Fury gained when hit is equal to 10 - (0.44 x level beyond 1)% of damage received before mitigation, including damage blocked by Don't hit me!.
This amounts to requiring 50 damage to gain 5 Fury at level 1, and about 200 damage to gain 5 Fury at level 18.
After 10 seconds of no Fury gain, her Fury drains at 1 fury per second.
Fury cannot fall below 15 without using abilities, and standing in the Spawning Pool will prevent Fury from draining until 10 seconds after she has left the area.
All Fury is lost on death.
The bonus movespeed reduction is calculated before slowing effects, and is not classified as a slow itself.
Losing enough Fury to fall back under a 20 Fury step will remove a stack of bulk accordingly.
She does not generate Fury on-hit. Fury is only gained from damage received or 'Don't Hit Me!' successfully hitting a champion or monster.
COOLDOWN: 10 / 9 / 8 / 7 / 6
Active: Swings her sword and takes a step, depending on her current level of Courage. Enemy units hit are dealt physical damage and slowed for 1.5 seconds. If this ability hits an enemy champion, they receive a stack of Priority and the step distance is doubled.
Cautious: Swings her sword in a wide arc in front of her, taking a step backward.
Reckless: Cuts upwards with her sword, taking a step forward.
Active: Guards herself, gaining a shield for 4 seconds. If the shield is destroyed, she gains immunity to all slowing effects for a short period, while the last champion or large monster to attack her receives a stack of Priority.
Melee basic attacks are blocked if the attacker's location is closer to the shield than it is to her.
Ranged basic attacks are blocked if they physically collide with the shield.
Tower hits can be blocked, however they will destroy the shield immediately.
When hit by a spell, the shield is consumed and she ignores any effects from the initial collision, as if she has a spell shield. If she already has a spell shield on her person, it is consumed as well.
Spell projectiles are blocked if they physically collide with the shield.
Cone based area of effect spells are blocked if the origin point of the cone is closer to the shield than it is to her.
Direct target and other AOE spells will ignore the shield.
The shield will not block allied attacks or spells.
Basic minions can be blocked without damaging the shield.
If Don't Hit Me!'s projectile is blocked by a spell shield, she still receives any refunded Fury for hitting the target.
While similar to a channel, Don't Hit Me! is only interrupted by crowd control effects that inhibit attacking - namely: airborne, entangle, forced action, polymorph, stun, suppression, and suspension.
An exception is silence, which instead of interrupting will break the shield immediately.
Attacking a marked large monster or enemy champion deals bonus physical damage and consumes the stacks, granting her 10 + (10 x stacks) Courage. This attack's damage is increased by 50% for each stack of Priority on the target past the first, for a maximum 100% increase.