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Patch 16.2.1
Create a 'splitting threat.' Push waves past the river, take towers, and force the enemy to send two or more people. If they send one, kill them. If they send three, your team takes objectives elsewhere.
The ultimate 1v1 duelist. You win by outplaying opponents in the side lane, forcing them to send multiple people to stop you while you shred towers with .
Vitals appear on enemies. Hit them for % max HP true damage and a heal. If a Vital is in a bad spot (like behind the enemy), walk away until it disappears and comes back in a new spot to reset it.
Your primary tool. It prioritizes Vitals and low-HP units. Hitting an enemy refunds 50% of the cooldown. Use it to poke, dodge skillshots, or pop Vitals quickly.
Blocks ALL damage and CC for 0.75s. If you block 'hard' CC like stuns or roots, the return stab stuns the enemy. Even if you do not block CC, the slow and attack speed cripple is massive for winning trades.
An auto-attack reset. The first hit slows, the second always crits. Great for popping Vitals quickly or shredding towers. Always use it right after a standard auto-attack to maximize DPS.
Reveals 4 Vitals. Hitting all 4 or the target dying after at least 1 hit creates a massive heal zone. The move speed you get while near the target is vital for maneuvering around them to hit every side.
Wait for major CC to be blown, then flank the backline. Pop on a high-priority target to get the heal zone for your team. You are a duelist, not a frontline tank.
If your carry is getting dove by a tank, you can the tank to shred them quickly and provide the heal field for your backline.
Safe lane harassment. The move speed from and the slow from ensures they cannot trade back effectively while you move away.
Standard kill combo. Procing mid-dash lets you start hitting Vitals immediately. Use to block their desperate CC or high-damage spells.
The fastest way to proc . Requires high speed and precise movement between attacks to hit all four sides in under 2 seconds.
Use this to slide into a predictable CC (like a trap or skillshot) to guarantee a stun on the target you are lunging toward.
| Spike | Why |
|---|---|
| Level 1 | poke is oppressive against most melee champions if you keep hitting Vitals for heals. |
| Level 2 | Unlocking means you can win trades against champions with telegraphed CC or high-impact abilities. |
| Level 6 | gives you massive kill pressure. You can now dive many opponents if they are below 60% HP. |
| Level 11 | Rank 2 and maxed makes you nearly impossible to 1v1 in a side lane. |
| Level 16 | Max rank scaling ensures you can shred even the tankiest 6-item champions with raw true damage. |