Hina has her own resource called 'misfortune'. If any nearby enemy siege minions or champions take 50+ / 70+ / 90+ / 110+ / 130+ / 150+ damage, Hina gains 5 / 10 / 15 / 20 misfortune. Whenever Hina gains 50 Misfortune, her next spell becomes empowered. This can only occur every 8 / 7 / 6 / 5 seconds. Damage over time only gives misfortune upon the intial cast, and misfortune gained by AoE is reduced to 33%.
COOLDOWN: 14 / 12.5 / 11 / 9.5 / 8
Active: Hina throws a cursed amulet at the target which deals magic damage and applies a mark for 5 seconds. Basic attacks or Pain Flow will consume the mark, dealing true damage.
Magic damage: 35 / 60 / 85 / 110 / 135 (+ 50% AP)
True damage: 40 / 65 / 90 / 115 / 140
Misfortune Bonus: The target's magic resistance is reduced and true damage is increased by 10%.
Active: Hina summons 3 small Dolls around her that grant her a damage blocking shield for 3 seconds. Dolls have Armor and Magic resist equal to 15% of Hina's armor / 15% of Hina's magic resistance. For each 33% of the shield gone, a doll breaks and Hina loses the defense bonus of said doll.
Shield: 70 / 115 / 160 / 205 / 250 (+ 50% AP)
Misfortune Bonus: Shield Strength is increased by 15%.
Active: Hina curses the target enemy, dealing magic damage every second over 4 seconds. The target is also slowed for 3 seconds. If Pain Flow consumes the mark from Broken Amulet, Hina is refunded 20 misfortune.
Misfortune Bonus: Slow is increased by 10% and Hina will heal for 20% of damage dealt.
COST: 20 misfortune every second
Passive: Hina's Misfortune generation is increased.
Generation Increase: 10% / 20% / 30%
Active: Hina spins around, dealing magic damage around her equal to part of her maximum health and gaining a constant movement speed boost of 20% but draining her Misfortune every second. Hina cannot cast her basic spells while spinning. When reactivated, she stops spinning. Hina will not gain Misfortune if dealing damage with this.
Damage per Second: 50 / 75 / 100 (+ 3% of Hina's maximum health)