The Paxley family is one of the most powerful and prestigious magic families in the Land of Dawn, and each member is raised to become a mage of the finest order. In their eyes, the path of magician is the most sacred and noble vocation there is, and all those who brandish a sword in battle are merely weak, dim-witted fools. Gossen, however, is determined to break the mold. The patriarch’s forth son, Gossen, exhibited a high affinity towards light elements at a very early age, but rather than spend his days with his nose buried in a book, Gossen would use his control over light to imbue himself with the speed to run laps of the family estate in mere minutes, and to enchant old ceremonial swords with powerful light energy. He always believe that the family elders were incurably stubborn and rebelled against their wishes at every opportunity. Finally, Gossen was given the chance to prove himself, when the time came for him to take the Paxley family’s most important test — a rite of passage into adulthood. With Gossen’s blistering speed in battle, his opponent was unable to lock onto his position, and with his light-charged blade, he claimed victory before his opponent even had a chance to launch a single spell. The elders were in awe of his incredible form and fighting technique, but with their deep-rooted prejudice to tradition, they gave Gossen two choices: to either abandon his fighting sytle, or be banished from the family. FAcing such adversity and unable to control his rebelliously independent nature, Gossen chose to leave the family, convinced that soon the entire Land of Dawn would know his name and understand the true extent of his power.
+Early game power spike
+Good initiating skill
-Difficult to cope up when behind
-Too squishy for melee
-Low teamfight presence
Dagger Specialist (passive) – Each spellcast adds a rune to Gossen’s dagger. After stacking 3 runes the next basic attack will deal additional damage equal to 15% of the target’s missing HP, and restore HP equal to 80% of the damage dealth.
Sword Spike – Throws a dagger in the specified direction, dealing 200 (+80% Total Magic Power) magic damage to the first target hit. Use this skill again to appear behind the target and attack them for 200 (+150% Total Magic Power) magic damage. Good skill to let you go behind your target. Just put one level on this skill and master as you completed your 2nd skill and ultimate.
Shadowblade Slaughter – Throws daggers forward, each dealing 130 (+60% Total Magic Power) magic damage to targets hit and slowing them for 2 seconds. Use again to recover daggers, dealing 80 (+50% Total Magic Power) magic damage to enemies hit as they return. Prioritize leveling this skill next to your ultimate as this will be the source of your damage for poke as well as crowd control.
Incandescence – Charges forward a short distance, immediately resetting Sword Spike and Shadowblade Slaughter cooldowns and gaining 30% movement speed for 4 seconds. After resetting its cooldown, Shadowblade Slaughter can be used to immediately throw 5 daggers, while using it agian will recover 10 daggers.
Concentrated Energy – +70 Magic Power / +700 HP / Unique: +30% Spell Vamp / Unique Passive-Recharge: Regen 10% of one’s HP after killing a hero. This will gives you sustain for laning phase as well as decent Magic Power and HP. Like what we mentioned about this hero, he is squishy and get easily focused fire, so this 700 HP is a big help for early power spike as well as tower dive.
Magic Shoes or Arcane Boots – The decision is based on your opponent. If you are against with 2 tanks it would be better if you are going to build magic penetration otherwise, cooldown is a must so you can maximize your poke potential.
Devil Tears – +65 Magic Power / Unique: +40% Magic Penetration / Unique Passive-Spellbreaker: When HP is higher than 70%, the unique bonus effect is increased by 30%. When talking about early powerspike, Devil Tears will gives you good damage on early game as you can get this for just 1970 gold.
Holy Crystal – +90 Magic Power / Unique: +25% Magic Power / Unique Passive-Exterminate: After a skill hits target, magic attack will immediately increase 15%. The next skill damage will terminate this effect. This effect can lats up to 3 seconds with built-in cooldown time of 10 seconds. Good damaging item for late game. The unique passive will unleash more damage output from Gossen to ensure that you can eliminate your target faster giving them no chance to fight back.
Blood Wings – +150 Magic Power / +150 HP / Unique Passive-Nirvana: Adds 2 HP for every 1 magic power added. If you reach this item, meaning it is late game and late game is not good for most assassin. You have enough damage at this point. So the best thing you need to do is to invest on your survival without sacrificing your primary role in game. To fulfill your task, I believe that Blood Wings will be the best 5th item on your inventory. It will boost your damage unquestionably as well as boosting your HP based on how much magic power you have.
Immortality – 800 HP / +40 Magic Resistance / Unique Passive-Immortal: Resurrect in 2 seconds after dying and get 15% HP and a shield that can absorb 300-1000 damage. Shield lasts for 3 seconds. Cooldown for this effect is 180 seconds. This item is a must for all assassin. Keep in mind that you need to get closer to your target before you can burst it. So your damage will become useless if you can unleash it against your opponent. To ensure that you will be a threat until late game, you need to have an immortality that will boost your survival rate in game.
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