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Patch 16.2.1
Reach 10+ stacks of while maintaining high farm. In the late game, you win by being an unkillable wall that provides infinite CC and the threat of a 1000+ true damage execute on anyone who gets close.
Scaling tank-mage hybrid that thrives on out-sustaining opponents and securing objectives with high burst true damage. You transition from a passive laner into a massive frontline threat.
Whenever you kill a unit, you regain HP and Mana. This is your lifeblood. Focus on last-hitting consistently to negate enemy poke. It scales with level, so staying even in XP is vital.
A delayed knockup followed by a slow. Don't just fire this at the enemy; aim where they ARE going to be. Use it to stop enemy engage or to catch someone when they stop to last-hit a minion.
A cone-shaped silence. This is your best tool against champions with dashes or channels (like Katarina or Riven). If you hit first, they can't Flash or use abilities to dodge your .
Empowers your next three autos with spikes that slow and deal %HP damage. This is an auto-attack reset. Use it to trade in melee range or to help secure last hits for procs.
True damage execute. If it kills, you grow and gain permanent HP. There is a red 'eat' indicator under enemy health bars when they are in kill range. Use it on minions early to get 6 stacks fast if you can't kill your laner.
Sit in the front of your team. Use to peel for your carries or to catch an out-of-position enemy. Your is a massive AOE silence that can shut down entire team comps in a choke point.
If your team has another tank and the enemy has a fed assassin, stay directly on top of your ADC and save specifically to kill the diver the moment they jump in.
The basic bread and butter. Knock them up, silence them so they can't dash away, then use the %HP damage from to win the trade while they are slowed.
Used when the enemy is around 40-50% HP. The CC chain prevents them from using defensive tools (Shields/Flash) before lands.
Against mobile targets like Yasuo or Lucian, lead with . The silence prevents them from dashing out of the circle.
Casting from a bush hides the ground indicator for a split second, making it significantly harder to dodge. Follow up with the silence and bite.
| Spike | Why |
|---|---|
| Level 2 | Having both and gives you the tools to punish melee champions who try to all-in you early. |
| Level 6 | increases your kill pressure immensely. You can now execute enemies from nearly half health. |
| Level 11 | Rank 2 provides more health per stack and has a significantly lower cooldown for faster stacking. |
| Level 16 | Max rank makes you a titan. Your true damage is high enough to one-shot most ADCs if you reach them. |