
Bombardier
A practical draconic siege veteran who banks heavy shells into cover lanes and reads a fuse by ear.

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

Banked Round
Choose a first landing point and a bounce direction for one heavy shell. Its two successive impacts reward predicting where enemies will move.
Read both ground circles and move across the bounce direction. He cannot steer the shell after commitment.
- Cooldown
- 16s / 15s / 14s / 13s
- Cost
- 75 / 85 / 95 / 105
- Range
- 650 cm
- Cast time
- 0.4s
- First impact
- 40/55/70/85 physical in 170 cm radius,0.55 s after cast
- Second impact
- 75/100/125/150 physical in 170 cm radius,0.5 s after first,300 cm along committed vector
- Maximum per enemy
- 115/155/195/235 if caught in overlap at both times; one hit per impact
Example recording · Ability-specific video coming later.

Breech Check
Strike one nearby enemy with the gun stock, dealing modest physical damage and a short stun.
Stay beyond the short stock reach or interrupt the windup. Once it is spent, his defense depends on spacing.
- Cooldown
- 22s / 20s / 18s / 16s
- Cost
- 60 / 70 / 80 / 90
- Range
- 225 cm
- Cast time
- 0.4s
- Physical damage
- 40/55/70/85 once
- Stun
- 0.6/0.8/1.0/1.2 s, strong-dispellable
- Limits
- Current visible enemy hero/creep in 225 cm; no attack procs, reset, dash, knockback or ally launch
Example recording · Ability-specific video coming later.

Recoil Plates
When he commits Banked Round or Fuse Margin, his braced armor gains a brief physical shield. The plates need time to settle before another cast can refresh them.
Use magic, exhaust the small pool or wait out its short duration. Bait one shell before engaging again.
- Cooldown
- 8s / 7s / 6s / 5s
- Cost
- 0 / 0 / 0 / 0
- Physical shield
- 60/80/100/120 HP for 2.5 s; no Flow scaling
- Trigger
- Q or initial X commitment while passive cooldown ready; E and X recast do not trigger
- Pool
- One self pool after mitigation, overflow normal; magic/pure bypass; enemy basic dispel removes shield
Example recording · Ability-specific video coming later.

Fuse Margin
Lodge a shell in a warned patch and let its fuse finish for full damage. X becomes Split Fuse briefly, allowing an earlier weaker detonation when enemies are about to leave.
Leave the fixed circle or provoke the early release. The shell cannot follow, and most of the warning is available before full damage.
- Cooldown
- 115s / 105s / 95s
- Cost
- 165 / 210 / 255
- Range
- 800 cm
- Cast time
- 0.45s
- Full physical damage
- 240/330/420 once when 2 s fuse finishes
- Early physical damage
- 144/198/252 once; 60% of full value
- Patch
- 260 cm radius, fixed on valid visible ground; shell lands without damage 0.4 s after cast then arms 2 s fuse
Build a guide.
0 / 22 ability points
Rules & data
FOV grants one ability point per level from 1–22: 15 kit ranks and 7 shared stat boons. Basic ranks normally unlock at 1/3/5/7 (then 9 if a fifth rank exists); ultimate ranks at 6/12/18, up to that ability's authored maximum. Per-ability overrides take priority. These are minimum hero levels, not a wait after your last pick: delayed catch-up ranks are allowed. Every pick is checked against earlier and later allocations.
Boons add +1 to all attributes; all seven ranks unlock at level 2 and share the ability-point budget. Existing shared guides retain later banked picks in the same grid; invalid old picks stay removable.
Talents have not yet been published for this hero; this guide plans abilities only. Innates and item upgrades cost no ability points.
Hero kits are proposed designs and may change during development. This is a planning draft, not a certified in-game build.
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
On the battlefield.
- Mid85
- Off75
Control the timing and landing geometry of a few heavy cannon packets, using limited close defense to survive long enough for the planned impact.
Trade-offSlow weapon casts and loud fixed warnings are avoidable. The close stun is short-ranged, recoil armor stops only physical damage, and an early fuse release sacrifices burst.