
Fletch
A practical hunter who relocates one finite snare with an arrow and switches between nearby visible targets to relay fletching damage.

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

Trailshot
Fire one uncharged arrow that strikes the first enemy. If its path crosses her own placed Trail Snare, the arrow lifts that same snare and carries its one-use root onward.
Intercept the shot with a creep, dodge its single lane, or destroy/detect the ground snare before pickup. Her trap's original lifetime keeps ticking.
- Cooldown
- 13s / 12s / 11s / 10s
- Cost
- 65 / 75 / 85 / 95
- Range
- 1000 cm
- Cast time
- 0.35s
- Physical damage
- 95 / 135 / 175 / 215 to the first enemy; no charge or piercing
- Snare pickup
- Only her single currently placed Trail Snare, within 70 cm of the arrow path; the ground copy is removed immediately
- Lifetime
- Keep the original snare identity, expiry and E cooldown; flight time counts against lifetime; no duplicate or refreshed trap
Example recording · Ability-specific video coming later.

Trail Snare
Place one concealed ranger snare. The first enemy hero crossing it is rooted and consumes the trap.
Detect or bait the single trap. It takes time to arm and cannot stack under one victim.
- Cooldown
- 25s / 23s / 21s / 19s
- Cost
- 70 / 75 / 80 / 85
- Range
- 400 cm
- Cast time
- 0.4s
- Root
- 0.9 / 1.1 / 1.3 / 1.5 s
- Trap limits
- Maximum 1; 1 s arm time; 35 s lifetime; 90 cm trigger radius
- Rank snapshot
- Store the learned E rank at original placement. Carrying, dropping or later ranking E never changes that snare instance root duration.
Example recording · Ability-specific video coming later.

Fletching Relay
Switch a successful basic attack from one enemy to another nearby enemy to send one small fletching hit back to the previous target. It rewards target selection rather than distance from enemies.
Spread targets beyond the relay span, remove the earlier target from team vision, duel her alone, or Break her. The secondary projectile can be disjointed.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 0 / 0 / 0 / 0
- Memory
- Remember the last successfully basic-attacked enemy for 3 s; no memory from spells or missed attacks
- Damage
- 15 / 25 / 35 / 45 physical; one secondary target, fixed 2 s proc guard
- Break / memory
- Break and death clear the three-second target memory; never record targets or queue a relay while broken. Guard continues.
Example recording · Ability-specific video coming later.

Rain of Thorns
Call three visible arrow waves into a chosen area. Each wave damages and briefly slows enemies still inside.
Move out after the first warning. The arrows cannot follow retreating targets.
- Cooldown
- 100s / 90s / 80s
- Cost
- 140 / 180 / 220
- Range
- 1100 cm
- Cast time
- 0.8s
- Damage per wave
- 65 / 90 / 115 physical
- Waves
- At 0.8, 1.8 and 2.8 s; radius 325 cm; maximum three hits per target
- Slow
- 20% for 0.75 s; refresh only; maximum raw damage 195 / 270 / 345
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