Elites

Updated 19 hours ago
Primal
Tier Tier 1
Elite Equipment Primal Call
Details Injures enemies on hit, disabling ability to sprint for 2s. Upon losing 50% of it's maximum health enters rage, increasing it's movement and attack speed by 50% and becoming immune to stun.
Notes • While enraged primal elite cannot be stunned or interrupted, it still can be slowed down, rooted, shocked, frozen, or stopped by any other control effect.
• Enough stacks of Old Guillotine can trivialize fight with primal elites, as it'll allow to quickly finish primal elites on low health, with 8 stacks effectively making their ability to enrage obsolete.
Unstable
Tier Tier 2
Elite Equipment Localized Anomaly
Details Teleports allies to enemies in 50m radius. Upon recieving more than a 20% of their maximum health as damage in a quick succession teleports to a random spot in 50m area, after which this ability is disabled for 15s.
Notes • Unstable elite teleports only it's allies, and only to the enemy that it's currently pursuing and that is in range of it's aura. The ally also needs to be: not champion (not boss enemy like Titan or Beetle Queen), not Unstable elite, and not player controlled to be teleported.
• Teleport rate of Unstable elite ranges from 3 seconds to 4.5 seconds, changing after each teleportation.
• If teleport of Unstable elite is ready, and it has a targeted enemy, it will try to teleport an ally to this enemy each 0.2 second until the teleportation succeeds, which can result in near-instant teleport of ally to the enemy the moment enemy enters the aura of Unstable elite.
• When teleported to an enemy, ally of Unstable elite will appear on a random node in a distance of 6-12 meters from an enemy, prioritizing the closest node. The teleportation will not happen if there's no nodes around the enemy.
• After being teleported by an Unstable elite the creature will recieve hidden buff named "UnstableCooldown" for the next 10 seconds, which forbids Unstable elites from teleporting this creature while this buff is on them. This means that effectively Unstable elite's teleportation cooldown will be way longer if it doesn't have multiple allies to teleport.
• The window in which Unstable elite needs to recieve 20% of it's maximum health as damage to be teleported away is 1 second. To teleport away the search for nodes is initiated, choosing random node in a range of 25-50 meters away from the elite. If no nodes found, teleportation will be aborted.
• Cooldown of self teleportation effect also maintained using "UnstableCooldown" buff, and can be cleared using Blast Shower.
• As player controlled creatures don't have "currentEnemy" field determining it's current target, if a player will be controlling body with Unstable elite aspect, their allies will be teleported to the enemies the player last attacked, as long as such creature exists.