Da Ji
The Nine-Tailed Fox


Torture Blades (Passive)
Da Ji's sharp claws cause her enemies to Bleed when struck by her basic attacks. Bleeding causes the enemy to take additional damage every 1s for 2s (This damage does not trigger Item effects). Bleed can stack any number of times on the same target.
Ability: Passive
Damage Per Tick: 7 (+10% of your Physical Power)
Horrible Burns
Da Ji heats up her claws, causing her next successfully hit Basic Attack to burn the target, dealing instant bonus damage, additional damage every 1s for 3s and Slowing them for 3s.
Ability: Stim
Cost: 50
Cooldown: 7s
Burst Damage: 30/60/90/120/150 (+45% of your Physical Power)
Damage Per Tick: 10/20/30/40/50 (+15% of your Physical Power)
Slow: 10/15/20/25/30%
One Thousand Cuts
Da Ji lashes out with her claws at nearby enemies, executing 4 strikes that damage all enemies in range and apply the Bleed from Torture Blades. While this ability is channeling Da Ji moves freely in all directions, gains 40% increased Movement Speed, immunity to Slows and Knockups, and her tails mitigate Damage dealt to her by Enemy Gods who are behind her.
Ability: AoE
Range: 20
Cost: 60/65/70/75/80
Cooldown: 13s
Damage Per Hit: 15/40/65/90/115 (30% of your Physical Power)
Damage Mitigation: 20/25/30/35/40%
Trickster Spirit
Da Ji selects a single allied or enemy target and teleports to their location after a short delay. Upon arriving at the target, she lashes out with her claws, dealing damage and applying the Bleed from Torture Blades to all enemies around her.
Ability: Teleport
Range: 55
Cost: 60/65/70/75/80
Cooldown: 17s
Damage: 70/110/150/190/230 (0% of your Physical Power)
Da Ji Summons her signature torture device, the Paolao. As she hovers above the device she may fire up to 3 shots. Enemy gods hit take damage and become Chained and Slowed. At the end of her ability Chained enemies are pulled to the Paolao becoming Stunned and then taking damage 3 times over 2s. If a god hit by this ability becomes Crowd Control Immune at any time, they break the Chain on them and cannot be Chained again until this ability ends.
Ability: Projectile
Range: 80
Cost: 100
Cooldown: 100s
Shot Damage: 70/80/90/100/110 (60% of your Physical Power)
Chain Slow: 20%
Pull Damage per Tick: 60/90/120/150/180 (+20% of your Physical Power)
Pull Stun Duration: 1s


Standard Daji