Whenever an ability is cast the 4 horsemen rotate bringing a different one to the forefront. Each horseman creates a different aura and augments a different ability along with each horseman having a different auto attack type.
Whenever a horseman is killed the next horseman is cycled in instead at the cost of 50% max health (min 1) and that horseman is unable to be brought back until reaching the ally fountain. This effect does NOT bypass executes.
The cycle of horsemen, respective aura and auto attack type is as follows: conquest (movement speed. ranged), war (penetration + true damage to creeps. melee, cleave), famine (lifesteal and mp5. ranged), death (power. melee+cleave finisher)
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