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Patch 16.2.1
Carry your ADC through a rough lane and transition into a frontline disruptor. You win by keeping your highest damage dealer alive longer than the enemy's. If your carry is 0/5, find the strongest player on your team and become their shadow.
The ultimate bodyguard. You excel at turning enemy aggression into your team's advantage. You aren't the primary engage—you're the wall that breaks the enemy's momentum and enables your ADC to safely shred everyone.
Start the party with an auto or . Once a stack is on, any ally auto counts toward the 4-stack stun. In lanes with high attack speed ADCs (Lucian, Jinx), this is your primary kill threat. Watch the cooldown circle on the enemy's feet—you can't stun the same target twice in a row.
Your main poke and catch tool. It applies a stack from distance. Don't just fish for damage; save it for when the enemy tries to walk up for a minion to force a bad trade or a summoner spell.
Leap to an ally or minion to grant both of you Armor and Magic Resist. Use this to jump in front of a skillshot or to disengage by jumping to a backline minion. It also positions you perfectly for a follow-up .
The shield is directional. It negates the first hit entirely (0 damage) and reduces all follow-up damage from that direction. It destroys projectiles, meaning you can stop a Caitlyn ult or a hook from reaching your carry. Stay mobile while it's up to keep the angle right.
A massive line knockup. Enemies close to you get knocked up longer than those at the end of the line. It leaves a slow field. Use this as follow-up CC or to stop an entire team from diving your backline.
Stand between the enemy team and your carries. Use to soak up the initial volley of spells. Apply to as many different targets as possible to create chaos and CC for the enemy divers.
If the enemy has a low-mobility backline and you have a clear flank, an R-Flash can be used to initiate, but only if your carry isn't in immediate danger of being dove.
The standard peel response. Jump to your carry to give them resists, block the incoming burst with the shield, and slow the threat to start stacks.
Use a minion as a bridge to close the gap. This catches enemies off guard who think they are out of range of your .
Used when you need to lock down a priority target. The slow makes hitting the guaranteed, and the R knockup gives your team time to finish the stun.
Buffering then flashing hides the animation and extends the range instantly, allowing for a follow-up that the enemy cannot react to.
| Spike | Why |
|---|---|
| Level 1 | is one of the strongest level 1 tools in the game. In invades, if you land one auto, the target is almost certainly dead or forced to flash. |
| Level 3 | With all three basic abilities, you have your full defensive suite. You can now reliably trade and protect your carry from all-ins. |
| Level 6 | gives you massive teamfight presence and a way to stop multi-man dives or interrupt channels. |
| Level 11 | The cooldown on drops significantly, allowing you to use it more freely for picks rather than just saving it for total defense. |