

The kit
- P
Barbed
Harpoon hits leave a Barb in the target for 5s. Your next basic attack on a Barbed enemy tears it out for bonus physical damage equal to 4% of their max health, healing you for 60% of that.
- Q
Line Out
Throw your harpoon 8 m. It stops on the first enemy, dealing 70/105/140/175/210 (+0.8 bonus AD) physical damage and leaving a Barb; walls do nothing to it. For 3s the line is played out (it snaps beyond 10 m): whenever the target is more than 6 m from you the line goes taut, slowing them 35%, and you move 20% faster while running toward them. Recast to reel it in early and refund 20% of the cooldown.
- W
Haul
Swing the harpoon around you, dealing 50/80/110/140/170 (+0.6 bonus AD) physical damage within 3 m. Barbed enemies are dragged 1.5 m toward you and slowed 30% for 1s.
- E
Slip the Net
Dash 3 m and shed all slows. For 1.5s, the next stun, pin or slow on you lasts half as long. Starting in the river, the dash is twice as long.
- R
Pull Up the Skin
Become a seal for 8s: +40% move speed, immune to slows, pass through units, and +200/300/400 max health. Q and W are locked. Enemy champions you slide through take 80/120/160 (+0.4 bonus AD) physical damage and are knocked 1.5 m aside (once per champion every 2s). Recast to leap 4 m out of the skin, knocking up enemies within 2 m of the landing for 0.75s and ending the form.




