Loading...
Loading...
Loading guide...
Patch 16.3.1
Stall the game with waveclear until you have core mana and damage items. Use and to control objective pits (Drake/Baron) and look for picks with to isolate priority targets.
Control mage focused on area denial, zone control, and punishing poor positioning. You excel at stalling games and forcing enemies to fight on your terms.
Your safety net. Upon taking fatal damage, you revert to an egg. If the egg survives for 6 seconds, you are reborn with full health. Use to bait enemies into bad tower dives or to survive burst in teamfights.
A slow projectile that chills enemies. Reactivate it to explode the sphere. For maximum efficiency, let the sphere pass through the enemy before exploding it behind them; both the pass-through and the explosion deal damage and apply the stun.
Creates a wall of ice. Use to block jungle paths, split the enemy team in half, or force targets to walk into your . It also grants a small amount of vision in the fog of war.
Your primary damage tool. It deals double damage if the target was recently hit by or damaged by a fully formed . Never use on a target that isn't chilled.
Summons a growing blizzard that damages and slows. It takes a short duration to reach its full size. Once fully formed, it deals more damage and enables the double damage proc for .
Keep active in the middle of the fight to slow and damage multiple enemies. Use to prevent the enemy backline from following up on their divers. Use to peel for your ADC or yourself.
If an enemy carry is caught in a narrow jungle path, use and to trap and burst them down immediately to end the fight early.
Land the stun with , then immediately fire for double damage. This is your primary trading tool before level 6.
Use to block an enemy's escape path, forcing them to stand in . As they try to navigate around the wall, land to keep them in the blizzard and finish with .
Drop on the target and use to pin them inside. Wait for to become fully formed before casting to ensure the damage is doubled.
Fire and then Flash toward the enemy to close the gap and explode it instantly. This reduces the enemy's reaction time and guarantees the follow-up.
| Spike | Why |
|---|---|
| Level 2 | Unlocking and gives you high kill pressure if you can land the stun. |
| Level 6 | allows you to clear waves instantly and provides the zone control needed to dominate the lane. |
| Level 11 | Rank 2 increases your damage and slow, making it much harder for enemies to move through your blizzard. |
| Level 13 | By this point, is maxed and has enough points to block entire jungle corridors. |
| Level 16 | Max rank makes you a late-game monster, capable of melting entire teams in chokepoints. |