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Patch 16.2.1
Out-farm the enemy jungler to reach level 16 quickly. Use to help lanes win early, then transition into a high-damage teamfighter who forces the enemy to play around your zone.
AP power-farmer who uses global ultimate pressure to snowball lanes and high-damage death mechanics to win late-game teamfights.
When you die, you get 7 seconds of free casting. You are untargetable and your spells cost 0 mana. Do not panic cast; focus on hitting isolated s on carries and always start your channel with 4 seconds left on the timer.
Your main damage tool. It deals double damage if it hits only one target. When clearing camps, aim for the big monster away from the small ones. In fights, predict where the enemy will move rather than where they are.
Creates a wall that slows and reduces Magic Resist. Use this to scout bushes safely or to guarantee your hits. The MR shred is flat, making it incredibly effective against squishy targets.
A toggle AOE. It refunds mana when you kill a unit—this is how you stay healthy in the jungle. Toggle it on when enemies are in range and off immediately when they leave or the camp dies to conserve mana.
A global 3-second channel. Always check your teammates' health bars and the enemy's. If you see a fight breaking out, prepare to use this. It is best used from your to ensure it cannot be interrupted by CC.
Position yourself in the middle of the fight. Use to shred the frontline's MR and to burn everyone around you. You want to be a priority target so that your can take over the fight from a central location.
If the enemy has multiple ways to cancel (like Soraka silence or Kassadin Q), stay far back and only use R once those specific cooldowns are used or you are already dead in passive.
Lead with the wall to slow the enemy. This makes landing the isolated Qs much easier. Only turn on E once you are within melee range.
Used in late-game teamfights. Flash into the enemy backline with E active. Your death zone is massive; force them to stand in your damage or run away and lose the fight.
When you enter , you have time for exactly 4 Qs before you must start channeling your ultimate to ensure it finishes before the passive ends.
When an assassin jumps on you, drop the wall directly on top of yourself and spam Qs at your own feet while E burns them.
| Spike | Why |
|---|---|
| Level 4 | With two points in and one in , your clear speed becomes one of the fastest in the game. |
| Level 6 | You unlock , giving you global pressure. You can now 'gank' any lane without stopping your farm. |
| Level 11 | Rank 2 deals significantly more base damage and becomes a major threat to enemy squishies. |
| Level 16 | Max rank combined with late-game AP items can often take 40-50% of an ADC's health instantly. |