

The kit
- P
Ember Heart
Damage you take, after mitigation, fills Ember: 1 per 1% of your max health lost, up to 100, shown to both teams as the glow in your chest. Each 10 Ember grants 2 armour and 2 magic resist. Ember cools 5 per second after 5s out of combat.
- Q
Quartz Line
Punch the ground: quartz spikes run down a 6.5m line for 70/110/150/190/230 (+4% bonus health) magic damage and a 30% slow for 1.5s. At 50+ Ember the first champion hit is also knocked up for 0.5s.
- W
Refract
Catch the light for 2.5s: 25% damage reduction. When it ends you fire a rainbow beam at each enemy champion that damaged you during it (up to 3): 40/60/80/100/120 magic damage plus 30% of the damage they dealt you.
- E
Faceted Charge
Charge 4.25m, stopping on the first enemy champion: they take 60/90/120/150/180 (+5% bonus health) physical damage and are pinned for 0.5s (1s at 50+ Ember) while three quartz shards rise in a 3m arc behind them, standing 2s as a wall to everyone but your team. No shove.
- R
Shatter and Reform
Spend all Ember. Your body bursts outward: 150/250/350 (+60% AP) magic damage within 4.5m, +1% per Ember spent, knocking enemies 2m away. You are untargetable shards for 1.25s, then reform at a point within 4.5m of where you burst, with a shield of 100/175/250 plus 2 per Ember spent for 3s.




