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Patch 16.2.1
Shove mid lane relentlessly to create priority, then use to create number advantages in side lanes. In late game, peel for your fed carries by using to stop divers.
An anti-mage warden who excels at shove-and-roam tactics. You function as a secondary engage or a primary peeler, using your high base durability and crowd control to turn skirmishes in your team's favor.
is an AOE smash. Use it to secure last hits on multiple minions or to add burst to your trade. It is your main source of non-mana waveclear.
is your primary poke. The two blasts meet to create a tornado. Aim so the enemy is caught in the center convergence for maximum damage over time.
is a two-part ability. Hold to charge damage reduction and increase taunt radius; release to taunt. You are slowed while charging, so use it after lands.
has a unique 'step back' animation before moving forward. This can be used to dodge skillshots by moving backward, or as your main engage tool.
is a massive semi-global leap. It gives an immediate magic shield to all allies in the target zone before you even land. Use it to counter-gank or follow up a diver's engage.
You function best as a follow-up engager. Wait for a teammate to go in, then land with . Once in the thick of it, use to disrupt as many enemies as possible.
If your team lacks engage, you must use Flash plus to start the fight, but this is risky as you have no escape once committed.
Knock them up with , hit them with the passive auto, drop on their feet while they are CC'd, and tap to ensure they stay in the tornado.
Start charging out of range, then Flash into the enemy team and release for an instant, high-impact multi-man taunt.
Used when you need to keep a single target stationary for as long as possible. Full charging after the knockup prevents any escape.
Cast on an engaging ally. As you land, immediately start charging to taunt anyone knocked up by your entrance, then finish with .
| Spike | Why |
|---|---|
| Level 3 | You have access to your full basic rotation. You can now reliably trade and proc Electrocute/Aftershock with and . |
| Level 6 | is unlocked. You no longer need to win your lane; you just need to shove and look at the map for roaming opportunities. |
| Level 9 | is typically maxed here, allowing you to clear the backline of minions with a single cast, maximizing your roam windows. |
| Level 11 | Rank 2 of significantly reduces the cooldown, making you a constant global threat during mid-game skirmishes. |