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Patch 16.3.1
Reach level 16 without letting the game end. In the late game, wait for the enemy to blow key CC, then onto the backline, delete the carry, and use the low cooldown of to escape or clean up the rest.
Scaling anti-mage assassin. Your goal is to survive a punishing early game to become an unstoppable, high-mobility tactical nuke that deletes backliners at level 16.
Take 10% reduced magic damage and ignore unit collision. This makes you tanky against mages and prevents you from getting stuck in minions while trying to land .
Fires a void orb that shields you against MAGIC damage and interrupts channels. Use it *as* the enemy's spell is traveling to you to absorb damage. It cancels spells like Katarina's ultimate or Teleport.
Empowers your next auto-attack to deal damage and restore mana. It's an auto-attack reset. Use it immediately after a basic attack to maximize damage. Hitting a champion restores 20% of your missing mana.
A cone-shaped slow and damage spell. It requires 6 spells to be cast nearby before it can be used. In teamfights, this will be available almost constantly. Use it to prevent targets from kiting your .
A short-range blink that deals damage. Each consecutive cast within 15s doubles the mana cost and increases damage (up to 4 stacks). Manage your stacks carefully; a 4-stack is huge damage but costs 800 mana.
Never be the first one in. Wait for your team to engage or the enemy to waste CC. Use to flank from over walls and target the squishiest enemy.
If you are the only one who can stop a channel (like Malzahar or Fiddlesticks), hold to interrupt them instead of using it for damage.
Standard poke. provides a shield to block their return damage while slows them so they can't chase you back.
Your main assassination combo. gets you in, slows, and resets your auto for a fast burst of damage and mana refund.
Used when you have the mana. Starting with stacks on ensures your first jump deals massive damage to surprise the enemy.
The fastest engage. Cast then immediately Flash to extend the range. The damage lands at the Flash location, giving the enemy zero time to react.
| Spike | Why |
|---|---|
| Level 6 | You finally gain mobility. You can now dodge skillshots, roam, and actually threaten the enemy laner. |
| Level 11 | cooldown is significantly reduced. This is your mid-game window where you start winning skirmishes. |
| Level 16 | The 'Win Condition.' is on a ~2 second cooldown. You can chase anyone and reposition constantly in fights. |