Pets in Strife are persistent companions who follow you onto the battlefield. They will level up and become stronger with your account level, offering new and more powerful abilities to assist you in combat. Each pet is unique not only in look, but also in function. You can choose only one pet to accompany you in each game, so wisely select the pet that best augments your playstyle.
Reduces incoming creep damage by 15, 17, 19, 21, 23, 25, 27, 29, 31, 33, 35, 37, 39, 41, 43 (scales with hero level)
When hero is below 75% HP, heals by 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120, 125 (scales with hero level). 24 Second Cooldown.
Target an enemy unit to have Fiki taunt all nearby units. Fiki taunts units for 15 seconds. 45 Second Cooldown.
Fiki is the perfect choice for heroes that want to jungle or better handle creeps in lane. Fiki will jump in front of creeps and taunt them, will occasionally heal you when you are below 75% health and enables damage reduction from enemy creeps. Use Taunt to hold waves of creeps from pushing or to jungle without being attacked!
Increases Resistance by 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 (scales with hero level)
Grants 5 allied brawlers 35 bonus attackspeed, +75% base damage, and 300, 309, 327, 354, 390, 435, 489, 552, 624, 705, 795, 894, 1002, 1119, 1245 health (scales with hero level) for 15 seconds. 180 Second Cooldown.
Plunder is great pet for heroes who like aggressively pushing lanes. Plunder grants a powerful buff to allied brawlers, occasionally gives you gold for attacking enemies, and provides you with a nice chunk of resistance. Try using Promote when enemies aren't there to defend.
Increases Out Of Combat Regeneration.
Grant a friendly tower +50% damage +100% resistance and 100% splash damage against brawlers for 8 attacks.\n\nKills the tower earns will be credited to you. 180 Second Cooldown.
Tink is an ideal choice for heroes who need help defending towers or need to avoid getting locked down. Tink provides a powerful buff to allied towers, periodically reduces incoming stuns and slows, and provides increased out of combat regeneration. Heroes will think twice about trying to push down the lane you're in!
Increases Movespeed by 4%
When you attack, Bounder slows target by 20% for 3 seconds. 16 Second Cooldown.
Activate to dash 500 distance in target direction. 120 Second Cooldown.
Bounder excels at enhancing your hero's mobility. For the player who likes to kite, evade, or just move faster, Bounder is the ideal choice. Bounder enables you to fight on your terms, but provides little in toe-to-toe fights.
Increases Movespeed by 10% while out of combat
Upon killing an enemy hero, grants 125 bonus gold. 60 Second Cooldown.
Target enemy to deal 118, 131, 144, 157, 170, 183, 196, 209, 222, 235, 248, 261, 274, 287, 300 damage over time and grant vision. 150 Second Cooldown.
Fitz increases both the success rates and rewards for ganks, while granting out-of-combat movespeed to decrease downtime. However, Fitz's effectiveness is severely hindered if you are not able to successfully execute on gank attempts.
Increases gold from non-heroes by 2
If you miss a killing blow, Luster gets it for you. 15 Second Cooldown.
Activate to deal 700, 722, 744, 766, 788, 810, 832, 854, 876, 898, 920, 942, 964, 986, 1008 damage to non-hero unit. 80 Second Cooldown.
Luster is all about boosting your Gold Per Minute, enabling you to get more and shinier items. Luster is also an excellent choice if you struggle with last-hitting or plan on fighting neutral monsters. Beware: your higher GPM will make you worth more gold to enemies!
Increases Magic damage by 6%
When your abilities affect an enemy, Mystik deals up to 68 Pure Damage (scales with hero level & power). 16 Second Cooldown.
Activate to quickly regenerate 93, 96, 99, 102, 105, 108, 111, 114, 117, 120, 123, 126, 129, 132, 135 mana (scales with hero level). 120 Second Cooldown.
Mystik is perfect for your prototypical magic ability user. Mystik augments all Magic damage, and provides a useful harassment boost to the laning phase. Mystik does not offer any utility or defense however, so position carefully.
Increases Magic damage by 6%
When your abilities affect an enemy, Mystik deals up to 68 Pure Damage (scales with hero level & power). 16 Second Cooldown.
Activate to quickly regenerate 93, 96, 99, 102, 105, 108, 111, 114, 117, 120, 123, 126, 129, 132, 135 mana (scales with hero level). 120 Second Cooldown.
Mystik is perfect for your prototypical magic ability user. Mystik augments all Magic damage, and provides a useful harassment boost to the laning phase. Mystik does not offer any utility or defense however, so position carefully.
Increases Resistance by 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 (scales with hero level)
When an enemy attacks you, Pincer deals 100 Pure Damage (scales with hero level & power). 20 Second Cooldown.
Activate to remove all stuns/slows and provide 50% stun/slow reduction for 2 seconds. 100 Second Cooldown.
Pincer is a versatile pet who helps you counter-act aggression. Pincer can break you out of CC, make you generally more durable, and make enemies think twice about harassing you in lane. Using Pincer's ability effectively can be tough, and the resistance bonus is best with more health.
Increases attack damage by 2.7, 3.15, 3.6, 4.05, 4.5, 4.95, 5.4, 5.85, 6.3, 6.75, 7.2, 7.65, 8.1, 8.55, 9 (scales with hero level).
Your next attack on a hero heals you for 96 Health (scales with hero level & power). 16 Second Cooldown.
Creates an illusion and applies stealth to your hero. Stealth breaks if the illusion dies. Lasts 2.25 seconds. 180 Second Cooldown.
Razer is an excellent choice for heroes revolving around their basic attack. It enhances offensive attack output while providing critical survivability to traditionally fragile heroes. Try using Razer's ability offensively by tricking enemies into thinking you're retreating.
Increases Power by 6.6, 7.2, 7.8, 8.4, 9, 9.6, 10.2, 10.8, 11.4, 12, 12.6, 13.2, 13.8, 14.4, 15 (scales with hero level)
When an enemy comes in range, Topps deals up to 120 Pure Damage over 5 seconds (scales with hero level & power). 18 Second Cooldown.
Activate to slow nearby enemy heroes for 2.25 seconds. 120 Second Cooldown.
Topps is an ideal choice for heroes who want to be in the middle of the action. Topps deals damage to nearby enemies, slows nearby enemies, and provides a boost in Power which should allow you to invest more gold into defense. Topps can make an imposing hero even more scary.
Increases Max Health by 15%
Blocks up to 106 Damage from a hero's basic attack (scales with hero level). 12 Second Cooldown.
Activate to regenerate 118, 131, 144, 157, 170, 183, 196, 209, 222, 235, 248, 261, 274, 287, 300 Health over time (scales with hero level). 160 Second Cooldown.
Tortus is focused solely on improving your hero's survivability. Tortus helps tanks, but really shines when paired with a traditionally fragile hero as it can surprise your enemies with the added health and healing.