Dangih's normal abilities do not have a cost besides cooldown. Instead, his secondary bar is Momentum. Momentum starts out and cap at 100, and when full can be consumed to cast Charge. Momentum regenerate at a rate of 2 per 0.75 seconds.
COOLDOWN: 22 / 21 / 20 / 19 / 18 / 17
Active: Launch a ball of fire that travels at 1250-movement speed in a straight line. When it collides with an enemy or when it reaches the end of its range, it explodes, dealing magic damage in a 250 radius area. If at least one enemy champion is hit, Dangih regains a large amount of Momentum.
Active: For 5 seconds, Dangih gains bonus attack and movement speed and takes reduced damage from all sources. However, Dangih is silenced for 8 seconds, which is reduced by 4 seconds for every kill or assist.
Active: Dangih charges forward with 750 speed. Upon impacting an enemy champion, Dangih stops, dealing physical damage, knocking it back a short distance and stunning it for 1.5 seconds. Minions and monsters on the way are knocked aside, taking 75% damage.
Damage: 50 + (10 x level) (+80% bonus AD)
Minion Damage: 37.5 + (7.5 x level) (+60% bonus AD)
Knockback Distance: 100
Charge is available at level 1 without requiring skill point.