Heroes · Earth

Wren

The wood always tells me where you'll step.

In-game animationWren
ArcherEarth

Base attributes

HP
252
ATK
20
ATK/s
1.7
MOVE
92

Base values before level scaling and combat bonuses. Actual battle attributes can differ.

About

A bark-hooded canopy ranger with a golden braid and layered leaf mantle, loosing patient rootwood shots that thread the gaps between trees and enemies alike.

Wren grew up in a canopy-world where whole villages lived in the crowns of trees a mile tall, and the ground below belonged to things best left unmet. She learned the bow before she learned to read, reading instead the lean of a branch, the hush of disturbed leaves, the green-eyed patience of a hunter who only ever needs one arrow. The summoning plucked her from a high bough mid-draw; she landed light, pulled her bark hood low, and picked her shot.

Origin

  • A canopy-world of mile-high trees where villages lived in the branches.

Game guide

Skills & abilities

Active · 6 s cooldown

Canopy Shot

A patient longbow shot loosed through the gap before the enemy fills it.

Passive

Greeneye

Reads the lean of the branch and the step that follows.

Passive

Light Step

Lands like a falling leaf — always moving, always loosing.

Active · 8 s cooldown

Thornpin Arrow

Nail the lead pair to the ground with barbed, root-biting shafts — pinned in place, unable to move or strike until they tear free.

Passive

Marked Trail

Once a quarry is marked it does not leave the wood alive — her first arrow into any foe strikes truest.

Passive

Forager's Luck

Knows which path through the green carries the richer spoils.

Active · 11 s cooldown

Spreadshot Volley

Fan a spread of arrows across every enemy crossing the tree line.

Passive

Deep Roots

Stands her ground like a tree that has weathered every storm.

Passive

Windfall

The longer the shot, the heavier it falls.

Active · 15 s cooldown

Heartwood Rain

Arc a whole quiver above the canopy and let it fall on a crowded line.

Passive

Barkstring

A bowstring cured in old bark keeps tension without wasting motion.

Active · 10 s cooldown

Leafblind

Scatter a green blind across the enemy approach, slowing the push into the trees.

Active · 9 s cooldown

Resin Tip

A sticky resin arrow that keeps tearing as the target fights free.

Passive

Canopy Route

The best path through the branches always reaches the richer clearing.

Active · 13 s cooldown

Branch Signal

Mark the trail with a snapping branch so every ally knows where to hit.

Passive

Ring Count

Patience adds rings to the tree and weight to the shot.

Active · 14 s cooldown

Splinterstorm

A green-brown storm of splinters sweeps the packed front line.

Passive

Old Bough

The old branches bend, then answer with a heavier snap.

Active · 20 s cooldown

Milehigh Shot

Loose from the impossible height of home and let gravity finish the lesson.

Passive

Forest Remembers

While at or below 40% HP, take up to 10% less damage (+5%/level).

Active · 18 s cooldown

Heartwood Arrow

Hit the selected foe for 4× ATK (+12% at rank 2). Cooldown 18s.

Passive

Gap in the Leaves

The owner's first hit on each foe deals 12% more damage per rank (up to 24%). Later hits do not repeat it; each new foe has its own opening.

Passive

Quiet Fall

Deal 22% more damage to foes at 25% HP or less.

Active · 18 s cooldown

Branching Volley

Hit the front foe for 3.2× ATK (+12% at rank 2) and up to 4 nearby foes for 55% of that hit. Cooldown 18s.

Passive

Bent but Drawing

At 50% HP or less, deal 8% more damage per rank (up to 16%). The bonus ends above that threshold.

Passive

Canopy Pursuit

After the owner gets a kill, gain 16% attack speed for 5s. Further kills refresh the duration; the bonus does not stack.

Active · 20 s cooldown

Leafrunner

Multiply own attack speed by 1.4 for 6s (+0.4s at rank 2). Recasts refresh; the buff does not stack. Cooldown 20s.

Passive

Rooted Resolve

At 40% HP or less, take 9% less damage per rank (up to 18%). The reduction ends above that threshold.

Passive

Last Green Shoot

Once per fight, survive a lethal hit at 1 HP and restore 12% max HP. Personal death saves share one trigger; the strongest learned recovery is used.