Hale Outcast, Survivor
Hale is a melee attack damage hero who offers excellent mobility and initiation. He is unmatched in a head-to-head melee fight, and can sustain continuous farming of neutral monsters.
View LoreHero Gear Sets
Hero Difficulty
How to Play
View a tutorial on how to dominate your opponents with Hale
Hero Stats (Max Level)
Attack Damage Attack Range Health ManaHero Gear Sets
Hero Difficulty
How to Play
View a tutorial on how to dominate your opponents with Hale
Hero Abilities
- Q
- W
- E
- R
Sweeping Strikes
Hale aims his sword and dashes forward with two swings, each damaging enemies. Multiple hits on the same target deal reduced damage. This ability refreshes when an enemy hero dies nearby.
Inertial Sword
Hale empowers his next attack, dealing bonus damage in a line. He gains a brief burst of speed upon use.
Sheol Calibur
Ability_Hale3_descriptionHale gains increased attack speed for a few seconds. During this time, his attacks heal him for a portion of his max Health.
Earthquake
Hale slams the ground, creating a shockwave that damages and stuns nearby enemies.
Hero Gear Sets
Hero Difficulty
How to Play
View a tutorial on how to dominate your opponents with Hale
Hale Builds
- Attack Damage
- Jungle
- Power Tank
Role Attack Damage, Glass Cannon
Playstyle This build is all about getting in quick at the right opportunity and dealing large amounts of damage quickly. Use Sheol Calibur to win one-on-one fights against heroes, but also to heal from neutral monsters and lane brawlers. Don't hesitate to push the lane and then disappear into the jungle for a neutral camp between waves in the early game - the extra gold will help accelerate you past your opponents.
+250 Health
Activate: remove all stuns/slows and provide 50% stun/slow reduction for 2 seconds.
+35 Movement Speed
Attacks apply 20% movement slow to target. Lasts 2.0 seconds.
Slow is less powerful for ranged attackers.
Grants a 20% chance to deal 2x the damage on an attack.
+10 Resistance
Bounder
Bounder will help you engage or disengage opponents, as picking the right engagements is key for this build. The increased mobility and slow on enemies allows Hale to chase down targets.
Role Jungle, Tank, Initiation
Playstyle This build focuses on jungling in the early game and moving to tanky initiation in the later stages of the game. You will want to try to help your ally gank when Luster's bonus gold ability is off cooldown.
Activate: deal 1.2x attack damage to a non-hero unit.
+225 Health
Block 15 damage against non-hero units.
Increase damage dealt against non-hero units by 10%.
+250 Health
Activate: remove all stuns/slows and provide 50% stun/slow reduction for 2 seconds.
Using an ability that costs mana grants 45 bonus damage on your next attack.
Passively deals 25 Magic damage/sec to enemies in a 500 radius.
Upon death, you will be revived with 15% Health and Mana.
Provides Power equal to 0.90% of your Max Health.
Luster
Luster enables you to more efficiently eliminate neutral monsters, and also helps you take down Baldir solo early.
Role Initiation, Tank
Playstyle This build focuses on tanking up early with HP and armor. Your skills will help you do decent damage in lane to acquire assists. Use Inertial Sword to harass and Sheol Calibur to farm neutrals while roaming. Make sure to utilize your two methods of Crowd Control-removal to ensure safety and an ability to reset and go back in when cooldowns are ready.
+250 Health
Activate: remove all stuns/slows and provide 50% stun/slow reduction for 2 seconds.
+15 Resistance
Attacks apply 20% movement slow to target. Lasts 2.0 seconds.
Slow is less powerful for ranged attackers.
+5 Health Regen
Provides Power equal to 0.90% of your Max Health.
Activate: gain 80 Resistance for 8 seconds.
Pincer
The additional armor will augment your large HP pool. Breakout can save you from ganks as well as help you stick on your targets with Frost Prism.
Hale Media
Hale Lore
Hale, swordsman of the wastes, hails from a mysterious tribe of Elves – the Kenar-Ahdam – that eke out an existence in the ruins of Strife where they have been effectively exiled to by the other races of Gael as a result of suspicions that they are half-Dharkwave/half-Elf. As perpetual outcasts, the Kenar-Ahdam have remained largely isolated from the worlds around them and have preserved many of their old customs including Rhen-Dhit wherein the second son of the family is sent off to find fortune on their own so as not to challenge the first son for inheritance. Hale, second son of Mhernad, ventured forth to join in the Trials of Strife in order to win himself a place within his tribe, and his tribe a place amongst the rest of the races of the planes.