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Patch 16.3.1
Pressure side lanes to draw 2+ enemies to you. Use and to escape. In teamfights, do not peel; use your high movement speed to dive the enemy backline, silence the carry, and execute them with .
Simple but effective juggernaut. You focus on winning through attrition, utilizing your passive to out-sustain opponents before executing them with true damage. You alternate between a split-pusher and a high-speed flanker.
is your lane winner. If you lose a trade, back off for 8 seconds. You regenerate a % of health per second. Use this to force enemies to stay in lane while they are low while you return to full health.
is a multi-tool. It resets your auto-attack timer, cleanses slows, and silences. Use it AFTER the enemy slows you to instantly clear the debuff. The silence prevents enemies from Flashing away from your .
is about timing. The first 0.75s gives a massive shield and 60% tenacity. Press this exactly when the enemy is about to hit you with their CC or main burst. The passive part stacks Armor/MR per kill—focus on CS to get tanky.
deals more damage to the closest enemy. Try to position so only one champion is inside the circle. It shreds armor after 6 hits, which makes your or follow-up autos hit much harder.
is a True Damage execute. It deals damage based on missing health. Do not use this to start a fight. Use it only when the enemy is low enough to see the 'kill indicator' (if available) or around 25-30% HP.
Your goal is to run past the tanks and silence the most fed enemy. Your deals massive AOE damage in the middle of their team, and lets you soak their initial cooldowns.
If your own carry is extremely fed and the enemy has a singular diver (like Master Yi), stay back and use to silence the diver so your carry can kill them.
The basic bread and butter. Silence them with so they can't use mobility to escape your . Use when they try to fight back inside your spin.
Run at them with . Start immediately. The spin shreds their armor, making them lose health faster. Once they are low, finish with .
Since resets your auto-attack timer, always land a regular basic attack first if you are already in range. This maximizes damage before the silence starts.
Activate for the speed boost, then Flash onto the carry. The silence ensures they cannot use Zhonyas or Flash away before you start your and .
| Spike | Why |
|---|---|
| Level 2 | Access to and allows you to proc Conqueror or Phase Rush quickly and win most melee trades. |
| Level 6 | is a massive threat. Many top laners cannot stay in lane below 40% health once you have your ultimate. |
| Level 11 | The health regeneration on increases significantly, and rank 2 deals much higher base execute damage. |
| Level 16 | rank 3 deals 450 + 35% missing HP as TRUE damage. You can execute tanks from nearly half health. |