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Patch 16.2.1
Dominate the early lane phase to take the first tower. Rotate to other lanes to take plates/towers using to zone enemies away. Use your gold lead to reach 3+ items quickly and end the game before the enemy tank becomes unkillable.
Long-range lane bully and zone control specialist. You win by using your 650 attack range to poke enemies out of lane, taking early tower plates, and using traps to secure objectives.
Your bread and butter damage. Every few autos (faster from bushes) you get a Headshot. Crucially, hitting or gives you a free Headshot with 1300 range. Use these resets to burst targets from safety.
A long-range piercing shot with a 1-second windup. It deals full damage to the first target and less to everyone after. Always try to line this up to hit champions directly without passing through the wave first for maximum poke.
The most important part of your kit. You store multiple charges to place traps that root for 1.5s. They provide true sight and a guaranteed proc. Chain these with ally CC or hide them behind towers during sieges.
Your primary defensive tool. It fires a net that slows and knocks you backward. It triggers a reset. You can use it to jump over small walls. Never use this offensively unless you are 100% sure you will get the kill and are safe from ganks.
A long-range sniper shot that locks on. It deals massive physical damage but can be intercepted by other enemy champions. Use it to finish off fleeing targets or to force a carry to back before a fight starts.
Stay at your maximum range. Use to create a 'wall' of traps between you and the enemy divers. Prioritize the closest safe target, but keep your ready for anyone who jumps on you.
If your team has a heavy engage like Malphite, you can use on their squishy carry before the fight starts to give your team an HP advantage.
The most reliable burst. Fire to slow and distance yourself, immediately cast while in the dash animation to hide the windup, then click the target for the guaranteed Headshot.
Used when an enemy is already CC'd by your support. Place under their feet, channel while they are rooted, then finish with the Headshot auto.
High mechanical ceiling combo. Use to slow, immediately place where they are slowed, proc the headshot, then the headshot, then ult to finish.
If someone is chasing you and low, use to create the gap needed to safely channel without being interrupted by their melee attacks.
| Spike | Why |
|---|---|
| Level 1 | With 650 range and , you can auto most ADCs every time they try to last hit a minion for free damage. |
| Level 2 | Unlocking or allows you to follow up on support CC or protect yourself from early jungle ganks. |
| Level 6 | adds a lot of finishing power, making it very hard for enemies to stay in lane once they drop below 25% HP. |
| Level 11 | Rank 2 damage is a significant jump, often forcing enemies to base if they take a stray shot before a dragon fight. |
| Level 16 | Rank 3 on a low-cooldown allows you to scout or poke carries for half their HP from extreme range. |