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Patch 16.2.1
Create man-advantages by using and to roam faster than the enemy support. Secure a lead, then use to catch priority targets or freeze towers during dives.
A high-tempo roaming playmaker who dictates the pace of the game through map movement and crowd control. You win by being everywhere at once while the enemy support is stuck in lane.
Collect chimes to gain XP, mana, and move speed. Your autos get Meeps which deal extra damage and slow. Higher chime counts make the slow AoE. Don't just wander; path your chimes while roaming to mid or returning to lane.
Your primary CC. It slows the first target and only stuns if it hits a wall or a second enemy behind them. Aim through minions to catch players off guard. The hitbox extends slightly after hitting the first target.
Drop these early so they can charge up. They heal more and give a bigger MS boost after 10 seconds. In combat, you can cast it directly on an ally for an instant (but weaker) heal and MS burst to help them kite.
One-way portal through terrain. The longer the wall, the longer the portal. Enemies move slower through it than allies. Use it to bait enemies into a wall, then turn and them the moment they exit.
Golden stasis for 2.5 seconds. Affects everything: towers, monsters, allies, enemies. Use it to stop a Herald charge, freeze a diver, or catch a fleeing carry. Timing is key—do not overlap your own team's CC.
Use to take the enemy's biggest threat or their frontline out of the fight for 2.5s. Peel for your ADC with and speed boosts.
If your team is ahead, use to prevent the enemy from escaping or to stop them from contesting Baron/Dragon.
Use the slow from your Meep auto to make landing the stun against a wall much easier.
Time your so it is mid-air and hits the target the exact millisecond stasis ends for a guaranteed stun.
Lure enemies into following you through , then stun them against the exit wall as soon as they pop out.
Travel through a long wall with , drop on the backline while you are still in the portal, then follow up with .
| Spike | Why |
|---|---|
| Level 1 | empowered autos and damage are surprisingly high for level 1 trades. |
| Level 3 | You have for roaming and for sustain, allowing you to influence other lanes. |
| Level 6 | is one of the strongest playmaking tools in the game for diving or catching. |
| Level 11 | Second point in reduces the cooldown significantly, and your chime count should provide a 35% slow. |
| Level 16 | Max chime stacks usually make your autos a massive AoE slow that wins teamfights. |