|Ability Name||Ability Description||AP Ratio|
Causes damage in area and improves next attack.
The Witch-king brings his malice into focus, enhancing his next Basic Attack with an additional 30/60/90/120 Ability Damage, and causing all Enemies within close range to receive Ability Damage every second worth 1% of the Witch-king’s maximum health while “Malice” is active. The ability gains a large benefit from increased Ability Power.
Taunts an enemy and reflects damage.
Calling upon the Shadow, the Witch-king Taunts an Enemy target for 1.4/1.6/1.8/2.0 seconds, causing the Enemy to helplessly follow and attack him. He also cloaks himself in an aura that reflects 25%, augmented by 1% of the Witch-king’s maximum health, of received Basic Damage back to his attacker while Darkness is active. Note that relics activated upon Ability use are not triggered by “Darkness.” This ability gains no benefits from increased Ability Power.
Slows a targeted enemy and nearby enemies.
Chilling his enemies to the bone and filling them with despair, the Witch-king slows an Enemy Target, reducing their Movement Speed by 20%/30%/40%/50% for 5.0 seconds, and creates an area effect surrounding himself and Slows all other Enemies within close range by 1.5% of the Witch-king’s maximum health while “Despair” is active. Note that relics activated upon Ability use are not triggered by “Despair.” This ability gains no benefits from increased Ability Power.
Causes damage and reduces enemy healing.
The Witch-king wields his dark power to reduce healing on Enemy units within close range by 35% while Death is active, and deals Enemy Guardians 50/72/94/116 Ability Damage and 16/22/28/34 Ability Damage per second for 10.0 seconds. If an Enemy Guardian is slain while under the effect of “Death,” the Witch-king summons a wraith that persists for 20.0 seconds. Note that relics activated upon Ability use are not triggered by “Death.” This ability gains a large benefit from increased Ability Power.
|The Witch-king gathers darkness before him in preparation for a decisive blow, gaining a mark for each Ability use. Once he has gained 4 marks, the next Ability used causes Fear to enemies within close range, forcing them to briefly run away uncontrollably, with a small increase to the time based upon the Witch-king’s maximum Health.||None|