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Patch 16.2.1
Power-farm to reach your core items and level 11. In the mid-to-late game, look for a flank or a Flash + engage onto the enemy carries during objective fights.
AP Assassin-Diver who focuses on power-farming to level 6 and then nuking priority targets or disrupting the entire enemy team with massive AOE damage.
Gives you a massive attack speed boost for 5 seconds after casting any spell. Every third hit deals AOE magic damage. In the jungle, space out your abilities to keep the attack speed up constantly; don't dump all spells at once.
Fires a curved bolt. It provides vision of the area and marks enemies with Moonlight. This is your most important spell; missing this means you lose your mobility and your damage setup.
Creates three spheres and a shield. If all spheres explode, the shield refreshes and gets stronger. Use this as you are mid-dash with to mitigate the damage you'll take upon arrival.
A dash that deals damage. If the target has Moonlight from , the cooldown is instantly refreshed. You can dash to a marked target, and even if you didn't click them, it clears the mark from everyone nearby.
Pulls all nearby enemies toward you and slows them. After a short delay, it deals massive damage. This damage scales up based on how many enemy champions you caught in the initial pull. Use this when you can hit at least 2 or 3 people for maximum impact.
Your job is to wait for the enemy to group up, then use into to get into the middle of them. Press to pull them all together, setting up your team for follow-up damage while you burst the squishies.
If you are behind, don't dive first. Use as a peeling tool to pull divers away from your own ADC.
The bread and butter. Land first to get the reset. Use while dashing to stack the shield and proc .
Used to delete a squishy carry. The pull ensures they stay close enough for your spheres to explode and your autos to land.
Since gives vision, you can use it on Gromp or Krugs to dash over walls and escape or chase through the jungle.
Advanced movement. If you hit multiple enemies with , you can dash to one to reset , then dash to the next for another reset, then have a final dash ready. Great for repositioning in a chaotic fight.
| Spike | Why |
|---|---|
| Level 3 | You have your full rotation for clearing and the bonus to contest Scuttle Crabs. |
| Level 6 | Your kill pressure triples. You go from a farming bot to a major threat that can double-kill bot lane with . |
| Level 11 | Rank 2 damage is a massive jump. You can now reliably one-shot non-tank targets. |
| Level 16 | Max rank cooldown is very low, and the base damage is high enough to win teamfights single-handedly. |