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Wiro

Heroes · wiro

Wiro

No description was available from the current verified source.

Class
Tank / Fighter / Support
Lane
Support Lane / Slayer Lane
Good at
Control
Official ratings
  • Survivability5 / 55/5
  • Damage2 / 52/5
  • Function5 / 55/5
  • Difficulty3 / 53/5

Skills

passive

212 Pinnacle

  • Magic
  • Resurrect

When Wiro takes fatal damage, 60% of his HP is instantly restored and he becomes immobilized and immune to control effects for the next 4.5 seconds. During this period, 3 insignias appear around him, and teammates coming in contact with the insignias restore 10% of both theirs and Wiro's HP. After all insignias have been activated or at the end of the period, Wiro howls, dealing 150 (+100%of AD) magic damage to nearby enemies and reduces their movement speed. He also gains 50% attack speed and 30% movement speed for 5 seconds (internal cooldown of 120 seconds). When Wiro reaches a new level, his physical and magic defense increase further (loses effect when on cooldown). Note: Super armor — Immune to control effects except suppression for the duration. Prohibit — Cannot move, use skills, or perform normal attacks.

skill 1

212 Pummel

  • Physical
  • Knock Away

Wiro resets his normal attack and enhances his next 3 normal attacks, increasing their attack range. The first 2 enhanced normal attacks deal an additional 100 (+15%of AD) (+2%of max HP) physical damage. The 3rd strike deals 100 (+15%of AD) (+4%of max HP) physical damage and knocks the target up for 0.75 seconds.

Cooldown
7.5s
Mana Cost
60
Skill level123456
Base Damage100140180220260300
Cooldown7.5s7.2s6.9s6.6s6.3s6s

skill 2

Tornado Fist

  • Physical
  • Knock Back

Wiro charges towards the target direction, dealing 100(+40%of AD) physical damage to enemies and knocking them back. Each Hero hit increases his attack speed by 25% for 5 seconds. This buff stacks up to 2 times.

Cooldown
10s
Mana Cost
80
Skill level123456
Base Damage100130160190220250
Cooldown10s9.6s9.2s8.8s8.4s8s

ultimate

Sunray Fist

  • Physical
  • Knock Away

Wiro charges for a short period of time (during which he can move, and 80% of the cooldown is returned if the ability is cancelled) then smashes his axe into the ground, dealing 300(+150%of AD) physical damage to enemies nearby and knocking them in the air for 1 second. The longer the charging time, the larger the range and higher the damage, up to a maximum of 1000(+150%of AD) physical damage. Each enemy that gets knocked into the air deals an additional 50% physical damage to other nearby enemies when they land. Passive: After learning this skill, Wiro's skills and enhanced normal attacks deal additional 38(+25%of AD) magic damage to nearby enemies and buildings for 3 seconds. Note: Super armor — Immune to control effects except suppression for the duration.

Cooldown
50s
Mana Cost
120
Skill level123
Base Damage300375450
Cooldown50s45s40s
Continuous Damage384246