
Bailiff
A close prison warden who denies attacks and items with short basics, then risks a stationary channel to hold two prisoners whose spells remain a threat.

Abilities.
In developmentExample recording · Ability-specific video coming later.

Toothlock
Sweep the key-cleaver across nearby weapons, damaging and briefly disarming enemies in front of you.
Leave the short cone or answer with a hero spell. Disarm does not stop ordinary casting or items.
- Cooldown
- 15s / 14s / 13s / 12s
- Cost
- 60 / 70 / 80 / 90
- Range
- 280 cm
- Cast time
- 0.4s
- Physical damage
- 60 / 90 / 120 / 150 once in a 90-degree 280 cm cone.
- Disarm
- 0.7 / 0.9 / 1.1 / 1.3 s after damage; attacks and acquisition stop, but ordinary hero spells and items remain available.
- Limits
- Fixed spell packet, no normal-attack procs, no pull or automatic facing. Public cone and key-tooth audio at commitment.
Example recording · Ability-specific video coming later.

Latch Line
Score a short visible latch into the ground. The first time each enemy hero crosses it, their items are briefly muted.
Walk around the short line or use a needed item before crossing. Muted heroes may still move, attack and use hero abilities.
- Cooldown
- 22s / 20s / 18s / 16s
- Cost
- 75 / 85 / 95 / 105
- Range
- 450 cm
- Cast time
- 0.6s
- Dispel
- The applied Mute is basic-dispellable; the noninteractive ground VFX is not a buff or unit.
Example recording · Ability-specific video coming later.

Ballast Straps
Your iron straps harden while nearby enemies remain caught by your Disarm or Mute. Removing those locks strips away the extra armor.
Dispel Disarm/Mute, move beyond 350 cm or apply Break; magical damage bypasses this extra physical protection.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 0 / 0 / 0 / 0
Example recording · Ability-specific video coming later.

Turn the Key
Turn the key-cleaver to imprison up to two heroes in front of you, Rooting and Disarming them while you hold a stationary channel. They can still cast spells and use items; interrupting the Gaoler releases every prisoner.
Step out of the capture cone during the warning. Captured heroes can still use non-mobility spells and items to interrupt Gaoler; teammates can strongly dispel them, displace them beyond 500 cm, or move, silence or kill the stationary caster.
- Cooldown
- 145s / 135s / 125s
- Cost
- 180 / 225 / 270
- Range
- 350 cm
- Cast time
- 0.6s
- Initial physical damage
- 40 / 60 / 80 per selected hero once at capture, before applying locks.
Build a guide.
Ability order Levels 1–22
Choose a cell to learn a rank; choose it again to clear. Scroll for later levels. Arrow keys move between cells.
Levels 1–22