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Patch 16.2.1
Identify the strongest enemy carry and lock them down with your CC chain, or use to tank a full tower dive, allowing your team to snowball the early lead into a mid-game stomp.
Vanguard tank that specializes in aggressive tower dives and elite peeling. You either initiate the fight or make it impossible for enemies to touch your ADC.
Heals you and nearby allies once you reach 7 stacks. You gain stacks when enemies die or when you CC enemies with , , or . In lane, let minions die nearby to top off your ADC's health.
Your main AOE knockup. Use this to stop enemies from jumping on your carry. You can also cast this mid-dash during to perform the classic combo.
A target-click knockback. Use it to peel threats away or to knock an enemy back into your team. Don't just use it for damage; the displacement is its strongest feature.
Gives ghosting and stacks up while you stay near enemies. Once at 5 stacks, your next auto-attack is a stun. Always activate immediately after you land your to guarantee the stun proc.
The ultimate 'get out of jail free' card. It cleanses ALL current crowd control and makes you nearly unkillable for 7 seconds. Do NOT pop this before the CC hits; use it to break a stun or root instantly while soaking damage. It works on tower shots too.
You are either the primary engage or the primary peeler. In most fights, you should jump into the backline, use your combo, and then press to soak all their cooldowns while your team cleans up.
If the enemy has a high-threat assassin (like Zed or Talon) and your ADC is your only win condition, stay back. Use and exclusively to keep them off your carry.
Your bread and butter. You dash with W and pulse Q the moment you reach them to knock them up. Immediately start to begin stacking the stun while they are airborne.
Flash into the enemy team and use to knock up a priority target. Walk behind them and use to launch them into your team's waiting arms.
The maximum CC chain. Knockup, follow with the trample damage from , and finish with the empowered auto-attack stun. Use only if they try to CC you to escape.
If an assassin jumps on your ADC, use to headbutt them away. If they have a second dash to return, wait and use to stop them in their tracks.
| Spike | Why |
|---|---|
| Level 2 | You unlock the + combo. This is your first real kill pressure window. |
| Level 3 | With , you now have a follow-up stun. Your full rotation can lock someone down for nearly 3 seconds. |
| Level 6 | makes you the ultimate diver. You can now walk under enemy towers with zero fear. |
| Level 11 | Increased damage reduction on and lower cooldowns allow you to stay in the middle of fights much longer. |