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Patch 16.2.1
Survive the early game and reach 3 items. In teamfights, stay at max rocket range until someone on the enemy team dies. Once procs, use the speed to aggressively kite and clean up the remaining targets.
A scaling hyper-carry who relies on 'resetting' fights. You stay at extreme range until a kill or tower triggers , then you use that speed to chase down the rest of the enemy team.
When you get a takedown or a tower, you gain massive Move Speed and Attack Speed. Use this to reposition or chase. The speed decay is slow, so use it to dodge skillshots while kiting forward.
Your bread and butter. Minigun stacks Attack Speed (up to 3) for close-range DPS. Rockets give range and AoE damage but drain mana and shoot slower. Swap to rockets for poke/teamfights and minigun for towers/all-ins.
A long-range zap that slows and reveals. It has a wind-up time that scales down with Attack Speed. Use it to catch runners or to check brushes safely from a distance.
Three traps that root enemies. They take about 0.7 seconds to arm. Never throw them directly 'at' a moving enemy; throw them in their path or directly under them if they are already CC'd by an ally.
A global rocket that deals damage based on missing health. It deals more damage the further it travels (caps at 1500 units). Use it to execute low-health enemies across the map or to turn the tide of a close duel.
Stay in rocket form for 90% of the fight. Focus the closest safe target. Your only goal is to trigger . Once you 'get excited', you become the fastest unit on the board and can reposition to hit priority targets.
If a tank like Zac or Malphite is in your face, swap to minigun to melt them down faster, but only if you aren't at risk of being hit by other enemy CC.
Standard lane harass. Use the extra range of to land an auto, then immediately fire while they are trying to trade back. The slow prevents them from chasing you.
When your support lands a hook or stun, place slightly behind the target. Follow up with for more slow, then shred them with the high Attack Speed of minigun.
At long range, it's hard to hit . Land first to slow them down, making it much easier to confirm the rocket hit.
If a melee champion jumps on you, drop at your feet. Stay inside the traps. As they get rooted, use minigun for max DPS and finish with point-blank.
| Spike | Why |
|---|---|
| Level 1 | gives you more range than almost every other ADC, allowing for free poke and level 2 priority. |
| Level 6 | gives you global kill pressure and a massive burst of execute damage in 2v2 all-ins. |
| Level 9 | At max rank, provides huge bonus range, making you much safer in mid-game skirmishes. |
| Level 11 | Second point in significantly increases the base damage and lowers the cooldown for cross-map snipes. |
| Level 16 | Max rank does terrifying damage to grouped enemies, and your range is at its peak. |