

The kit
- P
Ivory Scale
Ire (0-100) is earned only in combat: 8 per basic attack, 10 per ability and 3 per champion hit you take, and it bleeds away out of combat. It gates nothing. Each third of the bar grows a bone-ivory plate on you (up to 3), each worth 8 armour and magic resist. When a stun, knock-up, fear, taunt or slow lands on you while you wear a plate, the plate shatters: that effect lasts 40% less, the shards deal 30 (+4 per level) magic damage to enemies within 2.5m, and it spends that third of your Ire. At most one plate shatters every 1.5s.
- Q
Rend
Rake the bone claw through a 90-degree, 3m wedge in front of you for physical damage. Each champion hit is Sundered for 3s (your basic attacks and abilities deal 12% more to them) and gives you 10 Ire. Hitting two or more champions refunds 2s of the cooldown.
- W
Horn Rush
Lower your horned crown and charge 4m. Enemies in your path take physical damage, are shoved 1.5m to the side they stood on and are slowed by 30% for 1s. Hitting a champion gives you 20% movement speed for 2s.
- E
Ember Gob
Lob a glob of burning pitch at a point within 8m. It lands after 0.6s, dealing magic damage in 2m, and leaves a pitch pool for 3s: enemies in it are slowed by 25% and take 20 magic damage per second. You gain 4 Ire per second while you stand in it.
- R
The Lair
Tear your claw through the ground and burst out as the drake: enemies within 2.5m take physical damage and are knocked up for 0.5s, and all three Ivory Scale plates grow back. The torn ground is your lair for 5s (5m): enemies in it burn for 30/45/60 magic damage per second and are slowed by 20%. While you stand in it you are the drake: +250 max health, +0.5m attack reach, cleaving basic attacks and 20% less damage taken. Stepping out turns you back until your next lair. Dying as the drake grants the enemy team Wyrmslayer's Bounty.




