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Patch 16.2.1
Create chaos in the mid-game by landing on isolated carries. Force 1v1s where your healing out-sustains the enemy. Use your lead to take objectives while the enemy is afraid to leave their towers.
A high-risk, high-reward diver who thrives on chaos. You lose control of your movement to gain massive stats, so success depends on knowing exactly when to let go and when to pull back.
Stacks bleed and heals you. You have zero base health regen, so you must rely on the bleed. At low HP, heals for significantly more—don't panic-retreat too early.
A leap that stuns and shreds armor. Use to focus the right target during frenzy or to jump to a ward/minion to escape over walls.
Your core mechanic. The dash lets you cross small walls. The frenzy makes you hunt the nearest enemy. Recast when the target is low HP for the massive execute heal.
The emergency brake. It clears and frenzy. Use the damage reduction to soak burst, then release to shove enemies into walls for a stun.
A global projectile. On hit, you fly to the target and fear everyone else. You gain bonus stats and lifesteal. Only use when you know you can survive the arrival.
Wait for the fight to start, then use to hit a backline carry. The fear will scatter the enemy team, allowing you to focus one target. Use to survive the initial focus fire.
If your own carry is extremely fed, use and solely to peel threats away from them instead of diving.
Dash in with , immediately the target to ensure you focus the champion and stun them, then use the bite once they are low.
Use and to get on top of an enemy, then immediately charge to knock them into a nearby wall for a long stun.
After landing , use the bite for immediate damage and healing, then use to reduce incoming burst and disengage.
Use on a non-champion to create distance, to dash further, then to instantly stop the frenzy so you don't run back.
| Spike | Why |
|---|---|
| Level 3 | You have your full kit. for damage, for CC, and to safely stop your frenzy. |
| Level 6 | unlocks global playmaking. You can now counter-gank any lane from across the map instantly. |
| Level 9 | Maxing gives you a very short cooldown on your primary damage, mobility, and healing tool. |
| Level 11 | Level 2 gives more resists and has a significantly lower cooldown for more frequent picks. |
| Level 16 | Max rank makes you nearly unkillable in the initial dive due to massive stat buffs and life steal. |