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Patch 16.2.1
Identify the enemy's most vulnerable immobile carry. Force their Flash early with a gank, then use to trap them in every objective fight. Snowball your lanes early so you don't have to rely on your late-game scaling.
Hyper-aggressive early ganker and primary teamfight engager. You dictate the pace of the game by forcing flashes and isolating carries with terrain.
Deals massive % health damage on your first auto. When clearing camps, hit the big monster once, then hit small ones to maximize damage while is on cooldown for the main target.
Your main damage and armor shred. Always try to line this up to hit multiple enemies. Most importantly, use it to pull yourself to your for the knockup.
A shield and a slow. The shield strength increases based on how many enemies are nearby. Use this AFTER you land your plus combo to keep enemies in range.
The flag provides passive attack speed. In fights, drop it where your ADC can stand near it. It also grants vision—use it to check bushes or over walls before face-checking.
A massive leap that creates a terrain arena. It deals damage even if enemies leave the circle. Remember you can reactivate it to collapse the walls early if you're trapping your own team.
Look for a multi-man knockup with plus , then immediately cage priority targets with . Once your cooldowns are spent, use to soak damage and peel for your carries.
If your own backline is being dove by an assassin, save plus to peel them off instead of diving the enemy backline.
Your bread and butter. Drop the flag, pull to it to knock them up, proc with an auto, then slow them with so they can't walk away.
Flash right before your dash ends to extend the knockup range or change your trajectory to hit an enemy you would have missed. This is your most important playmaking tool.
Used to delete a squishy target. The cast is unstoppable once started, making it great for following enemies who try to dash away after your knockup.
Drop into a bush to scout. If someone is there, you can choose to follow up with to engage or just walk away with the information.
| Spike | Why |
|---|---|
| Level 2 | You have your plus combo. You can gank almost any lane immediately after your first buff. |
| Level 6 | adds a massive amount of kill pressure and allows you to lock down targets that have mobility spells. |
| Level 11 | Your cooldown is low enough that you can force a fight or a Flash every time you see a priority target out of position. |
| Level 13 | With and maxed, your attack speed aura and armor shred are at peak effectiveness for your team. |