- 60%: gains TWISTER, gains teleport that leaves a whirlpool behind and steam tells where he reappears and knockbacks 2 seconds later. Elementals often spawn by packs of 3, they have 75 life and after 10 seconds turn into missiles towards random heroes and carry them until 2000 damage wallslam.
- 40%: gains TIDALWAVE.
- 30%: elementals stop spawning, progressively conjures up to 6 permanent large vortexes near corners that deal 350 damage/second.
Water orbs often spawn in packs of 6 near Vale, they have 1 life and give Vale 4% [Hard+ : 8%] energy each upon fusing with him.
Wallslam happens when a hero gets knockbacked or carried into a wall, deals 1000 damage, 2 seconds stun and gives short knockback immunity.
Melee basic attack punches for 300 [Hard+: 500] damage, heavy knockback and 50% slow for 2 seconds.
Ranged basic attack sprays water in a small area for 375 [Hard+ 500 damage] over .5 seconds.
Spins in place, instantly hits melee for 500 damage + knockback + 1s 50% slow then 1.5s later release 9 waves that carry until wallslam.
Launches an arc of water projectiles that impact for 1200 damage, 2 seconds stun and bounce farther away a 2nd and 3rd time, hits only once.
Counter (.75s cast)
Channels a water beam for 4 seconds that deals 200 damage/second, continuously knockbacks and can slightly rotate.
Conjures a whirlpool below a hero that lasts 6 seconds, deals 880 damage/second, 50% slow and silence. Whirlpools release 9 water missiles when they expire that deal 600 damage.
Avoids targeting the same hero for 30 seconds.
Vale morphs into a wave and moves towards a 1st random hero for 1000 damage on his way and 3000 impact damage, he repeats this faster towards a 2nd then a 3rd hero. Prioritizes heroes far, small homing on great distances.
Counter (5s channel)
Conjures a barrage of water projectiles that impact small areas near heroes and deal from 250 to up to 500 damage, each hit increases damage by 50. Can be taunted. [Normal+: adds 50% slow for 3 seconds]
Counter (3s channel)
Gain 60% energy over the duration.
Spins in place and dashes at high speed for 2 seconds, bouncing on walls. Continuously hits on his way for 750 damage, knockback and 50% slow for 1 second.
Causes a global shockwave at a corner for 350 damage and erupts 5 slow waves that carry heroes until wallslam.
- Spins in place and kills elementals.
- Carries heroes touching him as he launches in the air and travels a fixed distance. Landing releases heroes, heavily knockbacks and emits a circle of water missiles spiraling outwards that deal 600 damage.
- Submerges to emerge on a hero 2 seconds later then repeat 2.
- Repeats 3.