Raqsfawda is a nimble skirmisher that can harry strong foes or run down isolated/weakened targets with hit and run tactics. While his mobility makes him a good jungler and roamer, his phoenix eggs encourage him to be somewhat territorial. His build is pretty flexible, as he benefits from magic power, attack speed, critical chance and defensive stats depending on the desired role as duelist or slippery nuisance. Basic attacks are delivered with his bare hands, with critical strikes switching to kicks.
(Passive) Fiery RevelerRaqsfawda generates stacks of Abandon when he hits a basic attack or damages an enemy with a skill, for a maximum of 5. Every stack increases Raqsfawda's movement speed and adds magic damage to his basic attacks proportional to his magical power.
(Q) Foot-JuggleRaqsfawda kicks target enemy within melee range in the air for a brief period. His next basic attack is an axe kick that deals extra damage and increasing the damage multiplier if it's a critical hit.
Cooldown: 8 to 4
(W) Dancing InfernoRaqsfawda lets out an explosion that deals magic damage and doubles the speed bonus of his passive for 3 seconds. Enemies hitting Raqsfawda for this duration take damage equal to his passive's. Generating or refreshing Abandon stacks odds 0.5 seconds to the skill's duration. (During this time, his tattoos glow dark red and his scalp burns brighter)
Cooldown: 12
(E) AerialRaqsfawda vaults to target location, dodging attacks and abilities. He can recast this ability in midair once to change direction with a small explosion, dealing slight magic damage to nearby enemies.
Cooldown: 12 to 8
(R) Arclight PhoenixRaqsfawda throws a thunderbolt to target location, damaging and briefly stunning all enemies in its path. The thunderbolt then becomes an Arclight Phoenix, a pet that can be commanded to travel and protect a target location or attack a target enemy at any time (can't move or remain too far from Raqsfawda). Killing a phoenix turns it into a vaguely egg-shaped tangle of electricity (max 4 at a time, the oldest dissolves when a new phoenix is summoned; multiple alive phoenixes merge in a single "flight" unit). After 20 seconds from their death, Raqsfawda can restore nearby Phoenixes by casting a spell while having 5 Abandon stacks.
Cooldown: 60 to 40
(maxing out Abandon) "Yes! Now
more!"
*laughs* "Come on, up the tempo!"
"And one, two, three, dodge!"
(Q) "Set them up..." (follow-up) "Knock 'em down!"
*hums carnival tune*
"Duck! ...too late."
(W) *snarling* "YES!"
"Give me a hug..."
*manic laughter* "Dance with me!"
(E) (toward enemy hero) "Fancy meeting you here!"
"Hel
lo, beautiful!"
(away from enemy hero) "It has been fun!"
"Maybe another time!"
"See you soon, beautiful!"
(changing direction) "Just kidding!"
"Woo! This never gets old."
"Yeah, you
hoped."
(R) "Meet my pet!"
"Someone wants to meet you!"
(stunning enemy hero) "Awestruck, huh?" *chuckles*
(reviving a phoenix) "Back to the party!"
"About time, beautiful!"
Sword-of-the-Zenith is a mobile melee DPS hero that becomes able to run down entire teams if left unchecked. On the flip side, her defensive stats are lackluster and most of her skills are geared toward aggression, so forcing her on the defensive and landing hard crowd control are imperative in order to have a fighting chance. She benefits from bonuses to attack speed and on-hit damage; cooldown reduction makes her more slippery. She attacks with a blood-red katana with a range slightly longer than most melee heroes.
(Passive) Predator's StrikeZenith moves faster when running toward enemy heroes. Doing so grants stacks of Predator that are consumed when she scores a basic attack, dealing additional damage, or when enemies get too far.
(Q) Distortion StrikeZenith becomes invisible for 1 second. The first attack during this period reveals her position as a distorted image then refreshes the skill's duration.
Cooldown: 14 to 8 seconds
(W) Doom BladeZenith swings her
-infused sword, hitting every enemy in a medium-range cone with magical damage that decimates summoned and low health units.
Cooldown: 20 to 12 seconds
(E) CloudshiftZenith dashes to target location in the form of an outline of light. She becomes untargetable and immune to damage for the duration and cleanses herself from any non-disabling debuff.
Cooldown: 6 to 4 seconds
(R) Assault StrobeZenith moves so fast she seems to hit twice with every attack. For 5~7 seconds, her passive bonuses are doubled and every basic attack hits an additional hero within melee range for full damage or, failing that, hits the same target again for halved damage. Kill or assists add 5~7 seconds to the skill's duration.
Cooldown: 90 seconds
(moving, off combat) "I can feel the thrilling battles that took place here..."
"And
there he slipped on moss and cut his little finger. Idiot."
"I'll have to return later, there's much to be learned."
"Ooo, nice groin strike!"
"If she had pulled that slash properly she'd be still around. Shame."
"This place has seen blood... Excellent."
(spotting enemy) "Are you gonna run? For the sport of it?"
"Move or die. Simple."
"Come. Let's get this over with."
"You look strong."
Zenith doesn't speak much during combat except for soft grunts and chuckles.
(all enemies killed) "Figured they'd be tougher."
"Disappointing."
(low health) "Good fight."
(killed) "Ow. Get you next time."
"I'll be back, bastards."
"At last..."
"No. I have still..."
"That's not. Nearly. En-"