Scylla
Horror of the Sea

Abilities

Quick Learner (Passive)
Each of Scylla's abilities gain an additional effect at max rank. In addition, Scylla gains 20 Magical Power for each max rank ability.
Ability: Passive
Sic 'Em
Scylla sends two hounds forward, damaging, Rooting, and Crippling the first enemy hit. At max rank, two additional enemies nearby the first target will also be hit.
Ability: Line
Cost: 60/70/80/90/100
Cooldown: 10s
Damage: 60/110/160/210/260 (+75% of your magical power)
Root Duration: 1.15/1.3/1.45/1.6/1.75s
Crush
Scylla creates a Magical field that Slows enemies. After 5s it detonates and causes damage. Scylla may activate the ability again to detonate it early. At max rank, enemies in the area also have their Magical Protection reduced, and targets hit by the damage are Slowed for an additional 1s.
Ability: Ground Target
Radius: 20
Cost: 70/75/80/85/90
Cooldown: 10s
Damage: 100/155/210/265/320 (0% of your Magical Power)
Slow: 30%
Max Rank Magical Penetration: isrank5/25%
Sentinel
Passive: Scylla gains MP5. Active: Scylla summons a sentinel to the target area, granting vision of enemies for 5s. Scylla may activate the ability again within 5s to move to the sentinel location. At max rank, the vision is granted through line of sight blockers, and placement range increases.
Ability: Ward, Leap
Cost: 70/75/80/85/90
Cooldown: 15s
Passive MP5: 4/6/8/10/12
Vision Range: 40/50/60/70/80
Summon Range: 65/65/65/65/70
I'm a Monster
Scylla reveals her true nature, becoming CC immune for the next 6s, and gaining movement speed. She may make one powerful attack during this time. If she kills an enemy god with the attack, she gains another 6s and may attack again. At max rank, the movement speed bonus doubles.
Ability: Ground Target
Range: 60
Cost: 100
Cooldown: 90s
Damage per Hit: 400/500/600/700/800 (120% of your Magical Power)
Movement Speed: 35/35/35/35/70%

Skins

Standard Scylla
COG Scylla
Daisy Despair
Lil' Red
Tiny Terror
Child's Play
Prototype
Vampiric

Items

Core

Spear of Desolation
2600
Magical Power
+80
Magical Penetration
+20
Cooldown Reduction
+10%
PASSIVE - If you receive a kill or assist on an Enemy God all of your cooldowns are reduced by 1 seconds.
Starts from Magic Focus
Rod of Tahuti
3300
Magical Power
+125
MP5
+30
PASSIVE - Increases Magical Power by 25%.
Starts from Lost Artifact
Obsidian Shard
2300
Magical Power
+60
PASSIVE - You gain +33% Magical Penetration.
Starts from Magic Focus

Damage

Bulwark of Hope
2550
Magical Protection
+60
Health
+200
Crowd Control Reduction
+20%
PASSIVE - When you take damage and are below 30% Health, you gain a Shield with health equal to 150 +10 Per Player Level for 20s. Can only occur once every 60s.
Starts from Talisman
Magi's Blessing
2050
Physical Protection
+15
Magical Protection
+15
Health
+350
PASSIVE - Absorbs a single hard Crowd Control effect or Root once every 70 seconds. When this occurs, the owner also receives 1s of Crowd Control immunity.
Starts from Cloak
Breastplate of Valor
2300
Physical Protection
+65
Mana
+300
MP5
+10
Cooldown Reduction
+20%
Starts from Breastplate

Defensive

Aegis Amulet
0
Using this item makes you invulnerable to damage and healing for 2s, preventing you from taking action. You may still move. Cooldown - 160s.
Starts from Relic
Sundering Spear
0
Using this item fires a bolt that travels 70 units, stopping on the first god hit, dealing 30 True Damage +12 Damage per God level, and increases their damage taken by 10% for 5s. Cooldown - 120s.
Starts from Relic
Heavenly Wings
0
Using this item increases the Movement Speed of allied gods within 55 units by 40% for 5s and cleanses them of Slows. Cooldown - 140s
Starts from Relic