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Patch 16.3.1
Identify the enemy carry, flank from out of vision, and delete them. Once the carry is gone, use and your mobility to clean up the remaining members. You win by being an uncatchable threat in the mid-game.
High-mobility AP assassin who thrives on weaving in and out of combat. You aren't a front-loaded burst bot; you're a surgical killer who uses movement to outplay.
Whenever you hit a champ with a spell, a ring forms. Walk out of it to buff your next auto. This is where your damage lives. Don't just spam spells; weave that empowered auto in every time or you'll run out of juice and damage.
Your main tool. It's a short-range cone that slows at the tip. At early levels, it eats your energy. Use it to last hit or for a quick proc, but don't spam it mindlessly or you'll be defenseless.
The shroud. You go invisible and get energy back. Use this to wait for your cooldowns or to drop tower aggro during a dive. Remember: enemies can still hit you with AOE, so don't just stand still inside it.
A backflip that fires a shuriken. If it hits, you can reactivate to fly across the map to that target. It's your most important skillshot. You can also hit your with it to create a safety anchor.
Two dashes. The first (1) is a targeted dash over an enemy. The second (2) is a free-directional dash that executes based on missing health. Always wait for the enemy to be low before using the second cast.
Never be the first one in. Wait for your tank to engage, then use or a flank angle to reach the ADC/APC. Use to stay alive in the middle of their team while waiting for 2 to become available.
If your carry is fed and being dove, stay back and use the slow on and the threat of to peel for them instead.
The safest way to poke. The slow from the tip of makes walking out for the proc easy. Use to walk away without taking return fire.
Since 1 puts you right behind them, becomes nearly impossible to miss. Follow the mark, burst with Q and passive, then execute with the dash.
Use your on your own smoke cloud. This gives you a 'return home' button if a trade goes bad or if you need to bait an enemy into a trap.
You can cast while you are flying toward the enemy with 2. This buffers the damage so they have less time to react before the 2 execute hits.
| Spike | Why |
|---|---|
| Level 6 | You gain access to . Your kill pressure goes from 'nuisance' to 'lethal threat' instantly. |
| Level 9 | is usually maxed here. The energy cost is at its lowest, and your waveclear finally starts to feel decent. |
| Level 11 | Rank 2 provides a significant damage boost to the execute and a much shorter cooldown for mid-game skirmishes. |
| Level 16 | Max rank allows you to execute targets from surprisingly high HP thresholds during late-game teamfights. |