
The kit
- P
Counted Strokes
Each basic attack on the same target adds a Count (up to 5, shown over the target). Counts settle when you let go of that target, by switching or after 1.5s without a swing: the target then takes a delayed cut of 8% AD per Count as physical damage. A settle at 5 Counts etches a permanent tally mark worth 1% attack speed, uncapped and kept through death. Nothing strikes twice: the payoff lands when you let go.
- Q
Held Flurry
Hold for up to 1.2s: you walk forward at 40% of your movement speed and cut a 2.5m, 60-degree cone in front of you every 0.2s for physical damage. Bonus attack speed shortens the interval, down to 0.1s. Cuts on a champion add Counts. Release to end it early. You stay targetable throughout.
- W
Water's Edge
Draw a 2.5m ring of still water around you for 1.5s; you move at 50% speed. The first enemy champion that walks or dashes into it, or strikes you from inside it, is answered at once by a cut for physical damage and slowed by 40% for 1s, and you gain 40% attack speed for 3s. It negates nothing: their hit still lands. If nothing breaks the water, 40% of the cooldown is refunded.
- E
Open Guard
For 5s you gain 25% attack speed. Any target you bring to 3 Counts while it lasts has its guard opened: you deal 15% more damage to them for 4s.
- R
Last Tally
Name an enemy champion within 6m. For 8s each of your hits on them carves a tally (up to 10, seen by both teams), and you move 30% faster toward them. Recast, or at the end if they are within 6m, to draw-cut through them and land 2m past, dealing 60 + 15% AD per tally as physical damage. If they die during the tally, you gain +1 attack damage and 5 tally marks permanently and half the cooldown back.




