Gives 10% bonus critical strike chance, and critical strikes deal an additional 10% damage. If Fareign gets a critical strike, he gets bonus attack speed for 3 seconds and bonus movement speed for 2 seconds.
bonus attack speed and movement speed: 15% / 20% / 25% / 30% / 35%
COST: 45 / 50 / 55 / 60 / 65 mana
COOLDOWN: 14 / 12 / 10 / 8 / 6
Active: Fareign gains bonus movement speed for 3 seconds and gives his next basic attack within 6 seconds 150 bonus range and bonus physical damage. If he lands it, he refreshes his movement speed buff. Critical strikes reduce the cooldown of this ability by 0.5 seconds.
Passive: Every third basic attack pierces the target, dealing bonus physical damage and breaking their armor by a flat amount for 4 seconds.
Physical damage: 10 / 20 / 30 / 40 / 50 (+15% AD)
Armor Break: 10 / 15 / 20 / 25 / 30
Active: Fareign fires a shot at a target location, dealing damage and revealing enemies hit by it for 4 seconds. The shot is then left behind to ward the area and grant bonus armor and magic resist to nearby allies for 6 seconds. Fareign can hold up to 2 charges of Scouting Shot, but the bonus resistances don't stack if you fire 2 shots.
Active: Fareign emits a powerful kinetic blast, dealing physical damage, knocking-back enemies a short distance, and gaining a shield and bonus armor and magic resist for 4 seconds. As he emits this blast, he teleports to a target location.
Reveals a very large area, as well as granting true sight of all enemy champions in this area for 8 seconds. While enemy champions have this debuff, they will also lose armor and magic resist, and all allied champions gain 30% bonus movement speed when running towards them. In addition, if Fareign activates this ability again, he will shoot a long ranged arrow in target direction, dealing physical damage. This ability loses 5% damage for every unit hit, up to 35%.
Physical damage: 200 / 300 / 400 (+50% total AD)(+10% of Target's Missing Health