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Hero guide & gameplay context

Guide content below is not a certified latest-patch skill record. Check the tier list for dated ranked statistics.

Edith
Tank·EXPTIER B · NICHELIVE

Edith

Two-form flex: tank melee form + ranged marksman form (ult). Transforms into a walker for ranged lightning damage. Unique flex pick.

Win Rate

50.8%

Pick Rate

0.2%

Ban Rate

0.1%

Pro Presence

0.0%

First-principles coaching · patch 2.1.90 · AI-generated from live hero data

⚡TL;DR

  • ▸Two heroes in one: mech tank, then ejected marksman.
  • ▸Mech strong from level 1; marksman peaks at 2-3 items.
  • ▸Killer mistake: staying in a dying mech instead of ejecting.
  • ▸Ult transforms you AND stuns everyone for 1.5s.
  • ▸Win by initiating in mech, then shooting from range.

🎯Identity

Edith exists to open a fight as a tank, then finish it as a marksman.

Mech form soaks damage and lands CC to start fights.

The ultimate ejects you into a ranged carry that cleans up.

One hero fills both frontline and damage slots.

⚙️How the kit actually works

PASSIVEOverload

Turns every mech skill cast into a bonus-damage, slowing basic attack.

Rewards weaving a basic attack after each mech skill, not spamming.

The 1s slow chains into your other CC to lock a target.

slow 1sCD none
SKILL 1Earth Shatter

Your main poke and slow, usable at range once in mech form.

The 1.5s slow sets up Onward and secures kills after ejection.

Post-eject it becomes ranged AoE that pins your marksman-form targets.

CD 10sslow 1.5smana 80
SKILL 2Onward

Gap-close and knockback in mech, ranged poke as marksman.

The 0.5s knockback isolates one enemy for a burst setup.

In Phylax form it fires a projectile, so it still deals damage after ejecting.

CD 12sknockback 0.5smana 70
ULTIMATESpear of Longinus

Global stun that also transforms you into the marksman.

The 1.5s immobilize on everyone hit is your teamfight opener.

It is also your transformation button — eject on your terms with it.

CD 55simmobilize 1.5srange global
🔗 HOW IT ALL CONNECTS

Earth Shatter slow holds enemies in place so Onward's knockback lands.

Ultimate stuns the group, then ejects you to fire ranged skills safely.

Overload's slow after each cast keeps targets inside your CC chain.

📈Power curve

Mech is a strong frontline from level 1; the carry payoff arrives after ejection with items.

Early (Lv 1-3)
Strong

Mech durability and Earth Shatter slow win the EXP lane trade.

Mid game
Okay

Ult gives global stun, but marksman form still needs items.

Late game
Strong

Ejected marksman with 2-3 items delivers strong ranged DPS.

🏆Win condition

Initiate as the tank, then win the same fight as the carry.

  1. 1Engage in mech: land Earth Shatter slow, then Onward knockback.
  2. 2Fire Spear of Longinus to stun the group and eject into marksman form.
  3. 3Re-cast ranged Earth Shatter and basic-attack from safe distance.

⚠️Common mistakes and the fix

❌Staying in a mech about to be destroyed.
✅Eject proactively near 20% mech HP.
❌Playing passive after ejecting.
✅Push aggressively; marksman form has real range and DPS.
❌Building for only one form.
✅Buy items that serve both tank and marksman.
❌Ejecting in a bad position.
✅Transform behind cover; you are fragile out of mech.

🧭Decision rules

IFMech drops to ~20% HPTHENEject before forced ejection

Avoid dying trapped in the mech.

IFFight starts and enemies groupedTHENOpen with Spear of Longinus

1.5s stun on all hit.

IFYou just cast a mech skillTHENWeave one basic attack

Overload adds damage and 1s slow.

IFEnemy is slowed by Earth ShatterTHENFollow with Onward

Knockback isolates for a burst.

IFYou have ejected to marksmanTHENRecast ranged Earth Shatter

AoE slow pins fleeing targets.

IFTeam lacks both tank and carryTHENPick Edith

She fills two roles at once.

IFOut of mech in the openTHENReposition behind allies

Marksman form dies easily.