212 Landslide
Active
Wiro charges for a short period of time (during which he can move, and 50% of the cooldown is returned if the ability is canceled) then smashes his axe into the ground, dealing 300 (+150% of AD) physical damage to enemies nearby and knocking them in the air for 1 second. The longer the cahrging time, the larger the range and higher the damage, up to a maximum of 1000 (+150% of AD) physical damage. Each enemy that gets knocked into the air deals an additional 50% physical damage to other nearby enemies when they land.
After learning this ability, Wiro's abilities and enhanced normal attacks deal additional 38 (+25% of AD) magic damage to nearby enemies and buildings for 3 seconds.
212 Pummel
Active
Wiro resets his normal attack and enhances his next 3 normal attacks, with each strike dealing an additional 80(+10% of AD) physical damage. The 3rd strike knocks the target in the air for 0.75 seconds.
212 Maelstrom
Active
Wiro charges towards the target location direction (but will be stopped if he runs into an obstacle), dealing 100 (+40 % of AD) physical damage to enemies along the way and knocking them back, if enemies are knocked into an obstacle, they take 50% additional damage and are stunned for 1 second. If Wiro runs into an enemy building, the building takes 250 (+100% of AD) physical damage.
212 Pinnacle
Passive
Wiro's training has reached a new level, increasing his armor and magic defense (not effective while on cooldown). When Wiro is near death, his health is restored by 60% and he is immobilized for 4.5 seconds, during which he loses 25% armor and magic defense and 3 insignias appear around him. When touched by an ally hero, each insignia restores 10% HP to Wiro and the hero. After all 3 insignias have been activated or at the end of 4.5 seconds, Wiro deals 150 (+100% of AD) magic damage to nearby enemies and reduces their movement speed. He also gains 50% attack speed and 30% movement speed for 5 seconds. This effect can only be triggered once every 120 seconds.