
Undertow
A compact-anchor initiator who reshapes a skirmish with a chosen-direction water shove, then closes to compress an enemy's attack reach.

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

Crosscurrent Cast
Cast the small chained anchor onto a warned patch and drive enemies briefly along your chosen direction.
Leave the compact warning patch or approach from a direction where the shove helps you escape. A creep cannot drag you to Reef, because this cast never reels in a unit.
- Cooldown
- 22s / 20s / 18s / 16s
- Cost
- 85 / 95 / 105 / 115
- Range
- 650 cm
- Cast time
- 0.65s
- Placement
- Visible navigable point within 650 cm plus a chosen shove direction; 225 cm radius
- Warning
- 0.65 s; fixed impact patch and shove arrow visible and audible from commitment
- Physical damage
- 60 / 90 / 120 / 150; one hit per enemy hero or creep
Example recording · Ability-specific video coming later.

Undertow Clamp
Prime the anchor for your next normal hit on an enemy hero. A successful hit temporarily shortens that hero’s attack reach, forcing them to commit closer.
Keep Reef outside melee reach until the armed window expires, evade the attack, dispel the clamp, close distance to regain valid reach, or use spells. Normal lock loss before the damage point may withhold an unreleased hit; the committed cycle still finishes.
- Cooldown
- 16s / 15s / 14s / 13s
- Cost
- 65 / 75 / 85 / 95
- Range
- 0 cm
- Cast time
- 0.25s
- Armed window
- 4 s; one eligible basic attack; no additional attack, attack reset or attack-speed bonus
- Reach compression
- 20 / 25 / 30 / 35% for 2.5 s; basic-dispellable, strongest same-named modifier, refresh only
- Formula
- effective = min(uncompressedRange, max(150 cm, uncompressedRange * (1 - compression)))
Example recording · Ability-specific video coming later.

Brinehide
Your brine-hardened hide reduces physical damage from nearby sources. Distant fire and magic retain their normal damage.
Use magic or ranged physical attacks from beyond 300 cm. Break disables the hide.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 0 / 0 / 0 / 0
- Physical reduction
- 6 / 9 / 12 / 15% when damage source is within 300 cm
- Restriction
- No reduction against distant sources or magical damage; no stacking copies
Example recording · Ability-specific video coming later.

Abyssal Mooring
Moor enemies caught by one warned anchor impact. A hero already carrying your reach clamp is rooted for a long hold; every caught hero also receives a longer, breakable tether slow.
Dispel the earlier melee clamp before impact or leave the warned circle. Rooted targets can still attack and use non-mobility spells/items. A strong ally dispel, allied displacement beyond 500 cm, or killing Reef ends the long hold.
- Cooldown
- 135s / 125s / 115s
- Cost
- 175 / 220 / 265
- Range
- 600 cm
- Cast time
- 1s
- Impact
- 300 cm radius, fixed point within 600 cm; 1 s visible and audible warning. 90 / 130 / 170 physical once, enemy heroes only.
- Tether slow
- 25 / 30 / 35% for 6 / 7 / 8 s; basic-dispellable; snaps if target moves beyond 500 cm from fixed anchor. No recapture or periodic 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