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Patch 16.2.1
Draw the enemy jungler or mid-laner to your side lane while split-pushing. By forcing multiple enemies to answer you, you use to win the 1v2 or 1v3, allowing your team to take objectives elsewhere.
A zone-control juggernaut that punishes aggression. You aren't a chaser; you're a raid boss. You want to set up shop in a lane, lure the enemy into your 'nest' of tentacles, and win through massive healing and AOE damage.
spawns tentacles on walls. These are your lifeblood. They heal you for a percentage of your missing health when they hit a champion. Always fight near at least two tentacles.
is your primary waveclear and poke. It passively increases the damage of all your tentacles. When trading, try to line it up to hit both the enemy champion and their spirit from .
is a short leap that makes all nearby tentacles slam the target. Use this to focus damage on a spirit or to finish off a low-health enemy. It is also your only (very short) gap closer.
is your most important ability. Pulling a spirit allows you to deal safe damage. If you kill the spirit or the enemy leaves the zone, they become a Vessel and spawn tentacles that attack them.
is your 'win' button. It deals AOE damage and spawns a tentacle for every champion hit. The more people that dive you, the more tentacles spawn, and the more you heal from .
You aren't great at diving the backline. Instead, stay near your carries. If the enemy engages, use on a frontline tank and then to create a 'no-go zone' of slamming tentacles.
If you have Flash and see the enemy team grouped in a tight corridor, a Flash + can end the fight instantly even without an pull.
The basic way to win lane. Pull the spirit, use W to force tentacles to slam it, then Q to hit both the spirit and the actual champion for massive echo damage.
Use this when the enemy jungler ganks. Pulling the spirit first is CRITICAL because counts the spirit as a champion, giving you an extra tentacle for the fight.
Start the animation for and then flash forward. This hides the startup animation and extends the range, making it much harder for the enemy to react and dodge.
If the enemy is too strong to fight directly, kill the spirit to turn them into a Vessel. This forces them to dodge slams for several seconds, giving you priority in lane.
| Spike | Why |
|---|---|
| Level 3 | You have access to , , and . You can finally start pulling spirits and forcing the enemy out of lane. |
| Level 6 | transforms you from a lane bully into a 1v2 threat. You can now bait and win ganks easily. |
| Level 9 | With maxed, your waveclear is instant, and your tentacles deal significantly more damage. |
| Level 11 | Rank 2 provides a huge damage boost in mid-game teamfights around objectives. |