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Predecessor: All Heroes and Abilities

Every MOBA game comes with a cast of colorful characters with unique abilities and Predecessor is no exception.




Like most MOBA’s, Predecessor features a huge selection of different heroes you can play as, each offering a different playstyle. To find your match, you’ll have to first get acquainted with all of their special abilities.

All Heroes and Abilities in Predecessor

The abilities of each here will be listed under his name, with the button used to trigger the skill first, it’s name second and it’s description last.


LMB – Pistol Shot – Ranged basic attack dealing physical damage.

RMB – Old Rusty –  Drongo throws his boomerang dealing 40/55/70/85/100 (+40% Physical Power) physical damage and applies a 20% Slow for 1s to enemy targets within it’s path. Once it hits the world or travels 1,800 units the boomerang returns to Drongo dealing the same effects on its way back.

Q – Gag Grenade – Drongo tosses a tear gas grenade up to 1,300 units that creates a 400 units area of Silence for 3s

E – Rad Rounds – Drongo loads his pistol with uranium bullets that irradiate any Enemy Targets hit by his basic attacks for 5s. After 1,5s of not receiving a new stack hit enemy targets take 20/40/60/80/100 (+30% Physical Power) physical damage for the first hit and 20/25/30/35/40 (+15% Physical Power) additional physical damage for each additional stack.

R – Shrapnel Cannon – Drongo fires a blast of shrapnel from his bazooka that deals 200/250/300 (+60% Physical Power)  physical damage and applies a 35% armor shred to Enemy Targets for 8s. The blast will knock Drongo back in the direction opposite of where he is aiming and will push back any close by enemy targets.

Passive – Wastelander –  Drongo’s abilities deal increased damage equal to 25% of his critical strike chance. Additionally, both his critical strikes and abilities deal 1% of the target’s maximum health as physical damage over 3s

Feng Mao

LMB – Sweep – Melee basic attack dealing physical damage

RMB – Reaping Dash – Feng Mao dashes up to 1,000 units away dealing 70/105/140/175/210 (+60% Physical Power) physical damage to enemy targets he passes through and nearby the target location

Q – Safeguard – Feng Mao grants himself a 100/130/160/190/220 (100% Physical Power) shield that lasts for 3s. Feng Mao gains 10% movement speed whilst the shield maintains

E – Hamstring – Feng Mao swings his glaive dealing 60/85/110/135/160 (+80 Physical Power)  physical damage and applying a 30% Slow to nearby enemy targets for 1s. Dealing damage to an enemy hero reduces the current cooldown of reaping dash by 50%

R – Earth Shatter – Fang Mao slams his blade on the ground, executing enemy targets within the area that are below 225/400/575 (+120 Physical Power) health while dealing the same as physical damage to enemy targets not under the threshold for execution. If an enemy hero is executed, Earth Shatter can be recast within 12s at no cost

Passive – Precision Strike – Feng Mao’s basic attacks deal 20% (8% of the target’s current health) as additional physical damage. This effect cannot occur again until Feng Mao has not taken or dealt damage in the past 3s or achieves a takedown


LMB – Floret – Ranged basic attack dealing physical damage

RMB – Untamed Growth – Fey hurls a small plant at the target location that deals 120/170/220/270/320 magical damage in an AOE over 3s. 50% of the damage is dealt over the duration and the final 50% in a single blow when the plant explodes

Q – Bramble Patch – Fey sprouts thorny brambles in a line that persist for 5s, dealing 80/120/160/200/240 magical damage and apply a 25% Slow for 0.5s to enemy targets that touch them.

E – Harvest Nettles – Fey throws a long range projectile that deals 75/105/135/165/195 magical damage to the first enemy target hit. Refunds 50% of the mana cost on enemy hero hit or if the target is killed. Consecutive hits on the same target within 7s do 15% more damage, stacking up to a maximum of 45%

R – Fly Trap – Fey summons a giant plant that attaches to nearby enemy heroes within the target location. After 0.3s the vines pull the attached enemy heroes to the plant dealing 150/225/300 magical damage and applying a Stun for 1.4s

Passive – Nature’s Vengeance – When Fey achieves a takedown, she gains 15% movement speed for 5s and spawns an Untamed Growth where the enemy hero died


LMB – Spark – Gadget produces a charge from her gauntlet and fires a Spark dealing physical damage

RMB – Seek and Destroy – Gadget deploys an airborne bot projectile that can be reactivated to stop in place. The bot deals 100/160/220/280/340 (+100% Magical Power) magical damage over 3s and will apply a 20% slow to enemy targets within

Q – Sticky Mine – Gadget launches a mine projectile that will attach itself to any unit within 350 unit area, prioritizing enemy targets. After 2.5s, the mine explodes, dealing 100/145/190/235/280 (+80% Magical Power) magical damage.

E – Security Gate – Gadget throws down a security gate that grants all allied targets that pass through 20/25/30/35/40% bonus movement speed, decaying over 3s. If an enemy hero passes through the gate, he will explode, rooting them for 1s and dealing 80/105/130/155/180 (+50% Magical Power) magical damage

R – Tesla Dome – Gadget unleashes her Tesla Dome for 5s, dealing 500/750/1000 (+180% Magical Power) magical damage, shredding 5% magical armor for 5s and applying a 25% slow for 0.25s per tick.

Passive – Shock Absorber – When Gadget first receives an instance of damage from an enemy hero or a jungle minion, she will gain a shield equal to 15% of her maximum mana for 4s. After expiring or being destroyed, the shield will explode dealing 80 (+8 per level) (+60% Magical Power) magical damage to enemy targets within 500 units


LMB – Portal Blast – Ranged Basic attack dealing physical damage

RMB – Void Breach – Gideon summons a comet projectile that deals 90/125/160/195/230 (+70% Magical Power) magical damage in a line until colliding with an enemy hero. Enemy targets hit are slowed by 20% for 1.5s

Q –  Cosmic Rift – Gideon rips a meteor from the sky that deals 110/150/190/230/270 (+75% Magical Power) magical damage to all enemy targets at the target area

E –  Torn Space – Gideon opens a portal for 5s and jumps through to the target location. All heroes can follow him through the portal by jumping into it, but enemy heroes are slowed by 50% for 1.5s when they pass through

R – Black Hole – Gideon rises up, creating a Vlack Hole that slowly pulls enemy targets towards it, dealing 540/810/1080 (+180% Magical Power) magical damage over 3.5s. This is a channeled ability, which means it can be interrupted by Hard Crowd Control (Stun, Silence, etc.)

Passive – Cosmic Power – Damaging an enemy hero with an ability charges your cosmic power for 4s. Gideon’s next basic attack creates a link between him and first enemy target hit, slowing them by 20% and dealing 38 (+60% Magical Power) magical damage over 3s


LMB – Chop – Melee basic attack dealing physical damage

RMB – Double Pain – Melee cleave attack daling 20/30/40/50/60 physical damage to all enemy targets within range. Double Pain applies on-hit effects twice

Q – Smash ‘N Grab – Wedge-shaped AoE that pulls all enemy targets to Grux, dealing 80/115/150/185/220 physical damage. An 0.5s Stun is applied to enemy targets for the duration of the pull

E – Crush – Grux lunges forward a short distance uppercutting nearby enemy targets within 250 units dealing 70/105/140/175/210 physical damage, knocking them up and stunning them for 0.75s

R – Warlord’s Challenge – Grux slams his clubs together, stunning nearby enemy targets for 0.5s For the next 8/10/12s, Grux gains 30/50/70 attack speed and steals 4/7/10 physical power from enemy heroes that he basic attacks for 4s.

Passive – Bloodlust – Grux’s basic attacks apply bleed, dealing 4 physical damage over 5s, stacking up to 6 times. When Grux applies max stacks of Bleed to an Enemy Hero, he gains 20% Omnivamp for 3s


LMB – Cannon — Ranged basic attack dealing physical damage.

RMB – Slow Grenades – Howitzer fires 3 proximity bombs in an arc that explode for 60/80/100/120/140 (+60% Magical Power) magical damage and applies a 20/25/30/35/40% Slow for 3 seconds. Additional mines against the same target deal 20/35/50/65/80 (+20% Magical Power) magical damage and apply an additional 10% slow.

Q – R2000 missile Howitzer fires a long range (2,000u) rocket that deals 100/135/170/205/240 (+70% Magical Power) magical damage in an area.

E – Land Mine – Howitzer places a mine at the target location that will explode after 3 seconds, knocking any enemies (and Howitzer) back and dealing 100/130/160/190/220 (+50% Magical Power) magical damage. Land Mine can be reactivated to detonate early.

R – Make it Rain – Howitzer launches up 750 units allowing him to move freely and cast abilities from the sky for 5 seconds. During this time R2000 Missiles cooldown is reduced to 1 second and its damage is increased by 10%.

Passive – Passive – Armored Salvo – Howitzer’s next basic attack deals 10 (+5 x level) (+30% Magical Power) additional magic damage in a 150 unit AoE around the target. Howitzer restores mana equal to 10% of the damage dealt (50% for enemy heroes). Using an ability reduces the cooldown by 5 seconds.


LMB – Slash — Melee basic attack dealing physical damage.

RMB – Crippling Dagger – Kallari throws a long range dagger, dealing 70/90/110/130/150 (+40% Physical Power) physical damage to the first enemy hit and applying a 20% slow for 1.5 seconds. Deals 80% additional damage to Jungle Minions. This Ability has 2 charges.

Q – Shadow Walk – After a 1.5 second delay, Kallari becomes Camouflaged and gains 10% movement speed for 6/7/8/9/10 seconds. If she uses a damaging ability or basic attack, the Camouflage will end. Her next basic attack that hits an enemy target from Camouflage will deal 10/25/40/55/70 (+30% Physical Power) bonus physical damage.

E – Death Mark – Kallari empowers her next basic attack or damaging ability within 5 seconds to apply Death Mark to the first target hit. Death Mark will increase damage dealt by Kallari to the target by 10% for 3 seconds, after which the Mark will Pop dealing 60/95/130/165/200 (+8% +(3.333% Physical Power) of the target’s missing health) true damage and grant her 30% decaying movement speed for 3 seconds.

R – Guillotine – After a short delay, Kallari dashes forward 1,200 units dealing 200/300/400 (+160% Total Physical Power) physical damage to all enemies she passes through.

Passive – Shadow Dance – After Jumping, press jump again to have Kallari flip into the air up to two times.


LMB – Hack — Melee basic attack dealing physical damage.

RMB – Ambush – Khaimera leaps to a target enemy Hero or Jungle Minion, dealing 50/80/110/140/170 (+70% Bonus Physical Power) physical damage and applying a 20/25/30/35/40% slow to the enemy hero for 1.5 seconds. Damage is increased by 0%-100% (based on the target’s missing health). Grants 5 Spirit Regeneration Stacks.

Q – Unleash – Upon activation, Khaimera attacks extremely fast for the next 5 attacks within 3 seconds, dealing 10/15/20/25/30 (+30% Total Physical Power) physical damage per attack.

E – Invigorate – Khaimera consumes Spirit Regeneration stacks, healing him for 200% of current health regen (+20% of max health). When Khaimera consumes 15 stacks, he will also cleanse CC.

R – Cull – After a brief channel, Khaimera stuns and deals 250/400/550 (+100% Bonus Physical Power) physical damage to a targeted enemy hero. Nearby enemies are displaced and receive a 40% slow for 3 seconds. Grants 10 Spirit Regeneration Stacks.

Passive – Spirit Regeneration — Khaimera’s health regeneration is boosted by 1.2 (+0.3 x level) for 2.5 seconds each time he lands a Hack, Ambush, or Cull attack on an enemy Hero or Jungle Minion. This effect stacks up to 30 times. At 15 stacks, Khaimera gains 15% movement speed.

Lt. Belica

LMB – Burst Fire — Ranged basic attack dealing physical damage.

RMB – Void Bomb – Lt. Belica produces a bomb that detonates after 1.1 seconds, dealing 100/140/180/220/260 (+75/90% Magical Power) magical damage. Restores 10/12/14/16/18 mana for each enemy hit, At maximum rank, increases magical power scaling.

Q – Seismic Assault – Lt. Belica generates a shockwave in the target direction, dealing 90/125/160/195/230 (+70% Magical Power) magical damage to all enemies within the area, knocking them up and applying a 1.3/2 second stun. At maximum rank, increases stun duration.

E – Void Drone – Lt. Belica deploys a drone that drains 4/4.5/5/5.5/6% current mana per second from enemy heroes for 10 seconds. The drone attacks enemies within its zone when they use an ability, dealing 50/65/80/95/110 (+40% Magical Power) magical damage. At maximum rank, drone attacks will also drain 4% of the target’s current mana.

R – Neural Disruptor – Lt. Belica targets an enemy hero within 1,400/1,700 units and fires her pistol, dealing 100/175/250 (+50% Magical Power) magical damage. Damage increases by 0.6 per point of target’s missing mana. At maximum rank, targeting range increases.

Passive – Innovation — Lt. Belica’s abilities gain additional strength at maximum rank. Additionally, she gains 10% increased maximum mana per maxed ability.


LMB – Single Fire — Ranged basic attack dealing physical damage.

RMB – Buckshot – Murdock fires his shotgun that deals 20/45/70/95/120 (+120% Total Physical Power) physical damage and pushes enemies away.

Q – Static Trap – Murdock sets a trap at the target location which roots enemy Heroes for 1.5 seconds and deals 80/120/160/200/240 (+100% Magical Power) magical damage. Up to 3/4/5 Traps can be placed at one time.

E – Stimpack – Murdock injects himself with a stimulant that grants him 40/60/80/100/120 (+100% Bpnus Physical Power)(+150% Magical Power) additional current and max health, 20/25/30/35/40% tenacity as well as slow immunity for 6 seconds. Stimpack will automatically activate if Murdock drops below 30% max health.

R – Long Arm of the Law – Murdock charges an unlimited range laser blast that can be shot through anything, ignores Hero Armor and deals 200/300/400 (+100% Bonus Physical Power)(+150% Magical Power) physical damage.

Passive – Murdock’s next basic attack has a 300 unit range increase and 20% additional Armor Penetration, Successful Basic Attacks reduce the cooldown by 1.5.


LMB – Orb — Ranged basic attack dealing physical damage.

RMB – Alacrity – Muriel fires an orb that applies a 10% (+10% Magical Power) attack speed buff, a 50/75/100/125/150 shield and 20/22.5/25/27.5/30% movement speed boost to the first allied hero that touches it. The speed boost decays over 4 seconds.

Q – Serenity – Muriel fires a bolt of energy, dealing 70/100/130/160/190 (+60% Magical Power) magical damage to the first enemy hit and applies a 20/25/30/35/40% slow for 2 seconds. Whilst slowed, the target takes 10% bonus damage.

E – Consecrated Ground – Muriel deploys a bubble that applies a 100/140/180/220/260 (+40% Magical Power) shield to allies for 3 second . After 1.05 seconds the bubble pops, dealing 60/95/130/165/200 (+70% Magical Power) magical damage to enemies in the rea of effect.

R – Reversal Fortune – Muriel targets an ally anywhere on the map, instantly granting them a 400/550/700 (+80% Magical Power) shield before flying to their location. Upon landing, Nearby Enemies take 150/225/300 (+50% Magical Power) magical damage and are slowed by 25% slow for 3 second.

Passive – Sentinel — Muriel’s basic attacks deal an additional 10 (+3 per level) (+10% Magical Power) magic damage on hit. Allies affected by Muriel’s abilities are granted Sentinel for their duration.


LMB – Wallop — Melee basic attack dealing physical damage.

RMB – Thunk! – Narbash throws a drumstick that deals 70/105/140/175/210 (+60% Magical Power) magical damage and stun enemies for 1.6 seconds. Thunk’s cooldown is reduced by 2% per stack of Rhythm.

Q – March! – Grants Narbash and nearby allies 20% a movement speed boost that decays over 2 (+0.2 per stack of Rhythm) seconds. Narbash gains 4 stacks of Rhythm.

E – Song of My People – Toggle: Aura that heals for 12/18/24/30/36 (+1 per stack of Rhythm) health per second. Uses 12/18/24/30/36 Mana every second while active. Narbash gains a stack of Rhythm per second while active.

R – Crash Bang Boom! – Narbash produces a deafening ruckus area of effect that deals 250/350/450 (+100% Magical Power) magical damage and applies a 40% slow over 3 seconds [25/35/45 ( + 10% Magical Power) per 0,3 second]. At the end of the duration, Narbash knocks up nearby enemies. Deals 2% increased damage based on Rhythm. Narbash takes 40% less damage while channeling.

Passive – Beatdrop — When Narbash successfully lands Basic Attacks, Damaging Abilities or casts Abilities he gains a stack of Rhythm up to 16, Narbash’s Abilities gain bonuses based on his Rhythm. Stacks fall off individually after 8 seconds. At 16 stacks of Rhythm, Narbash gains 6 mana per second (+2 per nearby allied hero) for 6 seconds.


LMB – Swipe – Melee basic attack dealing physical damage

RMB – Pounce – Rampage will leap a short distance before slamming down to the ground dealing 80/120/160/200/240 (+50% Physical Power) physical damage to nearby enemy targets. The leap can be cancelled early by suing LMB

Q – Boulder Throw – Rampage rips a boulder from the ground. Withing 5s, Rampage can throw the boulder with LMB, dealing 100/150/200/250/300 (+80% Physical Power) magical damage and applying a 1.6/1.7/1.8/1.9/2s Stun to the first enemy hero hit. If cancelled, boulder throw goes on a 50% CD.

E –  Rumble – Rampage pounds the ground with both fists, dealing 90/120/150/180/210 ((+80% Physical Power) physical damage and applying a 20% slow to all nearby enemy targets for 1.25s

R – Behemoth – Rampage grows in size for the next 8/9.10s. During this time, his abilities are enhanced. King of the Jungle’s health regeneration is multiplied by a factor of 5 and is active everywhere on the map. Boulder throw can be thrown instantly, but at a shorter range. Rumble’s cooldown is decreased by 50% and Pounce range is increased.

Passive – King of the Jungle – Rampage gains increased attack speed and (0.4% maximum health) health regeneration when in the jungle. The health regeneration is 4 times as effective out of combat.


LMB – Whip – Melee basic attack dealing physical damage

RMB – Riplash – Riktor launches his hook forward 1.750 units, stopping at the first enemy target hit, dealing 50/80/110/140/170 (+90% Magical Power) (+8% of the target’s maximum health) magical damage and pulling the target to him.

Q – Shock Therapy – Rikto does a melee swing with an electrified whip that deals 70/100/130/160/190 (+50% Magical Power) magical damage and Silence the first enemy target hit for 1.25s

E – Electrocute – Rkitor produces an electrical aura that deals 120/170/220/270/320 (+80% Magical Power) magical damage over 5s and increases Rkitor’s movement speed by 10% for the duration.

R – Skewer – Ritkor skewers all enemy targets in front of him dealing 125/200/275 (+40% Magical Power) magical damage and stun them for 1.5s. After the Stun, Riktor rips the skewers out, dealing the same damage again.

Passive – Riot Shield – Riktor shields himself for 12% of his maximum health. This shield will last until broken and refreshes if he damages an enemy hero with skewer or has not taken damage in the last 10s.


LMB – Crush — Melee basic attack dealing physical damage

RMB – Phantom Rush – Sevarog rushes forward 1,400 units, glinding through any enemies in his path.

Q – Siphon – Sevarog deals 20/35/50/65/80 (+80% Total Physical Power)(+50% Magical Power) magical damage to all enemies in a cone in front of him.

E – Subjugate – Sevarog calls down a burst of dark energy at the target location that deals 80/115/150/185/220 (+70% Magical Power) magical damage and applies a Root for 1.5 seconds to any enemy hit. When the root expires, the targets will be slowed by 20% for 1.5 seconds.

R – Colossal Blow – Sevarog swings his hammer, dealing 200/300/400 (+100% Magical Power) magical damage and knocking back enemy heroes.

Passive – Reaper of Souls — Sevarog gains Souls for killing minions and heroes with abilities. Each Soul grants 4 health and 1 additional magical damage on Siphon. Upon reaching 40/80/120/160 Souls, gain bonus Health and additional magical damage on Siphon.


LMB – Bow Shot — Ranged basic attack dealing physical damage.

RMB – Piercing Shot – While holding, Sparrow charges a powerful arrow that deals up to 60/80/100/120/140 (+120% Bonus Physical Power) physical damage to all enemies in a line, up to 2,200 units away. The arrow will travel through both enemies and the world. Deals 20% increased damage per Relentless stack.

Q – Hail of Arrows – Sparrow rains down arrows in an area, dealing 60/90/120/150/180 (+60% Bonus Physical Power) physical damage and slowing targets by 20% over 1.9 seconds.

E – Heightened Senses – Sparrow gains 20/25/30/35/40 attack speed for 3 seconds. Duration is increased by 0.5 seconds per successful Basic Attack while active up to a cap of 8 seconds.

R – Inner Fire – Sparrow gains 5/7.5/10% increased movement speed and every Bow Shot fires a triangle of 3 piercing arrows for the next 6 seconds. Side arrows deal 50/60/70% of Bow Shot damage.

Passive – Relentless — Dealing damage to an enemy hero grants Sparrow a stack of Relentless for 5 seconds causing her basic attacks to deal an additional 0.4% of the target’s maximum health as physical damage on-hit per stack. This effect stacks up to 6 times and refreshes the duration when a new stack is granted.


LMB – Punch — Melee basic attack dealing physical damage.

RMB – Shield Bash – Steel swipes his shield in front of him dealing 60/90/120/150/180 (+80% Magical Power)(+6% of the target’s maximum health) magical damage, applying a 0.25 second stun as well as a 25% slow for 2 seconds.

Q – Bull Rush – Steel charges forward 1,400 units, dealing 100/140/180/220/260 (+80% Magical Power) magical damage and knocking back all enemies in his path.

E – Force Shield – Steel deploys a shield at the target location blocking all enemy incoming projectiles for 5 seconds.

R – Shield Slam – Steel slams down at the target location, dealing 200/300/400 (+80% Magical Power) magical damage, knocking up all enemies and stunning them for 2 seconds.

Passive – Battering Barrier — Steel gains a 20 (+6% Maximum Health) shield for 4 seconds whenever he hits an enemy hero with an ability. Can stack with each other

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Genshin Impact: Sandglass Dendroculus Puzzle Guide

Get rewarded for clearing this new exploration-based mechanic.





Primal Sandglasses are a new mechanic for exploration that you’ll find in the Ruins of King Deshret. Flipping one will start a timed challenge where you’ll need to flip other Primal Sandglasses. Doing so within the time will grant you a reward.

In this guide we’ll teach you how to beat one of these challenges.

The Sandglass Location

To find the Primal Sandglass that rewards you with a Dendroculus and an Exquisite Chest you’ll want to go west of The Mausoleum of King Deshret.

Get to the red-circled area – there’s a Four-Leaf Sigil around to make the travel faster. You’ll end in an area with one of the squared-floor panels that you can activate by interacting with the book front of it. This will create an updraft that will get you to a Dendroculus waiting on top, plus a Forged Primal Light.

From that position you can look at the second area, the one we encircled in a blue circle in the first image. Take the Forged Primal Light to the panel there to create a Primal Sandglass.

The Sandglass Time Trial Challenge

Once you flip the Primal Sandglass you’ll have29 seconds to flip the other two. It may look simple, but there’s invisible walls that’ll make tricky getting to the others.

First you’ll want to do a straight-line run towards where the red arrow points: the part where you can see stone steps rather than sand.

From here turn to the right and keep going forward until you crash against the invisible wall. Then employ some wall-hugging: move while sticking close to the wall so that at the moment it stops being there, your character will get past it to the other side.

When you ‘see’ the door get past it and turn back in direction to the hourglass. This time the wall will be to the right-side of your character. Make your way to the Sandglass normally, and we’re on to the last one.

From that sandglass you’ll run straight to the second batch of stone-floor.

At that point, turn 90° degrees to the right until you see another invisible wall flare up blue. You’ll turn 90° degrees to your right again. Make sure to wall-hug a little so that you can see where the wall ends.

After you’ve cleared the wall do a full turn around, leaving it to left-side of your body and run in a straight line like you were trying to get the torch close to the last Sandglass. You’ll be clear off the wall in a matter of seconds and you can make a beeline for the last Sandglass. Flip it.

Now just walk forward in the direction of the Four-Leaf Sigil, but don’t use it. If you look down you’ll be able to see the Dendroculus and an Exquisite Chest to its right.

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