
Sickle Duelist
A measured melee duelist who establishes an opening, changes his attack bearing, and commits to narrow bursts while remaining vulnerable.

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

Hooked Feint
Cut across one enemy’s weapon arm, dealing physical damage and briefly disarming that target.
Use spells while disarmed or force the feint before committing to attacks.
- Cooldown
- 17s / 16s / 15s / 14s
- Cost
- 60 / 70 / 80 / 90
- Range
- 200 cm
- Cast time
- 0.3s
- Physical damage
- 60 / 90 / 120 / 150
- Disarm
- 0.6 / 0.8 / 1.0 / 1.2 s; strong-dispellable
- Restriction
- No attack-cooldown reset or stun
Example recording · Ability-specific video coming later.

Chitin Parry
Angle his blades for a brief evasion window against basic attacks. It adds no damage reflection or guaranteed counterattack.
Wait out the short window, use accuracy, or cast spells.
- Cooldown
- 22s / 20s / 18s / 16s
- Cost
- 60 / 70 / 80 / 90
- Range
- 0 cm
- Cast time
- 0.3s
- Bonus evasion
- 30 / 40 / 50 / 60% for 1.2 s
- Restriction
- Combines multiplicatively with other evasion; no spell protection or invulnerability
- Dispel
- Basic enemy dispel removes active buff; Break does not strip active evasion.
Example recording · Ability-specific video coming later.

Crossed Measure
A successful basic attack records his approach to one enemy hero. Reposition around that same hero and land a second basic attack from a sufficiently different bearing to deal a capped bonus; standing alone is not the trigger.
Back away or use terrain to deny the second bearing, root him, deny attack vision, or Break him. Grouping helps punish the reposition but does not itself switch the passive off.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 0 / 0 / 0 / 0
- Bonus physical damage
- 24 / 36 / 48 / 60 on the qualifying second hit; one enemy hero
- Pair window
- 3 s after the first successful basic hit; one tracked target at a time
- Fixed proc guard
- 2 s after a bonus hit; ignores CDR; no new pair can be prepared during the guard
- Restriction
- No isolation check, cleave, stored travel charge, attack reset, extra attack, item-proc recursion or ability-triggered strike
Example recording · Ability-specific video coming later.

Thousand Cuts
Commit to three rapid melee cuts against one visible enemy. He must stay within reach throughout; the sequence grants no invulnerability or automatic chasing.
Move out of reach or interrupt with silence, stun or displacement. Allies can punish him during every cut; Disarm alone does not stop this spell channel.
- Cooldown
- 105s / 95s / 85s
- Cost
- 150 / 190 / 230
- Range
- 225 cm
- Cast time
- 0.3s
- Physical damage
- 70 / 100 / 130 per cut; total 210 / 300 / 390
- Sequence
- 1.2 s; a cut beyond 325 cm deals no damage; the channel still uses normal cancellation rules
- Restriction
- No basic-attack procs, untargetability or attack resets
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