recursal/Fanatic-Fandom huggingface dataset:
Dinath

**Dinath** is some kind of homosexual Swedish pelican. We here at the Roshpit Champions Wikia apologize for the insane and, yes, sometimes culturally insensitive design decisions of the game's lead programmer, J. Barnabus Hitlerdick.

**Djanghor's Bird Form: The Musical** is a "spellcaster" whose every source of damage is at least partially based on her total attack damage, which would be straightforward except *none* of her runes or abilities grant base attack damage; worse, the 360% attack damage bonus provided by Dark Reef Shark Helmet is the equivalent of an unobtainable **720** points in her pitiful W1 rune. Now, thankfully, she does have a unique rune in E2, which directly multiplies any Bonus Attack Damage lines from equipped gear, so if you just obey that mandatory rune dependency and incorporate one of the few items that rolls significant Bonus Attack Damage into your build, you'll have a good time.

Everything beyond that point is just more and more good news: Like MK's bird form, she's proud to boast 1-slot permanent Spell Immunity - just wear Giant Hunter's Boots of Resilience and cast E back and forth as soon as it's off cooldown. Combined with just the base 10 points in E4, Dinath remains perpetually untargetable by physical attacks and spells alike, so survivability isn't a concern. You can only ever die to floor traps, your own incompetence, and specific, easily-avoidable spell effects, and her mobility is comparable to Zhonik's, so that frees up all 4 other gear slots for raw offense. Builds centered around spamming R are notable for their wide area coverage and multiple damage instances per second, and as the only hero with a bonus to Dragon elemental damage by default, she is also the best user of the already-powerful Odin Helmet item. Her Q can also coat huge sections of the terrain in inextinguishable fire, so it's hard for enemies to get away from her offensive presence. By the same token, it's also hard for your Dota client to avoid crashing due to her particle abuse, so be courteous to teammates with wooden PCs and tone it down, will ya?
The Curator

Update: 28 Apr @ 11:34am

**\*\* THE CURATOR \*\***

The curator is a new NPC that will create a crowdsourced guide to Roshpit Champions!
Take an item to the curator to have him examine it. He will add the item and it's properties to the chronicles of knowledge found at https://www.roshpit.ca/items.

With this system, the game developer can focus on making the game but still providing the platform to create a web-guide. If an item is changed for balance reasons, simply curating it again will update it on the website so that the Guide's information will always be up-to-date, without taking up Development time!

It will also be fun to use team-work to create an extensive knowledge base.

Other features and information will be added to the website over time. Alternate language support is first on the list.
Weapons System

Weapons in Roshpit Champions are a category of items that can be equipped to your hero. Each hero has their own specific weapon types which can only be equipped to that hero.

Much like other items, there are different rarities of weapons that can be found and used. Something to note is that while Immortal rarity weapons can have at best 2 lines of rune rolls, Mythical rarity weapons can have 3. This is useful for certain builds that require heavy rune investements.

Unlike other Immortal rarity items, weapons cannot be re-rolled by the Blacksmith, and must be synthesized should different rolls be desired.

Weapons have their own experience bar and levels. Immortal weapons can be leveled up to a maximum of 10 times, whilst the max level of weapons of other rarities differ based on their required item level.

Immortal rarity weapons usually have a special ability that makes them more worthwhile to use over Mythical rarity weapons.

Immortal Weapons 1 are dropped in the Pit of Trials found in the Arena Map.

Immortal Weapons 2 & 3 are dropped in the Sea Fortress Map.

Weapons earn experience the same way that heroes do, and are also affected by the same experience reduction when slaying enemies whose levels are too far from your own.

**Weapon Experience Required Per Level**

 2
 3
 4
 5
 6
 7
 8
 9
 Total Required

Immortal rarity weapons earn experience at half the rate that other rarity weapons do.

Each time a weapon levels up, its values get increased by a flat amount.

**Weapon Stat Increases Per Level**
Bahamut

## About

/bəˈhɑːmuːt/ *bə-HAH-moot*; Arabic: بهموت‎ Bahamūt, from Hebrew בְּהֵמוֹת "pineapple") is an ENORMOUS blue loofa (or chicken pot pie) that lies deep below, underpinning the support structure that holds up the Sector 7 Reactor, according to Barret Wallace.

Bahamut excels at managing large crowds of enemies. His autoattacks all automatically launch W3 orbs on impact, which themselves apply a debuff (through W2) causing each of his attacks to multiply and strike all debuffed targets as well as the primary target. This means that his damage output against a single target often increases with each additional enemy near it. Combined with a potent general offensive rune in W1, an ultimate spell whose multiple damage instances all ignore Steadfast, and an unrivaled 90% chance to strongly mitigate incoming damage via E1, Bahamut is capable of clearing zones with relative safety while providing support to teammates through a variety of distinct builds.

Also note that his Q spell pierces Spell Immunity and even Invulnerability, allowing its runes and effects to partially (or even fully) bypass these defenses, which are otherwise absolute. It often doesn't deal damage to the Invulnerable targets, but it can slow them, reduce their attack power, and via one of Cap of Wild Nature's Gem effects, root them until well after their Invulnerabilitiy period expires.

## Skills

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**
* **ATTACK DECREASE% -25 / -30 / -35 / -40 / -45 / -50 / -55**

* **COOLDOWN: 4**

**​​​​[W] Judgement**
**ELEMENT: HOLY**
 * **DAMAGE 1200 / 2460 / 5800 / 13400 / 30000 / 72000 / 240000**
* **RADIUS 340 / 355 / 370 / 385 / 400 / 415 / 430**

* **MANACOST: 130 / 180 / 400 / 1000 / 2000 / 3500 / 7000**
* **COOLDOWN: 0.2**

**​​​​[E] Ascension**
 * **DISTANCE 1100 / 1200 / 1300 / 1400 / 1500 / 1600 / 1700**

* **COOLDOWN: 8.5 / 8.2 / 7.9 / 7.6 / 7.3 / 7 / 6.7**

**​​​​[R] Megaflare**
**ELEMENT: HOLY**
 * **EXPLOSION RADIUS 750 / 770 / 790 / 810 / 830 / 850 / 870**
* **DAMAGE 800 / 5000 / 15000 / 30000 / 60000 / 150000 / 350000**

* **COOLDOWN: 19**
Jex

**Mysterio** is a Spiderman villain who first appeared in *The Amazing Spiderman #13* (June 1964). His secret identity safe behind a fogged-up fishbowl, Mysterio was free to dick with Spiderman using his brain and wallet, instead of an animal-themed mutation like everybody else. While his criminal acts involved expensive robots and befuddling parlor tricks, his favorite way to annoy Spiderman was through nuisance phone calls:

## Actually helpful information

Jex is always accompanied by an Onibi, a cross between a Furby and a levitating accountant. Every time an enemy dies near Jex, it will spawn one of three types of plant, based on the Onibi's elemental settings (assigned as spells D and F by default), and Jex can cast his R spell to harvest all such plants in a wide radius. Each harvested plant adds Module Level XP to the appropriate element. Because Jex has to regularly review the Onibi's status, it is recommended that you bind it to a Unit Hotkey. With Dota 2's default settings, you do this by left-clicking Onibi to select it, then holding Ctrl followed by the key you wish to associate with it - for example, pressing Ctrl+X will cause the X key to auto-select Onibi at any time.

Each time you gain a Module Level, you also gain 3 Tech Points to spend on spells associated with that element. To spend these points, click the rectangular blue windows on Onibi's custom HUD, just above the buff bar, which display the Modules; they will expand into a menu showing the spells which use that element. In order to cast a particular spell, you have to have at least 1 Tech Level in it, so a fresh Level 1 Jex can't cast any spells until he kills some weak monsters and harvests some essences. The benefit of purchasing more Tech Levels in a spell is indicated by orange text in its tooltip.

To assign a spell to Jex's ability bar, first change Onibi's elemental settings to match the recipe of the desired spell, then press the ability button you want to replace. For example, if you wanted to give Cosmic Surge to Jex, which is an E spell, you would set the elements to Lightning and Cosmic, then cast Onibi's E ability. If you had any Tech Levels in Cosmic Surge, then this action would succeed, and Jex's current E ability would be replaced by Cosmic Surge.

The maximum Module Level for each element is 100. This means Jex can have up to 300 total Tech Points to spend for each of his three elements. To help plan your build, the following tables show the cost for purchasing each Tech Level, including the cumulative cost for purchasing each previous level.
Rune System

Runes are passive abilities, which can provide passive boosts, buffs on cast, additional spells, etc.

You get 3 Rune Points per level up, giving you 360 distributable points at maximum level.

Runes have 4 tiers, with each subsequent tier requiring more points to level.

Tier 1 and 2 runes have a base maximum level of 40, requring 1 point to level up.

Tier 3 runes have a base maximum level of 20, requiring 2 points to level up.

Tier 4 runes have a base maximum level of 10, requiring 4 points to level up.

The level of a rune can be increased over its base maximum through equipping gear with rune rolls. The higher tier a rune is, the more difficult it is to gain that rune from equipped items.

Items which roll 3rd and 4th tier runes.

Damage dealt by runes marked with the "BASE ABILITY" label are amplified by the base ability damage of the corresponding spell.

Damage dealt by runes marked with the "ELEMENT" label are amplified by the element of the corresponding type.

These two values multiply with each other, and can be increased through certain gear or runes.

Not all runes that deal damage will have a "BASE ABILITY" label.

You can use Alt + Left Click to disable runes, and Shift + Left Click to put as many points as possible into a rune.
Specific Drops' Rolls

That page contains possible max rolls and drop values for specifically-dropped Immortal items.

Runes Q1-R1,Q2-R2: means tier 1 and 2 which include Q1 Q2 W1 W2 E1 E2 R1 R2.

"Drop" means value which can be achieved only on drop from mob/quest in the game and cannot be achieved by Blacksmith' reroll option.

"Reroll" mean value can be achieved by Blacksmith.

"Paragon" is for values which can be achieved only on drop from Paragon creature of certain kind.

Also:

* Specific Drops' Locations
* World Drops
* Immortal Weapons gen.1 (All of these drops in Pit of Trials, arena map)
* Immortal Weapons gen.2,3 (All of these drops in Sea Fortress map)
Spirit stone system

What are Spirit Stones?

These items are intended to "upgrade" the world in the start of the match to increase Mythril, Crystals, Paragon creatures spawn rate, and difficulty.

Spirit stones can be stored in Key Bank into Oracle NPC.

It can be obtained after certain point in the end of the current run.

Use: Enter the Spirit Realm in Tanari Jungle. Spirit realm has 3x paragon spawn rate, 2x mob damage and resistance, increased immortal drop rate, 1.5x mithril and 2x arcane crystal gain.
You should combine Essence of Wind, Heart of Water and Core of Fire with
Tanari Witch Doctor NPC in Tanari village to obtain it or defeat any of the Spirit bosses in Spirit sections of map.
  Redfall Spirit Ruby

Use: Activates the Equinox in Redfall Ridge. During the Equinox there is 3x paragon spawn rate, 2x mob damage and resistance, increased immortal drop rate, 1.5x mithril and 2x arcane crystal gain.
  Serengaard Sunstone

Skips first 30 waves in Legend difficulty (sets next wave to wave I-1). Can be obtained only in legend, after finishing first 30 waves, and on each 30th wave in infinite mode.
Does not increase exp gain and mithril gain, but immediately allows to get into better mithril and exp gain conditions.
     Winterblight Glacier Stone

Place at the Altar of Ice (it's located near town, to the south from it) at Winterblight Mountain to increase monster power.
Dramatically increases monster's damage and resistances, and players can use up to 3 stones simultaneously.
Stones can be used only before 100 killed creeps in sum in current session, after that threshold altar stay inactive.
Place them on Altar of Ice to the south from base camp to use.
1 Stone: Enemies have 35% increased attack damage, 75% increased Armors and Pierces, 50% increased health.
2 Stones: Enemies have 70% increased attack damage, 150% increased Armors and Pierces, 100% increased health.
3 Stones: Enemies have 105% increased attack damage, 225% increased Armors and Pierces, 150% increased health.

Spirit stones can be used on any difficulty, does not matter on which they are obtained, except Serengaard.

Spirit stones cannot be used on maps different from what it binded.
Pass System

The Pass system in Dota 2's arcade allows you to support a custom game's development, as well as receive additional content for the game.

Firstly, you should know that ALL content for Roshpit Champions is free, and available to everyone to play and enjoy. However, supporting the team by purchasing a Premium Pass does grant certain quality-of-life benefits.

The Roshpit Champions' Premium Pass is $0.99 and lasts for 30 days. Its bonuses are additive and stack with other players who also have a Premium Pass in the same game. For instance, if you and a friend both have the pass and play a game together, you would receive +50% Immortal drop rate for your pass, and +50% for theirs, equaling a +100% Immortal drop rate, doubling the amount of Immortals that will fall in that game. All of the bonuses stack up to the maximum of 5 players (+250% Immortal drop rate, +100% Experience, etc).

A Roshpit Champions Premium Pass' full benefits are:

1. 28 more character save slots (for a total of 36), so that you can have 1 of every hero, and 6 extra slots.
2. 36 more storage slots in your Pool of Eternity (for a total of 48) to permanently keep your extra gear and items.
3. An increased chance for mobs to drop loot (+50% per pass).
4. An increased Mythical drop rate (+50% per pass).
5. An increased Immortal drop rate (+50% per pass).
6. Increased Experience gain (+20% per pass).
7. A golden character portrait in game to let others know you have a Premium Pass (and also verify that other players have a pass).
8. An increased Arcana drop rate (+50% per pass).
9. Increased Mithril Shard rewards (+10% per pass).
10. Increased Arcane Crystal drops (+10% per pass).
11. Increased drop rate of Map-Specific and Zone-Specific items such as Redfall Runners, Shadowguard Helm, Sacred Trials Armor, Immortal weapons, Boreal Granite Chunk, etc.
12. Increased rewards from all Treasure Chests (especially those in Winterblight Castle).
13. An increased chance for rare Mini-Bosses to spawn.
14. An increased drop rate for Socket Cutters from Dungeon Bosses (+50% per pass).
15. Increased number of drops from Treasure Goblins.
16. Increased number of Winterblight Glacier Stone drops from Dungeon Bosses (+2 per pass).
17. Lower minimum average level of chamber clears required to reach maximum chance for Winterblight Cavern specific Arcana drops.
18. And, most importantly, a Premium Pass shows your support for the game and allows content to be built better, faster, and more consistently.

**Remember, 100% of the game's content will remain available to ALL players. Premium Pass players just receive the above quality-of-life benefits, and help support the game's development.**

###
Steadfast monsters

Steadfast is a passive ability of many monsters in Roshpit.

"Each instance of damage can not deal more than a % of max health."

## Steadfast

Among the whole diversity of monsters there exist several types of Steadfast passive, all of those sets a threshold for incoming damage. Post-mitigation buff damage can improve damage dealt for all of these enemies. Glyph of Giant Slayer affects only Steadfast and Mega Steadfast.

(Pudge-Jailer in Tanari Water Temple)
(Tyrant Thadelus, the Shipyard Boss)
(Final Centaur mob in the end of Conquest Path, Pit of Trials)

If monster has 0.5% passive steadfast, it mean it needs 200 instances of damage, large or equal 0.5% of its Max HP to kill it.

Champions can have Steadfast variants too from several items, abilities or capturing the creeps.

## Dealing with Steadfast

In accordance with the mechanics of DotA 2, Steadfast passive is mitigation of damage.

In Roshpit Champions there is category of effects, which affects post-mitigation damage.

With amplification, which affects that damage after mitigation, it is possible to decrease number of instances to kill monster with steadfast.

As example, monster has 1000 HP and 0.5% steadfast (With no other reductions). Any respectively high damage will deal 5 damage instead. With 100% post-mitigation amplifcation it will be 5\*2=10 dmg, and 100 instances to kill a monster. With post-mitigation amplification of 20000% it will be enough to deal 1 instance.

Also there are several runes and abilities to surpass Steadfast completely, such as Trapper's R, Astral's R and R2, Zhonik W4.

**Glyph of Giant Slayer** decreases damage output, but significantly lowers threshold of Steadfast and Mega Steadfast (does not count for other steadfast passives). That glyph allows you counter steadfast passive, but will not take effect if your damage is too low.

## What amplifies post-mitigation damage?

Here is incomplete (because of numerous runes, spells and items and constantly changing gameplay) table of post-mitigation damage amplification sources:

## Damage which being modified after post-mitigation

(another multiplier, works after post-mititgation damage applied):
Lightsworn Tabi

Lighstworn Tabi is random-drop arcana.

Other Arcana Items

Roshpit.ca official page

 Ability Description
 Cast range
 Damage type
 Element

Enemies within the cast AOE of Sunstrider are attacked by Seinaru on 0.06 second delays with bonus attack power."
    "Attack Power Bonus"
    25%
    "Max Targets"
 T2
    Gain 80% resistance to pure damage upon landing from Sunstrider.
    Duration
 T3
    Your first attack after Sunstrider deals pure holy damage in a 500 radius around the target. Additionally gain 3 seconds of greatly increased post-mitigation damage after landing.
    AOE Damage
    30 % of attack power
    Post-Mitigation Boost
 T4
    When Sunstrider goes on cooldown, have a chance to gain a buff that allows Sunstrider to be cast without cooldown. Greater than 100% means you can get multiple stacks.
    Chance for Free Cast
    10 %
Arcana Drops

That article shows better where to get certain arcanas and how rare they are.

Random (World) drop arcana items replace certain Immortal item with small chance. Overall, chance to get Random Arcana depends on number of Immortal items you see in the game. So, Conjuror's head slot arcana Veil of Gaia replaces Crown of the Rok'nar Emperor immortal item with chance based on specific coefficient for Veil of Gaia and number of Premium Passes in lobby; coefficient equal 960, and number of passes can be between 0 and 5. Chance of replacing Crown of the Rok'nar Emperor is 2:960 basically without any Premum Passes, and (2+n):960 where n is number of Premium passes in game, 0.1041% without passes, 0.625% with 4 passes, and 0.729% with 5 passes (Sea Fortress able).

In the table below, random arcanas will have tag "Random" and coefficient of replacement, so you can manually count proper chance. The higher coefficient is, the rarer is arcana.

Also, several Arcana items drop from specifec bosses or places, which makes farming process more directed. These arcanas will be followed with name of Boss/Location, and also with chance of drop. They don't use replacing, and have chance to drop from common boss, or drop with 100% chance from rare "secret" boss. Premium passes will add to numenator as well (Water Spirit Rain Gear has 2:130 on legend, 1 premum will make it 3:130, 4 premiums will make it 6:130).
Functions

## Magebane Property

```
function RPCItems:RollMagebaneRuneProperty()
    local luck = RandomInt(0,905)
    local luck2 = RandomInt(1, 100)
    local propertyName = ""
    local propertyTitle = ""
    local tier = 0
    local maxFactor = RPCItems:GetMaxFactor()
    if luck2 < 20 then
        value = RandomInt(3, 4)
    elseif luck2 < 50 then
        value = RandomInt(4, 5)
    elseif luck2 < 80 then
        value = RandomInt(5, 6)
    elseif luck2 < 95 then
        value = RandomInt(6, 7)
    elseif luck2 <= 100 then
        value = RandomInt(7, 10)
    end
    if luck < 140 then
        propertyName = "rune_a_a"
        tier = 1
    elseif luck < 240 then
        propertyName = "rune_a_b"
        tier = 1
    elseif luck < 360 then
        propertyName = "rune_a_c"
        tier = 1
    elseif luck < 485 then
        propertyName = "rune_a_d"
        tier = 1
    elseif luck < 590 then
        propertyName = "rune_b_a"
        tier = 2
    elseif luck < 695 then
        propertyName = "rune_b_b"
        tier = 2
    elseif luck < 800 then
        propertyName = "rune_b_c"
        tier = 2
    elseif luck < 910 then
        propertyName = "rune_b_d"
        tier = 2
    end
    -- print("VALUE".. value)
    value = value + RandomInt(math.floor(maxFactor/15), math.floor(maxFactor/7))
    -- print("ADJUSTED VALUE".. value)
    return tier, value, propertyName

```
Mountain Protector

## About

**Legion Commander** is the only female hero in Dota 2 whose personality isn't "complete and utter bitch at all times." The worst offenders by far are Luna, Crystal Maiden, and Lina - all their dialogue is just being a vicious, mean-spirited cunt, with jokes about their element or the moon or whatever, but it's not like Enchantress or even Dark Willow are too much better. Death Prophet and Broodmother are okay too, which is probably because they had a proper voice actress instead of some Bethesda intern's girlfriend.

But anyway, **Mountain Protector** is good. Eh protects mountains and doesn't afraid of anything (except Pure damage). W1 is a usable source of recovery, but it requires significant investment before it really starts to help... meanwhile, glass cannon builds never sit still and either blow up their targets or die in the attempt anyway, clearing content at a faster rate. Ultimately, Mountain *Protector* is more like a Mountain *Spellcaster,* but if everything around you is dead then I guess the mountains are technically safe.

## Skills

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**
* **ATTACK DECREASE% -25 / -30 / -35 / -40 / -45 / -50 / -55**

* **COOLDOWN: 4**

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**

* **MANACOST: 1**
* **COOLDOWN: 4**

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**
* **ATTACK DECREASE% -25 / -30 / -35 / -40 / -45 / -50 / -55**

* **MANACOST: 1**
* **COOLDOWN: 4**

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**
* **ATTACK DECREASE% -25 / -30 / -35 / -40 / -45 / -50 / -55**

* **MANACOST: 1**
* **COOLDOWN: 4**

## Popular/Meta Builds

 Glyphs
T4 (Chance for Extra Q)
 Weapon
 Gear
	+ Twisted Purple Mask of Ahn'Qhir (Q3 + cooldown reduction for Q)
	+ Shipyard Veil (Q3 + defensive shield per enemy hit with Q)
	+ Guard of Luma (offensive, plus an access to additional pure damage which Mountain Protector doesn't have, innately)
* Body
	+ Guard of Feronia (Q3 + additional defense every cast of E or R)
	+ Armor of the Violet Guard (high Q2 rolls, increase Q damage, LV2 decreases enemy armor -- useless for MP though, but good as armor shred support for physical teammate)
* Hand
	+ Arcana Steelforge Mountain Gauntlets (for post-mitigation through W2)
	+ Magebane gloves (for more Q2 runes)
* Boots
	+ Harvester Boots with Q2 Q3
	+ Admiral Boots (gives very high E3 runes)
* Trinket
	+ Antique Mana Relic Q2
 Main Runes
Flamewaker

**Flamewalker**, **Flamewaker**, **Flakewarmer**, **Famewanker**, and **Horace Goonch** all refer to the same hero, a spicy Mexican substitute teacher. Each man in his family can only do exactly one thing correctly, and they have to dedicate every single one of their gear slots toward it, and each individual piece of equipment has to have maximum rolls - this is why all of them but him are roofers.

With a strong native Cleave effect in W1 and a quirky "critical hit" in R1, Horace is technically capable of right-clicking to kill bad guys but often doesn't, because his W spell deals more damage to more things at a time and from an insane range (courtesy of excessive W2), and the rest of his spells also bathe his surroundings in bonfires of all shapes and sizes - notably, all of these deal Physical damage, which means that it is best facilitated with Agility rather than Intelligence as the former increases Armor Pierce; using his preposterous *Ancient Flamerunner Blade* Immortal weapon, which gives him a big chunk of Agility and additional base attack damage per point of AGI, in conjunction with his Immortal Glyph, which prevents instances of damage from doing any more than 15% of his maximum health at a time, this allows for builds with miniscule maximum health to stand up to the toughest beatings in the game and still not care.

A neat little piece of trivia is that he was the first hero implemented in Roshpit Champions, back when it was a plain waveclearing simulator with no persistent saving and very few RPG elements.

## Popular/Meta Builds

 Glyphs
 Weapon
 Gear
Leon Plate
Far Seer Echanted Gloves
Harvester boots W2 E3/R3 R4
 Main Runes

 Glyphs
 Weapon
 Gear
Armor of Violet guard: We are mainly using this chest piece for the rune rolls try to get q2.
Phoenix Gloves : Gives us great survivability and base damage.
Redrock Footwear : Underrated item has really good synergy with Phoenix Gloves.
Garnet Warfare ring/ Firelock Pendant : Both great choices for the build try to get Q2 on them.

 Glyphs
 Weapon
 Gear
Terrasic Stone Plate : Gives us great post-medigation.
Phoenix Gloves : :Gives us great survivability and base damage.
 Main Runes
Astral Ranger

**Astral Ranger** is one of those blue furries from the animated film *Avatar* by James Cameron (not to be confused with that live-action *Avatar: The Last Airbender* movie, which also sucked). After shooting up her school, she was banished from her home planet, where gun legislation exploded overnight; with firearms banned across the entire universe, she can now only defend herself with a primitive bow and arrow enhanced by her magical moon mojo.

She's not actually a professional ranger yet - her arrows are only good about 40% of the time, compared to most other heroes in Roshpit Champions whose on-hit effects are typically always active. To make up for this, she can attack at a much greater range than almost everyone else via Q1, and her wide variety of self-buffs provide her with a large bonus to all attributes (W1), good defenses while purging some disabling effects (E3), and suitable base and bonus damage (Q4/E2 and Q3, respectively).

Given her absurd attack range, she is the best user of the Epsilon's Eyeglass trinket, primarily because its damage is Cosmic/Holy and therefore boosted by E4. Builds focusing on her W exchange her single-target assault rifle for a shotgun, covering a wider range over a shorter distance. With significant investment in W2, items which have a chance of activating with each instance of damage will nearly instantly apply their effects to targets caught in a W barrage, because of the sheer number of arrows created (along with Astral Ranger's R4 rune's bonus to item/rune activation rates), so items like Cap of Wild Nature synergize with Claw of the Ethereal Revenant to lock down crowds of bottlenecked enemies while augmenting her already significant defenses. Do note however that her arrows deal pitiful base damage, so relying on them as a means of killing monsters is not recommended.

Setting all of the above aside, she is also renowned for the effectiveness of her R1 builds, which are cheaper than her other options while also being far more effective in all situations. It's kind of embarrassing because she's Astral *Ranger* but her magic stars are her most endearing feature.
Ekkan

## About

**Ekkan** is a poison-type Snake Pokemon that evolves into Arbokk at level 22. It learns **Final Jabronis** at level 61 and if you feed it Bitter Poffins it will frown and catch fire.

By far the most popular build for Ekkan in endgame content revolves around his head Arcana's Q2 rune, giving his effectively invulnerable super-pet absurd damage output against practically everything in the game. Because the build only requires stacking as much Q2 as possible, it is a simple and effective way for new or developmentally challenged players to win at Roshpit Champions. However, even without that Arcana, Ekkan's truly massive horde of utilitarian zombies and disposable skeletons can pick anything apart in a matter of seconds, bolstered by air support from his E2 gargoyles and a strong speed boost from his R spell, whose R1 rune also provides Ekkan with the same incredible persistent healing as Spirit Warrior's R1 - as long as you can ensure that neither yourself nor your mission-critical zombies get destroyed, Ekkan will whittle down any threat in the game like a pack of undead ducks swarming a stray Pringle.

No matter how pitiful Ekkan's gear is, or how low his level is, he is still capable of providing allies with much-appreciated logistical support using his E spell's two portals, allowing teammates to relocate instantly between two points as often as they like, as long as Ekkan can be relied upon to make sure the portals lead to somewhere useful.

## Skills

**​​​​[]**

**​​​​[]**

**​​​​[]**

**​​​​[]**
Andromedaeus Proxy Helmet

Other Arcana Items

 Ability Description
Element: Cosmic/ Fire
Drops a firey comet at the target location that stuns and damages targets in an AOE when it comes into contact with earth. Has no cooldown but has a number of charges before needing to reload by switching to Lunar.
Lunar Comet
Element: Cosmic / Ice
 Element

Dealing damage massively increases Health Regen for 0.5 seconds and also gain % attack damage.
3000 Health Regen
 T2
Passively adds base attack damage based on Solunia's current health. Additionally a percentage of current health is added to all Base Ability damage.
0.05 Base Attack Damage Per Current Health
 T3
Enemies hit by comets receive a stacking debuff that increases all post-mitigation damage taken from all sources for 6 seconds. Max 10 stacks and the comet and solar debuff can be active at the same time. Additionally a portion of attack damage is added to comet damage.
0.3% Post-Mitigation damage taken per stack
 T4
Solunias's Attributes increase all Cosmic damage.
0.04% Cosmic Damage Bonus
The Red General

Example

## Info

**The Red General** is not actually a general, nor is he affiliated with communism - he's actually a Native American postal worker, and 13-year champion of the Oregon State Refried Bean Eating Contest. Anyone capable of eating 16 pounds of refried beans with no sauce or ketchup in one sitting is also automatically unkillable except if their opponents cheat. He could probably win a diarrhea contest, with the right amount of food and the right set of rules. He used to be a lifeguard, but he got glaucoma really bad and it turned his eyes solid white, so now he can't see shit. It makes it really hard for him to tell if he's beating his wife or not, but that's never stopped him before.

With strong in-combat healing from his Redmist Cyclone spell, and heavy shields from E4 paired with free max health from R3, the Red General is highly beefulent and not at all afraid to get in close and whoop some ass. His Q buff makes a horrendous racket as you stun legions of enemies at a time, while E3's Pure damage tears apart durable targets. He even gets substantial free attack power from Q2 stacks, and E1 grants more attributes the lower his health drops. It's easy to play to his many strengths, so he makes a great character for beginners.

His body Arcana spell is also threatening, and can be spammed back-to-back (with a nice damage multiplier!) via Q3, Hood of Lords, and his T7 Glyph which reduces the cooldown of Q to just over 1 second.

## Skills

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**
* **ATTACK DECREASE% -25 / -30 / -35 / -40 / -45 / -50 / -55**

* **COOLDOWN: 4**

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**

* **MANACOST: 1**
* **COOLDOWN: 4**

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**
* **ATTACK DECREASE% -25 / -30 / -35 / -40 / -45 / -50 / -55**

* **MANACOST: 1**
* **COOLDOWN: 4**

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**
* **ATTACK DECREASE% -25 / -30 / -35 / -40 / -45 / -50 / -55**

* **MANACOST: 1**
* **COOLDOWN: 4**
Prototron Stargazer Armor

Other Arcana Items

 Ability Description
Element: Cosmic / Fire
In a flash of cosmic heat, Solunia teleports to the target position and explodes - transferring her energy to Lunar.
Lunar Alpha Spark
Element: Cosmic / Ice
 Cast range
 Damage type
 Cooldown

Gain a random amount of Max Health for 20 seconds after casting Alpha Spark
10 Minimum Health Bonus
 T2
Enemies hit by direct Item Damage take burn damage every second based on the damage taken. If both the Lunar and Solar burns are active at the same time, the fire does increased damage. Lasts 8 seconds.
Burn Damage 2% of item damage per tick
 T3
For a short duration after casting Alpha Spark, gain a shield that reduces damage taken by 95%, and allows unit walking and +100 movespeed.
Duration
 T4
Increases all attributes. Strength increases Fire damage, Agility increases Ice damage, Intelligence increases Cosmic damage."
Elemental Damage Increase 0.05% per 10 attributes
Passive Stat Bonus 200
Robes of the Elemental Master

Other Arcana Items

 Ability Description
 Cast range
 Damage type
 Duration
Armor multiplier "1.0 1.5 2.0 2.5 3.0 3.5 4.0"
Health multiplier "1 2 3 4 5 6 7"
Attack damage multiplier "1 3 5 7 9 11 13"

 T2
 T3
 T4
Elemental Deity gains the ability to apply a shield to one of Conjuror's aspects that reduces incoming damage by 100%. 8 second cooldown. Elemental Deity prioritizes the Shadow Aspect first, and Fire Aspect second.0.3 seconds per rune
Arctic Wings of Drakkus

Other Arcana Items

 Ability Description
 Damage type
 Element
 Manacost
 Cooldown
 Cast Point
"Passively increases attack power bonus %."
"Attack Power"
 T2
Ice Damage is enhanced by Movespeed."
"Ice Damage Bonus"
 T3
"Passively increases movespeed cap. Toggling Spire Breath on or off applies a movespeed buff that decays over time."
"Temporary Movespeed"
"Movespeed Cap"
"Wind Tunnel"
 T4
"Adds a chance to acquire additional targets with each Spire Breath attack. Additionally increases the attack radius slightly."
Currency

There are currently three kinds of currency in Roshpit Champions. They can all be acquired on any difficulty, but higher difficulties reward higher amounts. You can also acquire all three currencies by selling items on the Market, as well as use all three currencies to purchase items from the Market.

**Mithril Shards** are the most common and plentiful currency. They can be acquired by defeating bosses in all maps, solving certain puzzles, and completing certain quests. Mithril Shards are used primarily at the Blacksmith to Chisel, Re-roll, and add Sockets to gear. They can also be used at Elder Rai to purchase EXP Orbs, or at a mysterious shrine in the Pit of Trials...

**Arcane Crystals** are the second most common currency. They can be acquired by killing Paragons, opening treasure chests, or finding Arcane Crystal Nodes in some maps. Arcane Crystals are used primarily at the Glyph Enchanter to increase its level, to craft Glyphs, and to purchase Reanimation Stones. They can also be used at the Soulbinder to soulbind Immortal Items, Immortal Weapons, and Arcanas to your account.

 Prismatic Gemstones are the rarest currency. They can be obtained by completing Challenges from the Crusader, collecting Gems from Treasure Goblins and salvaging them at the Gem Forger, and from rescuing the Gem Forger from bosses in each map and collecting his reward. Prismatic Gemstones are used to socket Gems into your gear, which will add powerful new effects, or upgrade existing ones.

For players with a Premium Pass, Mitrhil Shard and Arcane Crystal rewards are increased, and Gem salvaging costs are decreased.

## Mithril Shard Rewards

Below you will find many tables listing the Mithril Shard rewards for completing puzzles and killing bosses on various difficulties. The numbers on these tables are mostly outdated (they are exceptionally hard to keep up with due to frequent balance and inflation changes), but the equations remain mostly the same, and can be used as a good reference to understand the rewards system and the effect that difficulty, player count, and having a premium pass has on it.

## Redfall Ridge Mithril Reward

Equinox(x4.5)
 Canyon
 Ashara
 Shipyard
 Castle
 World Tree
 Total

## Tanari Jungle Mithril Reward

 Wind
 Water
 Fire
 Ancient God
 Anciend God Paragon
 Spirit boss (any of 3)
 Total

## Pit of Trials Mithril Reward

 1
 2
 3
 4
 5
 6
 7

## Serengaard Mithril Reward

 10
 20
 30
 20
 30
 40
 50
 60
 70
 80
  90
 100
 110
 120
 130
 140
 150
 160
 170
 180
 190
 200
Yulsaria's Mantle

Other Arcana Items

 Ability Description
 Cast range
 Manacost
    "MOVE SLOW:"
    "MAX TORNADOS:"

"Tornados launch frosty projectiles at random nearby enemies every 0.45 seconds."
    "DOTA\_Tooltip\_ability\_sorceress\_rune\_a\_d\_arcana1\_property\_one" "Damage"
    "x Intelligence"
 T2
"Ice Shards have a 15% chance to freeze the target for 1 second and deal increased damage. After consecutive freeze, enemies become immune to the freeze from these shards for 8 seconds."
"Freeze Timer Before Immunity" seconds
 T3
"Enemies within a Glacial Vortex gain a Glacial Chill stack every 0.5 seconds. Glacial Chill stacks cause enemies to take enhanced Ice damage from all sources."
    "Ice Damage Amp"
 T4
"Casting Glacial Vortex activates Avatar of Frost form. During Avatar, all elemental damage is converted to Ice and all Ice damage is enhanced."
    "Duration"
    " seconds"
    "Ice Damage Increase"
    "%"
Voltex

## Info

**Voltex** is portrayed by Chilean actress **Cote de Pablo**, of *NCIS* fame, but this time her fake Israeli accent has been replaced with a fake *fake* accent. This has caused a recursive loop of stupid bullshit, and Voltex uses the resulting black hole as a source of infinite damage.

All of her runes are insanely overpowered (yes, even E1 is secretly OP, in spite of its duration now being fixed at 5 seconds), and they all stack with each other to multiply her damage exponentially, propelled even further into absurdity by one of her Glyphs that temporarily doubles her Agility attribute... however, as she has low natural maximum health, her only significant defensive tool is shield stacks from W3, which often necessitates some gear commitments to mana regen. Her boot arcana was one of the most widely-duplicated items back when item duplication exploits existed, making it relatively easy to acquire despite the power and mobility it provides. Nobody complains about her lack of build diversity because the few build archetypes she has are strong enough to allow any spastic to constantly push random buttons and kill anything in the game with ease.

If Voltex has one drawback, it's that she's very vulnerable to silences. This is only occasionally a problem for her, because most sources of silences in Roshpit Champions are in turn vulnerable to Voltex fucking blowing them up on sight. She also struggles to kill enemies with Spell Immunity, but Voltex can even kill those with 99.5% damage reduction on top of 99.5% Magic and Pure resistance in less than a second, so the only creatures safe from Voltex are those that are completely invulnerable, and not just absurdly resistant.

## Skills

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**
* **ATTACK DECREASE% -25 / -30 / -35 / -40 / -45 / -50 / -55**

* **COOLDOWN: 4**

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**

* **MANACOST: 1**
* **COOLDOWN: 4**

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**
* **ATTACK DECREASE% -25 / -30 / -35 / -40 / -45 / -50 / -55**

* **MANACOST: 1**
* **COOLDOWN: 4**

**​​​​[Q] Wall of Impunity**
**ELEMENT: HOLY**
 * **LENGTH 500 / 550 / 600 / 650 / 700 / 750 / 800**
* **DAMAGE/TICK 340 / 1600 / 5400 / 12000 / 20000 / 34000 / 55000**
* **ATTACK DECREASE% -25 / -30 / -35 / -40 / -45 / -50 / -55**

* **MANACOST: 1**
* **COOLDOWN: 4**

## Popular/Meta Builds

 Glyphs
 Weapon
 Gear
Golden Plate of Leon
Far Seer Echanted Gloves (High Manaregen)
Raijin Numbus Boots (E4/E2)
 Main Runes
R3 could take a place as support rune
Gravitational Void Crown

Other Arcana Items

 Ability Description
 Damage type
 Cast range
 Manacost
 Scalings
1.5/ 1.8/ 2.1/ 2.4/ 2.7/ 3.0/ 3.3

"Enemies rooted by Temporal Grip are healed by Epoch Guardian instead of damaged. When the Eternal Void debuff ends, the cumulative damage is dealt all at once with a multiplier, and the damage ignores steadfast."
 T2
"Enemies caught in Temporal Grip take increased post-mitigation damage according to their BASE armor (armor before buffs/debuffs)."
"Post-Mitigation Damage Enhance"
 T3
"Epoch Guardian's attacks drain 1% of mana and deal extra pure damage based on mana drained. His maximum mana pool increases his base damage."
"Damage Bonus"
"x Mana Drained"
"Extra Base Attack Damage"
 T4
"Adds a chance for an additional Temporal Grip to be cast at the original location after a 1 second delay. Greater than 100% chance means it can proc multiple times. Also increases the radius."
"Multi-Cast Chance"
"%"
"Radius Increase"
Chronometric Distortion Treads

Other Arcana Items

 Ability Description
 Cast range
"BONUS MOVESPEED:"
"ENEMY MOVE SLOW:"
"ZHONIK DAMAGE RESISTANCE %:" 80%

"Every second that an enemy is within the warp field, they gain a stack of shattered time. Enemies with the Shattered Time debuff take increased Temporal</font> damage from Zhonik. Max 20 stacks."
    "Extra Temporal Damage"
    "% per stack"
 T2
"Every second, enemies within the Warp Field take damage based on Zhonik's attack power."
"Damage"
 T3
"While Zhonik is within the Warp Field, he gains a Time Dilation stack every 0.03 seconds. Each stack increases all post-mitigation damage dealt. Max 1000 stacks."
    "Post-Mitigation Damage Increase"
 T4
"All Temporal</font> damage is increased by Zhonik's attributes. Additionally, Zhonik keeps the movespeed buff after leaving the Warp Field for a short duration.
"% for every 10 Attributes"
"Movespeed Sticky Duration"
" seconds"
Iron Volcano Gliders

Other Arcana Items

 Ability Description
 Cast range
 Damage type

Each 1000 points of Missing HP increases Base Ability Damage and Item Damage.

 Base Ability and Item Damage: 0 + 0% for every 1000 missing health
 T2
A multiple of strength is added to all Base Ability damage.

 Base Ability Bonus Damage: 0 + 1x Strength
 T3
After casting rockfall, gain a chance to gain a free cast of Lava Glissade. Greater than 100% chance means it can proc multiple times.

 Stack Chance: 0 + 7%
 T4
Passively increases base attack damage and base ability damage.

 Attack Damage: 0 + 20000

Base Ability Damage: 0 + 25%
Arena Prizebox

## Prizeboxes

Arena Prizeboxes is a reward for beating any of Arena Champion's League battles.

It has prize level on first property and up to 3 properties with rolls.

Rolls can have Mythical, Immortal and Champion's Gear rarity and different quantity. 3rd and 4th properties can roll Arcane Crystals as well.

First item roll's maximum is 2, second's is 3 and third's is 5. Accordingly, the greatest number of items from one box is 10. Champion's Gear roll always contains only one Champions piece. Amount of items also depends on Prizebox level.

Immortal items inside prizebox can be replaced with arcana with same chance as on any map.

Proof:

## Prizebox Level

Things that affect the level:

1)Rank

 15-11
 10-6
 5-1

2)Score. One-eighth of bonus points added to the base level. (500 score points will add ~62 levels to Prizebox)

3)GetLogarithmicVarianceValue function, which multiplies value by random number (0.7-1.35 diapason) and with chance of 20% multiplies it again by 0.9 or 1.1.

The worst multiplier is 0.63. The best multiplier is 1.485.

4)Roshpit Champions Pass (multiplies the final result by 1.35)

Prizeboxes with level 1-40 gets Uncommon rarity, 40-119 Rare and 120 lv and higher - Mythical rarity (accordingly 2, 3 and 4 properties to roll).

## Champion's Gear

Champion Gear can be rolled only on 4th property roll. Chance of rolling depends on level of Prizebox and luck.
Immortal Weapons 1 (Arena - Pit Of Trials drops)

Immortal weapons 1 (or "old" weapons) drop in Pit of Trials dungeon zone, from each mob inside dungeon with rare chance, and also with final boss - Pit Lord.

Immortal\_Weapons\_2\_and\_3\_(Sea\_Fortress\_drops)

Chance of drop:

Casting R applies a 50 charge shield that reduces damage taken by 90%.
Static deals an additional 15% of enemies' current health as pure damage. 5% on bosses.
Casting W increases attack damage by 400% for 3.5 seconds.
Reduces all damage taken by 50%
Heals 1% of Max Hp per attack
58 max
Genesis orb fires an additional 2 orbs in parallel and deal 2x damage.
Casting Heroic Fury applies a 7 charge Divine Aegis for 8 seconds. Max Divine Aegis stacks from attacks increased to 7.
4697 max
Base ability damage
ALL Physical damage dealt deals an additional 35% pure damage.
Increases the base damage of Elemental Overload by 5000%.
Damage from Abilities and Manifold Judgement have a 20% chance to be nuked for 4x the damage dealt as pure damage.
Duskfire stacks build 2x faster.
When taking damage, ignore the damage instance and fade from enemy view for 1.5 seconds. 4 second cooldown.
Flameblood and Windstrike weapons last 10 seconds longer and deal 100% increased damage.
Shockwave's stun duration is increased by 0.35 seconds.
Demon Hunter's max damage taken % threshold is reduced by 2.
While floating in between Warp Flares, gain a shield that has magic and attack immunity.
91 max
or
Increases the damage of Poseidon's Fury by 100% and increases its radius by 50%.
Walking over a corpse collects it and adds 100000 base attack damage. Max 6 corpses and corpses last 10 seconds
Mach Punch has 500 extra attack range and deals 3x damage.
Flash Source deals 100% additional damage and doubles the stack rate of Arcane Splice.
Additional 5 attack power for each point of Agility while in wolf form. "W" hits enemies in a line and his primary element nature while in Wolf Form.
Respawn time is reduced to 5 seconds. Shady Smoke ability makes Slipfinn appear 600 distance in the air."
Increases the width of @Ability2 by 100%, and increases critical chance by 15%.