HELLO
HELLO
PAN
SUPPORT
FANTASY
As the right-hand man of the Necromancer, Pan is always ready to cause trouble with his enchanted instruments. Unwary opponents find themselves taken in by his musical melee, losing control of their ability to shoot. Though he fought for the side of darkness, Pan is more concerned with having raucous fun than dedicating himself to the cause.
LORE
ABILITIES
Pan launches himself forward with his horns out. If he collides with an enemy, he deals damage and stuns them for a brief duration, as well as sending out a shockwave which deals damage to enemies behind the stunned foe.
Ram Slam
Pan sends out Disarming Chords in a cone from his lute towards the target location. Enemies hit by the cone are dealt damage and disarmed, causing them to be unable to shoot for a short duration.
Disarming Chords
Marching Band
Pan creates a musical zone around him in which allies gain increased movement speed and damage; this buff persists for a brief duration after leaving the area. Pan is unable to attack for the duration, but can still move, cancel, or use Disarming Chords.
STATS AND TACTICS
Pan helps his squad dominate the battlefield with buffs and debuffs, supporting his allies and disarming enemies with his musical abilities.
Pan excels at controlling the flow of battle through buffs and debuffs, and a harsh headbutt. Marching Band creates a moving zone that buffs speed and damage, Disarming Chords stops enemies shooting, and Ram Slam damages and stuns enemies in front of Pan.
HEALTH
802
SPEED
7.32
DODGES
3
DAMAGE
30
FIRE RATE
3
RANGE
20
LEVELS AND ITEMS
LEVEL I
HEALING PODS
Every 150 damage dealt and every kill spawns a pod that heals allies for 80HP, or slows enemies by 25% for 2 seconds. The Pods disappear after 8 seconds if not used.
EMERGENCY AID
Every 3rd dodge casts a 10m healing pulse at the end, granting the Hero and any allies in the area 75HP a second for 5 seconds.
HUNTING THE WEAK
Whenever an enemy within 30m has below 25% health, gain a 25% Movement Speed increase.
IN-N-OUT
Upon killing an enemy, replenish a Dodge charge.
LEVEL II
TELEPORT STATION
Places a friendly 1000HP Teleporter- when two are placed they can be travelled through 5 times. Reactivating the ability destroys them.
15s
CLEANSE
Calls down a 12m AoE cleanse bomb at a target location within 25m, removing all CC and DoT effects from allies.
13s
HEALTH IS MY RESOURCE
Grants a 50% Healing and 80% Damage buff for 8 seconds, but also reduces the hero's max HP by 50% for the duration.
25s
I AM THE CARRY
Grants the Hero a 60% Damage buff and 50% Life Steal, but also reduces Move Speed by 25% and Max HP by 50% for 8 seconds.
28s
LEVEL III
TRAILBLAZER
Every other dodge leaves behind flames that burn for 5 seconds. Enemies that touch the flames are dealt 55 damage every 0.5s for 2.5 seconds.
STUN, WHAT STUN?
When hit by hard CC, gain a 300-value shield for 3 seconds, or until depleted.
12s
BERSERKER'S RAGE
Losing 15% of the Hero's max HP within 0.9 seconds, or falling below 20% max HP grants a 15% Damage and Defence buff for 10 seconds.
20s
KILL SHIELD
Upon getting a kill, gain a 300-value shield for 6s or until depleted. Subsequent kills within the 6 seconds add another 300 to the shield and the timer is refreshed.
12s