
Crank
A blunt goblin weaponsmith who shifts pressure between opponents and closes the feed for harder short-range shots.

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

Paired Seam
Fire the two barrels along neighboring narrow tracks. Each enemy can be struck only once by the pair.
Sidestep both narrow tracks or use a creep to block one. A large target cannot take a double hit.
- Cooldown
- 14s / 13s / 12s / 11s
- Cost
- 65 / 75 / 85 / 95
- Range
- 850 cm
- Cast time
- 0.3s
- Physical damage
- 90/120/150/180 per enemy, maximum once from entire pair
- Overlap
- If both shots intersect same enemy, second contributes no damage or effects
- Attack interaction
- Spell packets only, no ordinary attack or toggle/passive proc. Gun rolls sideways for side-by-side barrel paths.
Example recording · Ability-specific video coming later.

Close Feed
Use a tighter feed that adds a small physical packet to normal hits but shortens attack reach and consumes mana. Switch it off to regain ordinary reach and conserve mana.
Outrange her while the feed is tight, disarm her, or pressure her mana. Evasion can waste a paid attack.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 0 / 0 / 0 / 0
- Range
- 0 cm
- Cast time
- 0s
- Bonus per successful normal hit
- 12/20/28/36 non-attack physical
- Mana
- 8/10/12/14 per committed normal attack, paid at damage point even if attack later misses; no extra attack
- Eligibility
- Enemy heroes/creeps only for bonus; toggled range penalty still applies to all attacks, structures get no bonus
Example recording · Ability-specific video coming later.

Indexed Pressure
A successful normal hit on a different enemy hero shortly after the previous one advances the gun's indexing crank, shortening Paired Seam's remaining cooldown. It rewards splitting pressure without granting an extra shot.
Stay isolated from other heroes or deny either normal hit. Break suppresses the indexing reward.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 0 / 0 / 0 / 0
- Pair
- Normal successful hit on hero A, then different hero B within 4 s; last valid hero updates on each successful hero hit
- Reward
- Reduce Qremaining cooldown by 1/1.5/2/2.5 s, never below 0; no mana/charge or ultimate reduction
- Guard
- One reward per 4 s, fixed regardless CDR to prevent high-AS target-switch loops. No progress/pair prepared during guard
- Limits
- No attack proc or damage; player must acquire each target normally. No auto-target switch or readiness reveal.
Example recording · Ability-specific video coming later.

Closing Stitch
Commit to two shots down one fixed warned lane. Enemies struck by both take both physical hits and are briefly Silenced by the second.
Step out after the first warning or first beat, dispel its pending tag, or interrupt the stationary gunner. Losing one beat denies her Silence condition.
- Cooldown
- 105s / 95s / 85s
- Cost
- 155 / 195 / 235
- Range
- 750 cm
- Cast time
- 0.3s
- Physical damage
- 100/140/180 per beat, maximum 200/280/360 per enemy
- Lane
- Fixed world band 750 cm long and 160 cm wide from initial cast direction; warns affected players at commitment
- Channel
- 1.2 s; beats at 0.35 and 0.95 s after cast. Each beat one packet per enemy in band, no body-block chains or retargeting
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