Active
Aquamarine opens fully and fires a barrage of shots every 0.2 seconds for 3 seconds, each wave dealing 75 (+25% of AD) physical damage and reducing the target's armor by 1.5% over 2 seconds (stackable). While firing, Capheny's movement speed is reduced by 30%.
Active
Aquamarine switches to Pulse Shot, increasing its firing range and changing Armorbraker to Propulsion. Pulse Shot costs 20 energy and reduces Capheny's movement speed by 40% for a short period of time. The shot deals 70 (+100% of AD) physical damage to the first target on its path, then the damage is reduced by 10% for each target it pases through, up to 50%.
When Capheny's energy is below 20, Aquamarine will switch back to Rapid Shot automatically.
Passive: Aquamarine will recahrge while under Rapid Shot, and normal attacks in this mode will speed up the recharging.
Active
Capheny removes movement speed debuffs on herself and gains 100% movement speed increase that decreases over 0.5 seconds, and instantly gains 10 stacks of armor piercing effect.
Passive: Each time an attack hits an enemy while Capheny is in Rapid Shot, she gains 10 Armor Pierce (increases with level)> This effect stacks up to 10 times.
When in Pulse Shot, this ability becomes a Propulsion and the related stack effect also becomes that of Propulsion.
Passive
Aquamarine is a fully automatic firing solution developed by Capheny. It has two modes: Rapid Shot and Pulse shot. Capheny is able to move while firing, but only gets 2/3 Life Steal of normal Marksman, and only deals 50% damage (increases with hero level) to monsters. Aquamarine also converts attack speed bonuses from equipment into attack damage.