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Patch 16.2.1
Survive the laning phase without giving up kills. In mid-to-late game, stick to your strongest carry and use and to deny every single enemy engage attempt. A 0-death ADC is your path to victory.
The ultimate disengage specialist. Your job is to make the enemy feel like they can never touch your ADC. You win by frustrating the enemy's engage and keeping your carries topped off with shields and AD buffs.
Allies gain speed running toward you. This is why you should lead the way during retreats. You also deal magic damage based on your bonus Move Speed—build items like Shurelya's to make your and autos hurt.
Your most important tool. Do not just throw this out for damage. Use the instant double-tap to knock up enemies mid-dash (like Leona E or Lee Sin Q). Charging it is only for zoning off corridors or following up on other CC.
Your primary lane poke. While it's off cooldown, you move faster and walk through units. Be careful: once you use it to slow an enemy, you lose that speed. Use it when you're winning the trade, not when you're being chased.
A shield that also grants Attack Damage. Put this on your ADC right before their projectile hits an enemy or when they are about to take damage. It can also be used on turrets to save plates or boost the turret's damage.
A massive knockback followed by a channelled heal. Use it to shove divers away from your carry. You don't always need to channel the heal—sometimes the 0.5s knockback is all you need to save a life. Don't push enemies into safety by mistake.
Stay in the backline. Your goal isn't to kill—it's to make the enemy's life miserable. Use to stop channeled ults or dashes. Use on whoever is being focused. Use if the enemy frontline gets too close to your carries.
If your team is ahead and the enemy is retreating, use your high speed and to hunt down stragglers for your team to clean up.
Slow them with W to guarantee the auto-attack. Shield yourself or your ADC to absorb the return fire while you walk away with the speed from .
When an enemy jumps on you, double-tap Q immediately for an instant knockup, then W to slow them so they can't follow up after they land.
Cast Q into a bush or behind a wall where they can't see the windup. Use W to slow the target so they stay in the path of the incoming tornado.
High-risk play. Flash behind a priority target and use R to blow them into your team. Follow up with an instant Q to keep them CC'd for the kill.
| Spike | Why |
|---|---|
| Level 1 | poke is very high. You can often chunk the enemy ADC and secure bush control early. |
| Level 3 | You have your full kit: for peel, for poke/slow, and for protection. You are very hard to gank now. |
| Level 6 | is a massive safety net. It allows your ADC to play much more aggressively knowing you can reset any dive. |
| Level 11 | Rank 2 heal becomes significant in mid-game objective fights, often out-healing enemy Ignite or burn damage. |