
Kobolt
A small crossbow specialist who marks an opening and converts a brief firing window into sustained objective pressure.

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

Barbed Bolt
Fire a barbed bolt that deals physical damage and briefly reduces the target’s armor.
Dispel the armor reduction or deny follow-up attacks; the initial hit receives no benefit from its own debuff.
- Cooldown
- 13s / 12s / 11s / 10s
- Cost
- 60 / 70 / 80 / 90
- Range
- 850 cm
- Cast time
- 0.3s
- Physical damage
- 70 / 100 / 130 / 160
- Armor reduction
- 1 / 2 / 3 / 4 for 3 s; applied after hit; one debuff, refresh only
- Restriction
- No poison, movement slow or healing reduction
Example recording · Ability-specific video coming later.

Ratchet Rush
Balance the arbalest for a short mobile firing window, reducing only normal attack movement penalties. Two charges allow separate repositioning windows.
Root or disarm him, or deny target vision. The ability helps firing movement but does not increase attack damage.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 60 / 70 / 80 / 90
- Charges
- 2 / 2 / 2 / 2
- Recharge
- 25s / 23s / 21s / 19s
- Range
- 0 cm
- Cast time
- 0.3s
- Attack movement-penalty reduction
- 30 / 40 / 50 / 60% of the normal penalty for 3 s
Example recording · Ability-specific video coming later.

Cunning Ambush
After four seconds outside enemy hero vision and without attacking, his next basic hit marks the enemy and deals a small bonus. The shot reveals him normally.
Keep vision on him or force an early shot. Concealment breaks at the start of his attack cycle, before the bonus lands.
- Cooldown
- 18s / 16s / 14s / 12s
- Cost
- 0 / 0 / 0 / 0
- Bonus physical damage
- 20 / 30 / 40 / 50; one target
- Mark
- Ordinary target reveal for 1.5 s; no extra damage multiplier
- Rearm
- Both cooldown and four-second disengagement condition required; no trap
- State under Break/death
- Clear prepared shot and 4 s arming timer; no arming progress under Break/death; cooldown continues. Enemy reveal expires normally.
Example recording · Ability-specific video coming later.

Siege Overdrive
Brace the arbalest for a sustained firing window, gaining attack speed while accepting slower movement. It creates no free projectiles or summons.
Disarm, flank, or deny vision. Every lost second reduces the value of the ultimate.
- Cooldown
- 105s / 95s / 85s
- Cost
- 150 / 190 / 230
- Range
- 0 cm
- Cast time
- 0.3s
- Attack speed
- 45 / 65 / 85 for 6 s
- Tradeoff
- 20% self move-speed reduction; no attack-range or damage bonus
- Interaction
- Ratchet Rush reduces only the ordinary attack penalty, never this ultimate’s 20% self slow; normal attack rules apply
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