Loading...
Loading...
Loading guide...
Patch 16.2.1
Win lane through superior movement and trades, then transition into a side-lane threat. In teamfights, your goal is to find a flank and use to delete the enemy carry.
A high-mobility AD skirmisher who excels at sticking to targets and weaving dashes. You play like a cross between Riven and Kalista, requiring constant movement commands to maximize your passive.
Every ability cast allows you to dash if you input a move/attack command. This dash is your lifeblood. It grants bonus range and attack speed on your next hit and restores energy. Never cast an ability without a follow-up movement command.
A two-part ability. The first cast is a semicircle sweep. If you hit anything, you unlock a second cast which is a long-range slam. The slam deals way more damage to the primary target. Use dashes between these to reposition the hitboxes.
A reactive shield. If you take damage from a champion or monster while the shield is up, the slam damage is significantly increased. Do not just use this to farm; save it to negate the enemy's main trading tool.
A circular whip that slows enemies. If you use your dash during the cast, you strike a second time at the end of the dash. This is your primary kiting and sticking tool.
A long-range blink and suppression. You target a line, blink to the furthest champ, and slam them down. It's an incredible tool for following Flashes or locking down mobile targets like Ezreal or Lucian.
You function as a backline menace. Use your dashes to weave through the frontline's CC, then stick to the ADC with slows and suppression.
If your own carry is extremely fed, use as a peel tool to suppress the enemy assassin diving your backline.
The basic bread-and-butter. You use the first dash to close distance or dodge, the E to slow them so the Slam is guaranteed to hit.
Use this when you know the enemy will strike back. You absorb their damage with W to boost your own, then R to finish them before they can escape.
Use the minion wave to 'prime' your dashes. This covers massive distance to suppress a target who thinks they are safe under tower.
Use this when getting ganked. The W shield eats the initial burst, while the E slow and Q sweep help you kite back to your turret.
| Spike | Why |
|---|---|
| Level 1 | and allow for a level 1 cheese. You can dash 3 times if you hit your Qs, out-trading almost any melee top. |
| Level 3 | With unlocked, you can now win trades by baiting the enemy's strongest ability and negating it with your shield. |
| Level 6 | gives you immense kill pressure. Most top laners cannot survive the suppression duration if you have already poked them with . |
| Level 9 | Maxed provides high base damage and waveclear, allowing you to shove and look for mid-lane roams. |