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Patch 16.2.1
Reach the late game with at least three items. In every fight, prioritize staying alive over getting a kill. If you survive the initial engage, your will eventually kill everyone on the enemy team.
The ultimate front-to-back hyper-carry. You function as a high-range glass cannon that melts tanks and squishies alike. Your goal is to stay at maximum range and keep your damage uptime high while your team protects you.
After you die, you have 4 seconds to move before exploding. Use this to clear a wave or chase down a low-health enemy who killed you. It deals true damage, so it is effective even against tanks.
A skillshot that shreds armor and magic resist. Use this on the target you are currently attacking to massively increase your damage. It also provides a passive attack speed boost, so prioritize leveling it second.
Your most important ability. It increases your attack range and adds % max health magic damage to your autos. Never commit to a fight if is on cooldown.
A long-range slow trail. Use this to peel for yourself or to make it harder for enemies to walk out of your range. It's your only tool to stop someone from running at you.
Long-range artillery. It deals more damage to targets below 40% health. Use it to finish off fleeing enemies or to scout bushes from a safe distance. Watch the mana bar—spamming it triples the cost.
Stay behind your tanks and peelers. Hit whatever is closest to you. Do not try to reach the enemy backline unless the fight is already won. Use and to shred the enemy frontline first.
If an enemy assassin is flanking, you must save and specifically for them rather than using them on the enemy tank.
Simple trading in lane. Activate when the enemy ADC goes for a last hit to poke them from outside their range.
Slow them with to make landing easier. Once shredded, use to melt them and to execute when they get low.
If someone jumps on you, drop in the direction you are retreating. Hit them with to lower their resists and kite back with .
Once a target is low, deals significantly more damage. Use it to bridge the gap if they Flash or dash away from your auto range.
| Spike | Why |
|---|---|
| Level 1 | gives you a massive range advantage over almost every other ADC, allowing for free early poke. |
| Level 6 | allows you to finish kills and safely check bushes, reducing the risk of being face-checked. |
| Level 9 | is fully maxed, giving you maximum range and %HP damage uptime. |
| Level 11 | The base damage increase on makes your execute much more threatening in mid-game skirmishes. |
| Level 13 | is typically maxed second, providing a huge spike in passive attack speed and resistance shred. |