Arenas that Gladiators live in are full of pitfalls and traps. The Gladiator can bring out the essence of the Arena anywhere, summoning a Spike Trap that will go off after a delay. Anyone hit is stunned, damaged, then snared.
Activation After a 2 second delay, any target in the radius takes 120 / 180 / 240 / 300 Magic damage while thrown in the air and then has Spiked! applied to them for 1 / 2 / 3 / 4 seconds.
Spiked! Effects 30% Movement Slow
Showdown
One-on-One challenges are the lifeblood of a Gladiator and they can challenge anyone at any time. After a short delay, the challenged person is returned to where they were previously so the fight can begin!
Activation Summons a Colosseum at the target's location and applies Challenged to Fight to them for 1 / 2 / 3 / 4 seconds. Ability is replaced with "I Have No Patience" for the duration.
Challenged to Fight Effects Will be ported back to the Colosseum after 1 / 2 / 3 / 4 seconds
Flagellation
Knowing how to wield only one weapon is a weakness. The Gladiator is master of many, but prefers to use a Whip as his secondary so he can harm those a good distance from himself with ease.
When attacking enemy units, applies 100% True damage splash in a 380 / 420 / 460 / 500 AOE and triggers cooldown.
Attacking Towers or Buildings will not trigger the splash but will trigger the cooldown. Attacking allied units will trigger neither.
Call to Arms
Gladiators always have allies where they are not expected, thus The Gladiator can call upon a Chariot to inspire his allies and trample his enemies underfoot.
Activation Summons a Chariot 1000 units behind The Gladiator that travels up to 1000 units infront of where he casted it. Any allies near where it passes have Call to Arms applied to them for 5 / 6 / 7 seconds.
When it reaches the end, it deals 300 / 400 / 500 Magic damage and stuns all enemies in a 400 radius for 1 second.
Rallied! Effects 10% Movement Speed Damage taken is halved.\nPrevented damage is taken all at once at the end of the buff and is nonlethal.