
Night Howler
A lone werewolf who commits bleeds, reaches the victim to cash out the remaining wound damage and uses a finite frenzy for sustained melee pressure.

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

Rending Claws
Rake a short arc for a hit and a four-tick bleed. Holds two casts; striking an already wounded target replaces, rather than stacks, his old bleed.
Dispel the bleed or avoid the narrow melee arc.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 65 / 70 / 75 / 80
- Charges
- 2 / 2 / 2 / 2
- Recharge
- 16s / 15s / 14s / 13s
- Range
- 200 cm
- Cast time
- 0.3s
- Physical hit
- 50 / 70 / 90 / 110
Example recording · Ability-specific video coming later.

Predator’s Leap
Leap to one visible enemy, dealing modest physical damage and a brief slow.
Root him or break vision before he casts. He spends his main gap closer to commit.
- Cooldown
- 22s / 20s / 18s / 16s
- Cost
- 70 / 80 / 90 / 100
- Range
- 550 cm
- Cast time
- 0.4s
- Physical damage
- 50 / 75 / 100 / 125
- Slow
- 25% for 1 s
- Restriction
- No terrain crossing, projectile disjoint or immunity; visible target required
Example recording · Ability-specific video coming later.

Wound Rend
A successful basic attack against an enemy still carrying his Rending Claws bleed pulls some of that bleed's pending damage forward into an immediate strike. It creates no extra damage or healing.
Dispel the bleed or deny melee attacks. Break blocks cashout. Replacing Q before cashout wastes the old pending damage rather than banking it.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 0 / 0 / 0 / 0
- Cashout
- Consume the next 1 / 2 / 3 / 4 pending own-Q bleed ticks, limited to ticks actually remaining on that target
- Restriction
- At most once per target per Q application; other heroes' bleeds and his already-delivered damage are ineligible
- Budget
- Immediate physical damage exactly equals the consumed ticks; cancel those future packets. Remaining ticks and original expiry stay unchanged
- No new benefit
- No health-threshold sensing, move speed, reveal, lifesteal, free attack or damage multiplier
Example recording · Ability-specific video coming later.

Moonbound Fury
Enter a timed hunting frenzy, gaining attack speed and limited basic-attack lifesteal against heroes.
Disarm or kite him during the seven-second commitment. Healing reduction and attack mitigation limit his sustain.
- Cooldown
- 110s / 100s / 90s
- Cost
- 130 / 170 / 210
- Range
- 0 cm
- Cast time
- 0.3s
- Attack speed
- 30 / 45 / 60 for 7 s
- Lifesteal
- 10 / 15 / 20% of attack damage actually dealt to heroes; none from ability damage
- Healing cap
- 35 / 50 / 65 HP/s; no lifesteal from creeps or structures
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