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Patch 16.2.1
Collect at least 4 marks by 15 minutes to gain the initial range boost. Use your superior range and mobility to shred frontliners while using to protect your team's primary carries from being burst down.
An aggressive marksman jungler who functions as a secondary carry. You must balance jungle pathing with a high-stakes mini-game to collect marks, scaling from a short-range skirmisher into a long-range late-game monster.
Marking is a psychological tool. At 0 marks, the first mark always spawns on a Scuttle Crab. After 4 marks, your attack range increases. Don't suicide for marks; use them to predict the enemy jungler's location or bait them into a trap.
Your primary mobility and DPS tool. The cooldown is reduced to approximately 2 seconds while standing inside the zone. Use it to dodge skillshots or reposition while kiting, rather than just using it for the damage.
Wolf creates a hunting zone. Always drop this immediately when a fight starts to get the cooldown reduction. The passive provides a heal based on movement/attacks—use this to stay healthy during your initial clear.
A powerful slow and execute. It deals more damage to targets below 15% HP (scaling with marks). Never lead with this on a full HP target unless you specifically need the slow to reach them; save the third hit for the execute threshold.
Creates a zone where nothing can die. It affects allies, enemies, and neutral monsters. Use it to survive burst, then time your 's third hit to land exactly as the zone ends to execute the enemy before they can heal.
Position like a standard ADC. Focus the closest threat. Use when an assassin dives you or your mid laner. Your job is to stay alive long enough for your mark-scaling to take over the fight.
If you have 10+ marks and a lead, you can play as an assassin, using to dive the enemy backline and to survive the return fire.
Gap close with , immediately drop to reset your dash timer, and apply the slow to ensure you can land the three hits for the wolf pounce.
Apply the first two stacks of , then wait until the enemy is below the critical health threshold (or until your is about to end) before firing the third shot for massive damage.
Use to bypass wards by jumping terrain. Dropping immediately allows you to use again almost instantly to dodge the enemy's panic-cast skillshots.
While inside , stack your to 2 hits. The moment the gold flash of ends, fire the 3rd hit and to secure the kill while everyone is at minimum HP.
| Spike | Why |
|---|---|
| Level 2 | With and , you are one of the strongest 1v1 duelists in the jungle. You can invade almost any weak early clearer. |
| Level 3 | Unlocking gives you the CC needed to actually finish kills during ganks rather than just poking them. |
| Level 6 | allows you to take incredibly aggressive dives and win fights you are losing by stalling for your cooldowns. |
| Level 11 | Usually coincides with your 4th or 7th mark, giving you a massive range advantage and lower cooldown for mid-game teamfights. |