
Outrider
A skeptical desert tracker who keeps a spear in reserve and plants four clawed feet before holding a firing position.

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

Reserve Throw
Throw a spare javelin in a narrow line, damaging the first enemy struck. Two spares recharge one at a time, so rapid throws give up reserve-backed attack pressure.
Sidestep the narrow projectile or body-block with a creep. Pressure him after both spare charges are spent.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 45 / 50 / 55 / 60
- Charges
- 2 / 2 / 2 / 2
- Recharge
- 18s / 16s / 14s / 12s
- Range
- 900 cm
- Cast time
- 0.3s
- Physical damage
- 65/90/115/140; one target per throw
Example recording · Ability-specific video coming later.

Fourfoot Hunker
Settle his low body into an armored stance, gaining armor while moving more slowly. Leaving the stance restores his ordinary movement and stops its mana drain.
Use magical damage, flank the large body, or force him to choose between his armor and retreat.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 0 / 0 / 0 / 0
- Range
- 0 cm
- Cast time
- 0s
- Armor
- 4/6/8/10 while active and paid
- Tradeoff
- 25% self movement penalty; ordinary attacks, tracking and spells otherwise unchanged
- Dispel
- Toggle state is ability state; no separately dispellable armor/penalty buff. Break suppresses both effects temporarily.
Example recording · Ability-specific video coming later.

Weighted Quiver
His normal javelin hits deal a small additional physical packet, strengthened by each spare javelin still in reserve. Spending both spares keeps the base bonus but loses the reserve portion.
Force him to spend reserve throws, Break him, or deny normal attack vision/space.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 0 / 0 / 0 / 0
- Base bonus
- 10/15/20/25 non-attack physical per successful normal hit
- Per remainingQcharge
- 5/7/9/11; maximum 2 charged spares, read at impact
- Maximum bonus
- 20/29/38/47; if Qunlearned only base bonus
- Eligibility
- Enemy heroes/creeps only; no structure modifier or ability-generated hit
Example recording · Ability-specific video coming later.

Groundspike
Drive a javelin into a warned patch, damaging enemies and briefly pinning their feet. The pin stops movement but leaves ordinary attacks and non-mobility spells available.
Leave the small warning patch, use a strong dispel, or keep casting/attacking while pinned.
- Cooldown
- 105s / 95s / 85s
- Cost
- 150 / 190 / 230
- Range
- 700 cm
- Cast time
- 0.35s
- Physical damage
- 190/260/330 once
- Patch
- 220 cm radius; 0.8 s visible/audible warning after commitment; valid ground only
- Root
- 1.2/1.6/2 s; strong-dispellable; no pull, wall collision or repeat refresh
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