for 5 seconds.
|3|| Personal Space|
Shields herself for 500 / 650 / 850 (× AP) over 4 seconds. When the shield expires, it deals 100 / 135 / 175 (× AP) magic damage to all enemies within 2 hexes and 100 / 135 / 175 (× AP) bonus damage if it wasn't destroyed. If it was destroyed, the ability becomes 15% stronger this combat. This effect can stack.
|4|| Piltover Pulverizer|
Shield herself for 225 / 325 / 850 (× AP) and deals 175 / 250 / 600 (× AP) magic damage to her target and enemies behind it.
On her second cast, she also dashes through her target.
On her third cast, she instead throws her target into the air and slams them back to the ground behind them, dealing 250 / 350 / 900 (× AP) magic damage in a circle around her target.
|5|| Chaos Rays|
Basic attacks reduces the target's armor by 70% for 6 seconds.
Summons 3 / 4 / 12 singularities to fire death rays that cut across the battlefield in a line and melt enemy defenses. To enemies caught in its path, death rays deal 360 / 420 / 1500 (× AP) magic damage and destroys 40 / 50 / 200% of any remaining shields.
|5|| Lightning Crash|
Her basic attacks fire 5 / 5 / 30 bullets, dealing 18% AD physical damage each bullet plus 12 / 20 / 40 (× AP) magic damage to the first unit hit.
Charges herself up with electricity for 6 seconds. While electrified, she aims at the farthest enemy, her attacks pierce, and she dashes after every shot.
VIP Bonus: Electrified lasts until the end of combat.
|1||Mini Inferno Bomb|
|1|| Time Bomb|
Places a bomb on the closest enemy, stunning them for 1.5 seconds. When the stun ends, or the target dies, the bomb explodes dealing 250 / 400 / 777 (× AP) magic damage to adjacent enemies and reducing their attack speed by 30 / 40 / 50% for 4 seconds.
|2|| Grasping Spines|
Summons vines in the row with the most enemies, dealing 275 / 375 / 575 (× AP) magic damage and stunning them for 1.5 / 2 / 2.5 seconds.