Ruth gains 25% increased movement speed while she is not visible to the enemy team. This bonus lasts for three seconds after becoming visible, or until she enters combat.
Ruth's attacks cannot critically strike. She gains attack damage and armor penetration equal to her critical strike chance.
COST: 80 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
Active: Ruth lines up a perfect shot, becoming immobilized for 1.25 seconds and then firing an arrow which does massive damage to the first unit it hits, as well as stunning it for 0.75 seconds and revealing it for 2.5. If Long Shot kills it's target it will continue moving until it hits a target that it fails to kill.
Long Shot's cooldown is reduced by 60% if a Concussive Mine stuns at least one enemy champion.
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 24 / 20 / 16 / 14 / 10
Active: Tosses a sphere which grants true sight of the area around it and lasts for up to twelve seconds. After eight seconds it becomes charged, gaining vision over terrain and slowing nearby enemy units by 15%.
If the sphere has been active for at least two seconds, Ruth can hit it with a basic attack or Long Shot to detonate it, dealing physical damage in an area and knocking affected units back. A charged sphere deals 50% increased damage.
COST: 70 mana
COOLDOWN: 18 / 16 / 14 / 12 / 10
Active: Ruth leaps in a target direction and throws a hook down a path from her end point, dealing physical damage to units it passes through and stopping when it hits terrain or an enemy champion. If the hook hits terrain, Ruth can reactivate Grappling Hook to pull herself towards the hook, damaging units she hits and stopping when she collides an enemy champion. The rope breaks if Ruth moves in a way that puts permanent terrain between herself and the hook.
Active: Places a trap at a target location which arms and becomes invisible after 1.5 seconds. Right clicking on a trap within 2000 range detonates it to deal physical damage to all nearby units after a brief delay and slow them and prevent them from dashing for three seconds. Units very close to the blast are stunned.
Physical Damage: 150 / 250 / 350 (+ 50% bonus AD)
Stun Duration: 1 / 1.5 / 2
Slow Percentage: 30 / 40 / 50%
Maximum Traps: 6 / 8 / 10
Traps are immune to true sight and give no vision, but if an enemy champion walks inside of a trap's detonation radius the trap is permanently revealed. Each new trap detonates existing traps within 600 units upon arming.