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There's much to see here. So, take your time, look around, and learn all there is to know about War Forge. Here You will find all the Champions and their abilitys and how this game works!
We will be using the traditional 3 lanes Top, Mid and Bot. With a jungle dense enough to create ambush like attacks creating unique moments in gameplay.
Head down to the sewers to activate shrines that will spawn mobs that are imbued by the shrines powers!
War Forge aims at pure balance and ever growing meta changes. Every champion can have a opportunity to greatness but it must belong in the right hands!


Here you will find all the FAQ for War FOrge
We plan to have over 40+ champions for release.
This is our first game, but that doesn't mean we plan to add cross compatibility. We plan to support console and handheld devices alike.
No, but that means you wont get any stats collected. So its best to make account. This wont be a problem once we switch to steamworks.
Free to play, with the store having options to buy everything cosmetic.
No and that is one of the primary goals to War Forge. That, and a exploit free environment.
Of course! We plan to have mutiple maps for standard and ranked play all playing the same way but having a different freeling each of their own.
Everything is point and click with Q,W,E,R as ability keys along with aditional keys for other game mechanics.
Since there is a sewer and no jungle. That leaves lanes usually 3 per lane.
Here you will find all the champions Information!
A Ranged casted who melts waves and punishes anyone who stands still.
Passive: Burning Staff
Every 5 basic attacls set the target burning for 3 seconds. Burning does not stack -- A basic hit refreshes the burn.
Q - Ember Bolt: Hurls a bolt of fire in a line, damaging the enemy it strikes.
W - Cinder Fall: Calls down burning debris. Damaging everything in the area and leaving the ground alight for a second afterwards.
E - Ward of ash: Wreathes vex in ash. The ward turn aside magic damage only. She strikes faster while it holds.
R - Inferno: Unleshes a cone of fire that scorches every enemy caught in it.

A melee bruiser who opens fights with a charge and clsoes them with a stun.
Passive: Sharpened Blade
Basic attacks have a 25% chance to ignore the targets armour entirely.
Q - Bulwark Bash: Slams a shield into one enemy, stunning it briefly.
W - Iron Stance: Braces behind heavy plate, gaining a shield and swinging faster.
E - Shoulder Charge: Barrels forward, damaging and slowing everyone along the way.
R - Seismic Slam: Cracks the ground underfoot. Stunning every nearby enemy.

A hunter who fights beside a trained beast. Aone she is ordinary; together they are relentless.
Passive: Hunters Bow
Long-ranged shots. The beast attacks whatever you shoot. And every third hit on the same target sends it in for a savage strike.
Q - Call Beast: Calls your beast to your side. Recast to send it at an enemy. or at a point to send it there, The beast fights on while you are dead. if it is killed. The call takes for longer to anwer.
W - Empower Beast: Infuses the Beast with hunting magic for 6 seconds: heavier and faster bites. and every bite nlleds twice as deep.
E - Beasts bond: Reaches through the bond to whatever the beast needs: below half health it is healed and cleansedL above half it is shielded and hardened.
R - Primal Enrage: Hunter and beast synchronise for 10 seconds. Both gaining attack speed. Critical strike and movement. Your Critcal strikes send the beast in for a free bit; its critcale guarntee your next shot crits.

A support healer who plants help before it is needed and holds ground with roots and a living tree.
Passive: Earth Bolt
Throws a magical stone. Every fifth attack returns mana.
Q - Healing Seed:Plants a seed on an ally that heals over 6 seconds. If they drop below 30% health the seed blooms early for a large burst heal.
W - Iron Roots: Roots erupt after a short delay, damaging and rooting enemies caught in them. The patch lingers, slowing anyone who crosses it afterwards.
E - Natures's Guidance: Radiates natural energy. Nearby allies gain movement speed, 20% increased healing and a trickle of mana.
R - World Tree: Grows a great tree. Allies in its shade are healed every second and gain armour, magic resistance and 30% shorter crowd control. When it expires it bursts once more, healing everyone still in range.

An assassin who poisons a target early and collects on it later, vanishing between the two.
Passive: Venom Strike
Attacks poison for 4 seconds, stacking up to five times.
Q -Shadow Decoy: Leaves a clone with 30% of your health that drags nearby enemies onto it. Nearby towers and minions stay locked onto the clone until it is destroyed. When it dies or fades it bursts, poisoning everything close by.
W - Flurry Blades: Two rapid slashes in front of you. Every hit refreshes your poison, and enemies below 30% health take 40% more damage from each.
E - Stealth: Vanish for 3 seconds, moving faster and passing through units. Your first attack out of stealth is a critical strike.
R - Blade Storm: Spin untargetable for 3 seconds, striking and poisoning everything around you. The final strike lands for a share of each target's missing health.

A frontline protector who shields allies, denies ground and becomes briefly untouchable to hold a fight together.
Passive: Holy Blade
Swings deal bonus magic damage. Every third strike shields the Guardian.
Q - Holy Protection: Blesses an ally with a shield that absorbs physical and magical damage and briefly shortens crowd control. If the shield is never broken it bursts into holy light, healing nearby allies.
W - Call of Light: Summons a pillar of holy light. Enemies inside take magic damage, are slowed by half, and deal 20% less damage while they stand in it.
E - Holy Steed: Charges forward on a divine mount, damaging and slowing enemies and shoving them aside. Afterwards the Guardian gains movement speed and armour for 4 seconds.
R - God Sent: Ascends for 5 seconds. Completely invulnerable and immune to crowd control, radiating an aura that heals nearby allies and burns nearby enemies.

A durable fighter whose every swing hits a crowd, and who heals off the damage once his blood is up.
Passive: Cleaving Slash
Swings hit every enemy in front, not just the target.
Q - Sword Strike: Draws the blade back and brings it down. Holding the key charges it: the longer the wind-up the further it reaches and the harder it lands, and a full charge briefly stuns.
W - Ground Break: Slams the ground. Everything nearby is damaged and stunned for 1.5 seconds, and left with weakened armour for 5.
E - Heroic Leap: Leaps to a chosen spot. The laning damages and slows everything around it, and drags nearby minions and monsters onto him for 3 seconds.
R - Enrage: Ten seconds of fury: heavier and faster swings, immunity to slows, a fifth of all damage dealt returned as health, and a far wider cleave.

A devoted healer who deals almost no damage and keeps entire teams alive through fights they should have lost.
Passive: Holy Light
Long-range bolts of divine energy. Each attack grants a stack of Grace, up to five, and a full five empowers the next heal.
Q - Greater Heal: Restores a large amount of health to yourself or an ally, and strips healing reduction. Heals 40% more on a target below 35% health, and more again at full Grace.
W - Divine Blessing: Three waves of holy light over 6 seconds heal all nearby allied champions and burn every enemy standing in the same ground. Allies already at full health are shielded by the excess instead.
E - Holy Prayer: Three waves of holy light over 6 seconds heal all nearby allied champions and burn every enemy standing in the same ground. Allies already at full health are shielded by the excess instead.
R - Divine Ascension: Ascend for 8 seconds, cleansing crowd control from nearby allies. You become immune to crowd control and your attacks heal wounded allies instead of damaging enemies. Allies in your aura survive one lethal blow at 1 health. A final burst heals as it ends.

A marksman who wins by never stopping shooting, and loses the moment anyone reaches him.
Passive: Longbow Shot
Long-range shots that sometimes strike critically for half again the damage.
Q - Piercing Arrow: Looses an arrow that passes through everything in its path, bleeding each target. Every enemy already pierced takes 15% less.
W - Quicker Fire: Steadies into a focused stance for 5 seconds: greatly increased attack speed, faster movement, and every fourth shot looses a second arrow.
E - Combat Roll: Rolls a short distance. The shot that follows reaches further, cannot miss, and hits for half again.
R - Seeker Arrow: Hold to draw, release to fire. Damage grows with the draw, the arrow hunts the nearest enemy champion, ignores 40% of their armour and knocks them back. A kill returns half the cooldown.

A control mage who freezes a fight in place, then breaks what he froze.
Passive: Ice Shard
Long-range shards that chill. The fifth Frost Stack freezes the target solid.
Q - Forst Bolt: A shard of ice in a straight line, striking the first enemy it meets for two Frost Stacks. Against a Frozen target it shatters the ice for heavy bonus damage.
W - Forst Nova: Bursts icy energy outward, damaging and slowing everything close and adding two Frost Stacks. Wraps the Weaver in Frozen Armour, cutting incoming damage for 4 seconds.
E - Blink: Steps instantly across a short distance, leaving an icy remnant where he stood. A second later it bursts, slowing everyone near it.
R - Absolute Zero: Channels for a moment, then calls down a blizzard for 6 seconds. Everything inside is slowed heavily, takes damage every half second and gathers Frost fast. Anything that freezes is shattered where it stands.

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