
Darter
A patient marsh hunter who uses a clean sedative dart to make a brief opening, then chooses when to wake the prey.

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

Drowse Needle
Send a sedative dart at the current enemy target, putting it briefly to Sleep without dealing damage. Enemies carrying damage over time cannot be selected for this Sleep.
Use an existing Do T to deny eligibility, disjoint the dart, apply a strong dispel, or let incidental damage wake the sleeper.
- Cooldown
- 24s / 22s / 20s / 18s
- Cost
- 70 / 80 / 90 / 100
- Range
- 700 cm
- Cast time
- 0.3s
- Sleep
- 1.2/1.5/1.8/2.1 s; strong-dispellable; any damage wakes, no damage threshold or transfer
- Projectile
- 1500 cm/s targeted dart, ordinary disjoint behavior; no special detection/vision. It deals zero damage, including on Sleepapplication
- Team interaction
- Any allied/enemy damage ends Sleep; caster has no exception. This entire kit contains no Do T.
Example recording · Ability-specific video coming later.

Tail Skim
Push off with his webbed feet and skim a short distance to visible open ground. It creates space without damaging or moving another unit.
Root him before the skim or chase once its short distance and cooldown are spent.
- Cooldown
- 22s / 20s / 18s / 16s
- Cost
- 60 / 65 / 70 / 75
- Range
- 300 cm
- Cast time
- 0.25s
- Travel
- Up to 300 cm over 0.35 s on unobstructed navigable ground; terrain/units block path, no wall or unit crossing
- Target
- Caster-only landing preview; committed movement/body cue visible and audible. No free attack or target acquisition on landing.
Example recording · Ability-specific video coming later.

Clean Puncture
A normal dart hit against a Stunned, Rooted or Sleeping enemy deals one small extra physical packet. The bonus still wakes a sleeping target normally.
Dispel the control before his attack lands, evade the attack, or Break him. His own Sleep is consumed by the wake-up hit.
- Cooldown
- 8s / 7s / 6s / 5s
- Cost
- 0 / 0 / 0 / 0
- Bonus
- 25/35/45/55 non-attack physical once per passive cooldown
- State
- No stored preparation. Break suppresses eligibility/bonus, cooldown continues through Break/death. No catch-up reward after suppression
- Procs
- No extra attack, attack reset or recursive on-hit application; unlearned C gives nothing
Example recording · Ability-specific video coming later.

Numbing Needle
Fire a heavy numbing dart that deals immediate magical damage and briefly Mutes the target's items. The enemy can still use hero abilities and normal attacks.
Disjoint or dispel the needle, use hero abilities during Mute, or protect the threatened ally before impact.
- Cooldown
- 105s / 95s / 85s
- Cost
- 150 / 190 / 230
- Range
- 750 cm
- Cast time
- 0.45s
- Magical damage
- 160/230/300 once on impact; no ticking damage
- Mute
- 2/2.5/3 s; basic-dispellable; stops item actives and interrupts item channels only
- Target
- Current team-visible enemy hero only within 750 cm; 1400 cm/s targeted projectile, ordinary disjoint rules, no retargeting or reveal
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