Abilities

Ability What to expect
Ground Strike Stomp in front of you, or dive to the ground when airborne. Height affects damage, but growth slows above 25 metres.
Grapple Pull through the air toward a target. It resets the limit of air jumps and dashes.
Flog Strike enemies in front of you and heal for a portion of the damage dealt.
Death Slam Latch whips onto enemies, then lift, stun, and slam them. Fire throws latched enemies early. Targets leaving range or line of sight during latching are not grabbed.

Lane and fight plan

Find a useful elevation and a grapple target before entering, rather than seeking height with no landing plan. Dive where enemies can be hit in front of the landing position. Follow with Flog when targets remain in its frontal area. In a team fight, choose a Death Slam landing zone your allies can attack and keep the intended victims visible during the latch.

Failures to avoid

More height does not produce unlimited linear damage. Grapple resets air movement limits but does not remove every cooldown or danger. A wall or range break can make Death Slam miss a target before the grab; react to the connections you actually have, and use the Fire input only when an early throw helps.

Scope

Mechanics checked against client build 6745. The combat tips are based on those mechanics, rather than in-game testing.

References