"I'm enjoying myself. Who cares about right and wrong?"
"On walls, Feyd's Basic Attacks switch to ranged, he gains 15% extra vision, and Skill 2 charges faster. The cost: crowd controls last 25% longer on him while he's up there."
Skill 1 — Jade Chase · Returning Strike"Dash forward, launch enemies in your path, gain attack speed, and load 3 enhanced Basic Attacks. Melee enhanced attacks deal bonus damage and heal you. Ranged enhanced attacks deal bonus damage and bounce to a nearby unit. Gap closer, CC, and burst engine in one."
Skill 2 — Stepping on Jade"Leap to a wall from the ground, or hop to an adjacent wall from a wall. Stocks up to 4 charges, regenerating one every 10 seconds — faster on a wall. Your map tool, escape, and ambush platform."
Ultimate — Hardened Jade Seal"Sweep your blade around you, dealing damage and marking every enemy hit. Then Hardened Jade Strike triggers: four slashes per marked target that ignore untargetable states. If a target drops below one-eighth HP, they're Jadeified — instantly defeated. Cast from a wall, a built-in dash repositions you as you strike."
"One rule before anything else: use Skill 1 on the ground before mounting. It loads melee enhanced attacks — and on a wall, those flip to ranged with a bounce. Pre-loading is the single biggest damage difference you can make.
Standard ComboSkill 1 → Skill 2 up → ranged enhanced attacks to poke → Ultimate Phase 1 to mark → Hardened Jade Strike → Skill 1 out.
Harvest Combo (target under tower or at range)Skill 2 to nearby wall → chip HP with ranged attacks → Ultimate Phase 1 from the wall — the built-in dash dismounts you into the sweep — → Hardened Jade Strike → Skill 1 exit.
Priority: Ultimate → Skill 1. Spell: Smite."
"On a wall you're ranged; on the ground you're melee. Ranged enhanced attacks bounce — ideal for poking and chasing. Melee enhanced attacks heal — use them when you need sustain mid-dive. If you need the heal, drop off the wall, fire the melee hit, remount."
Charge Economy"Never burn your last charge without an exit. Stranded on a wall at zero, you're a slow target with extended CC. Also remember: some hero-generated walls are valid jump targets — a free repositioning option mid-fight."
Playing Around CC"CCs hit 25% harder on a wall — already covered in the passive, but it's the biggest strategic constraint you manage. Against fixed-position CCs, swap walls before they land. Against lock-on CCs, drop to the ground first, eat the hit at normal duration, then remount."
Offensive RhythmShot list for the recording team. Record = gameplay to capture. Show = the one detail each clip must prove on screen. Reps = clean takes needed + setup.