|Wind Dancer (Aria Eagleheart)|
|"The winds will carry me to victory."|
"The winds will carry me to victory."
"Aria travels where the winds take her - always in search of opportunities, never at rest. Prideful and aggressive, Aria is not afraid of good fight or worthy opponent. But with a step like a gentle breeze, those who catch her interest seldom ever hear more than the whistle of her knives."
- Try to mark an enemy with Throw Fan, dance her way forward using Zephyr Dance and hit the carry to immobilize them.
- Using both Tribal Spirit and piercing tablet, Aria can destroy tanks quite easily.
- A basic combo for Aria would be: Throw Fan> Zephyr Dance> Tribal Spirit>Auto Attack. This will immobilize your target and also deal your bread and butter damage. Use Twin Fan Twister if you can't quite catch your target or you require bonus damage.
- It is best to save Twin Fan Twister until the end of a fight when you can clean up and use it to target single enemies. Twin Fan Twister deals less damage the more enemies it hits so using it at the start of a teamfight where it is most likely to hit all of your enemies is a bad idea.
Aria throws her fan at a target. A target hit by her fan will be marked.
Cost: 50/60/70/80 MP
Range: 9/10/11/12 Meters
Cooldown: 12/11/10/9 seconds
Damage: 100/160/220/280 + [40% Physical Attack]
Aria dances forward on the winds and empowers her next attacks.
Cost: 15/20/25/30 MP
Cooldown: 9/8/7/6 Seconds
Range: 5 Meters
Effect: Aria deals extra damage on a normal enemy or immobilizes a marked target for 2 seconds.
Damage Increase: 20/35/50/65 + [50% Physical Attack]
The spirits of her ancestors empower Aria, improving her attacks.
Cost: 81/90/99/108 MP
Cooldown: 17/16/14/12 Seconds
Passive: For every 2 normal attacks, Aria will ignore 5/15/25/35 of her target's Physical defense for 3 seconds, ending immediately when she changes targets.
Active: Increases her normal attack range by 4 meters.
Duration: 5 seconds
Aria hurls her fans in both hands, showering knives along the path.
Cost: 100/125/150 MP
Cooldown: 85/70/55 seconds
Range: 15 Meters
Damage: 175/300/425 + [60% Physical Attack] for the first her and 40% less to subsequent heroes, and 30/45/60 + [60% Physical Attack] per second to all enemies along the path.
Additional Effect: Slows enemies by 50% until the path disappears.