This move falls short of its intended purpose, as it seems rather ineffective for the role it's meant to play. It appears to be a non-attacking alternative to something like the Quick Barrage, potentially countering Flex, but in practice, it falls short of achieving these goals. The primary issue lies in the requirement for physical contact to execute the move, which is why this is absolutely the worst move in the game. It almost always forces you to forfeit the Sidestep ability – a restoration that doesn't demand physical contact. This constraint significantly diminishes the move's value beyond any use. Because... if you are in melee range anyways, It's more efficient to just use Quick Barrage with a b12, despite the 25% longer cd.
Moves that rely on physical contact should inherently be more advantageous than their non-contact counterparts, because they are inherently niche by design. Let's consider a common scenario: you're in a 1v1 situation, or even a 2v1, and you are losing, accumulating blue damage that you urgently need to mitigate. In this case, your only option is to approach your opponent physically to activate the move, which can easily lead to your demise. Meanwhile, someone with sidestep is doing the right thing, trying to clip his opponants, and gain distance, while spamming sidestep.
This move barely makes sense in a 1v1 duel where nobody runs and just fights outright, because this move provides a limited sort of counter to Flex, which sidestep already does, and does better than flex and that's about it. All this for a whopping 45 cooldown and a mere one coin. Forty-five cd is an eternity for what you get out of this.
Given its reliance on contact, this move should be rebalanced to make it more competitive. A reasonable approach would be to reduce its cooldown to 35 seconds and increase its blue damage reduction to 25. Even then, it will not surpass the utility of Sidestep in most cases, but at least it would have the potential to find some use in certain niche situations.