Fahkumram — character information
Every Fahkumram move in Tekken 8: 50 rows, 7 lows, 3 throws, 6 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.
On the numbers, Fahkumram is built on plus frames (14.2% of the movelist is plus on block) and dangerous at a wall (29.8% of the movelist carries a balcony break or wall crush), with 2 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.
Neutral throws329th of 41
Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.
Fahkumram: 3 throws from neutral — 29th of 41. The roster median is 4.
Plus on block14.2%4th of 41
How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.
Fahkumram: 14.2% of the movelist is plus on block — 4th of 41. The roster median is 11%.
Lows14.9%15th of 41
How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.
Fahkumram: 14.9% of the movelist is lows — 15th of 41. The roster median is 13.8%.
CH launchers932nd of 41
Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.
Fahkumram: 9 moves launch on counter hit — 32nd of 41. The roster median is 12.
Stances216th of 41
Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.
Fahkumram: 2 stances: GRF, RAM — 16th of 41. The roster median is 2.
Homing224th of 41
Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.
Fahkumram: 2 homing strikes — 24th of 41. The roster median is 3.
Wall / balcony29.8%5th of 41
How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.
Fahkumram: 29.8% of the movelist carries a balcony break or wall crush — 5th of 41. The roster median is 24.8%.
Floor breakers79th of 41
Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.
Fahkumram: 7 strikes break the floor — 9th of 41. The roster median is 2.
Side switches126th of 41
Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.
Fahkumram: 1 move switch sides on hit — 26th of 41. The roster median is 2.
Chip damage17%13th of 41
How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.
Fahkumram: 17% do chip damage on block — 13th of 41. The roster median is 14.5%.
Power crushes232nd of 41
Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.
Fahkumram: 2 power crushes — 32nd of 41. The roster median is 3.
Fast mids217th of 41
Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.
Fahkumram: 2 mids at i13 or faster — 17th of 41. The roster median is 2.
Parries / sabaki215th of 41
Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.
Fahkumram: 2 parries or sabaki — 15th of 41. The roster median is 2.
Launchable lows50%11th of 41
How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.
Fahkumram: 50% of their lows are -15 or worse — 11th of 41. The roster median is 37.5%.
Launchable mids/highs2.8%41st of 41
How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.
Fahkumram: 2.8% of their highs and mids are -15 or worse — 41st of 41. The roster median is 10.9%.
Turn-keeping pokes49.2%3rd of 41
How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.
Fahkumram: 49.2% of their pokes stay plus on hit and safe on block — 3rd of 41. The roster median is 35.5%.
Duckable highs21.3%20th of 41
How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.
Fahkumram: 21.3% of the movelist is highs — 20th of 41. The roster median is 21.3%.
Low crushes7.8%36th of 41
How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.
Fahkumram: 7.8% of the movelist jumps over lows — 36th of 41. The roster median is 12.8%.
High crushes5%39th of 41
How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.
Fahkumram: 5% of the movelist ducks under highs — 39th of 41. The roster median is 9.7%.
Safe evasions44.4%23rd of 41
How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.
Fahkumram: 44.4% of their evasive moves are still safe when blocked — 23rd of 41. The roster median is 45.5%.
Fast plus on block0.7%39th of 41
Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.
Fahkumram: 0.7% of the movelist is plus on block at i15 or faster — 39th of 41. The roster median is 2%.
Safe poke damage11.436th of 41
What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.
Fahkumram: their average safe poke does 11.4 damage — 36th of 41. The roster median is 13.2.
Follow-ups per move1.042nd of 41
Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.
Fahkumram: 1.04 follow-ups per standalone move — 2nd of 41. The roster median is 0.61.
Shading shows where Fahkumram sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Fahkumram reaches it on 4 of 23.
Your back to the wall
This is where Fahkumram wants you. Roughly 42 moves carry a balcony break or wall crush, in the top fifth of the roster — most of what they throw at a cornered opponent converts.
Their back to the wall
1 move switches sides on hit, below the roster middle, so they have an out but not a reliable one.
Centre stage
Stepping is largely available. Only 2 strikes of 141 moves are marked homing, below the roster middle, and 1 of those is a mid — a short enough list to learn by sight.
On a breakable floor
7 strikes break the floor, a little above the roster middle.
Plus on block
Plus you cannot ignore
Fastest mids
Lows, safest first
Special lows
Panic buttons
Launches on counter-hit
Homing
Parries and sabaki
Free launches for you
| You are | Standing punish | Damage | From crouch | Damage |
|---|---|---|---|---|
| −10 or worse | 1,4 | 22 | — | |
| −12 or worse | 2,1 | 33 launches | ws4 | 20 |
| −13 or worse | 2,1 | 33 launches | ws1,2 | 37 launches |
| −15 or worse | b+2,1 | 42 launches | ws1,2 | 37 launches |
Fuzzy guard candidates
Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.
Documented gaps you can hit
Do not try to duck these
Jailing is unrecorded on 97% of Fahkumram’s string continuations, so a string missing from the last list was probably never checked.
The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Fahkumram there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.
RAM — 7 moves out of it
GRF — 8 moves out of it
No move in the movelist names GRF as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.
1 of 2 stances in Fahkumram’s movelist has a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.
Fahkumram has 3 throws that can start from neutral.
Default break: 1. It covers 2 of 3 breakable throws (67%).
What 1 does not cover, most damaging first:
uf+1+2Genocidal Rush — breaks with 1+2, 40 damage
| Throw | Name | Break | Damage | Leaves you | Likely used |
|---|---|---|---|---|---|
1+3 | Killer Sweep | 1 or 2 | 35 | — | Against sidestepping |
2+4 | Raging Knee | 1 or 2 | 35 | — | Against sidestepping |
uf+1+2 | Genocidal Rush | 1+2 | 40 | — | At a wall |
Five questions from the vetted quiz corpus, scoped to this character.
What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.
Filters · 148 moves
148 moves
Search any column from its heading.
| Details | Properties | ||||||||
|---|---|---|---|---|---|---|---|---|---|
1 | Jab | High | 10 | +1 | +8 | — | 5 | — | |
1,1 | Jab > Elbow Scythe | Mid | i20~21 rel | -9 | +8c | — | ,20 | ||
1,2 | Left Right Combo | High | i10 rel | -3 | +5 | — | ,8 | — | |
1,2,1 | — | Mid | i17~18 rel | -10 | +3 | — | ,15 | — | |
1,2,1,4 | Ban Chiang Combination | Mid | i21~22 rel | -14 | +13a (+4) | — | ,23 | ||
1,2,4 | — | High | i17 rel | -9 | +6 | — | ,10 | — | |
1,2,4,3 | Left Right Combo > Thunderstorm | High | i19~20 rel | -7 | +6 | +29a | ,14 | — | |
1,2,4,3~4 | Left Right Combo > Erupting Knee Convergence | Mid | i21~22 rel | -5 | +9 | +44a | ,20 | ||
1,2,4,3~4* | Left Right Combo > Charged Erupting Knee | Mid | i36~37 rel | +9 | +73a (+57) | — | ,25 | ||
1,2,4,3~4*~B | Eruption Maw | Mid | i22 rel | -7 | +6 | — | ,25 | ||
1,2,4,4 | Left Right Combo > Twin Bolts | Low | i25 rel | -15 | -4 | +0d | ,15 | — | |
1,4 | Jab > High Kick | High | i17 rel | -8 | +8 | — | ,17 | — | |
1+2+3+4 | Ki Charge | — | — | — | — | — | — | — | |
1+3 | Killer Sweep | Throw | 12 | -3 | +0d | — | 35 | ||
2 | — | High | 12 | -8 | +3 | — | 13 | ||
2,1 | Double Elbow Strike | High | i20 rel | -12 | +15a (+6) | — | ,20 | ||
2,3 | Double Blast | Mid | i31 rel | -4 | +27a (+17) | — | ,22 | ||
2+4 | Raging Knee | Throw | 12 | -6 | +0d | — | 35 | ||
3 | — | Mid | 13 | -9 | +2 | +9 | 11 | — | |
3,1 | — | High | i18 rel | -3 | +7 | — | ,12 | — | |
3,1,2 | Ayutthaya Piercing Thunder | High | i21 rel | +0 | +38d (+30) | — | ,20 | ||
3,1,4 | Ayutthaya Roaring Thunder | Mid | i21 rel | -14 | +8d (-1) | — | ,23 | ||
3,1,d+4 | Ayutthaya Rumbling Thunder | Low | i20 rel | -15 | -4 | +0d | ,15 | — | |
3,4 | Ayutthaya Rush | Mid | i19 rel | -12 | +24g | +34d (+26) | ,18 | ||
3,4~3 | Tornado Kick Convergence | Mid | i18 rel | -7 | +9 | +37d (+29) | ,20 | ||
3,4~3* | Tornado Kick Convergence (charged) | Mid | i36 rel | +9 | +70a (+54) | — | ,23 | ||
3,4~3*~B | Tornado Maw | Mid | i22 rel | -7 | +9 | — | ,25 | ||
3,4~4 | Ayutthaya Night Thunder | High | i16 rel | +3 | +13g | +30a | ,20 | ||
3+4 | Heavy Middle Kick | Mid | 18 | -9 | +18a (+9) | +58cs | 20 | ||
4 | — | High | 12 | -12 | +3 | — | 10 | — | |
4,3 | Thunderstorm | High | i19 rel | -7 | +6 | +29a | ,14 | — | |
4,3~4 | Thunderstorm > Erupting Knee Convergence | Mid | i21 rel | -5 | +9 | +44a | ,20 | ||
4,3~4* | Thunderstorm > Erupting Knee Convergence (charged) | Mid | i36 rel | +9 | +73a (+57) | — | ,25 | ||
4,3~4*~B | Eruption Maw | Mid | i22 rel | -7 | +6 | — | ,25 | ||
4,4 | Twin Bolts | Low | i25 rel | -15 | -4 | +0d | ,15 | — | |
b,f+4 | Lashing Squall | High | 18 | +6 | +47cs | — | 25 | ||
b+1 | Surging Elbow | Mid | 14 | -13 | +34d | — | 20 | — | |
b+1+3 | Kick Parry | — | — | — | — | — | — | ||
b+1+3,P | Triple Vengeance | Mid | i19 rel | — | +19a (+10) | — | 40 | ||
b+1+4 | Maximum Voltage | Mid | 60 | ! | +9a | — | 50 | — | |
b+2 | Backhand Blow | High | 14 | -15 | -6 | — | 17 | — | |
b+2,1 | Backhand Blow > Piercing Bolt | High | i21 rel | -9 | +15a (+6) | — | ,25 | ||
b+2+4 | Force Interrupt | — | — | — | — | — | — | ||
b+3 | Thundershock Kick | High | 16 | -7 HD | +15a (+6) | — | 27 | ||
b+3+4 | Heavy Teep | Mid | 17 | -13 | +3 | +33d (+25) | 22 | ||
b+4 | — | Mid | 14 | -5 | +6 | — | 14 | ||
b+4,3 | — | Mid | i24 rel | -10 | -1 | — | ,14 | ||
b+4,3,2 | Triple Crush | Mid | i31 rel | -12 | +16d | — | ,21 | ||
Back Throw | Checkmate | Throw | 12 | — | +0d | — | 50 | — | |
CH d+4 | Murderous Sweep | Low | 14 | — | +0d | — | 41 | — | |
d+1 | Lightning Elbow | Mid | 18 | -5 | +8c | +13c | 20 | ||
d+2 | Quick Low Elbow | Low sl | 12 | -9 | +2 | — | 13 | ||
d+3 | — | Low | 16 | -16 | -5 | — | 11 | — | |
d+3,4 | — | High | i20 rel | -9 | +6 | — | ,10 | — | |
d+3,4,3 | Left Low Kick > Thunderstorm | High | i19 rel | -7 | +6 | +29a | ,14 | — | |
d+3,4,3~4 | Left Low Kick > Erupting Knee Convergence | Mid | i21 rel | -5 | +9 | +44a | ,20 | ||
d+3,4,3~4* | Left Low Kick > Erupting Knee Convergence (charged) | Mid | i36 rel | +9 | +73a (+57) | — | ,25 | ||
d+3,4,3~4*~B | Eruption Maw | Mid | i22 rel | -7 | +6 | — | ,25 | ||
d+3,4,4 | Left Low Kick > Twin Bolts | Low | i25 rel | -15 | -4 | +0d | ,15 | — | |
d+4 | Rumbling Thunder | Low | 14 | -15 | -4 | +0d | 18 | — | |
db+1 | — | Low sl | 10 | -5 | +6 | — | 5 | — | |
db+2 | — | Mid | 16 | -10 | +1 | — | 16 | — | |
db+2,2 | Lightning Rod | Mid | i25 rel | -13 | +1 | — | ,16 | ||
db+2,2,3 | — | Low | i30 rel | — | — | — | ,7 | — | |
db+2,2,3,4 | — | High | i20 rel | — | — | — | ,8 | — | |
db+2,2,3,4,3 | — | High | i19 rel | — | — | — | ,8 | — | |
db+2,2,3,4,3,4 | — | Mid | i25 rel | — | — | — | ,10 | — | |
db+2,2,3,4,3,4,3 | — | Mid | i24 rel | — | — | — | ,10 | — | |
db+2,2,3,4,3,4,3,2 | — | Mid | i31 rel | — | — | — | ,15 | — | |
db+2,2,3,4,3,4,3,2,3 | — | Low | i27 rel | — | — | — | ,15 | — | |
db+2,2,3,4,3,4,3,2,3,2 | — | Mid | i25 rel | — | +3a (-4) | — | ,10 | — | |
db+3+4 | Encroaching Storm | Mid | 30 | -9 | +15a | — | 25 | ||
db+4 | Haang Jora Khee | High | 20~21 | -6 | +35d | — | 23 | ||
df+1 | — | Mid | 15 | -3 | +6 | — | 12 | — | |
df+1,2 | Aiyara Combination: Mid | Mid | i27 rel | -13 | +12d | — | ,20 | ||
df+1,4 | Aiyara Combination: High | High | i25 rel | -5 | +20a (+11) | — | ,23 | ||
df+1,4~3 | Aiyara Combination > Tornado Kick Convergence | Mid | i18 rel | -7 | +9 | +37d (+29) | ,20 | ||
df+1,4~3* | Aiyara Combination > Tornado Kick Convergence (charged) | Mid | i36 rel | +9 | +70a (+54) | — | ,23 | ||
df+1,4~3*~B | Tornado Maw | Mid | i22 rel | -7 | +9 | — | ,25 | ||
df+1,4~4 | Aiyara Night Thunder | High | i16 rel | +3 | +13g | +30a | ,20 | ||
df+2 | — | Mid | 15 | -7 | +4 | — | 10 | — | |
df+2,1 | Searing Elbow | Mid | i24 rel | -13 | +13d | — | ,22 | ||
df+2,3 | Searing High Switch | High | i21 rel | -13 | +52cs | — | ,11 | ||
df+3 | Sweeping Thunder | Low | 20 | -13 | -1c | +28g | 15 | — | |
df+3+4 | Stomach Rupture | Mid ⋯ | 13 | -10 | +8 | — | 8,16 | — | |
df+3+4,GRF.3 | Naga Devourer | Mid | i26 rel | -9 | +13g | — | ,23 | ||
df+3~3 | Thunderbolt | Mid | 17 | +2 | +12d | — | 20 | ||
df+3~4 | Lightning Streamer | Mid | 25 | -10 | +21a (+4) | — | 20 | ||
df+4 | — | Mid | 16 | -6 | +3 | — | 15 | — | |
df+4,1 | Chao Suea Rush | High | i22 rel | -6 | +14a (+5) | — | ,25 | ||
df+4,3 | Chao Suea Raid | Mid | i25 rel | -12 | +9d | — | 23 | ||
f,f,F+3 | Gale Force | Mid | 19 | +6 | +15a (+5) | — | 30 | ||
f,F+1+2 | Vicious Uppercut | Mid | 18 | -14 | +43a (+33) | — | 22 | — | |
f,F+3 | Flash Channel | Low | 21 | -14 | +4 | — | 20 | — | |
f,F+4 | Stormbreaker | Mid | 22 | -13 | +33a | — | 25 | ||
f,F+4~1 | Barbaric Elbow | Mid | 21 | -3 | +8c | +32d | 20 | ||
f,F+4~3 | — | Low | 19 | -23 | -1c | — | 15 | — | |
f,F+4~3,2 | Ramasura | Mid | i25 rel | +0 | +13d (-4) | — | ,20 | ||
f,F+4~3,GRF.2 | Fatal Ramasura | Mid | i25 rel | +0 | +0d | — | ,30 | ||
f+1+2 | Horizon Dash | Mid | 21 | -4 | +24a (+14) | — | 25 | ||
f+2 | — | Mid | 15~16 | -9 | +0 | — | 14 | — | |
f+2,1 | Cross Blitz | Mid | i20~21 rel | -14 | +33a (+18) | — | ,22 | — | |
f+2,1,GRF.2 | Naga Slaughter | Mid | i29 rel | +2 | +15d | — | ,20 | ||
f+3 | — | Mid | 17 | -8 | +3 | — | 16 | ||
f+3,2 | — | Mid | i20 rel | -12 | -1 | — | ,13 | — | |
f+3,2,1 | Berserker Combination: Hook | High | i19 rel | -5 | +24a (+15) | — | ,20 | ||
f+3,2,4 | Berserker Combination: Knee | Mid | i20 rel | -12 | +6 | +36d (+28) | ,20 | ||
f+3,2,4~3 | Berserker Combination > Tornado Kick Convergence | Mid | i18 rel | -7 | +9 | +37d (+29) | ,20 | ||
f+3,2,4~3* | Berserker Combination >Tornado Kick Convergence (charged) | Mid | i36 rel | +9 | +70a (+54) | — | ,23 | ||
f+3,2,4~3*~B | Tornado Maw | Mid | i22 rel | -7 | +9 | — | ,25 | ||
f+3,2,4~4 | Berserker Night Thunder | High | i16 rel | +3 | +13g | +30a | ,20 | ||
f+3+4 | Deadly Knee | Mid | 22 | -14 | +19a (+14) | — | 22 | ||
f+4 | Heel Strike | Mid | 25 | +3 | +8c | +14c | 26 | ||
FC.1 | — | Low sl | 10 | -5 | +6 | — | 5 | ||
FC.2 | Quick Low Elbow | Low sl | 12 | -9 | +2 | — | 13 | ||
FC.3 | — | Low | 16 | -17 | -6 | — | 10 | ||
FC.4 | — | Low | 12 | -15 | -4 | — | 6 | ||
FC.df+2 | Slant Elbow | Low | 19 | -14 | +4 | +12d | 22 | ||
GRF.1+2 | Garuda Pressure | — | — | — | — | — | — | ||
GRF.1+2,P | Garuda Pressure (counterattack) | Mid | i21 rel | -9 | +13g | — | 20 | ||
GRF.3* | Fatal Tornado Kick | Mid | 36 | +13 | +58cs | — | 25 | ||
GRF.3*~d | Surenradjit | Low ⋯ | 27 | -12 | +11a (+10) | — | 15,17 | ||
GRF.4* | Fatal Erupting Knee | Mid | 36 | +13 | +42a (+32) | — | 25 | ||
H.2+3 | Hanuman Impact | Mid | 16~17 | +7 | +0d | — | 50 | ||
Left Throw | Killer Sweep | Throw | 12 | -3 | +0d | — | 40 | ||
R.df+1+2 | Avatar of Garuda | Mid | 20 | -18 | +0d | — | 55+ | ||
RAM.1 | Nandaka | Mid | 19 | +1 | +20a (+3) | — | 20 | ||
RAM.1+3 | Sudarshana Chakra | Throw | 23 | ! | -3d | — | 40 | ||
RAM.2 | Sharnga | Mid | 40 | ! | +18a (+8) | — | 43 | ||
RAM.3 | — | Mid | 21 | -11 | -6 | — | 20 | — | |
RAM.3,4 | Brahmastra | High | i24 rel | -9 | +13a | — | ,25 | ||
RAM.4 | Varunapasha | Low | 21 | -13 | +11a | — | 31 | ||
RAM.db | — | — | — | — | — | — | — | — | |
Right Throw | Raging Knee | Throw | 12 | -3 | +0d | — | 40 | ||
SS.4 | Sky Needle | Mid | 15~16 | -11 | +38a | — | 23 | ||
uf,n,4 | Delayed Rising Toe kick | Mid | 23 | -13 | +32a (+22) | — | 20 | ||
uf+1 | Thundercloud | Mid | 28 | +6 | +24d | — | 20 | ||
uf+1+2 | Genocidal Rush | Throw | 12 | -3 | +0d | — | 40 | ||
uf+2 | Beast Elbow | High | 18 | -7 | +22a (+13) | — | 20 | ||
uf+3 | Erawan Tusk | Mid | 14 | -14 | +9a (+0) | — | 23 | ||
uf+3+4 | Twin Knee Barrage | Mid ⋯ | 18~19 | -11 | +16a (-1) | — | 10,20 | ||
uf+4 | Tyrant Teep | Mid | 20 | -16 | +66a (+55) | — | 22 | ||
ws1 | — | Mid | 13 | -4 | +4 | — | 12 | ||
ws1,2 | Khorat Combination | High | i18 rel | -9 | +20a (11) | — | ,25 | ||
ws2 | — | Mid | 14 | -9 | +7 | — | 13 | — | |
ws2,4 | Demonbreaker | Mid | i22 rel | -13 | +34d | — | 20 | ||
ws3 | Sumeru Knee | Mid | 15 | -14 | +55cs | — | 20 | ||
ws4 | Toe Smash | Mid | 11 | -6 | +5 | — | 20 | — |