
Corsair
A captain who rallies a push and places a two-angle broadside to briefly lock enemy items through clear firing lanes.

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

Scimitar Sweep
Spend a charge to sweep the scimitar and shove nearby enemies a short distance. Save the second sweep to peel again or correct your spacing.
Stand beyond his melee arc or approach from another angle.
- Cooldown
- 1.5s / 1.5s / 1.5s / 1.5s
- Cost
- 60 / 70 / 80 / 90
- Charges
- 2 / 2 / 2 / 2
- Recharge
- 18s / 16s / 14s / 12s
- Range
- 250 cm
- Cast time
- 0.3s
- Physical damage
- 50 / 75 / 100 / 125 per cast; one 100-degree 250 cm cone.
Example recording · Ability-specific video coming later.

Captain’s Command
Rally nearby allied heroes and lane creeps for a short burst of attack speed. Keep the formation close enough to receive the initial command.
Disengage from the brief rally or clear the wave before he can use it.
- Cooldown
- 26s / 24s / 22s / 20s
- Cost
- 80 / 90 / 100 / 110
- Range
- 500 cm
- Cast time
- 0.35s
- Attack speed
- 15 / 20 / 25 / 30 for 4 s
- Creeps
- 50% of the attack-speed bonus; excludes summoned units
- Stack rule
- Strongest Command only
Example recording · Ability-specific video coming later.

Sea Legs
Your practiced peg-leg stance reduces the strength of movement slows. It does not protect against roots, stuns or displacement.
Use roots or hard control; Break removes the resistance.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 0 / 0 / 0 / 0
- Slow resistance
- 12 / 18 / 24 / 30%
- Restriction
- No displacement resistance, damage reduction or bonus movement speed
- Stacking
- Slow resistance combines multiplicatively with other sources; suppressed during Break; no stored stacks.
Example recording · Ability-specific video coming later.

Ghost Broadside
Place two ghostly cannons and aim their crossing shots. An enemy hero caught by both is briefly muted, preventing item use.
Step off the visible crossing paths, screen a shot with a creep or teammate, or use an ally basic dispel on Mute. One missed shot prevents the conditional item lock.
- Cooldown
- 120s / 110s / 100s
- Cost
- 160 / 200 / 240
- Range
- 600 cm
- Cast time
- 0.8s
- Placement
- Visible navigable ground; a fixed 350 cm baseline perpendicular to the chosen vector, with one noninteractive cannon prop at each endpoint
- Release
- Two shots simultaneously at cast completion after a 0.8 s public warning; exact trajectories and convergence point warned
- Physical damage
- 100 / 140 / 180 per projectile; maximum 200 / 280 / 360 to one target across this cast
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