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Patch 16.2.1
Survive the early game and farm up. Once you have 3+ items, force teamfights and run straight at the enemy backline. They can't stop you because of , and you will eventually out-damage their carries with and .
Hyper-scaling juggernaut who survives lane with cleavers and becomes a massive meat shield that can one-shot ADCs late game.
The canister is everything. When it pops off, pick it up. It heals you and brings the shield back faster. Without it, you are vulnerable to any jungle gank or hard engage.
Your lifeblood in lane. Use it to last hit from range if the enemy is zoning you. The slow is huge for catching people or kiting back. It deals damage based on current HP, so throw it first.
Don't just leave it on. You need to hit the recast burst on a champion to get that health back. It's your clutch survival tool for soaking up enemy burst combos.
Use this as an auto-attack reset. If a minion is low, 'swat' it into the enemy champion with for long-range poke that they won't expect.
Don't wait until you're at 1 HP. Use at 25-30% Health to get the missing health burst heal and the Move Speed to position correctly or chase down carries before you get ignited or bursted down.
Run at the enemy ADC/Mid. Force them to deal with you. Your lets you ignore their first attempt at peeling you off. Use to keep them slowed and to soak all their ultimates.
If your own ADC is the only person on your team with gold, stay back and use slows to peel for them instead of diving.
The bread and butter of your lane phase. Throw the bonesaw to chip them down or farm safely without taking damage back.
Line up a dying minion so knocks it into the enemy, then immediately throw to slow them while they are shocked by the burst damage.
Standard trade once you have items. Slow them with , auto-attack then reset with , and use to soak their return damage, finishing with the heal burst.
Use for the speed boost early in the chase so you don't get kited. Keep running until you're right on top of them, then execute with .
| Spike | Why |
|---|---|
| Level 6 | gives you massive lane safety and bait potential. You can finally stop playing purely defensively. |
| Level 11 | The second point in and more HP items make you significantly harder to burst down mid-game. |
| Level 13 | Both and are maxed, giving you max damage and the lowest poke cooldown possible. |
| Level 16 | Max rank is where you become a true monster. The cooldown is short enough to have it for every single fight. |