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Patch 16.2.1
Control the vision around objectives like Dragon or Baron. Force the enemy to face-check into your while you are hidden. A single 3-man fear mid-to-late game usually results in a won game.
An ambush specialist who thrives in the fog of war. In Mid lane, you survive with sustain and look to disappear from the map to terrorize side lanes or objective fights.
Replaces your trinket with effigies. Use to bait spells or sweep for wards. Starting at level 6, placing one also acts as a sweeper. Always have an effigy down before ulting to ensure you aren't seen.
Passive: If you damage enemies while unseen and out of combat, you fear them. Active: A point-and-click fear. If you've recently feared a target with the passive, deals double damage instead of fearing again. Use the active for self-peel or to lock down a priority target.
Your primary sustain and damage tool. It drains all nearby enemies. The last tick deals missing HP damage, so don't cancel it early. cooldown is reduced significantly if the channel completes. Use it to bait 'all-ins' when you are low.
A long-range swipe. Enemies in the center are silenced. Use to stop enemies from flashing away or to interrupt channels before you start your . It is also your primary tool for poking in lane.
The ultimate teamfight tool. After a 1.5s channel, you blink and deal massive AOE damage. If you are unseen when the channel finishes, you will fear everyone hit. Positioning and vision control are the only things that matter for this spell.
Never be the first person seen. Stand behind walls or in bushes. Wait for the enemy to commit to a dive or an objective, then jump in with . Your goal is to hit the backline and fear as many people as possible.
If your team is being heavily dove and you cannot find a flank, use and to peel for your ADC, then use defensively.
The bread and butter. fears the group, silences them to prevent flashes, drains them, and is used on the survivor for double damage.
Poke with the silence of so they cannot trade back, then start to heal off the wave and the champion simultaneously.
Walk up and use the point-and-click fear of , then immediately for the slow/silence to guarantee the full duration of your .
If someone jumps on you in mid, them to force them to walk away, then Flash in the opposite direction and to slow their pursuit.
| Spike | Why |
|---|---|
| Level 3 | You have access to your full basic rotation. Your sustain with becomes relevant for staying in lane against poke. |
| Level 6 | Total game-changer. You can now roam to Bot or Top lane. The threat of forces the enemy mid-laner to play scared. |
| Level 9 | With maxed, your clear speed and dueling potential reach their first major peak. |
| Level 11 | Reduced cooldown on and increased damage makes objective fights very dangerous for the enemy. |
| Level 16 | Max rank can wipe an entire team solo if you land a multi-man fear from fog. |