Both beautiful and terrible, the Goddess Hel is keeper of the dead, lays judgment on souls, and decides who is reborn. She is both sides of two extremes.
As the daughter of Loki, the trickster God, Hel’s destiny, much like her brothers Fenrir and Jormungandr, was doomed to darkness from the start. Odin, the All-Father, uncovered prophecies that Hel and her siblings would be the source of great calamity resulting in Ragnarök, the battle that would end all things. In an effort to prevent this, he cast each of the three into different realms; not quite a prison, though far from freedom. For Hel, Odin gave her charge of the realm of the dead, specifically those that died of sickness and old age. For himself, Odin retained Valhalla for those that died in battle.
At birth, Hel’s face was cast half in shadow, half in light; she was both living and dead, so took immediately and graciously to her new role, gifting Odin with the ravens Huginn and Muninn in appreciation. As the spirits of the kind-hearted, the sick, the elderly were brought to her, she cared for them, gave them comfort, yet those she deemed evil she mercilessly hurled into the frozen depths of Niflheim.
Yet, despite Odin’s efforts, destiny cannot be averted. Hel’s conflicting struggle between benevolence and malice will force her to one extreme or the other. A time will come when Hel will fulfill her prophecy, though it is yet unknown if she will be a shadow of darkness or a force of light.
Abilities
Passive
Stance Attunement
When Hel is in a stance, she gradually attunes to the strengths of that stance, gaining up to 20% damage in the Dark Stance and 20% healing in the Light Stance.
Additional Information about the Skill:
It takes 3s to fully charge a stance.
1st Ability
Decay (Restoration)
DECAY (Dark Stance) - Hel fires an orb of decay that deals damage and passes through minions. The orb will explode in a 15 unit radius if it hits a god, a wall, or reaches max range.
RESTORATION (Light Stance) - Hel fires an orb of restoration that hits gods only. Hitting an enemy god deals damage. Hitting an allied god heals that god and heals Hel on a successful hit.
Cooldown: 8 seconds
Dark Damage: 70/120/170/220/270 (+ 50% of your Magical Power)
Light Self Heal: 60/90/120/150/180 (+ 30% of your Magical Power)
Light Ally Heal: 60/90/120/150/180 (+ 30% of your Magical Power)
Cost: 70/75/80/85/90 mana
Light Damage: 70/120/170/220/270 (+ 50% of your Magical Power)
Additional Information about the Skill:
When fully attuned to Dark Stance, Decay and Restoration deal 84/144/204/264/324 (+ 50% of your Magical Power) damage.
When fully attuned to Light Stance, Restoration heals for 72/108/144/180/216 (+ 30% of your Magical Power).
2nd Ability
Hinder (Cleanse)
HINDER (Dark Stance) - Hel debuffs all enemies in the targeted area, reducing their Magical Protection and slowing them for 3s.
CLEANSE (Light Stance) - Hel cleanses all allied gods in the targeted area, removing all Crowd Control effects instantly and protecting them from future ones for a duration.
Radius: 20
Light CC Immunity: 1.5s
Dark Protections Debuff: 5/10/15/20/25
Dark Slow: 20/25/30/35/40%
Cooldown: 16/15/14/13/12 seconds
Cost: 60/65/70/75/80 mana
3rd Ability
Repulse (Inspire)
REPULSE (Dark Stance) - Hel conjures a burst of dark energy around her, damaging all nearby enemies.
INSPIRE (Light Stance) - Hel conjures a burst of light energy around her, healing herself instantly and applying a heal over time to nearby allies that ticks every 1s. All targets affected gain increased Movement Speed for the duration.
Radius: 30
Cooldown: 12 seconds
Light Duration: 6s
Light Movement Speed: 25%
Dark Damage: 80/130/180/230/280 (+ 70% of your Magical Power)
Light Heal Per Tick: 10/15/20/25/30 (+ 5% of your Magical Power)
Light Self Heal: 60/90/120/150/180 (+ 30% of your Magical Power)
Ultimate
Switch Stances
DARK STANCE - Hel's abilities cause damage and she gains increased Magical Power.
LIGHT STANCE - Hel's abilities heal and support her allies and she gains increased Protections.
Passive - Hel gains increased MP5 and Half of the benefits gained from the stance are shared with allied gods within 30 units.
Cooldown: 2 seconds
Dark Magical Power: 20/30/40/50/60
Light Magical and Physical Protections: 5/10/15/20/25
MP5: 15/20/25/30/35
Additional Information about the Skill:
Grants 10/15/20/25/30 Magical Power to allies while in Dark Stance, 2.5/5/7.5/10/12.5 Protections while in Light Stance.
Hel always starts in Dark Stance, and if she dies she always respawns in Light Stance.