Mishurah’s next basic attack ignores 60/70/80/90% armor. The cooldown of this ability is reduced by 1 second for each time a spell hits a target.
Cooldown: 20 seconds
Active: Mishurah slashes twice in front of him over 0.75 seconds, dealing damage each slash. For each slash that hits an enemy champion, Mishurah shields himself for 50/60/70/80/90 (+3% Maximum Health) for 1.5 seconds.
Spell Type: AoE
Range: 400/75°
Damage per Slash: 20/45/70/95/120 (+50% AD + 2% (+4% per 100 bonus AD) of target's maximum health))
Mana Cost: 25
Cooldown: 6 seconds
Active: Mishurah gains +20/22.5/25/27.5/30% movement speed for 1.5 seconds. After the movement speed expires, Mishurah deals physical damage to the closest enemy champion, slightly knocks them back, and slows them by 99% for 1 second.
Spell Type: Targeted
Range: 300
Damage: 60/70/80/90/100 (+20% AD)
Mana Cost: 25/30/35/40/45
Cooldown: 11/10.5/10/9.5/9 seconds
Active (First Cast): Mishurah dashes to a target enemy unit, dealing damage to it as he passes through. Mishurah may use the second cast in the next 2.5 seconds.
Active (Second Cast): Mishurah dashes in a targeted direction, dealing damage to units he passes through.
Spell Type: Dash
Range (First Cast): 300
Range (Second Cast): 600
Damage (First Cast): 60/85/110/135/160 (+60% AD)
Damage (Second Cast): 20/40/60/80/100 (+20% AD)
Mana Cost: 60/65/70/75/80
Cooldown: 18/17/16/15/14 seconds
Active: Mishurah slashes his sword in a cone, dealing physical damage to enemy champions, removing their shields and making them unable to receive shields from the shield's source(s) for the next 2.5 seconds, slowing them by 30% decaying over 2.5 seconds, and marking enemy champions hit with Vulnerable for 5 seconds.
Hitting auto attacks, Q, or E on Vulnerable targets thrice consumes Vulnerable, dealing physical damage to all enemy units within 150 units. Successfully consuming a Vulnerable stack increases the duration of all other active Vulnerable stacks by 5 seconds.
Spell Type: AoE/Enemy Debuff
Range: 450/180°
Damage (Cone): 10/12/14% (+2% per 100 Bonus AD) of the Target’s Current Health
Damage (Mark): 200/300/400 (+100% AD)
Mana Cost: 100
Cooldown: 110/95/80 seconds
In lane, Dual Bite is Mishurah's bread and butter ability. With its low cooldown, he can use his Q to last hit, harass, and shove the lane. When Sakhin is up, he has a short window of oppotunity to trade with his opponent. Ranged champions can avoid the passive effect with ease, but if they walk too close to the viper, Viper's Engage's mobility can be used to secure a favorable trade. Melee champions usually have to get close to Mishurah in order trade, making them much easier matchups. In teamfights, the viper is faced with two options: engage or wait. On one hand, the range on Mishurah's Viper's Engage offers great engagement potential, and can be used to eliminate mispositioned targets. Following this, Mishurah has the potential to snowball the teamfight using Resolve of the Heir's stack timer reset. However,, if done recklessly, this approach may very easily end in Mishurah's demise. On the other hand, Mishurah's ultimate is an extremely powerful ability with the potential to turn the momentum of any fight. If Mishurah waits until the enemy team is in prime position to use his ult on, Mishurah can combo them down with help from his team, dealing tons of damage.
Usually, when building Mishurah, it's important to incorporate damage, cooldown reduction, and tankiness. Hence, Black Clever makes a perfect first item for Mishurah, granting all of the three stats. Depending on how well Mishurah is doing that game and on what the team calls for, Mishurah can follow up with aggressive items like BotRK, Ravenous Hydra, or Death's Dance, less aggressive items like Ravenous or Titanic Hydra, or tanky items like Dead Man's Plate.