Nut
- Egyptian
- Magical
- Support
- ADC
- Mid
Base stats
Level 1 → 20. Stats that never change are hidden.
Abilities
While Strength exceeds Intelligence, Ability hits grant Stellar Flux which provides Attack Speed. Stacks decay every 3s. Otherwise, Basic Attacks grant Astral Flux. Abilities consume this for Bonus Magical Damage and effects. Both stack up to 10.
Attack Speed: 2% Per Stack
Attack Speed Per Level: 0.2% Per Stack
Bonus Damage: 20%
Max Stacks: 10
Stack Decay: Every 3s
Astral Flux bonus Magic Damage per stack: 2.5%
Your Attacks fire two additional projectiles that deal [17.5% STR + 20% INT] Magical Damage. These and your Attack pass through enemies. Astral Flux: Consumes 4 stacks to cause targets to lose Protections.
Notes:
- This ability gains stacks if Nut dies while firing.
- Start the match with 2 full shots of this ability.
- If you cancel this ability without firing a shot, it goes on a 1s cooldown.
Damage: 15
Inner Damage (% of Attack Damage): 50 / 55 / 60 / 65 / 70
Outer Damage: 3 / 6 / 9 / 12 / 15
Protections Reduced: 15
Tick Count: 2
Cooldown: 10
Cost: 45 / 50 / 55 / 60 / 65
Range: 8.8
Radius: 0.96
Call down a comet that deals [50% STR + 85% INT] Magical Damage where it lands and [25% STR + 50% INT] Magical Damage in an area around it.
Notes:
- Enemies in the center are Rooted
- Enemies on the edge are TrembledAstral Flux: Consumes 4 stacks to cause the comet to echo, damaging and trembling again.
Damage: 100 / 150 / 200 / 250 / 300
Outer Damage: 50 / 75 / 100 / 125 / 150
Echo Damage: 30 / 45 / 60 / 75 / 90
Root Duration: 0.9 / 1 / 1.1 / 1.2 / 1.3
Tick Count: 1
Cooldown: 12
Cost: 65
Range: 8.8
Radius: 1.6m / 4.0m
Teleport in the direction you are moving and fire homing projectiles at nearby enemies that deal [30% STR + 40% INT] Magical Damage and applies a stacking slow. Subsequent hits deal 33% damage. Stellar Flux: Resets the Cooldown of Convergence and grants 8 Ammo. Astral Flux: Consumes 4 stacks to fire 2 additional projectiles.
Notes:
- Projectiles deal increased damage to the first target hit, and reduced damage to subsequent hits.
Damage: 40 / 75 / 110 / 145 / 180
Slow: 10% Per Stack
Slow Duration: 3s
Tick Count: 3
Cooldown: 12
Cost: 50 / 45 / 50 / 55 / 60
Range: -0.01
Radius: 7.2
Become CC Immune and ascend into the sky. Fire a massive black hole that deals [90% STR + 80% INT] Magical Damage before detonating for [45% STR + 40% INT] Magical Damage and Pulling enemies toward the center.
Notes:
- Grants 2 stacks of Flux for each God hit
- Projectile lands after 1s, and detonates 0.5s later.
Projectile Damage: 200 / 260 / 320 / 380 / 440
Explode Damage: 85 / 110 / 135 / 160 / 185
Tick Count: 2
Cooldown: 10
Cost: 45 / 50 / 55 / 60 / 65
Range: 11.2
Radius: 3.2m / 6.4m
Flux becomes Cosmic Flux: provides Mitigation and decays over time.
Notes:
- Decaying past 10 stacks Heals [2% of Ally's Max Health] the lowest health ally nearby
- Ability Scaling reduced by 25%
Max Stacks: 10
Stack Decay: Every 3s
Healing per Stack: 2% of Max Health
Your Attacks fire two additional projectiles that deal [17.5% STR + 20% INT] Magical Damage. These and your Attack pass through enemies. Astral Flux: Consumes 4 stacks to cause targets to lose Protections.
Notes:
- This ability gains stacks if Nut dies while firing.
- Start the match with 2 full shots of this ability.
- If you cancel this ability without firing a shot, it goes on a 1s cooldown.
Damage: 15
Inner Damage (% of Attack Damage): 50 / 55 / 60 / 65 / 70
Outer Damage: 3 / 6 / 9 / 12 / 15
Protections Reduced: 15
Inner Damage: 40 / 45 / 50 / 55 / 60
Convergence Inner Damage: 40 / 45 / 50 / 55 / 60
Tick Count: 2
Cooldown: 10
Cost: 45 / 50 / 55 / 60 / 65
Range: 8.8
Radius: 0.96
Call down a comet that deals [50% STR + 85% INT] Magical Damage where it lands and [25% STR + 50% INT] Magical Damage in an area around it.
Notes:
- Enemies in the center are Stunned
- Enemies on the edge are SlowedAstral Flux: Consumes 4 stacks to cause the comet to echo, damaging and Slowing again.
Damage: 100 / 150 / 200 / 250 / 300
Outer Damage: 50 / 75 / 100 / 125 / 150
Echo Damage: 30 / 45 / 60 / 75 / 90
Stun Duration: 0.9 / 1 / 1.1 / 1.2 / 1.3
Tick Count:
Cooldown: 12
Cost: 65
Range: 8.8
Radius: 1.6m / 4.0m
Teleport in the direction you are moving and fire homing projectiles at nearby enemies that deal [30% STR + 40% INT] Magical Damage and applies a stacking slow. Subsequent hits deal 33% damage. Stellar Flux: Resets the Cooldown of Convergence and grants 8 Ammo. Astral Flux: Consumes 4 stacks to fire 2 additional projectiles.
Notes:
- Projectiles deal increased damage to the first target hit, and reduced damage to subsequent hits.
Damage: 40 / 75 / 110 / 145 / 180
Slow: 10% Per Stack
Slow Duration: 3s
Tick Count: 3
Cooldown: 12
Cost: 50 / 45 / 50 / 55 / 60
Range: -0.01
Radius: 7.2
Become CC Immune and ascend into the sky. Fire a massive black hole that deals [90% STR + 80% INT / 45% STR + 40% INT] Magical Damage before detonating for [45% STR + 40% INT] Magical Damage and Pulling enemies toward the center.
Notes:
- Grants 2 stacks of Flux for each God hit
- Projectile lands after 1s, and detonates 0.5s later.
Projectile Damage: 200 / 260 / 320 / 380 / 440
Explode Damage: 85 / 110 / 135 / 160 / 185
Tick Count: 2
Cooldown: 10
Cost: 45 / 50 / 55 / 60 / 65
Range: 11.2
Radius: 3.2m / 6.4m
Flux becomes Cosmic Flux (Mitigation, decays). Decaying past 10 stacks Heals [2% of Ally's Max Health] the lowest health ally nearby. Scaling -25%. Convergence grants a mini version of itself to allies on God hit. Crashing Comet Stuns and Slows. Warp grants CC Immunity to self and 1 nearby ally.
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