Abilities
| Ability | What to expect |
|---|---|
| Pain Battery | Taking damage fills the battery. It must be full before activation; multiple bolts deal spirit damage once per target. |
| Jumpstart | Deal spirit damage to yourself first, then gain regeneration and movement speed that decay. |
| Aura of Suffering | Channel damage to enemies and yourself. Its damage increases over time up to a cap. |
| Shocking Reanimation | After lethal damage, a slowing wave precedes a channel and revival, followed by nearby spirit damage and a stun. |
Lane and fight plan
In lane, check both your health and the battery before moving into a trade. Use Jumpstart with enough health to pay its immediate cost and enough space for regeneration to work. Bring a full battery to a fight with several reachable enemies, but do not expect every bolt to repeatedly damage one victim. Channel Aura only while the value against enemies justifies your own accumulating damage.
Failures to avoid
Jumpstart does not heal before its self-damage. Reanimation is a cooldown ability, not a guarantee on every death: build 6745 gives it a base 240-second cooldown before upgrades or scaling. Keep track of that availability and avoid building a plan that depends on an interaction that has not been confirmed to interrupt or bypass the revival channel.
Scope
Mechanics checked against client build 6745. The combat tips are based on those mechanics, rather than in-game testing.