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Patch 16.2.1
Reach your 3-item core and play front-to-back in teamfights. Use to melt tanks and to keep yourself safe. You win by being the last carry standing with the highest DPS in the lobby.
A high-skill ceiling zone-control mage who functions like an AP marksman. You manipulate the battlefield from a distance with sand soldiers and possess the potential for game-changing engage plays.
Click on a fallen turret to summon the Sun Disc. It acts as a temporary turret. Use it to secure objectives like Dragon or Baron by cutting off the enemy's retreat path or to defend your base after losing a tower.
Sends your soldiers to a target location. Don't just spam this for damage; use it to reposition soldiers when the enemy walks out of their auto-attack range. It applies a slow, making it easier to land more autos.
Your bread and butter. You summon a soldier that replaces your basic attacks. Positioning these is everything. Having 3 soldiers out grants you bonus attack speed. Always keep one charge ready in case you need to escape with .
A dash to your soldier that gives a shield. If you hit a champion, you stop and get a charge back. This is your life insurance. Only use it to engage if you're 100% sure you'll win or have to finish the job.
Summons a wall that knocks enemies back. It is a massive 'NO' button for divers. In teamfights, you can use it to peel for yourself or 'Shuffle' the enemy backline into your team. Note: The wall is now just terrain after the initial push.
Stay behind your frontline and use to attack whoever is closest. Use sparingly to keep soldiers on targets. Your goal is consistent DPS, not burst.
If you see a 3-4 man opportunity that pushes carries into your team without getting you killed instantly, take it.
Standard lane harass. Summon the soldier, poke once, move the soldier with as they retreat, and poke again. Procs Electrocute easily.
The fundamental movement tech. Cast to fly toward a soldier, then cast while in flight to 'steer' the soldier and yourself further or around corners.
The highlight reel play. Use the Drift to get behind the enemy team, then immediately to push them toward your allies. Risky, but fight-winning.
A variation where you back to your original position while casting at the peak of your dash. This keeps you safe while still moving the enemy.
| Spike | Why |
|---|---|
| Level 2 | Unlocks the and combo, allowing you to actually trade and control the wave from safety. |
| Level 6 | makes you almost ungankable and gives you kill pressure if the enemy steps too close to your tower. |
| Level 11 | Rank 2 and more points in make your mid-game DPS respectable. |
| Level 13 | Both and are maxed out, providing maximum soldier uptime and repositioning frequency. |
| Level 16 | Max rank and high base stats. At this point, you are a god-tier carry if your positioning is correct. |