Qhira Abilities and Strategy
Welcome to our Abilities page for Qhira. Here, we give you an overview of every ability in Qhira's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Qhira's other abilities. We also give you strategy tips to play Qhira efficiently.
Qhira's Tips and Tricks
- Grappling Hook pierces through Minions and Mercenaries, which allows Qhira to hit her target from many different angles.
- Grappling Hook can be used on enemy Heroes or terrain while Qhira is spinning with Revolving Sweep, granting her an astounding amount of mobility.
- Blood Rage gets most value if activated after spreading Bleeding stacks on several enemy Heroes. Use it frequently to heal during the laning phase to prevent downtimes.
- Blood Rage is totally reapplied when Qhira deals damage to a Hero. Therefore, it is essential to prioritize hitting enemies that have a low remaining duration on the bleeding, either with Carnage or with Basic Attacks.
- Revolving Sweep can be used to avoid predictable damage, like a Pyroblast from Kael'thas.
- While spinning, Revolving Sweep grants Qhira protection against all damage and crowd control effects.
- Final Strike has an extremely low Cooldown for a Heroic Ability. It should be used to follow every allied crowd control if you are not in range for Revolving Sweep.
- Against Heroes without crowd control it is good to start a gank or a pickoff with Unrelenting Strikes, as the stun can be used to guarantee a Revolving Sweep hit.
Grappling Hook (Trait)
- Cooldown: 25 seconds
Qhira fires a grappling hook that pulls her to terrain it contacts. If an enemy Hero is hit, they take 35 (+4% per level) damage and Qhira launches at them, kicking them for an additional 108 (+4% per level) damage.
Can be used while Revolving Sweep is active.
Grappling Hook is so crucial to Qhira's combat performance, it could very well be one of her Basic Abilities. The Trait comes with a relatively long cooldown and consequently needs to be aimed with precision. If landed correctly against an enemy Hero, Qhira launches herself towards the target and damages it noticeably. If landed against terrain, Qhira pulls herself towards the point of impact, allowing her to either chase fleeing targets down or escape a dangerous situation.
- Mana: 40
- Cooldown: 6 seconds
Unleash your sword in the target direction, continuously dealing 30 (+4% per level) damage to enemies caught in its path.
Carnage comes with a low cooldown and Mana costs and should be used whenever ready to enhance Qhira's damage during skirmishes and team fights. Keep in mind that Carnage pierces through enemies, allowing Qhira to hit several enemy Heroes at the same time dealing tremendous damage.
The amount of times that Carnage hits a target is based on the distance between Qhira and them (doing maximum damage to a Hero within melee range of her). For this reason, against distant targets we recommend to only use Carnage to reapply Blood Rage.
- Mana: 35
- Cooldown: 8 seconds
Passive: Basic Attack and Ability damage cause enemies to bleed for 44 (+4% per level) damage over 4 seconds. Stacks 5 times.
Active: Qhira deals 32 (+4% per level) damage and heals for 85 (+4% per level) Health per enemy Hero affected. Damage and healing is increased by 50% per each additional stack on that Hero.
Blood Rage's passive bleeding effect is Qhira's most important source of damage. Stacking the bleeding on several targets and activating this ability at the right time is what makes Qhira a force to be reckoned with. If activated after using other abilities, most importantly Carnage and Revolving Sweep, she can withstand vast amounts of damage due to the powerful healing component of Blood Rage that grows with the number of enemy targets currently affected by the bleed.
Even though the activation of Blood Rage deals relevant damage to marked enemies, it should not be used for that. It is better to wait until you have many Heroes marked by it, receiving much increased healing.
- Mana: 70
- Cooldown: 16 seconds
Attach your sword on the first enemy Hero hit, dealing 96 (+4% per level) damage and Stunning them for 0.25 seconds. Once attached, Qhira becomes Immune to all effects, swinging around the target for 2.75 seconds and dealing 105 (+4% per level) damage to enemies between you and the target.
Re-activate to send you to the target's location knocking them away, dealing 108 (+4% per level) damage and Stunning them for 0.75 seconds.
Revolving Sweep is a flashy source of extra mobility. Qhira attaches to the first enemy Hero hit and begins to spin around them. At any given time she can cancel the spinning process and after doing so, the target will get tossed to the opposite direction of Qhira. Thus, the ability can be used offensively to push an enemy target towards Qhira's teammates or defensively to bring some distance between her and the chosen target.
Due to how dependent Qhira is on Revolving Sweep's invulnerability, it is preferable to use it on a large or immobile Hero, assuring it will hit.
- Mana: 50
- Cooldown: 60 seconds
Deal 44 (+4% per level) damage to nearby enemies every 0.5 seconds for 2.5 seconds as your sword grows outward. Upon expiring, deal 160 (+4% per level) damage to nearby enemy Heroes and Stun them for 1.5 seconds.
Unrelenting Strikes causes Qhira to spin furiously, damaging and eventually Stunning all enemies inside its radius. The initial circle is relatively small but continues to grow significantly. Once fully expanded, the Stun effect is applied, it is thus important to move and folow targets that Qhira wants to Stun constantly until the ability is fully cast.
- Mana: 45
- Cooldown: 40 seconds
After 1 second, deal 395 (+4% per level) damage to enemies in a line. This damage is increased by 25% against enemy Heroes who are below 50% Health.
Final Strike comes with a 1-second channeling time. Once fully charged up, Qhira unleashes a long range attack in a straight line that hits everything inside its reach, damaging and causing them to Bleed. The fact that Final Strike's damage is increased if enemies struck are below 50% health, makes it a formidable chasing tool and finishing move. This Heroic Ability should be used very frequently, since it comes with a very low cooldown.
- 20 Jan. 2021: Abilities section updated.
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