Description
Although trial by combat was long ago outlawed in the Legion of Man, on the fringes of civilization there are several who still practice it. When the war between the Legion and the Hellbourne broke out The Gladiator ventured forth in search of worthy opponents, each crack of his mighty whip sounding the death knell for another daemon.
The Gladiator's Flagellation is the core skill to his play style, allowing him to farm and harass with one skill. Late game, skilled players can use well-placed Pitfalls and Calls to Arms to demolish the opposing team.
Strength: 24 (+3 per level)
Agility: 14 (+1.2 per level)
Intelligence: 18 (+2.0 per level)
Move Speed: 300
Attach Range: 150Pitfall [Q]

[ Target Position ]
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.
Target a location to summon a Pitfall. After a
1.5 second delay, enemy units at the location take
{75,150,225,300} Magic Damage, get launched into the air for
1.5 seconds and receive
-30% Movement Speed for
{1,2,3,4} seconds.
Grants temporary vision around the Pitfall after triggering.
Spiked! Effect(s):Creates a Pitfall at target position, which is visible to allies only. After 1.5 seconds, the Pitfall deals {75,150,225,300} Magic Damage to enemies in radius, knocks them up for 1.5 seconds, and applies Spiked! for {1,2,3,4} seconds.
Grants 400 day and night Clearvision around the Pitfall after it triggers.
Showdown [W]

[ Target Entity ]
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!
Target a unit to mark it for Showdown. If Showdown is activated again or in
4 seconds, the target will be returned to his marked location. Grants temporary vision around the Showdown mark.
Activate to teleport target of Showdown back to marked location.
Gladiators are not known for their patience, though. At any time he can recall his challenged target to begin the fight anew.
Challenged to Fight Effect(s):While off cooldown, grants {15,30,45,60} Damage.
When attacking an enemy unit, your next attack deals 100% splash damage in True Damage in a {380,420,460,500} radius.
Attacking a Tower or Building triggers the cooldown, but not the splash damage. Does not go on cooldown when attacking allied units.
Summons a Colosseum at the target's location and applies Challenged to Fight to it for 4 seconds.
Activate again to teleport Challenged unit to the Colosseum early. Does not teleport back Magic Immune units.
Grants 1000 day and night Clearvision around the Colosseum for 5 seconds.
Instantly ports back the Challenged target to the Colosseum.
Flagellation [E]

[ Passive ]
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 available, passively grants your next attack
{20,40,60,80} Bonus Damage and
100% True Damage Cleave in a {380,420,460,500} AoE.
Activate to teleport target of Showdown back to marked location.
Gladiators are not known for their patience, though. At any time he can recall his challenged target to begin the fight anew.
Challenged to Fight Effect(s):While off cooldown, grants {20,40,60,80} Damage.
When attacking an enemy unit, your next attack deals 100% splash damage in True Damage in a {380,420,460,500} radius.
Attacking a Tower or Building triggers the cooldown, but not the splash damage. Does not go on cooldown when attacking allied units.
Summons a Colosseum at the target's location and applies Challenged to Fight to it for {2,3,4,5} seconds.
Activate again to teleport Challenged unit to the Colosseum early. Does not teleport back Magic Immune units.
Grants 1000 day and night Clearvision around the Colosseum for 5 seconds.
Instantly ports back the Challenged target to the Colosseum.
Call to Arms [R]

[ Target Position ]
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.
Target a location to summon a Chariot that travels towards the location.
Allies in the Chariot's path receive
10% Movement Speed and
-50% incoming damage for
6 seconds. The reduced damage is dealt as HP removal at the end of the buff.
Enemies at the Chariot's final location receive
{300,450,600} Magic Damage and a
1 second Stun. The Chariot grants vision while in motion & temporary vision after impact.
Call to Arms Effect(s):Summons a Chariot behind you that travels 2000 units in target direction. The Chariot applies Call to Arms to allies it passes through for 6 seconds.
Upon reaching its end point, the Chariot deals {300,450,600} Magic Damage to enemies in a 450 radius and Stuns them for 1 second.
Grants 800 day and night Clearvision around the Chariot. Vision lingers for 6 seconds.
Summons a Chariot 1000 units behind you that travels 2000 units in target direction. The Chariot applies Call to Arms to allies it passes through for {5,6,7} seconds.
Upon reaching its end point, the Chariot deals {300,400,500} Magic Damage to enemies in a 400 radius and Stuns them for 1 second.
Grants 800 day and night Clearvision around the Chariot. Vision lingers for 6 seconds.