

The kit
- P
Full Draw
Standing still for 1.25s nocks a Full Draw: your next basic attack reaches 1.5 further, deals 30% more damage and goes through its target into one more enemy behind it. Moving spends it; attacking does not.
- Q
Glancing Shot
Loose an arrow down a 9 line: physical damage to the first enemy hit. If it reaches a wall first it glances off once and flies on another 6, and the first enemy it then hits takes 40% more and is slowed by 25% for 1.25s. A nocked Full Draw is spent on the shot for 2 more range, and it goes through one more enemy.
- W
Pin Down
Shoot an arrow into the ground. After 0.4s enemies within 1.25 take physical damage and are pinned for 0.75s (longer with rank); twice as long beside a wall.
- E
Slip the String
Hop in the aimed direction. Your next basic attack within 3s is a Full Draw.
- R
Standing Ground
Plant your bow-stave at your feet and claim a 3m circle for 8s. Inside it you always count as standing still: Full Draw re-nocks 0.4s after each basic attack, and you have +1.5m attack range on top of Full Draw's. Each Full Draw arrow that hits a champion drives them back 1.5m; if stone cuts the drive short they are pinned for 1s (once per champion per cast). Stepping out of the circle ends it.




