
Sidewinder
A venom archer who suppresses enemy healing through prolonged ranged pressure and sheds one hostile slow automatically.

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

Venomtip Arrow
Spend a venom charge on an aimed arrow that poisons the first enemy struck and reduces incoming healing. Reapplying refreshes the poison rather than stacking its damage.
Dodge the unguided arrow or screen it with a creep; an ally basic dispel removes poison and healing suppression. There is no target-bound projectile lock to disjoint.
- Cooldown
- 1.2s / 1.2s / 1.2s / 1.2s
- Cost
- 65 / 75 / 85 / 95
- Charges
- 2 / 2 / 2 / 2
- Recharge
- 16s / 15s / 14s / 13s
- Range
- 850 cm
- Cast time
- 0.3s
- Magical impact
- 25 / 35 / 45 / 55.
Example recording · Ability-specific video coming later.

Constricting Coil
Catch one enemy at close range with a quick coil, briefly rooting them so you can create distance.
Attack from outside her tail reach. A rooted attacker can still use attacks and non-mobility spells.
- Cooldown
- 22s / 20s / 18s / 16s
- Cost
- 70 / 80 / 90 / 100
- Range
- 250 cm
- Cast time
- 0.35s
- Root
- 0.9 / 1.1 / 1.3 / 1.5 s
- Restriction
- One target; no pull, stun or damage
Example recording · Ability-specific video coming later.

Shed Scale
Shed the first new removable movement slow that hits you, then wait for the scales to regrow. Existing slows and other disables remain.
Use an expendable removable slow to consume the shed, then engage. Aura slows are not dispellable and never consume this passive’s trigger.
- Cooldown
- 30s / 26s / 22s / 18s
- Cost
- 0 / 0 / 0 / 0
- Trigger
- A new basic-dispellable movement slow from an enemy
- Dispel
- Removes only that triggering slow; no stun/root removal and no immunity window
- Rearm
- One activation per cooldown; cooldown continues through death and Break
- Aura rule
- Auras are not dispellable and never consume this trigger; no future slow immunity. Break suppresses trigger; rearm clock continues.
Example recording · Ability-specific video coming later.

Hydra Volley
Loose three piercing arrows in a wide fan. An enemy carrying your venom before the volley was released is briefly disarmed when struck.
Dodge between the warned lanes; dispel the earlier poison before impact to prevent Disarm. Dispelling the poison does not prevent the ultimate’s direct hit damage.
- Cooldown
- 110s / 100s / 90s
- Cost
- 150 / 195 / 240
- Range
- 900 cm
- Cast time
- 0.6s
- Aimed fan
- Three fixed lanes at -18 / 0/+18 degrees, each 80 cm wide, 1600 cm/s, 900 cm maximum; stops terrain, pierces enemies.
- Magical hit
- 180 / 250 / 320 once per target across all three lanes; no new poison or healing reduction.
- Model rule
- Arrow trails only; no living hydra, independent head or creature.
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