Ability Basics

all of the energy

Basic Idea is that it is a shotgun blast. The closer you are to the target (up to a certain point) The more damage it does. Damage will also split against multiple targets and decrease if the target is not centered. 4 DMG at minimum is done on the edge of the cone. The tooltip doesn't mention this but you have 3 shots before a 1s reload, each shot will reset the timer.This is one of the best long range abilities in the game. At it's most effective it can do 45 DMG to a single target and 33 DMG to all others caught in the blast. Make sure you dump some oil on them for that sweet, sweet 21 burn DMG. It has a long cast time so it is very predictable, counterable, and avoidable, but can also work to your advantage by baiting and canceling. Keep in mind that the blast DMG (not the direct hit DMG) will not proc counters.Standard escape with a twist. This can be used defensively, or with the right, Rite, offensively also. The main point of this skill is not just escape it is to put you back into position. If you are forced into an isolated situation you can jump over walls and enemies to get you back to your team. It also combos with your flamethrower and rocket to do burn DMG. And slows anyone below you. One of the core benefits of this is while you're in the air you can't take damage. So if you get hit by an explosion effect (e.g. Croak's Ultimate) you can avoid the damage by jumping the moment before it goes off.This is your standard escape tool. When you are getting focused by one of the melee heroes you ZAP and run back to your team. Can also pushback and cause DMG by picking BLAST SHIELD. It is recommended to save this for situations where you need to book it out of the area. Has quite a long cooldown so use sparingly.They revampd this in the last patch, and it is the only buff she got. It is now super effective at shutting down shields and canceling enemy ultimates. Has quite a long range and can hit most champs from outside their ult range. Be warned that it does proc counters (e.g. Shifu's Q). It also requires that the enemy use an ability within the 0.5s duration or to have been channeling the ability while being hit in order to stun.Very worth the 1 energy. It serves 2 purposes. The first, and what I find myself using it for the most is to block all the damage coming at me from the front 180º. It helps in situations where you are getting jumped and need to wait on your escape cooldowns. All damage from the front that is not an AOE indirect hit is negated, meaning it will block direct Jade ultimate bullets. The second use is to drag enemies into your team's ultimates or your kill zone; but that is super situational and not always the best use of the energy. Be wary of the slow turn speed, if someone gets behind you (e.g. Croak's E is not blocked and will put you in a bad spot) it is best to cancel right away.The only time I really get use out of this is when the enemy team isn't playing more than 1 champ with a shield or trance (Bakko, Oudir, Varesh, etc) or when I haven't been able to use my EX and R abilities before I get 4 energy. It is best used from 60 - 70% max distance and when the target(s) are in the open (meaning no corner to duck behind). You also need to keep in mind the targets escape and counter abilities, they need to be on cooldown. Sort of a last resort because this is easily interrupted costing youthe amount of energy used up to that point, or costing you all the energy because you can't hit anyone. You are stuck in 1 place which sucks, but you can turn really fast.Take a look at the gif below. You can see the energy drain gets faster after the first bar. So does the amount of dps.Seriously, forget you even have an ultimate. This puppy is the reason why Iva is the best. For 2 energy you can do 71 DMG toenemies caught in the flame. And when I sayI mean, there is no decrease in DMG for multiple targets. It doesn't proc counters, it goes through shields, and you can move while it is channeling. Why would you ever use your ultimate then? You forgot to use your Flamethrower, that's why. To do max DMG though you do need to OIL the target(s) up first but it still does 50 on full channel without it. The DOT effect is instant and ticks for 7 immediately (and 2x following 3s apart) but does not reapply each tick of the flame.Keep in mind. It is a channel. You can be stunned or interrupted while casting. And you will lose the 2 bars that you spent.To be honest I use this rarely if ever. When you hit, it is a guaranteed 3s incap, but is easily messed up by an over zealous teammate. Good for 1 on 1 when you need a breather to get the orb, health, or reset the cooldowns of your abilities; and for pesky enemies that are running away from your team. I play a lot of solo queue and it hasn't really come up for me as a worthwhile use of 1 bar, also, because it is on the same cooldown as Tazer. Don't get me wrong though, in the right situation it can be very effective.After using this consciously over 10 - 15 games my opinion really hasn't changed much. It is one of those abilities that is for particular circumstances and sometimes easily forgettable.