Stats • Leveling • Weapons • Abilities • Upgrades • Strategy
Default abilities
Melee Resistance Aura |
|
Unit(s) |
Heroes and most melee units |
This unit always takes 40% less damage from melee weapons. Does not affect damage from ranged weapons. |
Requires |
Default ability |
Cost |
Always active |
Kill the Weak! |
|
Unit(s) |
Chaos Lord |
Strike out at all nearby enemies, doing 20 melee damage and weapon knockback in radius 5. The Chaos Lord drains the life force of his victims, healing himself for 75 health per target. 25 second cooldown. |
Requires |
Default ability |
Cost |
50 |
Global abilities
Malignant Blindness |
|
Unit(s) |
Chaos Lord |
Reduces all enemy units' sight range to 10% of normal for 15 seconds. 120 second cooldown. |
Requires |
Tier 1 |
Cost |
125 |
Bloodlust |
|
Unit(s) |
Chaos Lord |
Fills your forces with a lust for killing. For 25 seconds, every time your infantry units attack in close combat, allied infantry in radius 25 have their damage increased by 5% for 15 seconds. 70 second cooldown. |
Requires |
Tier 2 |
Cost |
175 |
Blood Sacrifice |
|
Unit(s) |
Chaos Lord |
Sacrifices a friendly infantry model to spawn a squad of temporary Bloodletters that do 50 dps heavy melee damage. These daemons will remain so long as they have energy, which drains over time. 60 second cooldown. |
Requires |
Tier 2 |
Cost |
200 |
Empyreal Abyss |
|
Unit(s) |
All Chaos heroes |
After a 4 second delay, creates a horrific rift to the Warp for 15 seconds. Units in radius 12 of the rift are subject to 25 heavy melee damage every second, while those in radius 5 trapped within the Warp itself take an additional 200 heavy melee damage per second. Every second there is an 80% chance an infantry unit in radius 30 of the rift will be lashed by unholy chains, pulled into the abyss with ability knockback. Those escaping the profane circle are not yet safe, as the tainted shards that erupt from the ground around the rift also do 7 heavy melee damage every second to non-building targets in radius 5. 120 second cooldown. |
Requires |
Tier 3 |
Cost |
500 |
Wargear abilities
Immolate (Chaos Lord) |
|
Unit(s) |
Chaos Lord |
Ignites an area in flames, dealing 12 ability flame damage in radius 10 every second. 45 second cooldown. |
Requires |
Combi-Flamer |
Cost |
35 |
Sweeping Doom |
|
Unit(s) |
Chaos Lord |
Performs a sweeping strike, doing 20 melee damage and weapon knockback to all enemy infantry surrounding the Chaos Lord in radius 10. 30 second cooldown. |
Requires |
Blood Maul |
Cost |
50 |
Destructive Strike |
|
Unit(s) |
Chaos Lord |
Lashes out in the specified direction with a destructive strike, dealing 30 piercing damage and weapon knockback in radius 5 along a line of length 12.5. 40 second cooldown. |
Requires |
Lightning Claws |
Cost |
30 |
Let the Galaxy Burn! |
|
Unit(s) |
Chaos Lord |
Looses 5 orbs of empyreal flame at the target area. These orbs detonate on impact, doing 45 flame damage and weapon knockback, leaving smoldering residue that deals 3 flame damage per second for 15 seconds in radius 10. 60 second cooldown. |
Requires |
Armor of the Inferno |
Cost |
55 |
Drain Life |
|
Unit(s) |
Chaos Lord |
Grips an enemy infantry model with an invisible force for 6 seconds, draining the life from them and doing 60 piercing damage while healing the Chaos Lord for 120 health. The Chaos Lord is immobile while the target is held with weapon knockback for the duration. 30 second cooldown. |
Requires |
Mantle of Hate |
Cost |
40 |
Dark Halo |
|
Unit(s) |
Chaos Lord |
Raises a shield of unholy energy that causes damage to reduce energy instead of health. Shield strength is 5 damage taken per 1 energy drained. |
Requires |
Dark Halo |
Cost |
0 |