Mortals must rely on the wisdom of the Gods, but never forget they are fallible. They can be petty, churlish, and worst of all, wrong. What are the consequences for their mistakes? They should have slain the wolf-beast Fenrir, but they chose instead to bind him. Despite the warnings and prophecies he would tear Odin apart at Ragnarok and devour the earth and sky, they did not end Loki's son. Now, terror roams free. It is unknown how, but Fenrir is Unbound. Thrice they tried to bind him, each time convincing Fenrir that the chains were nothing more than a challenge for his strength, a test to see if he could shatter them. The first two God-forged fetters were easily broken beneath the beast’s terrible power, but the third was a ribbon, dwarf made, and Fenrir grew suspicious of the God’s intentions. As a show of faith, he demanded one of them place a hand in his mouth, and if the ribbon proved magical in nature, he would exact punishment.
Brave, if foolish, Tyr put his fist in Fenrir’s maw as the ribbon was secured to the wolf’s leg. Fenrir strained and screamed, but could not break free, and in rage, he devoured Tyr’s hand. For a time, Fenrir was forgotten, the dire prophecy just a memory. But they were all warned and the Gods did nothing. Fenrir is hungry now, the first hunter, an alpha among sheep, but no flesh will satisfy his need. It is revenge he craves, and now he is Unbound.
Abilities[ | ]
Basic Attack -Fenrir Basic Attack
Deal Physical Damage to an enemy in front of you.
Notes: If multiple enemies are in the area, the enemy closest to the center of the area will be hit.
Range: 1.92 meters
Cone Angle: 120 degrees
Damage: 46 + 2.47 per level
Damage Scaling: 100% Strength + 20% Intelligence
Ability Video
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Passive -Unbound Runes
Fenrir gains Runes on succesful basic attacks or from activating abilities. If he has 5 Runes, activating each ability will be granting additional effects.
Notes:
Ability Video
1st Ability -Unchained
Leap forward to deal Physical Damage. At 5 Runes, Stun all enemies in the area, then all Runs are consumed. Gain 3 Runes on succesful hit if not at 5 Runes.
Notes: Hitting an enemy god reduces the Cooldown of this ability by 30%.
Cost: 50/55/60/65/70 mana
Cooldown: 15 seconds
Range: 8.8 meters
Radius: 2.4 meters
Damage: 35/80/125/170/265
Damage Scaling: 75% Strength + 40% Protections
Stun Duration: 0.75 second
Ability Video
2nd Ability -Seething Howl
Gain increased Strength, Attack Speed, and Lifesteal. At 5 Runes, allied Gods around you also gain increased Lifesteal. Does not consume Runes. Gain 3 Runes if not at 5 Runes.
Notes:
Cost: 60/65/70/75/80 mana
Cooldown: 11 seconds
Radius: 7.2 meters
Strength: 15/20/25/30/35
Attack Speed: 25%
Lifesteal: 20%
Buff Duration: 6 seconds
Ability Video
3rd Ability -Brutalize
Leap forward, Channel and grab onto an enemy, and deal Physical Damage repeatedly to all enemies in the area. At 5 Runes, the Strength scaling is increased, then all Runes are consumed. Gain 1 Rune per succesful hit if not at 5 Runes.
Notes: This ability can critically strike.
Cost: 60/65/70/75/80 mana
Cooldown: 11 seconds
Range: 4.8 meters
Radius: 1.6 meters
Damage: 30/55/80/105/130
Damage Scaling: 40% Strength
Increased Damage Scaling: 65% Strength
Physical Protection: 5 + 2 per Level
Magical Protection: 5 + 2 per Level
Ability Video
Ultimate -Ragnarok
Activate to become immense, gain increased Movement Speed, Physical Protection, and Magical Protection. Your next basic attack grabs and enemy God, allowing you to Displace and carry them to any position. Gain 5 Runes. You are CC Immune for the duration.