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Patch 16.2.1
Dominate the early game by ganking volatile lanes and invading the enemy jungler. Use your lead to secure early Dragons and Void Grubs, then look for a game-ending pick on a carry.
High-tempo playmaker who relies on mechanical outplays and early-game aggression to snowball the map and end before he is outscaled.
After using an ability, your next 2 autos gain massive attack speed and refund energy. Never spam buttons; always weave 2 autos between every ability cast to maintain your energy bar.
Sonic Wave is your gap closer and Resonating Strike is your execute. The second cast deals missing HP damage, so wait until the target is low before taking the second .
Safeguard is a dash and shield. Use it on wards or allies to escape or reposition. The second cast, , gives Life Steal and Spell Vamp—essential for staying healthy while clearing the jungle.
Tempest deals magic damage and reveals enemies (great against Akali/Shaco). The second cast, , is a decaying slow. Use it to stick to targets after you land .
A massive knockback. Enemies hit by the target are knocked up and take damage based on the target's bonus health. Use to kick carries into your team or tanks into the enemy backline.
In teamfights, you either dive the backline to 'Insec' a carry or stay back and use to kick diving bruisers away from your own ADC.
If your team is ahead, focus on being the primary engager. If behind, prioritize peeling with and .
Close the gap with , slow them with to guarantee more autos, then to an ally or ward to disengage if the trade is over.
The classic play. Gap close with , ward hop behind the enemy carry, and kick them into your team with . Requires high ping and fast fingers.
Faster and harder to react to than a ward hop. Press first, then immediately Flash behind them. The kick direction is determined at the end of the cast animation.
Kick the target with and immediately follow up with the second . Since the second deals missing health damage, the ultimate's damage will maximize the execute.
| Spike | Why |
|---|---|
| Level 3 | Access to all basic abilities allows for full mobility, sustain from , and the slow for ganks. |
| Level 6 | unlocks your kill pressure and playmaking. You can now solo kill most junglers if you land . |
| Level 11 | Rank 2 provides a significant damage boost to the primary target and collision targets. |
| Level 16 | Max rank has a very short cooldown, allowing for multiple playmaking attempts in late-game sieges. |