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Patch 16.2.1
Aggressively counter-jungle to put the enemy jungler behind. Use your gold lead to become a mid-game monster that can 2-shot squishies and out-tank physical damage threats.
Aggressive carry jungler who focuses on power-farming, invading, and snowballing gold leads. You function like a ranged bruiser who thrives in short-range skirmishes.
You have 2 shells and must reload. Each attack fires 4 bullets in a cone. If you are closer, more bullets hit for more damage. Attacks knock back non-champions—use this to kite jungle camps without taking damage.
Fires a shell that returns after 1 second. If the shell hits a wall, it explodes instantly. Always aim this at terrain to guarantee the second half of the damage lands immediately.
Creates a smoke cloud that limits enemy vision and slows them. Drop this on the enemy backline to prevent them from targeting your team, or use it to slow a fleeing target.
A dash that reloads one shell and grants True Grit (Armor and Magic Resist). Dashing toward an enemy champion gives 2 stacks instead of 1. Basic attacks reduce the cooldown of this ability.
Fires a massive shell that deals huge damage and knocks you backward. Use the knockback to escape over walls or to finish off low-health targets from a distance. The cone damage behind the primary target is significant in teamfights.
Start by attacking the closest target to stack Armor with . Once you have stacks and the enemy has used key cooldowns, use to blind the backline and dive in to burst them down.
If your team has no frontline, you must play as a peeler, using and to zone enemies away from your primary carries.
Standard high-DPS rotation. You use your two shells, then to instantly reload one more shell and keep the pressure up.
Use this when an enemy is near a wall. The explodes instantly, and the provides the finishing blow while pushing you back to safety.
Casting immediately after cancels the startup animation of the shell, making your burst much faster.
Lead with so the enemy can't see you coming. Use to close the gap and land a point-blank auto followed by a for maximum damage.
| Spike | Why |
|---|---|
| Level 2 | With and , you can win almost any 1v1 jungle invade if you catch the enemy at a camp. |
| Level 6 | adds massive execution damage and mobility, making your ganks much more lethal. |
| Level 9 | Max rank allows you to one-shot caster minions and clear jungle camps instantly. |
| Level 13 | Max rank provides enormous amounts of Armor, making you nearly unkillable for AD champions in extended fights. |