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Patch 16.3.1
Dominate mid-game teamfights. Use to initiate or follow up on CC, get a reset, and use the momentum to run down the enemy backline. You win by being an unkillable damage threat in the 15-25 minute window.
A high-sustain juggernaut who survives by dealing damage. You thrive in the middle of the chaos, using sweet-spot knockups to keep yourself alive while dismantling the enemy team. You're not a tank—you're a drain-tank; if you stop hitting skills, you die.
Your next auto deals % Max HP damage and heals you. It resets faster when you land sweet spots. Use this to win short trades in lane or to get a massive health burst during .
Three swings, each with a 'sweet spot' that deals 50% bonus damage and knocks up. Q1 is a long rectangle, Q2 is a wide rectangle, and Q3 is a circle directly in front of you. Always try to hit the sweet spots for maximum healing and damage.
Smashes the ground and tethers the first enemy hit. If they don't leave the zone in 1.5s, they get pulled back to the center. This is your primary setup for landing a guaranteed 2 or 3.
A short dash that can be used during the windup of any cast to reposition the sweet spot. Passively, it grants you omnivamp against champions, which is amplified during .
Gain AD, massive healing, and move speed. Takedowns extend the duration and refresh the move speed. Pop this at the start of the fight to get the most value out of the healing increase and AD boost.
Your job is to stand in the middle of the enemy team, landing multi-man knockups. You absorb focus by healing through the damage. Focus the squishier targets to trigger resets.
If your ADC is the only win condition, use your knockups and to peel for them instead of diving deep.
Standard lane harass. Hit Q1 at max range, tether them with W, and use E to guarantee the Q2 sweet spot. If they pull back, they get hit by Q3.
Pop R early for the AD. W keeps them in place for the Q2, and the Passive auto-attack provides a huge burst of damage before the final Q3 slam.
Use this when the enemy is playing safe. E-ing forward to land a Q1 sweet spot often surprises enemies and forces them to take the W tether.
Buffer your Q3 then Flash onto the enemy. This is nearly impossible to react to and provides a game-changing knockup in teamfights.
| Spike | Why |
|---|---|
| Level 4 | With two points in and access to all basic abilities, your kill pressure in lane starts to become significant. |
| Level 6 | is a massive power spike that allows you to turn ganks into double kills or dive your laner. |
| Level 9 | is now maxed out. The cooldown is low enough that you can chain skills much more effectively. |
| Level 11 | Rank 2 increases your healing amplification significantly, making you much harder to kill in mid-game skirmishes. |
| Level 16 | Rank 3 provides a huge amount of raw AD and healing, allowing you to carry late-game teamfights if you hit your sweet spots. |