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Patch 16.2.1
Identify the primary enemy carry and eliminate them before or at the start of teamfights. Use your mobility to flank, land a max-range , and use to survive the retaliation.
An opportunistic assassin who punishes poor positioning. You survive a rough early game to become a high-mobility menace that deletes squishies and disappears using untargetability.
You take reduced damage from all sources and ignore unit collision. Use this to walk through your own minions to surprise the enemy with a or -empowered auto. You don't get 'creep blocked,' so use that to path more efficiently than your opponent.
A fixed-distance dash through an enemy. It applies on-hit effects like Lich Bane. You can use on a minion to close the gap to a champion or to escape a gank. It's a great way to guarantee your lands.
Your main trading tool. It resets your auto-attack timer. The passive applies a bleed, but the active is where the burst is. Always try to Auto then immediately press for an instant double-tap of damage.
Your bread and butter. You become untargetable. If you don't reactivate it, you land for a large AOE slow. If you press it again, you jump further but lose the slow and have a smaller damage radius. Only double-tap if you need the extra distance to reach or flee.
A skillshot that attaches a shark to a target. The further it travels, the bigger the shark and the more damage it does. It provides a massive knock-up. Lead your shot or use it from fog of war to give the enemy less time to react.
Your job is to wait for the engage, then dive the backline. Land on the ADC or Support. Use to dodge the initial peel/CC. Once your target is dead, use your low cooldowns to clean up the rest of the fight.
If your team is being dove by a single fed bruiser, you can use as peel to knock them up and save your own ADC.
Your standard lane trade. Q in, reset your auto with W, and use E to either deal extra damage if you're winning or hop away if the enemy is fighting back.
Hit the long-range shark first. Use E to gap close or dodge their counter-CC while the shark is ticking, then finish with the Q-W reset combo once they are knocked up.
Use Q on a minion to suddenly close distance, and cast R during the dash animation. This makes the projectile much harder to dodge because the travel time is reduced and the animation is partially hidden.
Used when you are sure you can kill. R for the amp/CC, Q to get in, W reset for burst, then E to stay on top of them or dodge their last-ditch effort to trade back.
| Spike | Why |
|---|---|
| Level 3 | You finally have access to , , and , allowing you to take meaningful trades and actually kill opponents who overstep. |
| Level 6 | is a massive power spike. It gives you the kill pressure needed to force the enemy out of lane or roam for easy kills. |
| Level 9 | Usually, your is now maxed out. This significantly lowers the cooldown of your most important ability, increasing both your safety and damage. |
| Level 11 | Rank 2 increases the base damage significantly, allowing you to one-shot carries even if you aren't massively ahead. |