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.