Loading...
Loading...
Loading guide...
Patch 16.2.1
Force 5v5 teamfights around major objectives. Your goal is to land a 3+ person that allows your backline to safely delete the enemy team.
A teamfight-defining engage tank that specializes in locking down entire teams and magnifying his allies' magic damage.
Your autos apply a curse that turns a portion of incoming magic damage into true damage. Always try to weave in an auto-attack before your big abilities to maximize team damage.
A long-range skillshot that stuns and pulls you to the target. It has 2 charges. Use the first to engage and keep the second to follow an enemy's Flash or dash.
A toggle that deals % maximum health damage to nearby enemies. It also refreshes . Great for shredding high-health tanks, but watch your mana bar.
Passive: You take less physical damage. Active: AOE damage around you. The cooldown is reduced every time you are hit—this makes you clear raptors and krugs incredibly fast.
A massive AOE stun that applies . This is one of the best teamfight tools in the game. Position yourself in the center of the enemy team before pressing this.
You are the 'go' button. Use or Flash to get into the heart of the enemy team and use . Once your ult is used, stay near your carries and use your second to peel anyone diving them.
If your ADC is extremely fed and the enemy has an assassin like Zed, save specifically to peel the assassin when they jump in.
Close the gap with , auto once to proc for extra damage, then shred them with and .
Use your first to get in, to lock them down, and save your second charge for when they try to run away after the stun ends.
The fastest way to engage. Flash into the middle of the enemy team and immediately . Use afterward on the priority carry to keep them CC'd longer.
If someone walks into your bush, don't lead with . Use the guaranteed first, then use only if they try to escape.
| Spike | Why |
|---|---|
| Level 3 | You have all your basic tools and can finally start ganking effectively with two charges of . |
| Level 6 | changes the game. You are now a threat in every 2v2 or 3v3 skirmish. |
| Level 9 | With fully maxed, your physical damage reduction is significant and your jungle clear becomes lightning-fast. |
| Level 11 | Rank 2 has a lower cooldown, allowing you to force fights more often while enemies' defensive tools are still on cooldown. |