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Patch 16.2.1
Identify the enemy carry, track them on the map, and kill them while they are rotating between lanes. Use your mobility to snowball other lanes and secure drakes using your high damage.
Opportunistic predator who thrives on catching people alone. You are the king of the jungle 1v1 and rely on vision control to delete squishies before they can react.
When enemies don't see you, your next auto deals bonus magic damage and slows. This is huge. Use brushes or to reset this constantly during a fight to keep the slow applied and damage high.
Your main damage. It has a short cooldown but deals massive damage if the target is isolated. If you evolve this, you get extra range and it comes off cooldown almost instantly against isolated targets. Use it to shred objectives and lone carries.
Your only poke and sustain. If you are low in the jungle, stand right next to the camp when you fire this to get the heal. When evolved, the slow is massive (especially on isolated targets) and reveals enemies, making it the best tool for catching people.
A long-distance jump. It's your only way in or out. Evolve it to get a massive range increase and, more importantly, a full cooldown reset on kills/assists. Never use this to engage unless you are 100% sure you get the reset or have to escape.
Gives you two (or three if evolved) casts of invisibility. Each cast procs . Use the stealth duration to reposition or wait for your cooldown. Evolving this is great for navigating teamfights and surviving longer.
Do NOT lead the charge. Wait for your team to engage and for the enemy to use their CC. Look for targets who step away from their teammates (Isolation) and use to hop in, delete them, and hop out.
If you evolved , you can act as a secondary poker/disrupter before the fight fully breaks out by spamming spikes to slow and reveal enemies.
The bread and butter. You fire while jumping so it hits as you land. Follow with and an auto to proc .
Start with the auto to apply the slow immediately. Use to dodge their return damage and reset for a second empowered hit.
Use this to reach a low-health target that is further than your range. You can Flash during the leap animation to extend the reach instantly.
Only works with evolved . The moment you see the kill gold, jump again. This makes you nearly impossible to target in a chaotic fight.
| Spike | Why |
|---|---|
| Level 6 | First evolution. Evolving makes your clear and dueling insane, or evolving makes your ganks much deadlier. |
| Level 11 | Second evolution. Usually where you take for resets or for utility. This is your strongest point in the game. |
| Level 16 | Third evolution. You now have almost your full kit evolved, allowing you to be a menace in late-game sieges or teamfights. |
| Level 3 | You have access to all three basic abilities, allowing for healthy clears and decent early counter-jungling. |